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| |Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]] | | |Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]] |
| |Species = Human | | |Species = Human |
| |Version = 2.50 | | |Version = 3.1.0 |
| }} | | }} |
| Below you will find quick-play army lists for the '''Havoc Brothers''' from Grimdark Future. | | Below you will find quick-play army lists for the '''Havoc Brothers''' from Grimdark Future. |
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| ''Note: as v2.50 is in constant development the following might not be accurate.'' | | ==Havoc Brothers of Generic (1000 pts) == |
| | This is a v3.1.0 list that can be built using the '''''Combat Patrol: Chaos Space Marines''''' box from '''Games Workshop''', or any other models of your choice. |
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| ==Havoc Brothers of Generic (750 pts) ==
| | Stick the Champion in either melee Brothers unit. You're going to be stacking up spell tokens and spending them on granting the AP(+2) melee buff granted by Warp Passage or on Daemon Fog to soften up spam units if you don't need the AP to kill them once you charge. The Brute shouldn't generally need this; It may be difficult for your opponent to deal with at this point level already. Just point it towards whatever needs killing. It will. |
| 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.
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| Stick the Champion in the melee Brothers unit. The bonus attack chances plays nicely with the Axe's Deadly rating, and there's not any other good units for them to join anyways. For your first few games (especially as a Being-Nice-To-Your-Opponent measure), use the Scout option of the Daemon rule and set it up for being able to charge something nice. Its got your most consistent anti-armor and can deal with other Defense 3+ and 2+ armies nicely, so don't be hesitant to run it into a vehicle, either, as most can't even fight back.
| | The Support squad will just shoot whatever is most opportune. Try to abuse line-of-sight using buildings to line up your shots so only the unit you're shooting at will be able to see you back. 3 models and only Defense 3+ means they'll fall over the first time something appropriate hits them, so play them cagey. |
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| Ranged unit of Havoc Brothers is pretty much just there to stand on an objective. Plasma Rifles chip wounds off armored units well enough, but the unit doesn't have a high damage output. The Support squad will just shoot whatever is most opportune. Try to abuse line-of-sight using buildings to line up your shots so only the unit you're shooting at will be able to see you back. 3 models and only Defense 3+ means they'll fall over the first time something appropriate hits them, so play them cagey.
| | https://army-forge.onepagerules.com/share?id=5UQOt3cSpNZu&name=Havoc_Brothers |
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| https://army-forge.onepagerules.com/share?id=i_SFgk5s&name=Havoc_Brothers
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| {| class="wikitable"
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| !++ Havoc Brothers [GF 750pts] ++
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| |'''Harbinger of Havoc'''<nowiki> [1] Q3+ D3+ | 170pts | Daemon, Fear, Hero, Tough(6)</nowiki>
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| 2x Daemon Gauntlet (A3, AP(3))
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| Stomp (A2, AP(1))
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| '''Havoc Champion''' [1] Q3+ D3+ | 70pts | Hero, Tough(3), 1x Apostle(War Chant)
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| Heavy Pistol (12", A1, AP(1))
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| Energy Sword (A2, AP(1), Rending)
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| '''Havoc Brothers''' [5] Q3+ D3+ | 155pts |
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| 5x Heavy Pistol (12", A1, AP(1))
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| 1x Energy Axe (A1, AP(2), Deadly(3))
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| 4x CCW (A2)
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| '''Havoc Brothers''' [5] Q3+ D3+ | 145pts |
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| 1x Plasma Rifle (24", A1, AP(4))
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| 4x Heavy Rifles (24", A1, AP(1))
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| 5x CCWs (A1),
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| '''Havoc Support''' [3] Q3+ D3+ | 210pts | Relentless
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| 1x Laser Cannon (36", A1, AP(3), Deadly(3))
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| 2x Heavy Machineguns (30", A3, AP(1))
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| 3x CCWs (A1)
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| '''Special Rules'''
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| ''Daemon'' - This model may be deployed as if it had the Ambush or the Scout rule (pick one).
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| ''War Chant'' - For each unmodified result of 6 to hit when attacking in melee, the hero and its unit may roll 2 extra attacks. This rule doesn’t apply to newly generated attacks.
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| |}
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| ==Havoc Brothers of Generic (1000pts) ==
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| 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.
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| As before, Stick the Champion in the melee Brothers unit, as there's still not any other good units for them to join anyways. The Axe has been downgraded for an extra attack to send into lower quality infantry instead of being unreliable anti-armor, as this list shifts your anti-armor capabilities into ranged units instead. The biggest change being your Helbrute (assuming you are using the Combat Patrol box) is now an Infernal Brute loaded to bear with a heavy anti-armor weapon and some missiles to fire at whatever you want, instead of Harbinger (There wasn't a way to make 1000 points otherwise, and this is a great excuse to magnetize your models so you can swap weapons around effortlessly, especially on larger ones like this).
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| The Support squad now has more anti-armor or anti-super-elite-infantry capabilities. But as before, play them like a coward as while they aren't made of tissue paper, whatever paper they ''are'' made out of isn't exactly sturdy. Cardstock at best. Your Ranged unit of Brothers picks up a bit of slack with the addition of a Heavy Machinegun, but otherwise, they sit back a ways and cap objectives.
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| https://army-forge.onepagerules.com/share?id=mjOD4mAj&name=Havoc_Brothers | |
| {| class="wikitable"
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| !++ Havoc Brothers [GF 1000pts] ++
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| |'''Havoc Champion'''<nowiki> [1] Q3+ D3+ | 70pts | Hero, Tough(3), 1x Apostle(War Chant)</nowiki>
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| 1x Heavy Pistol (12", A1, AP(1))
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| 1x Energy Sword (A2, AP(1), Rending)
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| '''Havoc Brothers''' [5] Q3+ D3+ | 145pts |
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| 5x Heavy Pistol (12", A1, AP(1))
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| 1x Energy Sword (A2, AP(1), Rending)
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| 4x CCW (A2)
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| '''Havoc Brothers''' [5] Q3+ D3+ | 170pts |
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| 1x Heavy Machinegun (30", A3, AP(1))
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| 4x Heavy Rifles (24", A1, AP(1))
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| 5x CCWs (A1)
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| '''Havoc Support''' [3] Q3+ D3+ | 230pts | Relentless
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| 2x Laser Cannon (36", A1, AP(3), Deadly(3))
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| 1x Heavy Machineguns (30", A3, AP(1))
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| 3x CCWs (A1)
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| '''Infernal Brute''' [1] Q3+ D2+ | 385pts | Fear, Tough(12)
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| 1x Missile Array (30", A4, AP(2), Lock-On),
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| 1x Heavy Fusion Rifle (18", A1, AP(4), Deadly(6))
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| 1x Stomp (A4, AP(1))
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| '''Special Rules'''
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| ''War Chant'' - For each unmodified result of 6 to hit when attacking in melee, the hero and its unit may roll 2 extra attacks. This rule doesn’t apply to newly generated attacks.
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| |}
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| == Change Brothers (750pts)==
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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.
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| 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.
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| 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.
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| 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.
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| {| class="wikitable" | | {| class="wikitable" |
| !++ Change Disciples [GF 995pts] ++ | | !++ Havoc Brothers [GF 995pts] ++ |
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| '''Change Birdmen''' [10] Q4+ D5+ | 180pts | Stealth | | '''Havoc Champion''' [1] Q3+ D3+ | 120pts | Hero, Tough(3), 1x Master Warlock(Caster(3))<br> |
| | | Dual Energy Claws (A4, Rending) |
| 10x Pistols (12", A1)
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| 10x CCW (A2)
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| '''Change Birdmen''' [10] Q4+ D5+ | 180pts | Stealth
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| 10x Pistols (12", A1)
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| 10x CCW (A2)
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| '''Change Destroyers''' [3] Q3+ D3+ | 310pts | Ambush, Stealth, Tough(3)
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| Reaper Cannon (24", A4, AP(1))
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| 2x Storm Rifles (24", A3, AP(1))
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| 3x CCWs (A3)
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| '''Change Destroyers''' [3] Q3+ D3+ | 325pts | Ambush, Stealth, Tough(3) | | '''Havoc Brothers''' [5] Q3+ D3+ | 120pts | <br> |
| | Sgt. Heavy Pistol (12", A1, AP(1)) + Energy Sword (A2, AP(1), Rending)<br> |
| | 4x Heavy Pistol (12", A1, AP(1)) + 4x CCW (A2) |
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| 2x Heavy Rifle (24", A1, AP(1)) + Energy Fist (A3, AP(4))
| | '''Havoc Brothers''' [5] Q3+ D3+ | 120pts | <br> |
| | Sgt. Heavy Pistol (12", A1, AP(1)) + Energy Sword (A2, AP(1), Rending)<br> |
| | 4x Heavy Pistol (12", A1, AP(1)) + 4x CCW (A2) |
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| Heavy Flamethrower (12", A6, AP(1)) + CCW (A3) | | '''Havoc Support''' [3] Q3+ D3+ | 235pts | Relentless<br> |
| | Laser Cannon (36", A1, AP(3), Deadly(3)) + CCW (A1)<br> |
| | Heavy Machinegun (30", A3, AP(1)) + CCW (A1)<br> |
| | Reaper Cannon (24", A4, AP(1)) + CCW (A1) |
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| 1x model has the Warlock (Psychic(1)) upgrade.
| | '''Infernal Brute''' [1] Q3+ D2+ | 400pts | Fear(2), Tough(12)<br> |
| | 2x Heavy Flamer (12", A1, AP(1), Blast(3), Reliable)<br> |
| | 2x Brute Fist (A4, AP(4))<br> |
| | Stomp (A4, AP(1)) |
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| | | '''Spell List:'''<br> |
| | | ''Dark Sight'' (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.<br> |
| '''Change Disciples Psychic Spells''' | | ''Havoc Terror'' (1): Target enemy unit within 12" takes 2 hits with AP(2).<br> |
| | | ''Cursed Sludge ''(2): Target 2 enemy units within 12" get -2" next time they Advance, or -4" next time they Charge/Rush.<br> |
| ''Breath of Change'' (4+): Target 2 friendly units within 6” get +1" next time they Advance, or +2" next time they Charge/Rush. | | ''Havoc Trauma'' (2): Target enemy model within 12" takes 2 hits with AP(4).<br> |
| | | ''Warp Passage'' (3): Target 2 friendly units within 18" get AP(+2) next time they charge.<br> |
| ''Blaze'' (4+): Target enemy unit within 6” takes 3 hits with AP(2). | | ''Daemon Fog'' (3): Target 2 enemy units within 9" take 6 hits each. |
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| ''Steal Power'' (5+): Target 2 enemy units within 18” get -1 to hit next time they shoot. | |
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| ''Inferno'' (5+): Target enemy unit within 6” rolls as many dice as models in it, and takes 1 hit for each 3+ rolled. | |
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| ''Loyalty'' (6+): Target friendly unit within 12” gets Regeneration next time it takes wounds. | |
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| ''Bolt of Change'' (6+): Target enemy unit within 6" takes 1 hit with AP(4) and Deadly(6). | |
| |} | | |} |
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| == Plague Brothers (750pts) ==
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| 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.
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| 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.
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| 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.
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| {| class="wikitable"
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| !++ Plague Disciples [750pts] ++
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| |'''Plague Zombies'''<nowiki> [20] Q5+ D6+ | 220pts | Regeneration, Slow, Undead</nowiki>
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| 20x Claws (A2)
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| '''Plague Brothers''' [5] Q3+ D3+ | 160pts | Regeneration
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| 5x Heavy Rifles (24", A1, AP(1))
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| 5x CCWs (A1)
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| '''Plague Destroyers''' [3] Q3+ D3+ | 370pts | Ambush, Regeneration, Tough(3)
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| 2x Poison Gauntlets (6", A6, Poison) + 2x Heavy Scythes (A2, AP(2), Deadly(3))
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| Great Plague Flail (A6, AP(1), Poison)
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| '''Special Rules'''
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| ''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.
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| |}
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| ==See Also== | | ==See Also== |