In this episode of Building the Case we’re helping out with a list a reader is preparing for an upcoming tournament with an interesting twist – only battle brothers are allowed as allies. He’s hit on a fantastic combination in SW/IG and sent us a list to review and make suggestions. From what we could gather, anonymous wants to make sure the list includes a fast-moving assault unit, lots of troops, some long-range fire support, and an airborne objective-grabbing unit. Read on for his original list, our suggestions, and our new suggested list.
GiantKiller here with another episode of Building the Case. This week’s edition is a response to a build request for a Pure IG build at the 1000 points level with “some kind of blob and air support”. I think this will work out well, as IG has an efficient enough codex to pack in both durability and mobility at the 1000 point level and still have some room left over for a few useful toys. After some tweaking and playtesting, this is what I came up with.
As we’ve gone through the lists that have seen success so far in 6th edition tournaments, and the lists we’re having the most success with in playtesting, we’re noticing a definite increase in the amount of infantry on foot – both the MEQ and horde varieties. Last edition, just about every enemy unit started the game in a tin can of some sort – a rhino, a razorback, a chimera, etc. The changes to scoring and transports in 6th haven’t made transports useless, but they’re no longer an auto-include in most lists, so we’re seeing a rise in boots on the board. This list is prepared to handle those onrushing hordes of infantry models on foot by putting out a significant amount of anti-infantry firepower while retaining mobility thanks to deep-striking GKs and airborne necrons.
After some considerable playtesting on both sides, it’s safe to say that the daemons list declared “unbeatable” by BOLS author Big Red is far from unbeatable. But it remains a very strong, very competitive list in 6th edition thanks to its incredible mobility and offensive power. In this episode of Building the Case, we’re bringing you our version of Chaos Daemons at 1850. It’s simple and streamlined without any fancy bells and whistles. What remains is a mobile, efficient, and deceptively durable board-clearing engine comprised of flamers and screamers, coupled with some fairly durable scoring units to hold objectives.
In today’s episode of Building The Case, we’re looking at Grey Knights with IG allies in response to a build request from a reader. Holy crap, we have a reader! Anyhow, Peter from Germany is gearing up for a tournament and wanted to see our take on a shooty GK list after reading our comments on Alex Simon’s list in this article. So today we’re bringing you a 2000 point GK/IG army designed around the concepts of board control, durable scoring units, mobility, and of course, moar dakka.
After spending a couple weeks with the new Chaos Space Marines Codex and getting in some playtesting, watching and reading various battle reports, etc. I’ve been able to get a good feel for the Codex. We’re still quite early in the codex’ lifespan, but I think we’ve got a good handle already on some units that do their job well and some units that underperform. Putting all of that together, this is the most competitive build for Chaos at 1850 that we’ve come up with so far. It is built around the two principals we’ve identified as being essential to success in competitive 6th edition play – durable scoring units and mobility.
This is my 1850-point take on the IG Blob / Grey Hunters list concept run by Tony Kopach at NOVA, which is really Tony’s version of a Blob / Grey Hunters list concept suggested to him by Mike Brandt a short time before NOVA. (Fun fact: the list Tony was originally planning to bring to NOVA was run by Tony’s brother in the 2012 NOVA open.) This version of the list is designed around everything we’ve learned from the major 6th ed. tournaments so far: durable scoring units and mobility win games. Is it arrogant to think I could design a list around this concept better than the kid who won 2 competitive events at NOVA 2012 with it? Well, arrogant is my middle name (what were my parents thinking?). Anyhow, we’ve posted Tony’s 2000 point version of the list here, so take a look and compare for yourself. I’ll explain my choices and talk about how the list works in the why and how section.
For those fluff/theme/lore enthusiasts like myself out there, this series is for you. One of the great failings of the 2007 Chaos Codex was the difficulties it presented to those seeking to build an effective a mono-god chaos army. Sure, there were marks, and cult troops, and some lists worked better than others. But lesser daemons lacked flavor, and Lash was so good it was difficult to justify taking an HQ that wasn’t a lash prince or lash sorc. Paint it how you want, call it what you want, when you’re running a lash prince we all know it’s the Prince of Excess setting those enemy infantry up for that perfect Vindicator blast or ‘Zerker charge. Either way, the lack of in-game recognition and support for individual Legions, specific Daemons, sacred numbers, or any reason to take anything purple that wasn’t a Lash Prince, mono-god theme armies were relegated to the land of the beer and pretzels game. But now it’s 6th edition, and we’ve got the new Chaos Space Marines codex in our hot little hands. Will it be enough to run a mono-god theme list that isn’t going to auto-lose to anything balanced and competitive? In this series, I’ll talk about how the new Chaos Space Marines Codex and 6th edition in general have helped mono-god theme lists make a comeback, and provide some sample lists for your viewing pleasure.




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