My list was 13TH Black Crusade, Black Legion (NetEA Tournament Pack (2022-04-14)) ==================================================
DAEMON POOL [0] 6 Lesser Daemons from Pacts, (Chaos Undivided)
RETINUE [425] 8 Chaos Space Marines, Obliterator, Chaos Warlord (Supreme Commander), Daemonic Pact, (Chaos Undivided)
RETINUE [340] 8 Chaos Space Marines, 4 Rhino, Daemonic Pact, Sorcerer Lord, (Chaos Undivided)
RETINUE [340] 8 Chaos Space Marines, 4 Rhino, Daemonic Pact, Sorcerer Lord, (Chaos Undivided)
BIKE COMPANY [325] 8 Chaos Space Marines Bikes, Chaos Lord, Daemonic Pact, (Chaos Undivided)
CHOSEN [170] 4 Chaos Space Marine Scouts, 2 Rhino, Daemonic Pact, (Chaos Undivided)
CHAOS TERMINATORS [420] (Chaos Undivided), Chaos Lord, 6 Chaos Terminator, Daemonic Pact
DEATH WHEEL SQUADRON [275] Death Wheel, (Chaos Undivided)
DEATH WHEEL SQUADRON [275] Death Wheel, (Chaos Undivided)
HELL BLADES [200] 3 Hell Blade Fighters, (Chaos Undivided)
HELL TALONS [225] 2 Hell Talon Bombers, (Chaos Undivided)
2,995 POINTS
Turn 1
Termies drop in and summon daemons. They then engage the regimental command unit and intermingled flak battery, and then roll snake eyes for combat res and die because they can’t run far enough away. The rest of the forces jockey for position, while Hell blades and talons peck at exposed and isolated troops.
Turn 2
Death wheels keep Malcadors occupied and provide support for a series of clipping assaults on the disciples, eliminating them. Bikes and Retinues creep around and hide from Malcadors.
Turn 3
Any remaining Disciples are destroyed or broken. The Regimental HQ is shot up and just rallies. Malcadors are two slow and can’t crawl over the 50 without loosing their objectives.
At the end 2-0 Word Bearers with TSNP and DTF.
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The problem is the Malcadors are really expensive and slow, so your opponent can dance around destroying the other parts of the army get a massive activation advantage.
The garrisoned Malcadors are also massively susceptible to attacks by space ships. Eespecially from the big battleships as they don’t move off the objectives the entire game. You can almost guarantee where they’re going to be on turn 3.
If I know there’s a good chance I’ll be playing against Vraks I’ll take a space ship from now on.
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