Adding some Heldrakes to empower the Disco Lords

CSM Supreme Command (The Flawless Host, Soulforged Pack)
3 x Lord Discordant on Helstalker (Baleflamer, Slaanesh, Techno-virus injector)

CSM Spearhead (The Purge)
Sorcerer with Jump Pack (Bolt pistol, Force sword, Nurgle)
3 x Hellforged Deredeo Dreadnought (Butcher cannon array, Greater havoc launcher, Nurgle, Twin heavy bolter)
2 x Heldrake (Baleflamer, Heldrake claws, Nurgle)

Daemon Battalion (Chaos Undivided)
Poxbringer
Sloppity Bilepiper
2 x 10 Pair of Brimstone Horrors
28 x Plaguebearers (Daemonic Icon, Instrument of Chaos)

1999pts, 9cp

This is a new list I'm contemplating, the reason being that my Disco Lords seldom survive past turn one, at the most turn two.

The idea is that by adding Heldrakes to the list, and adding one more Disco Lord I will get a much larger forward threat, if I get first turn the Heldrakes can storm forward and hope to force my opponent to deal with them first. If all goes well that would ease up on the pressure my Disco Lords are feeling.

However, here is the thing, if we compare this list to my DDD list we get...

+ 1 Disco Lord
+ 1 Sorcerer with Jump Pack
+ 2 Heldrakes
+ 1 unit of Brimstones
+ The Deredeos become The Purge
+ The Disco Lords become Flawless Host


- 29 Plaguebearers
- Ahriman
- TS Deamon Prince
- TS Sorcerer in Terminator Armor


So in short, I lose my Thousand Sons Supreme Command and a unit of Plaguebearers.

Here is the thing. I am not sure the extra Plaguebearers actually bring anything to the list, sure, they are hard to remove but they are never the focus of attention until the rest of my army has fallen.

Losing the Thousand Sons hurt a lot more; they are great in certain match-ups such as vs Tau, or against other character heavy chaos lists.

I do however feel like my list gains a clearer identity by making the change, before there were four parts.
  • Fast moving, in your face punching (Disco Lords)
  • Shooting from a distance (Deredeos)
  • Control the board (Plaguebearers)
  • Psychic support and damage (Thousand Sons)
Neither of these parts could effectively perform more than one task. The Disco Lords were too few, the Deredeos could not really move and shoot to great effect, the Plaguebearers had to protect the Deredeos and because of this, the Thousand Sons could not get far up the board fast.

With my new take on the list I feel like there is really only three parts and units doing multiple things
  • Movement - Both the Disco Lords and the Heldrakes are very fast, there is also five of them in total compared to two in my other list. The Deredeos also gain some movement with The Purge. Making it possible to move them and not lose too much efficiency. This also makes it possible to move my Plaguebearers a bit more. 
  • Shooting – The Deredeos with The Purge becomes better at what they are supposed to be doing. I’m also adding three more Baleflamers 
  • Close Combat – With the addition of another Disco Lord (and making them Flawless Host) and the two Heldrakes, the list goes from having some punch to becoming a clear threat in close combat
The new list has the same amount of CP, but without a second unit of Plaguebearers to spend them on, I should have more CP for re-rolls and other shenanigans.

In conclusion, I have no idea now if I will switch over to this list for the 18-man, 3-round RTT on Sunday. However, I must say that it looks tempting.

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