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The Chaos Space Marines Goto Page: [] [<<] [<<] [<] 1 2 3 ... 152 153 154 155 156 157 ... 195 196 197 198 [>] [>>] [»|]

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[Sanity_is_for_the_Weak]

PostPosted: Mon Nov 05, 2007 2:51 pm


Ruric Torrune
[Sanity_is_for_the_Weak]
I can see Chaos siding with someone just so they can be used in their evil agenda. Perhaps if they tricked some orks into weakening a planet for them until the Chaos legions wipe it out.


Didn't they do that during the Thirteenth Crusade?


No idea, I was just putting it out there, although I'm sure someone else here knows.
PostPosted: Fri Nov 09, 2007 3:24 pm


jtownrocks
DarkElf27
imperial-cheif
HERETICS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
stare you have too much faith in your emperor.
true, the age of mankind is over and so called heros of man kind like marneus calegar, the primarch fulgrim and others will be replaced by the names khairn, typhus, lucius, and ahriman. they are the future of the galaxie



death to the false emporer scream stressed scream

Did you really just list Fulgrim with Marneus Calgar? xp Fulgrim is one of the biggest bastards the Chaos legions have!

Hive_Minded


Van Evok

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PostPosted: Sat Nov 10, 2007 1:39 pm


original Dawn of War game has a screenplay of CSM bribing Orks with gunz and promises of "marines to fight" to attack imperial world...
PostPosted: Thu Nov 29, 2007 8:32 am


[Sanity_is_for_the_Weak]
If I ever continue chaos then I'll center my entire (It will be small) army around a close combat Lord. I really like that idea, I want to make him able to slay so many...
And that right there is the point of the new Chaos Codex. What once was "Let the Galaxy Burn", is now replaced with "When good Space Marines go bad."

With the new Codex, the only of my 3 CSM armies to come out fine was my Astral Claws/Red Corsairs, which I've been fielding for some time. Without going too much into it, my Alpha Legion is back to the drawing board as they were being played as LatD, which is now Apocalypse only. My big gripe is with my Thousand Sons.

You've all seen the lists, so you know most of my gripes. I'm still testing the waters on the new save vs my old 2-wounds for my Rubrics, but its interesting only having to use the S&P movement if my Aspiring Champion bites it, also there's that lack of having the 1 Initiative. The easiest transition I'm having is simply changing what were my Possessed into Raptors as they all had Flight before. Though the lack of my specific wargear and spells...and rules, really leaves me out to dry, I'm still trying to see what will work out.

As it is, I'm having a tough time working around what we all knew was static before and fit with the fluff. It's tough for me to try and utilize Bikers and Havocs, and to a point, Raptors. Also I really don't see it being right allowing Tzeentch to work with Nurgle, and Khorne to work with Slaanesh outside of a Black Legion army.

Thinking things over, I'm summed up what the new Codex is. Blame whomever, it's a massive typo(and like this I can live with it to a point). The new CSM book is actually supposed to be titled Codex: Black Legion & Red Corsairs. If you look at it like this, it makes perfect sense.

----------------------------------------------------------------

Stating that, here's how I would have gone about things, and it would have worked out brilliantly if it had been done like this. Two Codex, and here's how I would have liked them to be presented:

Codex CSM: Traitor Legions
• Outline new general rules for CSM armies(updating the general lists)
• Detailed army lists and options for the following armies:
- Black Legion
- Astral Claws/Red Corsairs
- Alpha Legion
- Iron Warriors
- Night Lords
- general/custom traitor Chapter lists/rules/options
These last three are options that I think would be good/interesting to have with this book:
- LatD(significantly updated, with less focus on mutant troops)
- Fallen Angels
- Dark Mechanicus (not exactly CSM, but loads of possibilities)
• New wargear/vehicles for traitor chapters(but not necessarily for the old Legions)
• General Daemon lists
• Specialized rules/lists for including troop choices to the armies listed above(Berzerkers, TS Rubrics, Plague Marines, and Noise Marines)

Codex CSM: Ruinous Powers
• Detailed army lists and options for the following armies:
- Thousand Sons
- World Eaters
- Death Guard
- Emperors Children
- Word Bearers
- Diety-geared/themed traitor chapters
• Legion specific rules/wargear
• Full Daemon rules
• Daemon army rules

I know I've gone on quite a tangent here, but I'd really like some input here, also comments/suggestions for what to do with my Alpha Legion and TS armies.

ColinMackay

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Xenos Mortium

PostPosted: Thu Nov 29, 2007 6:54 pm


I think everyone could use the Doctrines that the Imperial Guard have. I mean, perhaps the Tau and the Necrons aren't diversified enough yet to use them, but many of the other armies could, such as Marines (Loyalist or no), Eldar, Orks, Tyranids, ect.
PostPosted: Fri Nov 30, 2007 1:04 am


Im happy with the chapter trait system the Loyalists have, and I enjoy the doctines for gaurd as well.

I personally feel the Legions shouldve been left alone. And if there were bits being abused, change their costs rather than remove the options.

I wouldve preffered they made a new codex such as Heretics, or Renegades, something. Preferably including LotD and rules for Chapters that go rogue. Let new chapters that turn away from the empire use storm bolters and and fancy new tanks, and have generic demons. Let the legions keep their antient equipment and their venerable skills.

That way the legions are left to be fluff accurate, and then people couldve made recent pirate chapters, or nuetral factions like the Soul Drinkers and so on.

King Kento


[Sanity_is_for_the_Weak]

PostPosted: Sat Dec 08, 2007 10:55 am


I think I asked this question a long time ago and I forgot the answer, plus it may have changed since the release of a new Codex.
If I equip my CSM with bolters and strap knifes to their belt, that counts as a close range weapon right? And I know that if one has a chainsword then the other thing they can wield is a pistol which gives them another attack, but I thought the "unwieldy" rule or whatever it was (that prohibits the use of normal bolters in close combat) was removed.
Can someone clarify the possibilities of bolters, pistols, chainswords, knifes and all that jazz?
PostPosted: Sun Dec 09, 2007 1:41 am


[Sanity_is_for_the_Weak]
I think I asked this question a long time ago and I forgot the answer, plus it may have changed since the release of a new Codex.
If I equip my CSM with bolters and strap knifes to their belt, that counts as a close range weapon right? And I know that if one has a chainsword then the other thing they can wield is a pistol which gives them another attack, but I thought the "unwieldy" rule or whatever it was (that prohibits the use of normal bolters in close combat) was removed.
Can someone clarify the possibilities of bolters, pistols, chainswords, knifes and all that jazz?


Im very sure thats changed in the new book. I think it was something like they all have bolters, pistols, and CCWs.

But Ill leave this to someone who actually has the new codex.

King Kento


[Sanity_is_for_the_Weak]

PostPosted: Sun Dec 09, 2007 9:30 am


Yeah I thought it was something like that too, if no one answers here I'll ask people at school.
PostPosted: Sun Dec 09, 2007 10:07 am


If loyalist marines can have three weapons, then chaos marines also have them as a standard. They also come with frags as a standard now if not mistaken.

Hoxtalicious

Greedy Partner


Shinobi_8745

PostPosted: Sun Dec 09, 2007 1:41 pm


King Kento
[Sanity_is_for_the_Weak]
I think I asked this question a long time ago and I forgot the answer, plus it may have changed since the release of a new Codex.
If I equip my CSM with bolters and strap knifes to their belt, that counts as a close range weapon right? And I know that if one has a chainsword then the other thing they can wield is a pistol which gives them another attack, but I thought the "unwieldy" rule or whatever it was (that prohibits the use of normal bolters in close combat) was removed.
Can someone clarify the possibilities of bolters, pistols, chainswords, knifes and all that jazz?


Im very sure thats changed in the new book. I think it was something like they all have bolters, pistols, and CCWs.

But Ill leave this to someone who actually has the new codex.
It's true as you say, ccw/bp and bolter.
PostPosted: Sun Dec 09, 2007 1:52 pm


So I equip all the marines in a squad with pistols and chainswords, they shoot like bolters and get the extra attacks in CC?

[Sanity_is_for_the_Weak]


Shinobi_8745

PostPosted: Sun Dec 09, 2007 9:39 pm


They should be WYAIWYG, so they should have all weapons, best way is to give them a bolter in the hands, and use seathed pistols and combat knives, or if you're a "convertaholic" you could give them a bolter in one hand, a pistol or close combat weapon in the other.

This thing also counts on to heavy weapons and special weapons, if they get a weapon of any kind they still have the pistol and the close combat weapon left since they only trade their boltguns for the specialized weaponry.

My suggestion would be the first suggestion with boltguns having a combatknife and biltpistol seathed.
PostPosted: Mon Dec 10, 2007 12:31 am


I'm of the mind that you DON'T have to represent all of their included wargear on the mini. It is not like some only have BP/CCW and some have Bolters, ALL of them have it regardless of how it's actually represented. Just show your opponent the relevant page in your Codex and you should be A-ok.

I hate the "Holster and grenades on a piece of cloth" look for the bolt pistols and grenades, so I kinda got creative with the way some of my models held their weaponry.

Dyshidrosis

Shameless Dog


Shinobi_8745

PostPosted: Mon Dec 10, 2007 1:43 am


But nothing is cooler than a spiky overequipped Beaky... err... Chaos Beaky... n_n;;;
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