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Goatboy’s 40K: – Chaos Monster Mash for 9th Edition

4 Minute Read
Aug 21 2020
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Goatboy here to see if a horde of  ANGRY, ANGRY giant monsters can win in 9th Edition.

A few weeks ago I got nostalgic for my old Flying Circus Monster Mash list from many moons ago.  I remember debuting a kinda bad one at the year I top 16 Adepticon to only face GK round one piloted by my buddy Alan.  I barely lost that game as my dice just didn’t want to do well for me – but I think proceeded to eat up a ton of Necron players to basically only go with one loss in the top 16.  Not to bad for an army list I threw together, wrote out a ton of weird cards for, and just rolled my way to random armageddon.  Now let’s fast forward to 9th edition and how while the game wants you to lock in your choices there is a bit of Random you can do with the big Daemon Monsters.

The new Engine War update did not do a ton of stuff from the Chaos Daemon book.  It brought in some interesting rules with a ton of “safety” nets set up to try and not allow a ton of big monsters to be actually kind of good.  I think the Greater Daemons are not too far off from being good – and with the edition getting better terrain set up and obscuring coming it might actually be a good time to buy an expensive plastic kit or two (or use one of the 3rd parties amazing models – drooling at some of the Creature Caster goodness).  I like the Exalted rules overall – but I don’t like how you can’t double up on it if you pick them.  But what you can do is roll randomly, get 2, and maybe get some sweet double action.  Of course this is what I want to do as any ability that forces me to rethink my actions as I get to the table each and every game sounds like a grand ole time for me.  Oh and I can set up the army to play a crap ton of Nurglings because they might actually be kinda good in this edition.

With that – let’s see how many damned Monsters I can fit into an army.

Chaos Daemons – Spam Monster Armageddon Version 1

Battalion – 0CP

-HQ-
Lord of Change – Baleful Sword, Exalted (-1CP), Warlord – Incorporeal Form, Relic – Impossible Robe – 275pts
Wrath of Khorne Bloodthirster – Exalted (-1CP) – 230pts
Wrath of Khorne Bloodthirster – Exalted (-1CP) – 230pts

-Troops-
Nurglings X 3 – 54pts
Nurglings X 3 – 54pts
Nurglings X 3 – 54pts

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-FA-
Flesh Hounds of Khorne X 5 – 90pts
Flesh Hounds of Khorne X 5 – 90pts

Chaos Daemons
Battalion – 3CP

-HQ-
Bloodthirster of Insenate Rage – Exalted (-1CP) – 250pts
Bloodthirster of Insenate Rage – Exalted (-1CP) – 250pts
Bloodthirster of Insenate Rage – Exalted (-1CP) – 250pts

-Troops-
Nurglings X 3 – 54pts
Nurglings X 3 – 54pts
Nurglings X 3 – 54pts

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PTS: 1989 CP: 3

Bloodthirsty Tactics

This list is not trying to be subtle.  It is trying to get there, get some damage going, and hopefully hold on objectives to hit 30pts by turn 3 and maybe even 45pts by turn 4.  The army is built to lose all 5 Thirsters and with some fun rolls it might be really hard to kill them.  Or they explode and do a ton of damage.  I really wish the Relic FAQ updated to where they could take some of the Exalted Artifacts but it didn’t work out that way – yet.  The Warlord being a Lord of Change might be weird but he is extremely hard to kill, grants a reroll dice normally, and can throw out a damage spell as needed.  If he rolls another power then he could throw out another one and still be a problem to deal with.  The 2 units of Flesh Hounds give you some fast moving action and 2 more Deny powers as needed.  I fluctuated between them and Screamers of Tzeentch as they could both be useful.  The Screamers might be better just by going much faster than the doggies and somehow eating a vehicle well enough with their Melta jaws.

This list is all about rolling some random powers, going big, and maybe winning more than losing.

So does anyone have 3 Blood Thirster they don’t need?

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