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2000 Typhus List

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Post  Gain Tue Nov 06, 2012 11:59 pm



1996

HQ

Typhus- 230


Troops

Plague Zombie 90
-20x

Plague Zombie 90
-20x

Plague Marines 243
-7x
-2x melta
-Power axe
-Melta bomb
-Rhino

Plague Marines 243
-7x
-2x melta
-Power axe
-Melta bomb
-Rhino

Plague Marines 253
-7x
-2x Plasma gun
-Power axe
-Melta bomb
-Rhino

Elites

Terminators 130
-3x
-3x combi melta
-MoN

Terminators 130
-3x
-3x combi melta
-MoN

Fast Attack

Bikes 165
-5x
-MoN
-2x melta
-Melta bomb
-Lightning claw

Heavy Support

Vindicator 135
-Siege shield
-Combi bolter

Vindicator 135
-Siege shield
-Combie bolter

Obliterator 152
-2x
-MoN

I basically have all the models to play this, I just need to get 4 Plague Marines painted with special weapons. I think it would be an interesting list to try out. It has a ton of scoring with FnP. Its lacking on the long range fire power a little bit but hopefully the other guy is to busy with dropped terminators that the mobility of rhinos, bikes and vindicators can close the gap a little. I kinda want to try is Typhus dropping in with a 10 man terminator squad with a mix of power fists and combi meltas. The other thing I think would help is a quad gun, I have zero flyer killing ability with this list.
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Post  Timbo Wed Nov 07, 2012 12:51 am

Looks pretty average. I think Typhus lists get slightly better at bigger points values. It helps diffuse the expense of Typhus and your zombies. What would you cut to make the list 1750? One of the Plague Marine units? Your comment about short range is accurate. I think 2 autolas preds would work a lot better than 2 vindis in a Nurgle list. Vindis don't get to shoot against good players most of the time.

If you're deepstriking your terminators they won't be a distraction for your opponent until turn 2 or 3, so I don't really understand the comment about them taking heat off of your vehicles. And I'm not sure how much of a distraction 6 terminators will be to a 2000 point army. That said, I still think termies are a respectable elites choice (possibly the only decent Chaos option). Again though, termicide units are often a bad player detector. Good players tend to bubblewrap their vulnerable units. I think vindicators + terminators should equal a lot of wins versus bad and mediocre players, and a lot of losses to good players. Just my 2 cents. I'll be interested to hear how it performs!
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Post  Lore Weaver Wed Nov 07, 2012 2:01 am

Dropping the plasma plague marines to make it 1750 makes a killer 1750 list.

I would almost call it "tight"
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Post  Timbo Wed Nov 07, 2012 3:30 am

You'll have to excuse Mark, whenever he says "killer" he means "playable".
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Post  Gain Wed Nov 07, 2012 8:48 am

I do agree with you on the predators Tim, but the main reason for something different is i always play two las preds with my vanilla list. I want to play somthing different even if its still marines. I like the idea of the terminators but i have no idea how they are going to perform.

I would probably do exactly what mark said for 1750. Im having trouble making a decent 1500 list nurgly. I think ill have to play regular csm units instead of plague marines at the level.
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Post  Lore Weaver Wed Nov 07, 2012 10:28 am

Drop down to 5 plague marines / squad, drop down to two squads, swap Vindy's for preds? Does that make up the points?
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Post  dusktiger Wed Nov 07, 2012 10:49 am

i think your point count is out on the bikers. should be 180, not 165.

here's a possible 1500 list



1500

HQ

Nurgle Termy Lord 127
-Power Axe
-Combi-Weapon

Troops

Plague Marines 219
-6x
-2x melta
-Power axe
-Melta bomb
-Rhino

Plague Marines 219
-6x
-2x melta
-Power axe
-Melta bomb
-Rhino

Plague Marines 229
-6x
-2x Plasma gun
-Power axe
-Melta bomb
-Rhino

Elites

Terminators 130
-3x
-2x combi melta
-Power Fist
-MoN

Fast Attack

Bikes 154
-4x
-MoN
-2x melta
-Melta bomb
-Lightning claw

Heavy Support

Vindicator 135
-Siege shield
-Combi bolter

Vindicator 135
-Siege shield
-Combi bolter

Obliterator 152
-2x
-MoN


i swapped Typhus for a normal lord that'll look the same as him if you wanna proxy, because at 1500 its hard to justify 230pts to a single model and still take enough important stuff. but you can also drop the obliterators and still fit him in and have 49pts to spend elsewhere, such as for more options on the now single-squad of termies to take a 4th guy (1488pts) and give him a wargear of your choice.


Last edited by dusktiger on Wed Nov 07, 2012 11:04 am; edited 1 time in total
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Post  miv305 Wed Nov 07, 2012 11:03 am

Hey Gavin,

I like elements of the list but agree with some of the existing critiques, especially about the Terminators and Vindicators.

Have you thought about switching the 2 3-man termicide units into 1 6 man squad with combi-plasmas to hook up with Typhus? It gives you a solid unit that will help control mid-field and provides a little more 24' threat. Bonus points as it gives you another sacred number unit!

I'd also consider dropping Vindicators for Heldrakes with Baleflamers. The template will help kill troops in hard cover and the vector striking will give you some more anti-tank, including bopping light air.

Just my 2 cents.

Mike
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Post  Rhaevyn Wed Nov 07, 2012 12:18 pm

I'de stick with your Vindi's. your tight for points already and finding another 80 to sidegrade to flyer that is less killy to tanks and ap2 stuff as well as removes turn 1 threats from the table seems folly.
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Post  miv305 Wed Nov 07, 2012 2:16 pm

Right, better to not attempt to fit in anything that can kill a flyer and then cry on the forums about your book! Apparently that's the new MO for chaos players...
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Post  Lore Weaver Wed Nov 07, 2012 2:32 pm

miv305 wrote:Right, better to not attempt to fit in anything that can kill a flyer and then cry on the forums about your book! Apparently that's the new MO for chaos players...

The Heldrake is good, but it's over costed compared to Vendetta's and Scythes, both of which are available as an allied option.
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Post  Rhaevyn Wed Nov 07, 2012 3:35 pm

...and both 100% better at killing other flyers. the logistics of a helldrake ever being able to kill another flyer with vector strikes are horrible.

You continue to have this idea in your head Mike that i am saying things that i have not. I'm fairly optimistic about the codex's answers to flyers. I just think that the helldrake is not that unit. if you want use the new units to kill flyers, your much better off with Autocannon havocs, or a forge fiend... or even an AC/LC pred - which would fit in this list just fine in place of the vindi for similar points investment.

all that being said, the reason i say stick with the vindi's in this list is that it gives your opponent something other than you rhinos to worry about on turn one. You dont want him stopping your plaguers from driving up the field because there is nothing else to shoot at. (and they are 40 points cheaper)
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Post  System Commander Wed Nov 07, 2012 5:25 pm

I would definitly try a few games with this list. Havng one quad gun for your anti air would.be a bit pointless.. And while youd still get your 4+ for cover behind the wall... None of your guys could go to ground behind it.since thwyre all fearless.

Id just ignore the air and focus on sweepng the ground. Youll have the odd tough game if theres a few flyers in your opponents list.. But hopefully nothing you cant weather out. It'll be fun at least.. Smile

2 vindicators are though to line up against. Im not sure how youd be able to avoid getting shot at completly by both.
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Post  Aegwymourn Wed Nov 07, 2012 6:00 pm

System Commander wrote:2 vindicators are though to line up against. Im not sure how youd be able to avoid getting shot at completly by both.

OM NOM NOM BROADSIDES! Razz
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Post  System Commander Wed Nov 07, 2012 6:07 pm

But.. Not alot of tau around and even then.. Usually one unit of broadsides.. At least in my experience.

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Post  Aegwymourn Wed Nov 07, 2012 6:13 pm

System Commander wrote:But.. Not alot of tau around and even then.. Usually one unit of broadsides.. At least in my experience.


At 1500 I run 2 units of 2. At 2k I will probably run 2 units of 3 once I get more models (those suckers are expensive now >.< should have bought a bunch when they were close in price to crisis suits). But as you said not many Tau players around. Till our new codex hits! oh wait that's not till forever now... Razz
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Post  Gain Wed Nov 07, 2012 6:24 pm

miv305 wrote:
I like elements of the list but agree with some of the existing critiques, especially about the Terminators and Vindicators.

Have you thought about switching the 2 3-man termicide units into 1 6 man squad with combi-plasmas to hook up with Typhus? It gives you a solid unit that will help control mid-field and provides a little more 24' threat. Bonus points as it gives you another sacred number unit!

I was thinking of trying a cc terminator build with a large number but I really like your 6 man plasma squad with Typhus idea and i'll probably try it out.

If I was going to try and fit two helldrakes in I would probably opt to keep the vindicators in and drop the plasma plague marine squad as well as something else.
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Post  Timbo Wed Nov 07, 2012 8:05 pm

The problem with sticking with the vindis is that you have practically no shooting over 24" at all. That means you are basically spotting your opponent the first blood victory point every game. Your opponent can set up 30.1" away and even give you the first turn. That's rough. And linebreaker will be difficult to achieve (not impossible) also with a bunch of slow and purposeful guys and small plague marine units. Typhus is hard to kill, so warlord should be okay but I'm not sure the list can overcome some fundamental flaws.
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Post  dusktiger Wed Nov 07, 2012 8:21 pm

ask ben and beau if 24" is really a handicap; both of them have been playing deathwing lists for a while now, and really, its not that big of a handicap as people try to make it into. if you use the terrain to your advantage, it doesnt matter how far the range on your guns is.

but bitching over range and other units is moot; this is what he has for models, so this is what he's going to play.

the perks to this list that i like gavin, is that you have a nice spread of units in the fast and heavy slots to take advantage of Scourge and Big Guns, giving you up to 8 scoring units. and if you roll the warlord trait that makes your HQ scoring, that's a possible 9.

its also got a nice theme to it as well; are you painting it up as traditional death guard or your own warband?
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Post  Timbo Wed Nov 07, 2012 8:29 pm

dusktiger wrote:ask ben and beau if 24" is really a handicap

In my opinion restricting your army to 24" shooting range is a handicap. It is a handicap because you will often be spotting your opponent a victory point. Maybe Ben and Beau are good enough players that they can overcome a 1 victory point handicap every game. I certainly cannot. I'm not sure about Gavin.
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Post  System Commander Wed Nov 07, 2012 8:43 pm

One of the few limiting factors of the grey knights is the 24" range.

Thw two times ive played gavin and hes beaten the grey knight had alot to do with his 48" lascannon kill zone and my 24" zone.

I agree itll be tough to overcome.. But with the resilient troops and vindis.. You might just be able to take the punishment and last it out.. Itll be interesting to see.

It might be my dice but ive been having a tough time taking vehicles out with one shot.. Its just a slow whittlng away...
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Post  Aegwymourn Wed Nov 07, 2012 8:54 pm

I would agree with Timbo. When I played BT for years it was the most frustrating thing not having much long range firepower. I cant imagine playing my BT now and giving up that point every game. It is even worse now with how mobile some armies are (Eldar/DE/Tau), or if you get a bad setup with hammer and anvil.
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Post  Gain Wed Nov 07, 2012 9:05 pm

Timbo wrote:

In my opinion restricting your army to 24" shooting range is a handicap. It is a handicap because you will often be spotting your opponent a victory point. Maybe Ben and Beau are good enough players that they can overcome a 1 victory point handicap every game. I certainly cannot. I'm not sure about Gavin.

I really do see your point Tim. I played a 1500 point game against Toms Tau and was hammered by rail guns for four turns. I was almost tabled but managed a win because he stayed his max range ignoring objectives for one turn to long.

I'm going to try it as a fun list, possibly add more oblits instead of vindicators if I have to difficult a time.
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Post  Roland Wed Nov 07, 2012 9:32 pm

I like the list Gav, even more that its theme-ier than most. I would gravitate to AC/Las preds myself, but if there is ONE thing CSM does well it's HS.

24": The DW I currently play is NOT a 24" army by any means. My support is usually 2x Mortis Dread/LS/Pred. The first 2 DW squads have Cyclone launchers. Its only after that I start adding AssCannons and HF and such.

Ben old DW list was more of a 24" list, but he's way better at deployment and taking advantage of ppls mistakes (like when you line up your vehicles vs Cron, right Ben?Smile)

24" is more than you're making it out to be, but it is more of a handicap than in 5th. 5th armies were typically 24" apart at deployment, whereas in 6th they tend to deploy farther back, at least in HaA and VA.
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