Havoc Brothers Quickplay Armies

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Below you will find quick-play army lists for the Havoc Brothers from Grimdark Future.

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.

Very spell-heavy army. The 6" range of the Flamer-Mods on your Destroyers doesn't particularly matter, since you can place them pretty much wherever you want on the table then move 6". Champion will have to go with some of the birds, but spell ranges are so short that you'll want him in the enemy's face anyways. The Flame Pistol is slightly wasted in a melee unit, but its only 5 points that couldn't be used elsewhere.

++ Change Disciples [750pts] ++
Change Champion [1] Q3+ D3+ | 110pts | Hero, Psychic(1), Stealth, Tough(3)

1x Flamethrower Pistol (6", A6) 1x CCW (A2)

Change Birdmen [10] Q4+ D5+ | 180pts | Stealth

10x Pistols (12", A1)

10x CCW (A2)

Change Birdmen [10] Q4+ D5+ | 180pts | Stealth

10x Pistols (12", A1)

10x CCW (A2)

Change Destroyers [3] Q3+ D3+ | 280pts | Ambush, Stealth, Tough(3), One model of your choice is has Psychic(1)

Reaper Cannon (24", A4, AP(1))

2x Heavy Rifle (24", A1, AP(1)) + Flamer-Mod (6", A6)

3x CCWs (A3)

Special Rules

Chosen Veteran - This model gets +1 to hit rolls in melee and shooting.

Change Disciples Psychic Spells

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