Another E-mail from the Back40K's inbox:
Hey guys! My names Chad, Outremer on the boards. . . Spag may have mentioned me. I started playing 40k a few months ago and i'm planning on playing in the tourney at the south side Game Preserve this coming weekend.As a new player i've spent a lot of time reading up on things on the internet. . . yes, I know you should take everything seen there with a grain of salt (or a shovel ful of salt at times!), but having little to no experience it's at least a way to start getting some basic information.One of the issues i'm having is that for every person who says "unit x is the greatest thing ever, field ten of them!" there's another person who say's "unit x is the biggest turd in the game, never use them!". I understand that a lot of this will come down to personal preference and playstyle (ie. experience). . . and while I do feel i've absorbed some good information, some of it can just be confusing to someone starting out!I'm facing some indecision on my 1500 point list. I'm going mono Nurgle. . . if I throw out some of my ideas could you guys give me some input?1. Daemon princes. The one i've been running so far has been hit and miss, but I think that's more user error than anything else. It seems like two of these guys would be pretty ferocious, especially in a lower point game. Would two HQ's in a 1500 point game be going overboard?2. Plague marine squads. Seven man squads or five man squads? I'm running them all with Rhinos. Smaller squads mean another scoring unit and an extra chassis on the table. I'm thinking five man units with FNP should be alright. Unfotunately going with five man units means I have to keep them pretty bare bones. Would three units of seven with a few more bells and whistles like combi-weapons and power fists for more flexibility be better at 1500 points? Oh god. . . the arguments about using power fists on Plague marine squads alone are enough to give me a headache!3. Heavy support. I want to take my full three HS units allowed. . . Plague marines seem to be lacking in dakka. I've been using a couple of Vindicators. Dropping pie plates is pretty awesome, and I really like the idea of them running up the middle with the Pm's. . . but I feel like I need some more long range firepower. Of course everyone says take as many Obliterators as you can afford. The sheer versatility they bring to the table seems like a great thing. I have six put together ready to go. But. . . i'm actually thinking about two units of two oblit's and a Missile launcher havoc squad. I like the fact havocs can put out more shots that are effective against infantry or armor. I'm looking at putting some havocs down to pop transports/hit infantry and the oblits to deep strike and throw down firepower where needed. Thoughts?This is what i've come up with:HQ1x Daemon prince, Mark of Nurgle, wings1x Daemon prince, Mark of Nurgle, wingsTroops1x 5 Plague marines, 2 melta, Personal icon, Rhino w/ dozer blade, multi-melta1x 5 Plague marines, 2 melta, Personal icon, Rhino w/ dozer blade, multi-melta1x 5 Plague marines, 2 flamer, Personal icon, Rhino w/ dozer blade1x 5 Plague marines, 2 plasma, Rhino w/ dozer blade, havoc launcherHeavy support1x 2 Obliterators1x 2 Obliterators1x 5 havocs w/ 4 missile launchersTotal: 1500 pointsThanks!
First of all I would like to welcome you to the right side of history. I would also like to remind you that Papa Nurgle loves all of his children, even the misguided one who have been duped into following a rotting corpse stuck in a golden fish bowl. So try to be nice to the small minded, helmet wearing brothers out there, it is not their fault they are just a little light on the genetic diversity.
First off: You only have 3 numbers you can chose from 1,3, and 7. Most units should be seven of number but the other two are acceptable alternatives. Now on to the force org selections...
The Nurgle DP is a beat stick, but I think that you will have greater success if you spend a bit more on them.
There is a good reason why most players take warptime with their princes. And funnily enough it is not just so that they can sing "Time Warp" every turn. Rather the re-rolls to everything make a good hq, great. Reliably getting 4 wounds off each turn is a big deal.
While the current codex has made Princes almost a non-choice, there is a lot to be said for the biker lord with a manreaper. Looking at the rest of your list it might be better to hold off on that one for now but keep it in mind for when you can better support him.
As for one or two DP frankly that is up to you, I typically only run one until 1850 at the earliest but I want to see more troops, especially when you have such great troops as PM.
On to the core of the list Plague Marines. The base unit that I start out with is two 7 man PM squads with double melta, rhino, and Sargent W/ power fist.These are your jack of all master of all squads there isn't a whole lot that they can't do well. I am slightly biased but these two squads have pulled victory from defeat more than a couple of times for me. They form a solid core to anchor the rest of your force off of. The down side is that this unit will cost you 256 points each, expensive but not unreasonable for what they can do. The next unit that I normally fall back on is again seven strong but this time with only 2 plasma guns and a rhino. This unit comes in at just shy of 230 and make excellent mid field
One last note, I don't typically like flamers for PM, not that they are bad weapons or don't have their place. Just with the in3 I rarely find my self rushing into hoards. I feel that bolters are strong enough when taken in quantity to thin out the hoards, and no one can grind out a combat like papa Nurgles chosen sons.
Okay I lied.
The elephant in the room Summoned lesser daemons, no where as good as they once were but they have their place especially in point heavy cult lists. I try to get at least one squad (of seven naturally) in every list that I play, three if I can squeeze the points. yes they look like garbage and they can fail spectacularly but when they are on they can be golden. I truly believe that they are one of the least understood and "wrongly" played units in the game.
Fast...bikes maybe worth it someday but not right now
On to your heavies, I think that you have the truth of it already. Oblits are great but you pay for the versatility. A point to remember is that you don't have to sit them in cover and fire lascannons every round. I have had better results being more aggressive with my oblits than not.
Havocs are also good but I would suggest looking at arming them with autocannons. While not as great as they were last edition, they are probably the best unit that we have to de-mech the opposition with.
For the vindis you are running them with demonic possession right? 145 gets you one of the best all comer tanks in the game.
These are just my first thoughts but hopefully
you find them helpful and please feel free to ask any other questions that you might have.