The design of this list is to be played patiently, forcing the opponent to either over-react to the threats that exist, or to play their hand in how they are playing so that this list can counter it. With multiple fast moving units, providing full rerolls to hit for one unit per turn, and the ability to Shrouded Step an infantry unit every turn, this list presents an offensive toolbox for me to use to prevent other lists from doing what they want to do. This disruption in their game plan opens up the opportunity for this list to score enough points in turns 4 and 5 to win the game.
Here is the list with a slight tweak (*):
HQs:
Be’lakor (Shrouded Step, Wreathed in Shades)
Changecaster (Shrouded Step, Wreathed in Shades, relic: Endless Grimoire: Gaze of Fate)
Sorcerer (jump pack, Mark of Slaanesh, Delightful Agonies, Prescience)
Troops:
30 Bloodletters (1 Blood reaper, 1 Banner of Blood (-1CP), 1 Instrument of Chaos)
20 Bloodletters (1 Blood reaper, 1 Banner of Blood (-1CP), 1 Instrument of Chaos)
3 Nurglings
Fast Attack:
5 Plague Drones (1 Daemonic Icon)*
5 Furies Mark of Slaanesh
9 Screamers
Elites:
2 Fiends
9 Flamers (1 Pyrocaster)
Heavy Support:
5 Havocs (1 champion with bolter, 4 w/ reaper chaincannons)
Deployment
There are two key roles in this list: Board control and counter punch
Board Control: Nurglings are used to screen out infiltrators or deep strikers. This is key in turn 1 to allow the 5 plague drones to block and control a key portion of the board (typically the center, or other mid board objective). Supported by havocs to minimize units that have a high volume of shots, and fiends to provide an opportunity to lock a unit in combat, they are key to establishing the third or fourth objective for Primary, and Raise the Banners or Psychic Ritual for secondaries (in partnership with the furies or sorcerer/changeling).
Counter punch: The biggest threats to this list are high volume shots, and long range high damage weapons. To mitigate this, the rest of the list provides several tools and options. The counter punch is most effective the later in game they need to be used. Flamers provide the ability to kill screening units from a distance, while screamers offer a fast moving counter punch to remove a unit from an objective. The 30 model bloodletter bomb combined with the sorcerer and fiends can provide a devastating assault that ties a unit or two in combat, and regens D6 models for 2 CP. If I go first, the 30 model bloodletter bomb can also keep an army in their deployment zone if they aren’t as effective in combat, or overwatch. The 20 model bloodletter unit can be used for a counter punch for fast moving units that come close to my deployment zone, or another shrouded step unit with its 3D6 charge.
Weaknesses
This lists biggest weaknesses are the fact that it struggles with some secondaries along with not having the amplifying benefits provided with updated codexes. It also struggles with high volume indirect firing, although some of this is mitigated by putting the bloodletter bombs in reserves. It also doesn’t have a lot of infantry units to raise banners, which is one of its stronger secondary choices.
Strengths
This list plays patiently, which is why it struggles with indirect fire. While it can be aggressive, it runs out of steam fast. Because every turn you can shrouded step a unit forward, my opponent will always have to protect from deep strikers. There are also enough fast moving units that if I go second with it, and my opponent moved out of their deployment zone, I have five units that can charge plus the unit I use shrouded step on. While it may not be the most strategic choice, the threat alone forces my opponent to be cautious or start trading units.
With the plague drones, havocs and flamers, there is enough of an ability to position in the mid board to score enough on primary and secondary to force my opponent to play more aggressively, forcing them to overcommit.
Summary
Because of the fragility of this army, even with -1 to hit from >12” and no rerolls to hit, there isn’t much room for error to win games. However, the style of play for this list means that I will have a chance to win in most games at least until turn 3 or 4 assuming I don’t play too aggressively. In play testing against Ad Mech and a mirror match, no rerolls to hit has proved beneficial.
At SoCal, they’ll be using player placed terrain (it’s a Frontline Gaming event). This will allow me to setup LoS blocking terrain to protect Belakor and key units.