Havoc Brothers Quickplay Armies

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Revision as of 01:49, 4 March 2023 by 68RedGaleCombatstheHoly (talk | contribs) (redid Generic list. was still using old unit setups that are impossible now)
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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 (750 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.


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.

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.

++ Havoc Brothers [GF 750pts] ++
Harbinger of Havoc [1] Q3+ D3+ | 170pts | Daemon, Fear, Hero, Tough(6)

2x Daemon Gauntlet (A3, AP(3))

Stomp (A2, AP(1))


Havoc Champion [1] Q3+ D3+ | 70pts | Hero, Tough(3), 1x Apostle(War Chant)

Heavy Pistol (12", A1, AP(1))

Energy Sword (A2, AP(1), Rending)


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 Brothers [5] Q3+ D3+ | 145pts |

1x Plasma Rifle (24", A1, AP(4))

4x Heavy Rifles (24", A1, AP(1))

5x CCWs (A1),


Havoc Support [3] Q3+ D3+ | 210pts | Relentless

1x Laser Cannon (36", A1, AP(3), Deadly(3))

2x Heavy Machineguns (30", A3, AP(1))

3x CCWs (A1)

Special Rules

Daemon - This model may be deployed as if it had the Ambush or the Scout rule (pick one).

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.

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)


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

10x Pistols (12", A1)

10x CCW (A2)


Change Destroyers [3] Q3+ D3+ | 310pts | Ambush, Stealth, Tough(3)

Reaper Cannon (24", A4, 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

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
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