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===CD Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *The Virgin Mono-god Team: Rather than type out the same list 4 times, its 1 of the respective leader unit, iconbearer and hornblower and then filling out the rest with however many normal models you can take. Only exception is maybe ditching the Horror Hornblower because it doesn't do much for them. Don't take this. Its fluffy but its making a bad thing worse. *The Chad Undivided Team: 11 models 100pts: ** 1 Iridescent Horror (leader) 13pts ** 1 Horror Icon Bearer with Icon of Tzeentch (comms) 16pts ** 1 Bloodletter Icon Bearer with Icon of Khorne 11pts ** 1 Bloodletter Hornblower with Instrument of Khorne 10pts ** 1 Bloodreaper 8pts ** 1 Bloodletter (Combat) 7pts ** 1 Bloodletter (Veteran) 7pts ** 4 Bloodletters 28pts The 2 Horrors provide some shooting for an otherwise melee-only faction. Having 2 doubles up on psykers when you can only use one at a time, but it also allows you to keep your CP gen out of the grinder while also having the Icon's psychic damage and a target to use the Comms buff on. Your Bloodletters provide the bodies. With the +1 to charges and rerolls from the Instrument and Icon, they should get good use out of their Unstoppable Ferocity rule. The Bloodreaper gets you an extra attack for a single point and putting the Combat spec on the other means theres no one target for the enemy to focus on. You have room on your roster to swap all the Bloodletters for Daemonettes one for one, for when you want mobility, such as when facing melee-weak glass cannons like Guard and Tau. In that case, a Scout might be worth taking as well just to lock down those gunners even faster. </div> </div>
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