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Blood Warriors (CSM) 1750

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Blood Warriors (CSM) 1750 Empty Blood Warriors (CSM) 1750

Post by Corennus Wed Mar 02, 2011 8:22 am

Led by the Khorne Lords Garus Helgore and Krakus Helgore, the twin warriors a rarity in forces dedicated to Chaos as their loyalty to Khorne is only matched by their still present loyalty to each other, the Blood Warriors carve a fearsome swathe through any battlefield they come to. Even though they themselves are dedicated to Khorne, they allow those under their command to venerate the other gods, all but Slaanesh (whose effete ways are deemed too unwarriorlike). Tzeentch worshippers are tolerated rather than openly allowed.
Gifted each with powerful Daemon Weapons, "Reaver of Souls" and "Tormentor's Fang", the twins ride on powerful Juggernaut steeds, both of them looking out for the other while charging into where the enemy is thickest.
Unlike many Chaos warbands the Helgore twins only accept those who show a high degree of skill with arms, and also discipline. Their ranks boast a high number of Chaos Chosen, who fulfil the role of infiltrators. Trusted to scout ahead of the main force with specialised weapons, the squads of Chosen are viewed with envy by the "normal" soldiers.

If the Chosen are the silent blade the twins employ to strike the enemy before he knows he's dead, then the eilte ancients who have joined the Blood Warriors with their desecrated Terminator suits are the shocking hammer blow. Entrusted to Tzeentch before they came to the Blood Warriors the venerable warriors enjoy a cool if not openly hostile relationship with the twins, and utterly refuse to be a part of the larger army. If they are needed they will deep strike to where they are required and pursure their orders with grim determination, before returning to their sanctum on the Battle Barge. Any marine or Bezerker foolish enough to cross their path and not move out of the way or dare to speak to them may find a power weapon crushing their skull.

The army has a standing core of Chaos Space marines arranged in squads of 10, to make use of the salvaged, stolen and loaned rhinos the Blood Warriors have amassed over their 300 year crusade of terror. Normally a force will take 5 to 8 rhinos in an engagement, with the squads split between providing anti-tank firepower and anti-infantry support for the khorne lords and the rest of the army.
These men, some from many different warbands, some from space marine chapters who have fallen out of grace, some who hail from the original legions fallen to Chaos, all vie for position within the army. The ruthless discipline the Helgores mete out and impress upon the Champions to continue keeps the army relatively stable however.

With their patron being Khorne, the Blood Warriors have no shortage of those warriors whose dedication to the Blood God is such that they earn the name feared by many mortal armies. Bezerkers. In fact the Blood Warriors have to turn away many more than they recruit, often banding together these rejected marines and sending them on suicide missions to open the door for the main army.
Those that are accepted are kept apart from the main force. Trained beyond reason with close combat weapons, they are given their iconic name within the Warriors. The Bloodreavers.
If a unit of Bezerkers takes to the field it will follow the twins on their juggernauts. Often the bezerkers will travel on one of the few great relics of the army. The Chaos Land Raider

For an army only 300 years in existence the Blood Warriors have managed to steal and convert no less than two of these great bastions of the Space Marines.
Its thick armour is perfect for carrying the crazed bezerkers, for not only are the warriors well protected from enemy fire, but the inside of the tank is strong enough to withstand the bestial fury unleashed by the bezerkers before they charge out. Often as not, chainswords and axes will spark against the walls, showering the khorne warriors in sparks before they assault out.

As the army continues to swell, with its victories and tallies of enemy dead rising every year, who knows what next will be drawn to join the ranks of the Blood Warriors? Whatever happens the twin Garus and Krakus will ensure they are proven in battle.

HQ

Chaos Lord Garus Helgore
Mark of Khorne
Bloodfeeder (“Reaver of Souls”)
Juggernaut of Khorne
Combi-Melta
180

Chaos Lord
Mark of Khorne
Bloodfeeder (“Tormentor’s Fang”)
Juggernaut of Khorne
Combi-Melta
180

ELITES
Chosen Chaos Space Marines (5 man)
Icon of Nurgle
Missile Launcher
Combi-Weapons x 2
190

Chosen Chaos Space Marines (5 man)
Icon of Nurgle
Missile Launcher
Combi-Weapons x 2
190

Chaos Terminators (5 man)
Icon of Tzeentch
Combi-Weapons x 2
Reaper Autocannon
220

TROOPS

Chaos Space Marines (5 man)
Meltagun
Aspiring Champion
Combi-Weapon
110
DT: Rhino w/ Havoc Launcher
50

Chaos Space Marines (5 man)
Meltagun
Aspiring Champion
Combi-Weapon
110
DT: Rhino w/ Havoc Launcher
50

Khorne Bezerkers (8 man)
Aspiring Champion
Powerfist
Personal Icon
Melta Bombs
218

HEAVY SUPPORT
Chaos Land Raider
Extra Armour
Havoc Launcher
250

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Post by Brother Ezekiel Wed Mar 02, 2011 8:47 am

That is quite the different army brother Corennus,from mine and those I have seen.What is its win/draw/loss statics?I'm fairly interested on how this kind of army has faired in the tournament grounds.One thing I kinda need to ask though is why Meltabombs on the Skull Champion when he allready has a Power Fist?And I think giving the Lords Meltabombs would kinda increase theyr effectiveness if they happen to be met in combat by,lets say a Dreadnought or may need to destroy a tank to,lets say clear an objective in the last turns or something.Also intriquing I find the fact that the Skull Champion has the Personal Icon,so the Terminators are going to rely on that to come down reliably?It would be kind of unfortunate if you had a the terrible thing of losing your LR in the first 1 or 2 rounds of the game and then the Berzerkers would have to foot slog it across and the Termies eather Deep Strike normally or presumably in an unfavorable position.But I commend you on using infiltraiting 2 Special Weapon and 1 Heavy Weapon Chosen units with a MoN no less.Not a lot of player use such units.Normally they just take 4 Meltas and outflank 'em with a rhino.
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Post by Corennus Wed Mar 02, 2011 9:11 am

Sorry i've been trying to edit this list for the last 1/2 hour. the actual list is:

Chaos Lord Garus Helgore
Mark of Khorne
Bloodfeeder (“Reaver of Souls”)
Juggernaut of Khorne
170

Chaos Lord
Mark of Khorne
Bloodfeeder (“Tormentor’s Fang”)
Juggernaut of Khorne
170

ELITES
Chosen Chaos Space Marines (7 man)
IOCG
Melta Guns x 2
156
DT: Rhino w/ Havoc Launcher
50

Chosen Chaos Space Marines (7 man)
IOCG
Melta Guns x 2
156
DT: Rhino w/ Havoc Launcher
50

Chaos Terminators (4 man)
Icon of Tzeentch
Combi-Weapons x 2
Reaper Autocannon
190

TROOPS

Chaos Space Marines (7 man)
Meltagun
Icon of Khorne
145
DT: Rhino w/ Havoc Launcher
50

Chaos Space Marines (7 man)
Meltagun
Icon of Khorne
145
DT: Rhino w/ Havoc Launcher
50

Chaos Space Marines (6 man)
Meltagun
Icon of Khorne
130
DT: Rhino w/ Havoc Launcher
50

HEAVY SUPPORT

Obliterator
75

Obliterator
75

Obliterator
75



The high influx of Bezerkers began to have a negative impact of the integrity of the army the twins were trying to forge. Therefore they decreed that any bezerker wishing to join the Blood Warriors could do so and be guaranteed the greatest fight of his life.
This was actually a great sleight-of-hand on the twins' part. All bezerkers who came to join the ranks were separated from the army and formed into special Reaver squads. These were then sent in to the first wave of an assault to die against the enemy guns, clearing the path for the Khorne Lords and their retinue to advance into the heart of their opponent.
Those bezerkers that did survive would be killed after the battle in sacrifice to khorne, with the twins safe in the knowledge the rest of the Bezerker forces would never know the fate of their brothers.

The obliterator cult has taken a rather long time to come to aiding the Blood Warriors with their brethren. After repeated entreaties from both twins, it took the unearthing of a long abandoned outpost on a world in the Eye of Terror for the Cult to reply, and then they deemed only to send 3 of their brothers to investigate the technology stored within this ancient bastion.
While they are attached to the Blood Warriors their skills with repairs has seen many of the chapter's damaged vehicles, including a land raider soon to be recommissioned, become once again the deadly craft they were made to be. And on the battlefield the arrival of these twisted warrior-priests are a portent of battle joined. Their armour morphing to produce their arsenal as needed, they strike down any who dare to oppose the lords that lead them.
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Post by Brother Ezekiel Wed Mar 02, 2011 9:46 am

Now this is kinda unusual list aswell,since its nothing even close to resembling anything I have ever seen.But really I think the Meltabombs on the Lords would be a good idea again,since walkers can't be touched by them and they can't hurt any kind of vechicles,which even with that 1 chance is well worth the measely 5pts you pay for Meltabombs imo.Now I can see that you propavbly will outflank the Chosen with theyr rhinos,which is allmost allways effective.Those 3 Obliterators really add some AT to the list and give the enemy 3 targets,but since they are all just t5 w2 models,they would be quite easy to take out even with light firepower.Those Terminators do offer you a great way to pop a tank with those combi-weapons once they arrive,but DS is kinda unreliable and the fact that they aren't a termicide squad means you will be planning on them to live after theyr DS.So do you plan them to open up a transport from its rear and on the next turn assault the enemy that was inside(if they haven't allready been assaulted or shot to death).Then the other thing is those CSM squads.I'm not exactly seeing what your planning to do with them,drive close,maybe pop a tank or transport and on the next turn jump out and assault?That is a good plan sure,but 1 melta shot is quite unreliable,even in the hands of a Marine with BS4.But then again you must have your reasons for fielding them.Then again you do give the enemy enough targets,assuming that the 3 CSM rhinos,the 2 Lords and 3 Oblits,which is 8 targets and the opponent must also be careful of the Termies and Chosen.So how has this army done in combat?
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Post by Corennus Wed Mar 02, 2011 10:06 am

hmmm melta bombs on khorne lords...
they're striking at Str 6 and they'd be targeting infantry..

Terminators Deep Strike hopefully behind a tank. and then survive!

And this army is purely hypothetical at this point...
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Post by Brother Ezekiel Wed Mar 02, 2011 12:52 pm

Str 6?How?Normal Lord is a S4 and the Juggernaut only gives him +1S and the +1S from the Daemon Weapon only works if your Lord is Undivided/Unmarked(a.k.a if you take a mark,you don't get the +1S from the Daemon Weapon),so I don't see how possibly the Lord is Str 6,since MoK gives only +1A.And yeah I know that the Lords are gonna target Infantry,since hell they might actually get 16 attacks in one round,but the enemy is likely to deny you that(since most guys know that Khorne Lords can just murder whole swathes of infantry,be they MEQ or otherwise) so they'll send theyr walkers(if they has any,Ironclad are especially gotten popular) and if you ever need that last turn vechicle kill to even up the kill points or clear an objective that is contested by that vechicle,but its just a suggestion to make your Lords a litle bit more flexible.

And I guess those Termies are a termicide squad,though a bit expensive one,since the enemy will pretty much commit conciderable forces to kill off those Termies,since who want Chaos Termies on theyr own backfield?And since they are effectively(in the most likely situation) out of support range,they are quite easy to kill or hinder.And since the DS means they will be punched up a few Plasma Cannon shots will make those pesky Termies disappear,even with the MoT.And 4+ Inv isn't something to rely on(atleast for me since I do seem incabable to roll 4+ for my Chaos Lords inv)
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Number of posts : 691
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Location : Segmentum Obscurus,Battle Barge Immolative Onslaught
Army : White Raven Space Marines 5th Company and the new Bloodoathed Chaos Space Marines,also Empire General Rainer 'Cursebreaker' 'Dwarf-helper' Raukovs independent 18th army of Nuln
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Post by Corennus Fri Mar 04, 2011 5:18 am

I know about the 4+ rolls! using BTs is hard enough, but chaos terminators....

One thing I could do is change the list to have khorne lords with terminators in a land raider....with lightning claws on terminators.
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Post by Brother Ezekiel Fri Mar 04, 2011 5:28 am

True,but then those Terminator are doing a whole different thing than what your Termies in this list.Plus you could eather take 4 of them and stuff the Lords with power armour in an LR or give both Lord Termie armour and gice them a "retinue" of sorts in three Termies.Then again that is going to be a lot of points in one basket,because 220pts LR(naked),2 Lords wit MoK,Daemon Weapon are 140 each,so that is allready 500pts without the terminators(note you can't have the Juggernauts if riding a Land Raider so with 4 Termies with LC and MoT is 195pts,so that would be 695ts total of killyness,which in my honest opinion,is way too many points spend on one unit with a transport.
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Number of posts : 691
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Location : Segmentum Obscurus,Battle Barge Immolative Onslaught
Army : White Raven Space Marines 5th Company and the new Bloodoathed Chaos Space Marines,also Empire General Rainer 'Cursebreaker' 'Dwarf-helper' Raukovs independent 18th army of Nuln
Registration date : 2008-11-30

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