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Source: Emperor's Nightmare page on 1D4Chan

This is my semi-joking army list for 1D4Chan's Homebrew Chapter, the Emperor's Nightmare. What started out as something that was supposed to be a sniperfest (as Captains can take snipers, so I'd pair them with Icelus Dreadnoughts with Snipers, Scout Squads with Snipers, and Secundus Nightkin with Snipers. That's like, 2 Captains with Snipers, 2 Dreadnoughts with snipers, 6 Scout Squads with Snipers, and 3 Nightkin Squads with Snipers, for a whopping total of 94 snipers. Because I like having enough snipers that I can drown literally anything short of AV13 in enough shots to kill it in one go. (To take out vehicles, though, I'd need a lot of Rending rolls, and for AV12 I'd need such severely stupid luck as to roll first a 6, then another 6, then a third 6. And I'd need that 2-4 times. And you know what's funny? I've actually done that before. Only twice though, saved my poor Ratlings from a rampaging Defiler. Next up: Pulling this off on a Land Raider or similar AV14 brick whilst paired with 'Cronz after they Entropic Strike the shit out of it. What would be funnier but almost impossible to pull off: Entropic Strike some AV14 brick like a Land Raider or Monolith down to the point where motherfucking Sly Marbo (Guardsman Marbo) can penetrate the thing simply by poking it with his knife; Wouldn't you want to be able to roll a 1 for Armour Penetration and score a Penetrating Hit with a poisoned knife on a Land Raider? Bonus points if you roll a 6 and blow it up right after.)

Well, as you can see I started off by getting carried away with the Captains, giving them a bullshit amount of weapons (thank you 1D4Chan, for your handy wording on the codex, allowing them to take a Storm Shield without replacing anything.) And then figured they'd mesh well with a Command Squad. I couldn't decide what to give the Command Squad so I figured since I may be going up against Blobork with my bf someday, might as well go for Torrent of Fire and go Flamer-heavy. Then why not replace both default weapons with a second one ,say, a Storm Bolter, just for giggles. Oh hey, Command Squads can take Storm Shields like candy too! (Maybe I should stick them on bikes just to waste more points and give them T5 and an additional ranged weapon, for what good that'll do them. Then it just fell apart when I realized I could take two identical Terminator Squads (albeit the free HQ one is 5 points more expensive) so now I suddenly have 12 Terminators in an army where fluff-wise they're rarer than fucking Titans. (So rare, in face, that one of their HQ options is a literally subtitled "The Forty-Sixth Terminator", and costs as much as a Land Raider with all the fixings and some gold trim. And then a wee little bit more. (Armed only with a Chainfist, though he moves in his armour like it's not even there, and hits in proper order- oh, I forgot to tell you he's fucking I8. He's almost fast enough to punch a Banshee in the face. I can only imagine what he plays like on tabletop, as he doesn't have IC: Imagine your opponent laughing at one little wee Terminator disembarking from a Land Raider or Drop Pod only to start screaming like Carlton from Fresh Prince of Bel-Air when that same lone Terminator just starts mulching through everything in its way.)

The language is a little heavy in the Notes section, I like hyping these things up, so I can look at them at a glance and determine just how specialized and/or situational a unit is, or what form of synergy I've listed should work really, really well on paper. Now the last bit about Taheton Hector and the Doom of Malan'tai may not be legal, but imagine if it was: upwards of 240 potential hits in ONE TURN. (Granted the Nightmares were based on the Bhlud Anghuls, so Death Company can virtually emulate this, while also being able to switch off to being a 30-man unit of really angry motherfuckers with Boltguns, so they can fire 60 shots a turn if they want. Throw on Jump Packs and watch as you suddenly have a 30-man Boltgun squad following Lemartes (or a Reclusiarch with a Boltgun or Stormbolter?) around, firing off 30-60 rounds a turn, then charging into melee with power weapons and re-rolls because Lemartes/Reclusiarch. In short the Death Company can do what I wish the Sleepless could do, only better and for the same price, while sacrificing only 30 close combat attacks but gaining re-rolls. (Until you stick a Chaplain with them, they they do it slightly better. Plus the Phobetor behind them gives them FnP to save a few lucky bastards. Then again you can stick a Sanguinary Priest in with the Death Company and give them a better FnP (Codex overrides Rulebook for FnP if FnP value is given, which for the Bhlud Anghuls it is. Or give them their special priest and give them the most bullshit FnP save, ever.)

Also I'm not sure if the FoC doubles again every 2000 points, but if it does, holy crap does this list propagate into infinity. As well, if it does, this list is now mostly useless as it would be played in a 10,000 point game where everyone gets 5 FoCs while I'm using two. The Sleepless would be very sad to run into 5 FoC's worth of Leman Russ Punishers (What's that you said? (20x3)x4)x5 S5 shots? That's a lot of sad. Like, 1,200 shots of sad. And this is ignoring triple Heavy Bolters and a pintle Heavy Stubber, for an additional [(9x3)x4)x5] + [(3x3)x4)x5)] shots, for a grand total of 1,200 + 520 S5 shots and 180 S4 shots. That's a lot of armour saves. (That's also a lot of dead AV10 and AV12, come to think of it. Now if only we could get Rending on a Punisher... My mechguard would be so happy... For those not math-savvy or 40k-savvy... That would let Punishers glance Land Raiders to death. And with 1,200 and/or +520 shots to do it with, that's a lot of dead everything. As it stands, using Punishers as tank-busters is a lot like trying to use the Salamanders Chapter Tactics to penetrate vehicles with flame weapons. It's sort of awesome but silly.)

So yeah, enjoy the 9530 point double FoC list. with possibly the smallest number of units outside actual Space Marines and Grey Knights. (Even then, Space Marines could come damn close because of Crusader Squads that aren't bound by the 0-1 unit limit. By the way, I've taken the liberty of assuming "Double FoC" means "Double 0-1 Restriction, which sort of makes sense as you can see it as another detachment of the Chapter joins the fray. Both Terminator Command and Primaris Terminator squads have this restriction, as does The Sleepless. The Phobetor Dreadnoughts have a 0-2, but I only took two as they're supposed to work with Sleepless, so having another two is sort of redundant. I could fit them in without going over 10,000, but as it stands I *could* play a 9500 point game and just be 30 over (and I could certainly drop that 30 over by dropping all of the redundant Astartes Grenade Launchers that I most assuredly can't fire along with every other weapon in most cases. No way a Captain can fire an Assault Cannon, Cyclone Missile Launcher and an AGL in one turn.)

This is, of course, for a casual game. This is also Standard 40k, not Apocalypse, although I could certainly destroy Super Heavies with a few small tweaks, mainly the Command Squads running full Meltaguns, a hefty dose of Chainfists, and potentially fitting the Icelus Dreadnoughts with Shoulder-Mounted Multi-Meltas (loosing their awesome CQB rules, but they pod in anyway and cost so little, plus these two are Troops for what it matters thanks to the Techmarines; they could suicide quite nicely, and we could even swap their fists out for Combi-Meltas, allowing them to deliver heavy melta damage as they pod in. If we keep one fist (or change it to a thunder hammer) they can even fire off one more melta shot before ramming a hammer up something's tailpipe. or they can simply take a Lascannon and two Storm Bolters and snipe as they move up, spraying whatever is in the way with the Storm Bolters.)

Also the bit about TRIPLED PAGES is because this wound up spanning three pages on MS Word, because I had so many comments in the Notes section.


And of course, I don't own Warhammer 40,000 or any of that stuff. It should be common sense. Also the Emperor's Nightmare chapter belongs to the fine neckbeards down at 1D4Chan, not me. So that also means you don't get to use them in tournaments without an absurd amount of ass-kissing and bribes, I would imagine. At least not in any official manner.

Finally, if anyone wants to drop some comments on the list (constructive, please, don't just bash my weird build, of course it makes little sense, it's purely based on a blinding amount of firepower and bizarre tactics coupled with clogging the backfield with Deathwind Drop Pods (should make the first half locator too...) and a bullshit amount of units. Not, if only someone would play with Imperial Armour-suggested Drop Pod rules, I could even score bullshit levels of kills with the Drop Pods... because anyone with half a brain would know that the enemy backfield is going to be so clogged I'm more or less going to aim for the frontline and hope I don't scatter so far backfield that I wind up 'correcting' off the board!
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