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Made in gb
Sinister Chaos Marine




I'm usually a Tau player but I've been taking a while to sow the seeds of chaos and now almost completely traitor
This is my first actual Chaos list - please be brutal with the comment and critique, the list will benefit.
Also, the list is only for fun

Headquarters

Chaos Terminator Lord = 165 (w/ MoN, Plaguebringer)

Elites

Chaos Terminators = 260 (w/ MoN, 2 pairs of LC, 2 single LC, 2 combi-meltas, Heavy Flamer, Chainfist)

Troops

Chaos Space Marine = 300 (w/ 2 meltaguns, Icon of Chaos Glory, Aspiring Champion w/ Power fist, meltabombs)
Chaos Space Marine = 300 " " "
Chaos Space Marine = 215 (w/ 2 Flamers, Icon of Chaos Glory, Aspiring Champion w/ Power Weapon, combi-flamer, meltabombs)

Fast Attack

Chaos Space Marine Bikers = 215 (w/ IoCG, Aspiring Champion w/ Power Fist)
Chaos Space Marine Bikers = 215 (w/ IoCG, Aspiring Champion w/ Power Fist)

Heavy Support

Chaos Space Marine Havocs = 165 (w/ 4 Missile Launchers, MoT)
Chaos Space Marine Havocs = 165 (w/ 4 Missile Launchers, MoT)

Total = 1999 Points

I decided that I wanted a total change of style and so this army has no tanks what-so-ever (polar opposite to my tau)
Everything starts as far forward as possible with one of the Chaos Space Marine squads sitting on a rear objective...
The Bikers try and get set into a nice big, soft enemy squad and stay there until the terminators DS in with the Sorcerer.
The Havocs sit either mid-field or in support of the rear objective and shoot frag at big enemy formations or super-krak at transports - the MoT is to increase their staying power and allow them to temporarily take up position out of cover if there are no suitable positions in cover...

My usual opponents play Orks and Tau which hopefully explains why I have no Lascannons - anything too tough for that will get melta at close range or hit by meltabombs. I've found that flamers wreak havoc on Tau and Ork infantry formations. Finally, the chainfist and Power Fists are for preventing any of my squads getting tar-pitted by Deff Dreads, etc...

Nicorex suggested putting a Terminator Lord with MoK in with my Khornate Terminators but I like my Sorcerer so made my Terminator Squad switch allegiances to Nurgle - hopefully making them harder to kill off even though they will cause less damage...
I also understand the stigma against both raptors and no transports but bear with me...

Again, please, comment and critique

This message was edited 10 times. Last update was at 2012/04/07 19:41:58


Tempest Cadre

Emerald Knights

"It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths they deny themselves the liberation that is only to be found by total surrender to the greater good" - Aun'Va

"It is as we join with others, in a way that only the Tau can, in shared engagement to the Greater Good, that we find ourselves able to fully realise our true potential. And that is the final source of our hopes and intentions" - Aun'el T'au Tam'ya




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Made in gb
Sinister Chaos Marine




Surely someone has some suggestions for improving this list

I kinda need to know so that I don't go out and buy stuff that's useless

Tempest Cadre

Emerald Knights

"It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths they deny themselves the liberation that is only to be found by total surrender to the greater good" - Aun'Va

"It is as we join with others, in a way that only the Tau can, in shared engagement to the Greater Good, that we find ourselves able to fully realise our true potential. And that is the final source of our hopes and intentions" - Aun'el T'au Tam'ya




bold

 
   
Made in us
Longtime Dakkanaut






Dallas Texas

bad

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in gb
Tough Tyrant Guard






uk

Smitty0305 wrote:bad


Hmm...feeling helpful today?

As for the list, I admire your attempt to construct a csm list with no transports, but the problem is that a great many of the units in the csm codex are short ranged, especially when kitted with melta and flamers. To that end, you may find that your opponent, ork tau or otherwise will be able to manoeuvre away from the things that will hurt him, and you're left footslogging across the board after him. Its true that the amount of template and blast weapons you have will thin them out, but it relies on you getting there. Tau could shoot you thoroughly before you arrived whereas orks could potentially overwhelm you if they get a charge off before you can apply said templates.

I think ultimately you are severely reducing your options by going without transports of any kind. Unfortunately, you can't only go for a few as a lack of saturation will see them focussed on. If some of those flamers and meltas were in the hands of some of the more fast moving elements in the codex, such as your bikers or even some raptors, you might be able to mitigate the lack of transports, however I still think they're pretty much a necessity for some units, especially the likes of bezerkers, which really don't want to be running across the board.

Sorry to be so negative, I actually like that you didn't go for a carbon copy of the standard csm list full of plague marines but I think this might be just a little too much in the opposite direction to be practical.

Masochist: Hit me!
Sadist: No.

Hive Fleet Kronos 3500pts
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P+M blog http://www.dakkadakka.com/dakkaforum/posts/list/338826.page

 
   
Made in gb
Sinister Chaos Marine




What if the sqauds were bigger?
It would take two FW teams at close range to cut it down by one quarter and then there's the IoCG to help with that (if the squad was 15 CSM) and few Tau players play with FW outside of devilfish

I think Orks can get off an 18" charge but I'm not sure about that
Ork boys won't be a problem if they're in trukks because the mobz will be too small to cause too much trouble and if they're running towards my line then they're open to templates and frag-missiles...

So, what's the big problem???
Why is the list so terrible?? If the other player is avoiding me then they either have to come to me or let me capture objectives or in the case of the orks they'll have too little firepower to kill of my units without coming in close for H2H and the Tau usually bring lots of railguns etc which won't be too effective against troops and only massed pulse fire will be a concern and tau lists don't bring too much of that either...


Tempest Cadre

Emerald Knights

"It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths they deny themselves the liberation that is only to be found by total surrender to the greater good" - Aun'Va

"It is as we join with others, in a way that only the Tau can, in shared engagement to the Greater Good, that we find ourselves able to fully realise our true potential. And that is the final source of our hopes and intentions" - Aun'el T'au Tam'ya




bold

 
   
Made in us
Ancient Chaos Terminator





Deep in the Woods

Hi

First you have mis-pointed your termis.. the set up you listed works out to 220 not 250 (are they supposed to have MoK? That would add in the missing 30 points.). I would change the combi flamers for meltas since you have a H-flamer already and could use some more anti-tank. or switch one of the single LC for a PF.

If it was me I wouldn't give my Sorc lord 2 powers. You cant use both since we cant upgrade to a master. I would drop Rot, I know it can ge good but if your that close to stuff, the flamer template can hit a bunch or you might want to use your forceweapons special powers to insta glib something. On the other hand Winds is more expensive and you said you mostly fight Orks and Tau, with their low T, Rot can be a good spell. Either way I would only take one spell. That also saves you the cost of the familer.

All your troops need rhinos I think.. One CSM squad and the Zerks at least. Zerks are no good martching across the feild. People know they kill stuff well and will shoot the bejeebuzz out of them. Rhinos for other squads since you need to get across the feild to nab objectives.

Personaly I would give my bikers MoS and a PW for the champ. They get to dash in and hit at I5. Agin though since your opponents are mostly Tau and Orks, the added I isnt always neccesary.

You Havocks dont need IoT since you will more than likely have them back in cover somewhere so the 5++ ends up being worse then a 4++ from the cover, making those wasted points. Just give them IoCG and add two more guys if you want some alblative wounds. Or use the extra points to help buy some rhinos.

So Using your list, Im assuming these are the models you own, I know you dont want to use any tanks but I think you will need some rhinos to get guys across the board. They can tank shock orks out of the way and your martching troops will just get gunned down by the Tau gunline, so getting them that 12 boost and poping smoke the first turn should help allot getting your boys into HtH where they will excel.

I would rework the list to this.
Stuff in italics is my opinion and things I would do

Sorc Termi Lord, MoN, Wind o Chaos = 165 (or) Sorc Termi Lord, MoN, Rot, combiplasma = 155

5x Termis, IoK, 2 LC pairs, 2 LC singles, 2 combi meltas, Heavy flamer, chainfist = 250

6x Havocks, IoCG, 4x missle launchers = 180 ( I would model the Icon onto one of the missle launcher guys, say from his backpack)
6x Havocks, IoCG, 4x missle launchers = 180

5x Bikers, Champ, PW, IoS, 2x flamers (or a meltagun) = 225 (Agin model the icon onto one of the melta or flamer guys. Also if you go with Sorc Lord 2 use the extra 10 points to give this unit 2 meltaguns)

10x CSM, Champ, powerfist, IoCG, 2x melta guns, Rhino, dozerblade, combi plasma or melta for the rhino = 270 ( I would go with melta here, have one of the melta guys carry the icon)
10x CSM, Champ, powerfist, combiflamer, IoCG, 2x flamers, Rhino, dozerblade , combi plasma or melta for the rhino = 260 (I would go with plasma here, have one of the flamer guys carry the icon)
8x CSM, Champ, powerweapon, IoCG, flamer = 175 (this squad babysits your home objective and your havock squads, flamer boy gets the icon)
10x Bezerkers, Champ, PW, meltabombs, Rhino, dozerblade, combimelta (on rhino) = 295

There is your 2k list. You would just need to find yourself some rhinos and mabye repaint your bikers. I figure your Sorc Lord and Termis are DS ing in. The bikes can rush across the feild. You have 3 rhinos pushing troops across the board and you have a troop squad to babysit your home objective and help protect your Havocks. I would probably drop the melta bombs on the Zerk champ for a "Personal Icon" though to help the DS ing termis hit where you want them too, witch I assume is near the Zerkers so you can muti swat just about anything in HtH.

You could also drop the Sorc Termi Lord ( in todays games with so many GK's, SM Librarians and SW RunePreists on the tables, your chance of getting a spell off is lessened alot and Our Sorc's dont stop psykic powers at all making them less useful for more points, since we have to pay for our spells. I understand you mostly fight Orks and Tau but it never hurst to be prepaired.) for a Termi Lord with MoK and a Deamon Weapon (whitch fits better fluff wise with the other Termis and makes them a much nastyer Deathstar unit) , Drop the Termi chainfist for a PF, Drop the Zerkers to 8 (FLUFFY!) , give them a Personal Icon and add Demonic possesion to their rhino and add extra armor to the other two rhinos. This keeps the Zerk Rhino in the game much longer and helps the CSM squads get across the table where they need to be. (This would be my ideal list using those basic models)

I know you said you were playing for fun. So I would say this would be a good list for that and still be competative without the 9 Obis and Lash.

Nicorex

"I have traveled through the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in gb
Sinister Chaos Marine




@Nicorex - really helpful thank you
(and there was meant to be a MoK my mistake

What I'm aiming at here is that a Tau player will bring quite a few railguns and fusion blasters - both of which are AP 1 and benefit from the +1 on the vehicle damage chart - preventing the extra armour being any benefit...
Whereas if I made my squads larger then they would have to focus a lot more fire on that one bigger squad in order to stop it.
I like your suggestions Nicorex but if I may, I counter with dropping the Zerker squad in order to reinforce the other squads...

By removing the Berzerker squad in your set up I have enough points for 19 CSM and +10 points - then by dropping the rhinos I have enough for another 6 CSM +10 points = 26 more CSM if I could fit them in somewhere
I'll change my sorcerer cuz you have a very good point
When I say there are nothing but Tau and Orks and me up here I kinda mean it - so I'm just looking at a list that'll help with that aim - to that regard I'd prefer not to put MoS on the Bikers because I won't charge them at anything with a high enough I to be a problem... Thier job is to hide in CC with an enemy squad say Kroot or Boyz and stay there until the real CC arrives in the form of the Terminators

I understand your point with the Havocs and will make due adjustments...
Really, I do understand that my troops will have a hard time slogging it across the board but if my opponent has to focus fire on each squad it buys the others time to get closer and if one Icon reaches the enemy line before the terminators DS then my opponent might have trouble keeping his troops alive

Correct me if I'm wrong but Tau don't often play gunline because they mech-up and stay mobile - at least that's what my friend does and that means that they're either inside their tanks or too sparse to focus enough fire on me to stop my advance...

As I say, if there are no other ways around it I'll find some rhinos but I'd really rather not

By the way, changes have been implemented on original list...

This message was edited 1 time. Last update was at 2012/04/05 09:24:45


Tempest Cadre

Emerald Knights

"It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths they deny themselves the liberation that is only to be found by total surrender to the greater good" - Aun'Va

"It is as we join with others, in a way that only the Tau can, in shared engagement to the Greater Good, that we find ourselves able to fully realise our true potential. And that is the final source of our hopes and intentions" - Aun'el T'au Tam'ya




bold

 
   
 
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