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Posted: Fri Feb 08, 2008 12:53 pm
Dragoncrusher Zero great combinations.... khrone berserker chaos dreadnought juggernought possessed squad defilers i would say if you want close range... they will do the job... they will not run away and well added some commanders and stuff yah Defilers aren't that good a HS-Choice for Close Combat. Khorne Havoks or even Oblits work better for the cost. Their poor WS, I, and Attacks is what limits their CC power. If you intend them as Anti-Tank Close Combat, stick with the Oblits (More attacks). Chaos Dreadnoughts are rarely worth it. If they maintained Mutated Hull or Parasitic Possession they'd be better, but even so they tend not to get into combat unless your opponnent isn't careful with his lines. As for shooting, they don't work there either as almost 1/3 the game they'll be either running instead or shooting at the wrong target. Possessed are also a big risk. S5 and Invuln Saves are nice. You can't see what they get until you deploy, however, so you may have something inside a tank behind your front line roll up a "Scout" effect. They can pay off big, however, so they're fine for a CC army. A Juggernaut would, surprisingly, be best replaced with a Lashing Slaaneshi Sorceror. Better yet, a pair of them. Two Lashing Characters can easily muck up an enemies defensive line. For Close-Combat armies, I'd likely suggest: HQ: Slaaneshi Daemon Prince, Winged, Lash of Submission (Two if you can spare the points) Elites: Chosen (Either as a suicide Anti-Tank or with the Mark of Khorne and lots of upgrades, though still expensive) Possessed (Big Win or Big Loss, but this is surprisingly the most "Chaotic" thing in the current 'Dex). Troops: Khorne Berzerkers Fast Attack: Raptors (With Bikes losing their extra attack, they aren't as effective anymore. Raptors themselves have lost a lot of their benefits, but they can still work decently enough to tie the enemy up / Soak fire) Heavy Support: Obliterators [They work as your Anti-Tank at a range while the rest of your army deals with the infantry. A unit of two or three Oblits can also often hold up a large unit of "Softies" (Termigaunts, Guardsmen, etc) for a while)].
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Posted: Tue Feb 12, 2008 9:57 am
I was thinking of making a somewhat cc concentrated army in rhino rush style. Now thing is, I feel berserkers are somewhat.. limited in their effectiveness in rhino rushes. Thing is, I play allot of opponents whos army can afford assaulting me the moment I dismount out of a rhino to lose me out on furious charge. That being said, paying 6 points a model more for being fearless and giving up a bolter which you can use to rip apart stuff the turn you dismount, I figured id try with some normal marines with an icon of khorne.
HQ: Chaos Lord -Mark of Khorne -Demon Weapon
Daemon Prince -Wings
Troops: 10 Chaos Space Marines Icon of Khorne Rhino
10 Chaos Space Marines Aspiring Champion -Power Fist Icon of Khorne Rhino
9 Khorne Berserkers Rhino ##lord squad
Fast attack: 9 Raptors 2 Melta guns Icon of Khorne
Heavy Support: 5 Havocs 4 Missle Launchers
2 Obliterators
Total: 1499
Still some things im unhappy about, I'd like to tool up more than 1 squad with a champion and a fist and maybe some plasma. On the other side I dont want to take out too many bodies.
Any Suggestions?
Edit, on a side note my codex does not show any option for obliterators to take up Icons, Dranyench
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Posted: Tue Feb 12, 2008 10:42 am
Seraphine-Exalted I was thinking of making a somewhat cc concentrated army in rhino rush style. Rhino Walls are usually more effective. If the vehicles is destroyed with squads inside, they're pinned and usually the only 'Soft' target if the rest of the Rhino's hold. Smoke Launchers also only last for one turn, and against any Gunline army you'll need at least three to get to combat (2 inside the tank, one for the disembark and attack). Quote: Now thing is, I feel berserkers are somewhat.. limited in their effectiveness in rhino rushes. Agreed. Regular CSM's can at least fire Rapid Fire weapons and bear the brunt of the enemy counter attack without a major loss in points or waste in skills. Quote: Thing is, I play allot of opponents whos army can afford assaulting me the moment I dismount out of a rhino to lose me out on furious charge. If this was the Old 'Dex, I'd have suggested grabbing the Counter Attack skill. With that gone, maybe park some fliers (Infantry Sized) behind the Rhino Wall to launch the counter-attack? Quote: That being said, paying 6 points a model more for being fearless and giving up a bolter which you can use to rip apart stuff the turn you dismount, I figured id try with some normal marines with an icon of khorne. Good idea with this army. Still get 3 Attacks when charged, and with WS4 and T4, along with a 3+ save, you'll likely take the charge and have someone to attack back. Quote: HQ:Chaos Lord -Mark of Khorne -Demon Weapon The Demon Weapon is a big risk. With Khorne, roughly 1/3 the rounds of Combat you'll put a Power Weapon Wound on yourself and lose the ability to strike. Sure, it pays off in the other rounds (Seeing as you'll be given at least 8 attacks if you don't fail mastery), but that's still at least once a game where you're a sitting duck. Quote: Troops:10 Chaos Space Marines Icon of Khorne Rhino Aspiring Champions are useful for armies intending to be charged. With Khorne Marines, the returning 4 Power-Fist attacks can lead to a world of hurt for even Nidzilla armies. Quote: 10 Chaos Space Marines Aspiring Champion -Power Fist Icon of Khorne Rhino The Template CSM squad that I refer to above. Always useful, provided they reach combat. Quote: 9 Khorne Berserkers Rhino ##lord squad Lord will provide a decent CC advantage. Unfortunately, I believe that this means you cannot start inside the Rhino with this unit (As characters must be deployed individually or within a Retinue at the start, correct?). Quote: 9 Raptors 2 Melta guns Icon of Khorne As always, a Power Fist works wonders for the squad's Killing Power. The Champion given with such also gives you Ld10, always useful in 40K. Quote: Heavy Support:5 Havocs 4 Missle Launchers What do you intend this Squad to hunt? Against Normal Infantry and Light Armor, Autocannons tend to work better then Rocket Launchers, while against AV14 Tanks (And 2+ Save Infantry) the Lascannon tends to do better. Rocket Launchers are good weapons, but the above work better in their specialized roles. Since there is only one other HS choice, I'd suggest you split them into two squads. Each is still scoring while Alive, and this reduces the effectiveness of Lascannons / Ork Rockets / S8+ Shooting against the Squad (Namely in that a whole squad can kill at best one model). Quote: Still some things im unhappy about, I'd like to tool up more than 1 squad with a champion and a fist and maybe some plasma. On the other side I dont want to take out too many bodies. I understand what you mean. CSM's need larger squads due to the lack of a "TSKNF" rule, yet your army is dangerously low on Anti-Heavy Infantry (Terminators and the liking), Champions, etc. Quote: Edit, on a side note my codex does not show any option for obliterators to take up Icons, Dranyench Interesting, I'll have to check at the GW store next time I head in to see if it was a misprint or what.
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Posted: Tue Feb 12, 2008 11:42 am
Hmmm you lit up some questions atleast. on the lord in his squad issue, looking at page 81 and 62 of the rulebook (deployment and dedicated transports) would make me think the unit can start as any other units. (in short, independant characters may opt to start as part of another unit already, and dedicated transports make no difference to its squad and any independant character that has joined it) On the obliterators issue, youre 100% right, its a silly mistake and I blame the old dex's 0-1 option. on to the actual list issues though, the missles are a subtle middle ground between being cheaper than las cannons and having the double role of shooting out infantry under other cc armies which would out cc me (think swarm nids). I normally wouldve chosen las cannons but to be fair, my main problem is lack of points at the moment (when isnt it durr). I would like to field las cannons but at double the point of a missle launcher, I dont know where to get it from. As both of us said when it came to adding some fists and plasma its definately priority 1, but I do not want to cut models from the transported squads as im a vivid believer that theyll need 10 man size to survive the onslaught of a necron rapid firing line or any bolt gun equalivant. That leaves the raptor as the only unit to cut from, as they are more harrassment orientated. Im at an creative-army-list-builder's block D: Edit: I came up with a bit of an alternative list HQ: Chaos Lord -Mark of Khorne -Demon Weapon 140
Daemon Prince -Wings 130
Troops: 10 Chaos Space Marines Aspiring Champion -Power Fist Icon of Khorne Plasma Gun Rhino 270
10 Chaos Space Marines Aspiring Champion -Power Fist Icon of Khorne Plasma Gun Rhino 270 9 Khorne Berserkers Rhino ##lord squad 224
Fast attack: 6 Raptors 1 Melta guns 130
Heavy Support: 5 Havocs 2 Missle Launchers 2 Las Cannon 185
1 Obliterators 75
1 Obliterators 75
I basically added a powerfist to the regular CSM that didnt have one, and gave a plasma gun to both. I swapped 2 missles with las cannons, alltogether at the cost of crippling the cc abillities of the raptors. Im not sure how happy I am with this but ill start play testing this list, another list swapping the las 2 missles to las cannons by taking out another raptor and their melta, and a third list with 4 missles to make room to make the raptors scary again. Im basically out of the problems I can handle with theory I suppose razz Thanks
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Posted: Fri Feb 29, 2008 10:18 am
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Posted: Sun Mar 02, 2008 12:35 am
Lt. Brookman This just in, FW tells GW to bend over and take it from behind. Death Guard conversion pack: http://www.forgeworld.co.uk/dgpa.htm Death Guard Terminator conversion pack: http://www.forgeworld.co.uk/dgterm.htm I smell an influx of newly painted Death Guard elites.
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Posted: Sat Mar 29, 2008 1:21 pm
If I wanted to make a soul drinkers legion of chaos, what mark would I give them? In the Soul Drinkers' novels, Tzeentch gives them gifts. But also, Tellos and the assault marines turn to Khorne. Which should I make them?
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Posted: Sat Mar 29, 2008 8:37 pm
Unless youre representing one of the book characters (and even then its doable) Id represent them with loyalist rules. And really I dont think any of the marks would work for them. They dont really worship chaos (as a chapter at least). Theyre more or less nuetral.
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Posted: Mon Mar 31, 2008 3:55 pm
(I'm going to convert a Tellos) And assuming they turned to chaos, which do you think would work. Also, I cant use loyalist rules for Tellos and the Assault Marines because they specifically turned to Khorne. Quoting from an assault marine in the 3rd book, "Blood for the Blood God" after his speech about drowning the world in blood and whatnot.
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Posted: Sun Jun 15, 2008 10:29 am
But on the down side, they are made of metal (F***ED UP), adn theyre 75 pts each. Lolz, my friend has 2 HQ, 3 Elites, 5 troops , 3 fast attacks, and 3 heavy supports. HQ: Abbadon Chaos Lord w/ bike** ELITES: 20 Possessed 5 terminators 5 terminators TROOPS: 20 Khorne Berzerkers 20 Chaos Marines 20 Chaos Marines 10 Noise Marines 10 Plague Marines FAST ATTACK: 10 Bikers** ( +Chaos Lord) 5 Bikers 20 Raptors HEAVY SUPPORT: Vindicator Vindicator Defiler
Overall, i think he said it was an army worthy of one seriously damn big Apocalypse battle, i think he said about 3000-5000 pt army, and hes still building. He has 7 friends that come over every 2 saturdays and paint/build/ make conversions for about 6 hours, a 30 min break for lunch. He has spent around $600, but its not that much because he is so F***IN' rich...
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Posted: Sun Jun 15, 2008 10:35 am
Hroth The Blooded If I wanted to make a soul drinkers legion of chaos, what mark would I give them? In the Soul Drinkers' novels, Tzeentch gives them gifts. But also, Tellos and the assault marines turn to Khorne. Which should I make them? I would go with Khorne or Nurgle. Khorne because red looks good on any chaos army and u KILL in close combat (like me 0_o) and nurgle because you can survive longer. Those are they only 2 marks tha really work for me. I don't think its really worth 30 pts to get a better Invulnerable save. Nurgle: +1 toughness Khorne: +1 attack Tzeentch: +1 invulnerable Chaos Glory confused Slaanesh: +1 Initiative
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Posted: Sun Jun 15, 2008 10:42 am
LOLZ have you guys noticed that everyones army here has khorne berzerkers? and a bit less always have a Khorne lord with them... lolz i think that funny...
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Posted: Tue Jun 17, 2008 2:21 am
ExodusHammer13 LOLZ have you guys noticed that everyones army here has khorne berzerkers? and a bit less always have a Khorne lord with them... lolz i think that funny... Khorne definitely seems to be one of the more popular sects of the army...
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Posted: Tue Jun 17, 2008 4:01 am
It all boils down to whether you want to cough at your enemy, try to rape him, put a curse on his next vacation or just hack him into tiny little pieces of blood and gore. Easiest choice ever wink
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Posted: Sat Jun 21, 2008 11:20 pm
Lady Blodwynn It all boils down to whether you want to cough at your enemy, try to rape him, put a curse on his next vacation or just hack him into tiny little pieces of blood and gore. Easiest choice ever wink Or you could try and do it all at the same time with Undivided. Now that's an image.
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