Switch Theme:

2k Chaos List, 1st time 6th Edition please help  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




Here is my first stab at a 6th edition Chaos List:

2000 Pts - Chaos Space Marines Roster

Total Roster Cost: 1992

HQ: Daemon Prince (1#, 340 pts)
1 Daemon Prince, 295 pts = (base cost 145 + Power Armour 20 + Wings 40 + Increase Mastery Level x3 75 + Daemon of Nurgle 15)
1 The Black Mace, 45 pts

Elite: Plague Marines (7#, 223 pts)
6 Plague Marines, 174 pts = 6 * 24 (base cost 24) + Plasma gun x2 30
1 Plague Champion, 49 pts = (base cost 24 + Power Fist x1 25)

Troops: Chaos Space Marines (8#, 211 pts)
6 Chaos Space Marines, 124 pts = 6 * 17 (base cost 13 + Mark of Nurgle 3 + Veterans of the Long War 1) + Close Combat Weapon x6 12 + Meltagun 10
1 Aspiring Champion, 42 pts = (base cost 23 + Mark of Nurgle 3 + Power Sword x1 15 + Veterans of the Long War 1)
1 Chaos Rhino, 45 pts = (base cost 35 + Extra Armour 10)

Troops: Chaos Space Marines (8#, 211 pts)
6 Chaos Space Marines, 124 pts = 6 * 17 (base cost 13 + Mark of Nurgle 3 + Veterans of the Long War 1) + Close Combat Weapon x6 12 + Meltagun 10
1 Aspiring Champion, 42 pts = (base cost 23 + Mark of Nurgle 3 + Power Sword x1 15 + Veterans of the Long War 1)
1 Chaos Rhino, 45 pts = (base cost 35 + Extra Armour 10)

Troops: Chaos Cultists (20#, 140 pts)
19 Chaos Cultists, 124 pts = 19 * 6 (base cost 4 + Mark of Nurgle 2) + Flamer x2 10
1 Cultist Champion, 16 pts = (base cost 14 + Mark of Nurgle 2)

Troops: Chaos Cultists (20#, 140 pts)
19 Chaos Cultists, 124 pts = 19 * 6 (base cost 4 + Mark of Nurgle 2) + Flamer x2 10
1 Cultist Champion, 16 pts = (base cost 14 + Mark of Nurgle 2)

Fast Attack: Heldrake (1#, 170 pts)
1 Heldrake, 170 pts

Fast Attack: Heldrake (1#, 170 pts)
1 Heldrake, 170 pts

Heavy Support: Obliterator (3#, 237 pts)
3 Obliterator, 237 pts = 3 * 79 (base cost 70 + Mark of Nurgle 6 + Veterans of the Long War 3)

Heavy Support: Havocs (5#, 150 pts)
4 Havocs, 124 pts = 4 * 16 (base cost 13 + Mark of Nurgle 3) + Missile Launcher x4 60
1 Aspiring Champion, 26 pts = (base cost 23 + Mark of Nurgle 3)

Validation Report:
c-1. File Version: 1.19 For Bug Reports/www.ab40k.org; b-1. Roster Options: Named or Special Characters; a-1. Scenario: Normal Mission; b-2. Levels of Alliance: Battle Brothers
Roster satisfies all enforced validation rules

Composition Report:
HQ: 1 (1 - 2)
Elite: 1 (0 - 3)
Troops: 4 (2 - 6)
Fast: 2 (0 - 3)
Heavy: 2 (0 - 3)
Fort: 0 (0 - 1)

The general strategy would be to use the Cultists backed by the Plague marines to take objectives while the Oblits and Havoks tank hunt. The Demon Prince takes biomancy and Nurgle for his psyker powers (2x biomancy) and wrecks as much face as he can, vector striking light fliers where possible. The helldrakes take on fliers priority wise and baleflame troop squads or other heavy weapons infantry units. Finally the regular CSM Squads in Rhinos can assist in tank hunting or steal objectives late game, etc.

I feel like I might be weak against a heavy air team, but what other things should I be looking at ? Where am I coming up short? I wanted another squad of Plague Marines instead of the Havoks but I just didn't have the points to make another meaningful squad. Would it be better to ditch the havocks and turn the oblits into two squads of two?, or a squad of 3 and a squad of 2?

   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

Eww no prince far too expensive and shoudnt be a psyker, princes suck as psykers due to there lower leadership and the fact that they cant get a good invunrable save. a prince wants to smash things so give him some stuff to help him smash if your taking one or he will smash you in rage

Id drop the prince this list needs typhus, he makes plauge marines troops who rock as scoring units as they are impossible to shift without use of realy big guns, and he makes cultists zombies which are suprisngly robust with their FNP saves, also he is a REAL psker unlike the prince but he is forced to take 2 nugle powers but the last power is insane against hordes and the other two just screw with people. finaly he has a demonic force weapon. multi wound models fear him, Ork nobs wil panic and die, spawn will go hit sommin else and tyranid warrors wil eat themselves before trying to attack typhus.

cultists sholdnt have nurgle marks it is a waste. if you realy need disposable toughness 4 models ally with orks and buy some boyz NO EXCEPTIONS get the full 35 AND MAKE THEM ZOMBIES WITH TYPHUS typus is fantastic for escorting cultists hes realy hard to wound and if he is wounded simply throw the wound onto a zombie, he has blight greandes so your cutist will be shrouded and suffer no penelty for charging people in cover.

if you get typhus you can replace the marine squads for more plague marines

havocs arnt needed if feilding obliterators oblits do it better and are more adaptable id get a preaditor with HB sponsons and a havoc launcher for mass anti infanty fire power at just over 100 pts alternatively add lascannon sponsons if worried about tanks

150 pts gets a mastery level 3 sorcerer with terminator armor and familiar he can take 3 bio powers, re roll psyker tests, and is LD10 (stuff you psyker price) my be worth droping a marine squad for one and he makes a better warlord than typhus as he can get a useable warlord trait (typhus trait sucks).

get some spawn with MoN for a t6 unit that will ream infantry

the reduction from droping the prince for typhus wil buy you the extra squad of beloved plague marines

most of this is just sugetions but this list is too well suited for typhus for you not to take typhus, drop that prince he wont help you in his current state

This message was edited 3 times. Last update was at 2013/05/23 16:01:18


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in us
Blood-Raging Khorne Berserker





New Jersey

Daemon princes are really bad for a pure CSM list. It'll be the only FMC so it will be focused off the table and at 2k the opponent should have plenty of guns to do so. I'd drop him for Typhus like the above poster has suggested. Also drop the upgrades from you CSM squads. Just keep them basic. 10man strong with 2 plasma guns(170pts) or 2 melta guns(160pts)

I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

but keep veterans of the long war they need the LD and the hatered SM is fun

This message was edited 1 time. Last update was at 2013/05/23 16:00:37


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in us
Fresh-Faced New User




So something more like this?

2000 Pts - Chaos Space Marines Roster

Total Roster Cost: 1998

HQ: Typhus (1#, 230 pts)
1 Typhus, 230 pts

HQ: Sorcerer in Terminator Armour (1#, 162 pts)
1 Sorcerer in Terminator Armour, 162 pts = (base cost 85 + Mark of Nurgle 15 + Increase Mastery Level x2 50 + Power Sword 12)

Troops: Plague Marines (8#, 268 pts)
6 Plague Marines, 174 pts = 6 * 24 (base cost 24) + Plasma gun x2 30
1 Plague Champion, 49 pts = (base cost 24 + Power Fist x1 25)
1 Chaos Rhino, 45 pts = (base cost 35 + Extra Armour 10)

Troops: Plague Marines (8#, 268 pts)
6 Plague Marines, 174 pts = 6 * 24 (base cost 24) + Plasma gun x2 30
1 Plague Champion, 49 pts = (base cost 24 + Power Fist x1 25)
1 Chaos Rhino, 45 pts = (base cost 35 + Extra Armour 10)

Troops: Plague Marines (8#, 258 pts)
6 Plague Marines, 164 pts = 6 * 24 (base cost 24) + Meltagun x2 20
1 Plague Champion, 49 pts = (base cost 24 + Power Fist x1 25)
1 Chaos Rhino, 45 pts = (base cost 35 + Extra Armour 10)

Troops: Plague Zombies (17#, 78 pts)
16 Plague Zombies, 64 pts = 16 * 4
1 Plague Zombie Champion, 14 pts

Troops: Plague Zombies (17#, 78 pts)
16 Plague Zombies, 64 pts = 16 * 4
1 Plague Zombie Champion, 14 pts

Fast Attack: Heldrake (1#, 170 pts)
1 Heldrake, 170 pts

Fast Attack: Heldrake (1#, 170 pts)
1 Heldrake, 170 pts

Heavy Support: Obliterator (2#, 158 pts)
2 Obliterator, 158 pts = 2 * 79 (base cost 70 + Mark of Nurgle 6 + Veterans of the Long War 3)

Heavy Support: Obliterator (2#, 158 pts)
2 Obliterator, 158 pts = 2 * 79 (base cost 70 + Mark of Nurgle 6 + Veterans of the Long War 3)

Validation Report:
c-1. File Version: 1.19 For Bug Reports/www.ab40k.org; b-1. Roster Options: Named or Special Characters; a-1. Scenario: Normal Mission; b-2. Levels of Alliance: Battle Brothers
Roster satisfies all enforced validation rules

Composition Report:
HQ: 2 (1 - 2)
Elite: 0 (0 - 3)
Troops: 5 (2 - 6)
Fast: 2 (0 - 3)
Heavy: 2 (0 - 3)
Fort: 0 (0 - 1)
   
Made in us
Beast of Nurgle




Starting to look a lot better. On a side note it is against the forum rules to post all the individual point values of the upgrades. Just put a total cost of the unit in your post.

darkcloak wrote:

I don't give a damn about GW, their crap rules, their extortionist prices, hot models, limited edition books, Digital Release and spam in a box armies. I don't care about Forgeworld or their shoddy resin and their wacky unit rules or whether or not they're allowed. I don't care. I don't.

I love Warhammer 40000 and if you want to try to spoil that for me, or impose your own vision of it onto mine, then you can go suck a lemon.
 
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

sorcerer comes with a force weapon so the power weapon is pointless unless you were going for the +1 attack in which case go for a sword axe combo so you can mix things up in a chalenge against 2+ 3+ armor, also you will be forced to take a nugle power if you take MoN and this will limit number of biomacy powers, but if you keeping the mark get blight grenades as termiators cant have assalt grenades and this is one way round it

however this is a nice list, full of nice stuff.

consider merging both groups of cultists so you can use the typhus escort tactic like i said in my first post

This message was edited 2 times. Last update was at 2013/05/23 18:18:27


Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in us
Frenzied Berserker Terminator






 Blackskull wrote:
Eww no prince far too expensive and shoudnt be a psyker, princes suck as psykers due to there lower leadership and the fact that they cant get a good invunrable save. a prince wants to smash things so give him some stuff to help him smash if your taking one or he will smash you in rage

Id drop the prince this list needs typhus, he makes plauge marines troops who rock as scoring units as they are impossible to shift without use of realy big guns, and he makes cultists zombies which are suprisngly robust with their FNP saves, also he is a REAL psker unlike the prince but he is forced to take 2 nugle powers but the last power is insane against hordes and the other two just screw with people. finaly he has a demonic force weapon. multi wound models fear him, Ork nobs wil panic and die, spawn will go hit sommin else and tyranid warrors wil eat themselves before trying to attack typhus.

cultists sholdnt have nurgle marks it is a waste. if you realy need disposable toughness 4 models ally with orks and buy some boyz NO EXCEPTIONS get the full 35 AND MAKE THEM ZOMBIES WITH TYPHUS typus is fantastic for escorting cultists hes realy hard to wound and if he is wounded simply throw the wound onto a zombie, he has blight greandes so your cutist will be shrouded and suffer no penelty for charging people in cover.

if you get typhus you can replace the marine squads for more plague marines

havocs arnt needed if feilding obliterators oblits do it better and are more adaptable id get a preaditor with HB sponsons and a havoc launcher for mass anti infanty fire power at just over 100 pts alternatively add lascannon sponsons if worried about tanks

150 pts gets a mastery level 3 sorcerer with terminator armor and familiar he can take 3 bio powers, re roll psyker tests, and is LD10 (stuff you psyker price) my be worth droping a marine squad for one and he makes a better warlord than typhus as he can get a useable warlord trait (typhus trait sucks).

get some spawn with MoN for a t6 unit that will ream infantry

the reduction from droping the prince for typhus wil buy you the extra squad of beloved plague marines

most of this is just sugetions but this list is too well suited for typhus for you not to take typhus, drop that prince he wont help you in his current state


This guy is incorrect if you are going to roll typhus with cultists make the unit he's with regular cultists, not zombies. Typhus baffles them fearless. Zombies are slow and purposeful, they can not run. That means typhus in that group can't run. That's no way to live



" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 
   
 
Forum Index » 40K Army Lists
Go to: