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Posted: Mon May 11, 2009 2:53 pm
I was actually thinking that myself, but I went with the Thousand Son idea. I always do since I play against a lot of armies with 3+ saves. *cough*TOO MANY SPESH MARENS*cough* Oh, and Necrons. So yeah, I'd rather make sure I can kill them fast. But for low point armies, well, hell yeah I'm taking the Noise Marines!
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Posted: Mon May 11, 2009 9:05 pm
Necro Fusion I was actually thinking that myself, but I went with the Thousand Son idea. I always do since I play against a lot of armies with 3+ saves. *cough*TOO MANY SPESH MARENS*cough* Oh, and Necrons. So yeah, I'd rather make sure I can kill them fast. But for low point armies, well, hell yeah I'm taking the Noise Marines!
Only issue in low points is that, to get the Sonic Blaster, the models end up costing 25 pts a throw.
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Posted: Tue May 12, 2009 3:55 pm
Still beats the Thousand Sons in the long run, with their 70 point MINIMUM sorcerer that they have to take.
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Posted: Tue May 12, 2009 5:36 pm
The main weakness I've seen when playing against Chaos is that people get too excited with the options and start piling on a lot of upgrades and equipment that are available, and find themselves utterly overwhelmed by numbers on the battlefield. Try to avoid it.
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Posted: Tue May 12, 2009 10:00 pm
DE, the worst of it is that people like to play Cult Troops and those are usually cost at least 1.5 times that of a normal CSM. Their benefits usually make them worth it, though.
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Posted: Wed May 13, 2009 1:08 am
Plague marines are totally worth it, the others not so.
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Posted: Wed May 13, 2009 5:46 am
That depends on how you use them though. ;D
Full Rhino-mounted Zerk armies tend to do well.
But why would one play chaos marines if they shouldn't play with options? Then they should go over to loyalist marines if you ask me. : P
Even the hardest chaos armies plays around and pile up options for their units, that's what makes them so dangerous, sure the army will become much of an elite force that's easilly outnumbered, but once the chosen unit gets to what it's good at (shooting, assaulting os bending reality) they do it good.
But as Brooky says plaguemarines are the unit which wins the day, it's a tough survival unit which can survive shooting and combat, giving many gamers something hard to bite on, heck, even my nob bikers have problems with them from time to time.
Anyways, I might be going for a plague marine force sometime after the summer, or perhaps a Khorne army... or both, might make 1000 pts for each, mostly expensive cult stuff then since I'll be going for World Eaters or Death Guard using the FW conversion kits for termies and normal marines, and of course dreads, characters and daemon princes... wink
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Posted: Wed May 13, 2009 8:23 am
Might as well go the whole mile and field them alongside traitor guard. crying
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Posted: Wed May 13, 2009 8:44 am
re: cult troops - they are all fearless, to start with, and got some major boosts compared to standard CSM/SM. Zerkers excel at HTH, 1k Sons have one of the most destructive basic weapons in the game and built in psyker leader, noise marines can muster big firepower too, and if standard marines are tough like iron nails, then plagues are reinforced plasteel nails with adamantite core razz CSM play differently from loyalists mainly due to those colorful and powerful units. Of course there are exotic elites or heavy support, not to mention HQ that make impact, but troops are , especially given the 5th ed. scoring system the very backbone of the army.
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Posted: Wed May 13, 2009 12:50 pm
Evok: We know. We've been talking about them, so we know what all they can do.
Really, though, as far as cult heavy lists, I've been running mixed Plague Marines and Noise Marines. The amount of shooty that they can lay over the top to support the Plague Marines is a huge benefit and helps to deal with one of the things that Plague Marines struggle with: Swarms.
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Posted: Wed May 13, 2009 2:03 pm
Wow, Cale, you took the words right out of my hands.
And I love how we play opposite armies, since I use Berzerkers and Thousand Sons together. It makes for one hell of a bag of tricks to use, even if I get outnumbered by even the Necrons! Just lock them all up in combat with the Berzerkers on the enemy's flank, and you can lock up just about any unit with my 16 man unit I use, no matter what size they are, so long as the Zerkers charge. Then cover the other flank with a unit of Thousand Sons, backed with an HQ Sorcerer or just a HQ to aid in close combat, and slam your special units down the middle. For me, that means a Tzeentch Daemon Prince, about 7 terminators, and a unit of bikers with an Icon to summon Daemons. Leave a heavy tank in the back for shooting other big things, or move the tank up, whichever helps the most at the time. Sometimes I'll ditch a rhino I use on my Thousand Sons to throw in two predators (ditching the Land Raider I usually use, though) Granted, that's a 2000 point strategy right there. And sorry about the sudden text and so. I got a little excited; Friday's gonna be a nerdy day full of playing Super Smash Brothers Brawl at school and going to the Games Workshop in the mall to FINALLY continue our campaign.
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Posted: Sun Jun 07, 2009 6:49 pm
I put the list up for my Nurgle Biker list. At least, my current list for them. Have a look, post some criticism, and pitch in a bit of conversation on this:
Best mark for Bikers?
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Posted: Sun Jun 07, 2009 11:08 pm
The one that makes them flip out and do the best in assaults.
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Posted: Mon Jun 08, 2009 8:20 pm
Lt. Brookman The one that makes them flip out and do the best in assaults.
I do certainly like the way that Bikers of Khorne can handle. Heightened toughness, lots of attacks. Biker Lords of Khorne with 2x Lightning Claws are hella fun, and usually lead to arguments on how to best model a Chaos Lord with two hand weapons riding on a Bike.
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Posted: Tue Jun 09, 2009 12:29 am
Caleidah Lt. Brookman The one that makes them flip out and do the best in assaults.
I do certainly like the way that Bikers of Khorne can handle. Heightened toughness, lots of attacks. Biker Lords of Khorne with 2x Lightning Claws are hella fun, and usually lead to arguments on how to best model a Chaos Lord with two hand weapons riding on a Bike. How does he steer?
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