Havoc Brothers Quickplay Armies: Difference between revisions
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This is a list that can be built using the '''''Combat Patrol: Thousand Sons''''' box from '''Games Workshop''', or any other models of your choice. | This is a list that can be built using the '''''Combat Patrol: Thousand Sons''''' box from '''Games Workshop''', or any other models of your choice. | ||
Two units of birds will start on the table. Ensure they stay in cover for a -2 to-hit buff versus shooting or behind line-of-sight blocking terrain, as most hits will drop them. | |||
The ranged unit of Destroyers can be dropped on an objective closer to your side of the table and still be able to shoot further up the field. The melee unit (represented by the two models with staves and one of the others) with their Energy Fists (proxying with the staves) is your only real anti-tank capability, and should be dropped closest to whatever the largest armored threat is. The flamethrower is mostly points-fill, as it is somewhat wasted in a melee unit, but can be used to engage if nothing is in charge range with its 18" threat radius. | |||
Spell-wise, you should probably stick to Blaze or Inferno, depending on what would be more efficient into the target (Blaze for armored targets, Inferno for high model count targets). Breath of Change can be useful for that extra bit of movement if you need to close on a charge target or an objective, but is more situational (although easy to cast). The 6+ difficulty spells are best left ignored unless you are absolutely desperate to take a chunk out of a vehicle. | |||
{| class="wikitable" | {| class="wikitable" | ||
!++ Change Disciples [ | !++ Change Disciples [GF 995pts] ++ | ||
|- | |- | ||
| | | | ||
'''Change Birdmen''' [10] Q4+ D5+ | 180pts | Stealth | '''Change Birdmen''' [10] Q4+ D5+ | 180pts | Stealth | ||
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10x CCW (A2) | 10x CCW (A2) | ||
'''Change Birdmen''' [10] Q4+ D5+ | 180pts | Stealth | '''Change Birdmen''' [10] Q4+ D5+ | 180pts | Stealth | ||
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10x CCW (A2) | 10x CCW (A2) | ||
'''Change Destroyers''' [3] Q3+ D3+ | | |||
'''Change Destroyers''' [3] Q3+ D3+ | 310pts | Ambush, Stealth, Tough(3) | |||
Reaper Cannon (24", A4, AP(1)) | Reaper Cannon (24", A4, AP(1)) | ||
2x Heavy Rifle (24", A1, AP(1)) + | 2x Storm Rifles (24", A3, AP(1)) | ||
3x CCWs (A3) | |||
'''Change Destroyers''' [3] Q3+ D3+ | 325pts | Ambush, Stealth, Tough(3) | |||
2x Heavy Rifle (24", A1, AP(1)) + Energy Fist (A3, AP(4)) | |||
Heavy Flamethrower (12", A6, AP(1)) + CCW (A3) | |||
1x model has the Warlock (Psychic(1)) upgrade. | |||
'''Change Disciples Psychic Spells''' | '''Change Disciples Psychic Spells''' | ||
Revision as of 04:34, 25 February 2023
| Havoc Brothers | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future, Grimdark Future: Firefight | |
| Species: | Human | |
| Version: | v2.50 | |
Below you will find quick-play army lists for the Havoc Brothers from Grimdark Future.
Note: as v2.50 is in constant development the following might not be accurate.
Havoc Brothers of Generic (1000 pts)
This is a v2.50 list that can be built using the Combat Patrol: Chaos Space Marines box from Games Workshop, or any other models of your choice.
The Support unit is... a mess. What comes on the Havocs (the GW name, not the OPR army) sprue is 1 of each heavy weapon, and one model to represent a sort of sergeant that can have a Plasma Gun, Melta, or similar smaller gun. I'm really not sure why. I'm not even sure if you have the choice of building that model or not in lieu of building a 5th heavy weapon carrier. If you care less about appearances and can play a bit loose, you can compress the loadouts a bit and, say, have the missile launcher also be a laser cannon, or something like that. My intent with this list as it is, is for each unique-appearance weapon to have its own stats, so it's clear that two models are not the same.
Stick the Champion in the melee Brothers unit. The bonus attack plays nicely with the Axe's Deadly rating, and unless you're the kind of group that allows duct taping heroes to units like the Brute, there's not any good units for them to join anyways.
This list is overall short one unit from what I typically try to adhere to for these quickplay lists(one unit per 200pts, roughly, to have 5 units at 1000pts or 10 at 2000), but unless you feel like running the hero by themselves (do not do this), you can only really build 4 units with the box. Being down only one unit shouldn't be too much of an issue, but you need to be very careful with your Support unit, as a single wound dealt to them knocks quite a few points off of your army. The way it is set up, though, you can at the very least remove the least-useful unit first (if your enemy has moved quite close to you and they have no heavy support units like a tank or high-defense, Tough infantry units like Destroyers, the Laser Cannon and Missile Launcher may not be particularly useful anymore).
It may also struggle to deal with armies such as Primes or Custodian Brothers, who all have 2+ or 3+ armor. If you are struggling with these armies in your groups, dropping some upgrades and giving the Brute a pair of AP4 Fists, or re-tooling the units by building a War Brothers list and removing some of the upgrades to pay for the extra Furious cost can be an easy way to get more attacks in when it matters.
| ++ Havoc Brothers [1000pts] ++ |
|---|
| Havoc Champion [1] Q3+ D3+ | 65pts | Hero, Tough(3), War Chant
Heavy Pistol (12", A1, AP(1)) CCW (A2) Havoc Brothers [5] Q3+ D3+ | 150pts | 4x Heavy Rifles (24", A1, AP(1)) 1x Fusion Rifle (12", A1, AP(4), Deadly(3)) 5x CCWs (A1) Havoc Brothers [5] Q3+ D3+ | 155pts | 5x Heavy Pistol (12", A1, AP(1)) 1x Energy Axe (A1, AP(2), Deadly(3)) 4x CCW (A2) Havoc Support [5] Q3+ D3+ | 355pts | Relentless 1x Laser Cannon (36", A1, AP(3), Deadly(3)) 1x Missile Launcher (30", A1, AP(2), Deadly(3), Lock-On) 2x Heavy Machineguns (30", A3, AP(1)) 1x Reaper Cannon (24", A4, AP(1)) 5x CCWs (A1) Infernal Brute [1] Q3+ D2+ | 275pts | Fear, Tough(12) 2x Brute Hammers (A2, Blast(3)) Stomp (A4, AP(1)) Special Rules War Chant - The hero and its unit get +1 attack in melee when charging. |
Change Brothers (750pts)
This is a list that can be built using the Combat Patrol: Thousand Sons box from Games Workshop, or any other models of your choice.
Two units of birds will start on the table. Ensure they stay in cover for a -2 to-hit buff versus shooting or behind line-of-sight blocking terrain, as most hits will drop them.
The ranged unit of Destroyers can be dropped on an objective closer to your side of the table and still be able to shoot further up the field. The melee unit (represented by the two models with staves and one of the others) with their Energy Fists (proxying with the staves) is your only real anti-tank capability, and should be dropped closest to whatever the largest armored threat is. The flamethrower is mostly points-fill, as it is somewhat wasted in a melee unit, but can be used to engage if nothing is in charge range with its 18" threat radius.
Spell-wise, you should probably stick to Blaze or Inferno, depending on what would be more efficient into the target (Blaze for armored targets, Inferno for high model count targets). Breath of Change can be useful for that extra bit of movement if you need to close on a charge target or an objective, but is more situational (although easy to cast). The 6+ difficulty spells are best left ignored unless you are absolutely desperate to take a chunk out of a vehicle.
| ++ Change Disciples [GF 995pts] ++ |
|---|
|
Change Birdmen [10] Q4+ D5+ | 180pts | Stealth 10x Pistols (12", A1) 10x CCW (A2)
10x Pistols (12", A1) 10x CCW (A2)
Reaper Cannon (24", A4, AP(1)) 2x Storm Rifles (24", A3, AP(1)) 3x CCWs (A3)
2x Heavy Rifle (24", A1, AP(1)) + Energy Fist (A3, AP(4)) Heavy Flamethrower (12", A6, AP(1)) + CCW (A3) 1x model has the Warlock (Psychic(1)) upgrade.
Breath of Change (4+): Target 2 friendly units within 6” get +1" next time they Advance, or +2" next time they Charge/Rush. Blaze (4+): Target enemy unit within 6” takes 3 hits with AP(2). Steal Power (5+): Target 2 enemy units within 18” get -1 to hit next time they shoot. Inferno (5+): Target enemy unit within 6” rolls as many dice as models in it, and takes 1 hit for each 3+ rolled. Loyalty (6+): Target friendly unit within 12” gets Regeneration next time it takes wounds. Bolt of Change (6+): Target enemy unit within 6" takes 1 hit with AP(4) and Deadly(6). |
Plague Brothers (750pts)
This is a v2.50 list you can build using a Combat Patrol: Death Guard box from Games Workshop, or any other models of your choice.
Destroyers are based on Warhammer Terminators, which don't come in this box, but you can approximate this unit easily using the Marine with the flail, the character model with scythe, and a Marine with the cleaver from the sprue. This game is explicitly model-agnostic, so no reason to limit what we build with the box. The Plague Flail is there to increase your melee effectiveness versus horde units, while still being alright versus more armored enemies, but if you dropped the Flail and kitbashed or proxied another model with a large melee weapon for a third model with Poison Gauntlet + Heavy Scythe, you could use the 20 points it frees up for a special weapon for the Plague Brothers. There are many options available, but a Fusion Rifle (12", A1, AP(4), Deadly(3)) or Flamethrower (12", A6) for 15pts are both good options.
If you want an all-melee army, you can also replace all Plague Brother weapons with Heavy Pistol (12", A1, AP(1)) and CCW (A2). If you did the above method to free up 20 points, you can have two models replace their Pistol and CCW (A2) with Dual Plague CCWs (A4, Poison) instead.
| ++ Plague Disciples [750pts] ++ |
|---|
| Plague Zombies [20] Q5+ D6+ | 220pts | Regeneration, Slow, Undead
20x Claws (A2) Plague Brothers [5] Q3+ D3+ | 160pts | Regeneration 5x Heavy Rifles (24", A1, AP(1)) 5x CCWs (A1) Plague Destroyers [3] Q3+ D3+ | 370pts | Ambush, Regeneration, Tough(3) 2x Poison Gauntlets (6", A6, Poison) + 2x Heavy Scythes (A2, AP(2), Deadly(3)) Great Plague Flail (A6, AP(1), Poison) Special Rules Undead - Whenever this unit takes a morale test, it is passed automatically. Then, roll as many dice as remaining models/tough in the unit, and for each result of 1-2 the unit takes one wound, which can’t be regenerated. |
See Also
- Havoc Brothers
- Havoc Brothers Miniatures
- Havoc Brothers Tactics
- Grimdark Future Quickplay Armies
- Grimdark Future
| Havoc Brothers |
|---|
| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |
| Grimdark Future quickplay armies |
|---|
| Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons |