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A.R.G.U.S Mykal

PostPosted: Mon Sep 25, 2006 5:24 pm


yo_momma117
hmm thats a toughy
for some reason, suicidal sound good to me, so im leaning towards khorne xp



They're Fearless and get extra attacks, like all marked (Nurgle, Tzeentch, Slaanesh, Khorse and Undivided) units, and Khorne have special rules where basically they have to charge at whatever the can, and kill...any model, basically, even if they can't hurt it. Great, until they get destroyed by running about trying to kill anything.
They're great on small tables though.


-Mykal
PostPosted: Mon Sep 25, 2006 5:26 pm


so basicly, If I had a few chaos marines with the khorne symbol, they would have to charge at a tank I was previously trying to blow up?

[Sanity_is_for_the_Weak]


King Kento

PostPosted: Mon Sep 25, 2006 6:39 pm


yo_momma117
so basicly, If I had a few chaos marines with the khorne symbol, they would have to charge at a tank I was previously trying to blow up?


He did say suicidal
PostPosted: Tue Sep 26, 2006 12:13 am


yo_momma117
so basicly, If I had a few chaos marines with the khorne symbol, they would have to charge at a tank I was previously trying to blow up?



Or Daemon Prince.
Or Carnifex.
Or anything rly.
I think they're very similar to the Black Templars in that respect, but I've not checked that new Codex out yet.


-Mykal

A.R.G.U.S Mykal


Hoxtalicious

Greedy Partner

PostPosted: Tue Sep 26, 2006 12:36 am


It's a bit like the Slayer army from WHFB ("Look Snorri! Trolls!") only a little more on the silly side. That Wraith Lord just happens to be closer, so charge the s**t out of it, while a Guardian squad is just a little further off.
PostPosted: Tue Sep 26, 2006 3:20 am


yo_momma117
I figured out that my chaos models are completely finished...
I have three unmade guys, and I have two that dont have arms, what do you suggest I put on them?
A note, before I wanted to play, I loaded these guys with mutations, the armaments, are thus:
mutated arm and bolt pistol
power fist and bolt pistol
heavy bolter and knife
bolter and knife
bolter and knife
powerfist and bolt pistol
mutated arm and bolt postol
bolter and knife
bolt pistol and chainsword
I think a plasma pistol and chainsword
and another heavy bolter


A.R.G.U.S Mykal

Well, if they're posessed, which I'm assuming they are because of the Chaos Mutations they all seem to have, then they can't have bolters, as they can only have bolt pisols and CCWs.
2 powerfists in one troop choice I think is wrong, only an Aspiring Champion can have equipment from the Chaos Armoury. Power Fists, Plasma Pistols come from the armoury, so only the Aspiring Champion can have those.
They can't use Heavy Bolters, and even if they could they could only take one, to my knowledge.
You also have 11 men there, and the Posessed limit is 10 men in a squad.

Unless this is a basic troop choice, in which case they should be modelled as men, not posessed, without any mutated parts, and 0-1 limit on the Heavy Bolter.
The same applies for the powerfists.


Actually, other than two heavy bolters, and two powerfists (easily broken into two squads) this is a perfectly legal Chaos Space Marine Troops choice. There is NO rule that close combat weapons can't be modelled as mutations(claws, teeth, tentacles, etc), especially for Chaos. In fact, I would probably laugh at anyone who tried to tell me that, since the standard CSM boxed set COMES with a mutation sprue. Since he has 16 models total, let's assume he can keep the extra powerfist and heavy bolter models as backups and replace them with the two armless guys:

Chaos Space Marines... 211 pts.
6x Bolt Pistol/CCW, 1x Plasma Pistol/CCW, 3x Bolter/CCW, 1x Heavy Bolter, 1x Aspiring Champ with Bolt Pistol/Powerfist
Total of 12 models, Codex-legal.

FlashbackJon


A.R.G.U.S Mykal

PostPosted: Tue Sep 26, 2006 9:19 am


FlashbackJon
Actually, other than two heavy bolters, and two powerfists (easily broken into two squads) this is a perfectly legal Chaos Space Marine Troops choice. There is NO rule that close combat weapons can't be modelled as mutations(claws, teeth, tentacles, etc), especially for Chaos. In fact, I would probably laugh at anyone who tried to tell me that, since the standard CSM boxed set COMES with a mutation sprue. Since he has 16 models total, let's assume he can keep the extra powerfist and heavy bolter models as backups and replace them with the two armless guys:

Chaos Space Marines... 211 pts.
6x Bolt Pistol/CCW, 1x Plasma Pistol/CCW, 3x Bolter/CCW, 1x Heavy Bolter, 1x Aspiring Champ with Bolt Pistol/Powerfist
Total of 12 models, Codex-legal.



Get ready for a good chuckle.
Just one thing, how did people model Chaos Posessed before the hideous new models came out?
They made them indepandantly. There's enough to make one squad of posessed by mixing heads, and the mutation/bolt pistol sprue.
I remember saying it was a WYSIWIG game, not a Counts As game.


-Mykal
PostPosted: Tue Sep 26, 2006 9:28 am


A.R.G.U.S Mykal
FlashbackJon
Actually, other than two heavy bolters, and two powerfists (easily broken into two squads) this is a perfectly legal Chaos Space Marine Troops choice. There is NO rule that close combat weapons can't be modelled as mutations(claws, teeth, tentacles, etc), especially for Chaos. In fact, I would probably laugh at anyone who tried to tell me that, since the standard CSM boxed set COMES with a mutation sprue. Since he has 16 models total, let's assume he can keep the extra powerfist and heavy bolter models as backups and replace them with the two armless guys:

Chaos Space Marines... 211 pts.
6x Bolt Pistol/CCW, 1x Plasma Pistol/CCW, 3x Bolter/CCW, 1x Heavy Bolter, 1x Aspiring Champ with Bolt Pistol/Powerfist
Total of 12 models, Codex-legal.



Get ready for a good chuckle.
Just one thing, how did people model Chaos Posessed before the hideous new models came out?
They made them indepandantly. There's enough to make one squad of posessed by mixing heads, and the mutation/bolt pistol sprue.
I remember saying it was a WYSIWIG game, not a Counts As game.


-Mykal


As for wysiwyg, it IS chaos. Mutations are just a part of the look. I think as its not some huge model engulfing thing or uniform through out the squad no oe will claim it breaks that rule.

Most people also seem to interpret wysiwyg as 'counts as'. As long as you can justify it. My rhino has a few plates on it extra that i made, not very noticeable and its not going to make anyone think extra armor, but theyre there, so I can claim it as having been modeled. Where as most people arent going to see an ork handed marine and think its a powerfist model unless he specifies it or something.

King Kento


A.R.G.U.S Mykal

PostPosted: Tue Sep 26, 2006 10:28 am


King Kento

As for wysiwyg, it IS chaos. Mutations are just a part of the look. I think as its not some huge model engulfing thing or uniform through out the squad no oe will claim it breaks that rule.

Most people also seem to interpret wysiwyg as 'counts as'. As long as you can justify it. My rhino has a few plates on it extra that i made, not very noticeable and its not going to make anyone think extra armor, but theyre there, so I can claim it as having been modeled. Where as most people arent going to see an ork handed marine and think its a powerfist model unless he specifies it or something.



I see where you're coming from, but in all the games I've seen and all the Codeceies I've read, CSM troop choices generally have 2 normal arms and normal weapons. The mutation sprue is reserved for posessed units. Chaos Mutations can come in the form of the odd twist, bump, melt etc, but those are merely cosmetic.

I also get where you're coming from with the tanks, and it helps to have something to compare to, y'know?

As for the Ork hand weapon, I do get you. I have a model with an Ork Power Klaw, and depending on my mood/what I'm against, I use it as a powerfist or lightning claw, or a power weapon of generic design.

GW do allow you to have some leway, like a plaguesword doesn't have to be a sword, it could be a spear, glaive, halberd, mace, axe. But a Bolt Pistol and Close Combat Weapon can't be a bolt pistol and freakish arm, because that gets easily confused with the freakish arm chaos mutation.

smile


-Mykal
PostPosted: Tue Sep 26, 2006 12:51 pm


soo....whats the verdict, I had trouble making out whats legal and whats not...am I ok?

and can I use chainswords for normal troups?
does it cost extra to put on a knife?

[Sanity_is_for_the_Weak]


A.R.G.U.S Mykal

PostPosted: Tue Sep 26, 2006 1:04 pm


yo_momma117
soo....whats the verdict, I had trouble making out whats legal and whats not...am I ok?

and can I use chainswords for normal troups?
does it cost extra to put on a knife?



Knives, swords, bludgeons, and stuff like that are all okay for CCWs. The mutation sprue is best saved for posessed squads, so that you can easily differentiate between Troop and Elites.
I personally also like to keep bolters/bolt pisols unique to a squasd, so that I'm not mixed. That way I have a squad dedicated for shooting, rather than close combat.


-Mykal
PostPosted: Tue Sep 26, 2006 1:11 pm


that sounds like a safe plan, I wish I had more experience so that I need what I could do...
well later down the Road I can mix and match these I guess

[Sanity_is_for_the_Weak]


Clockwork_Creep

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PostPosted: Tue Sep 26, 2006 4:47 pm


I like to seperate my squads too, but I belive my close combat weapons, it means anything usable in close comabt. A large hook claw thing would count as a close combat weapons, so mutations, (agian, a very normal part of Chaos) can be close combat weapons.

Now, if you like all your possesed to be the only thing mutated, that is fine. However, I agree with King Kento, in that mutant arms are close combat weapons.
PostPosted: Tue Sep 26, 2006 4:56 pm


lord_illpalazzo
I like to seperate my squads too, but I belive my close combat weapons, it means anything usable in close comabt. A large hook claw thing would count as a close combat weapons, so mutations, (agian, a very normal part of Chaos) can be close combat weapons.

Now, if you like all your possesed to be the only thing mutated, that is fine. However, I agree with King Kento, in that mutant arms are close combat weapons.



So if you have a squad of normal men with the mutation sprue and then some other men with the mutation sprue who are posessed, is there any real way to tell a difference?


-Mykal

A.R.G.U.S Mykal


[Sanity_is_for_the_Weak]

PostPosted: Tue Sep 26, 2006 5:20 pm


A.R.G.U.S Mykal
lord_illpalazzo
I like to seperate my squads too, but I belive my close combat weapons, it means anything usable in close comabt. A large hook claw thing would count as a close combat weapons, so mutations, (agian, a very normal part of Chaos) can be close combat weapons.

Now, if you like all your possesed to be the only thing mutated, that is fine. However, I agree with King Kento, in that mutant arms are close combat weapons.



So if you have a squad of normal men with the mutation sprue and then some other men with the mutation sprue who are posessed, is there any real way to tell a difference?


-Mykal


yeah, when people in the same squad also have bolters and heavy bolters...
Idk, I sorta have one squad figured out...
1x chainsword and bolt pistol
1x chainsword and plasma pistol
4x bolters
1x powerfist and bolt pistol
1x heavy bolter
and I have room to make another 2 people
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