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Chaos Marines Tactica [8th Edition] @ 2019/12/04 13:56:17


Post by: Yoyoyo


Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 14:14:10


Post by: Latro_


nah i didn't remove extremes. my calculations kinda like this, damage on the left number of results out of 200,000 times shooting a knight that came up on the right, ordered by that:

It factors in the random weapon dice and re-rolling them, so might be the reason 12 is a high occurring rate of damage as could be the average combo of like s8, -1, d1 etc

test 1
Spoiler:
[40] => 1
[60] => 1
[19] => 1
[57] => 5
[38] => 8
[54] => 12
[17] => 21
[51] => 49
[34] => 60
[1] => 158
[48] => 159
[32] => 167
[0] => 279
[13] => 449
[45] => 469
[28] => 902
[42] => 1031
[2] => 1183
[11] => 1361
[3] => 1800
[26] => 1924
[39] => 1973
[5] => 2447
[7] => 2950
[36] => 3413
[4] => 3818
[22] => 5223
[33] => 5356
[9] => 6840
[20] => 7685
[30] => 8083
[6] => 9205
[8] => 9842
[27] => 9857
[15] => 9862
[16] => 11574
[10] => 11669
[21] => 12039
[14] => 12479
[24] => 15042
[12] => 19358
[18] => 21245


test 2
Spoiler:
(
[60] => 2
[40] => 2
[57] => 5
[38] => 6
[17] => 15
[54] => 26
[34] => 59
[51] => 87
[1] => 162
[32] => 177
[48] => 191
[0] => 282
[13] => 437
[45] => 445
[42] => 957
[28] => 997
[2] => 1247
[11] => 1282
[3] => 1795
[26] => 1845
[39] => 2001
[5] => 2391
[7] => 2990
[36] => 3281
[4] => 3930
[33] => 5267
[22] => 5454
[9] => 6824
[20] => 7587
[30] => 7934
[6] => 9552
[8] => 9656
[27] => 9792
[15] => 9882
[10] => 11425
[16] => 11531
[21] => 12191
[14] => 12442
[24] => 15013
[12] => 19357
[18] => 21481
)


test 3
Spoiler:
(
[19] => 1
[57] => 6
[38] => 10
[17] => 16
[54] => 24
[34] => 56
[51] => 65
[48] => 170
[1] => 177
[32] => 200
[0] => 307
[45] => 424
[13] => 476
[42] => 962
[28] => 966
[2] => 1279
[11] => 1377
[3] => 1782
[26] => 1891
[39] => 1896
[5] => 2403
[7] => 3065
[36] => 3362
[4] => 3779
[22] => 5315
[33] => 5379
[9] => 6809
[20] => 7519
[30] => 8066
[6] => 9401
[15] => 9747
[27] => 9831
[8] => 10028
[10] => 11522
[16] => 11672
[21] => 12119
[14] => 12386
[24] => 14953
[12] => 19104
[18] => 21455
)




Chaos Marines Tactica [8th Edition] @ 2019/12/04 14:19:33


Post by: Not Online!!!


Yoyoyo wrote:
Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


That's the thing, Atm the full dakka (hades +ectoplasma) is 150 pts.
The dreads are still significantly cheaper, /(for that matter i count the twin butcher decimator as a dread, because it in essence is the hybrid dread.)and have still a better accuracy. However durability is something in the point of the forgefiend has.

I think there is now a place with the propper support from crimson crown or other such things like the changeling, for them replacing the dreads in some niche lists.
They are probably still too pricey for what they do, and i'd love a Hades autocannon on a plattform with Bs3+ like a predator, but now there can be a point potentially made.

Sadly the Hades AC drake still is not working.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 14:44:04


Post by: Marshal Loss


I don't think Forgefiends are viable yet. The points reduction isn't enough to make them workable.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 15:28:42


Post by: Yoyoyo


Forgefiends will be 128pts for Autocannons + Jaws after CA19.

You're not going to take them to replace Oblits but I think they have decent potential as midfield objective campers. They don't have alpha strike shooting potential, but if they spend 5 turns refusing to die while collecting VP and healing back up to their top bracket, that's a lot of value.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 15:44:15


Post by: Xirax


Man we can fit stuff in a 2k list, browsing the new CA..

Spoiler:


Not listing the relics or psychic powers, just a quick sketch, but this is certainly I'll throw against new blood angels.

2000p

Chaos knights

Desecrator
2x wardogs with autocannons

Red corsair CP battery

Huron Blackheart
Sorcerer w/ jump pack

5x CSM - combi-bolter
5x CSM - combi-bolter
15x CSM - 2x reaper chaincannon - combi-bolter

Alpha legion spearhead

Lord discordant - (-1 to hit clandestine WT? Free slay the warlord..)

3x oblits - MoS (conceal) maybe there's more where they came from or venomcrawlers maybe to screen, ideas?)
2x venomcrawler
Havocs - 4x reaper chaincannon - combi-bolter - MoS (Renascent infiltration & endless cacocphony combo)

Anyways everything feels it has it's purpose, what do you think?




Chaos Marines Tactica [8th Edition] @ 2019/12/04 15:46:21


Post by: lindsay40k


Not Online!!! wrote:
So, what do people think about the dropped forgefiends and venomcrawlers?

I feel like the Forgefiend might start to become actually interesting now.

Champing at the bit to field a Spearhead of every single DE

If the LD can be kept alive, they’re definitely looking adequate


Chaos Marines Tactica [8th Edition] @ 2019/12/04 16:15:30


Post by: ph34r


grouchoben wrote:I like the list except 310pts spent on dreads, that seems a bit indulgent! And a single disco lord with no help is alost pointless, unless I'm missing some new Iron Warriors shtick? It'll be cratered on T1. A rhino wouldn't go amiss too, to protect some of your precious havocs from indirect fire spam T1 ...

Fair points, I might want to end up getting a second disco lord once I figure out a good way to differentiate them.

Also 310 on dreads? It's 120 + 94 so 214 points I think?

Not Online!!! wrote:So you have a Blender Lord.
A blender DP.

ALOT of chaincannons.

2 Dreads, one of which is for melee

one squad of lascannons.
2 of Reapers.

It's a bit thin on screens imo.
And AT is a bit too reliant imo on CQC.
But with Votwl i can imagine that the reapers can do some aswell.

Good point on the lack of screens. I'm considering dropping the melee dreadnought for 20 more cultists, I just really like the model I have for the dreadnought right now.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 16:17:14


Post by: Azuza001


I use a forgrfiend and 2 defilers in my khorne army. Stick them next to kharn and make a mobile walking / fire castle. If 1 gets separated due to movement i use the strat to reroll all failed hits and wounds. Makes a great setup with kharn giving full rerolls.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 17:33:11


Post by: Red Corsair


Wait decimators went down? I heard they were still 90?


Chaos Marines Tactica [8th Edition] @ 2019/12/04 17:52:38


Post by: Yoyoyo


Still 90.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 18:57:30


Post by: small_gods


Not Online!!! wrote:
Yoyoyo wrote:
Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


That's the thing, Atm the full dakka (hades +ectoplasma) is 150 pts.
The dreads are still significantly cheaper, /(for that matter i count the twin butcher decimator as a dread, because it in essence is the hybrid dread.)and have still a better accuracy. However durability is something in the point of the forgefiend has.

I think there is now a place with the propper support from crimson crown or other such things like the changeling, for them replacing the dreads in some niche lists.
They are probably still too pricey for what they do, and i'd love a Hades autocannon on a plattform with Bs3+ like a predator, but now there can be a point potentially made.

Sadly the Hades AC drake still is not working.


I think with the iron warriors daemonsmith wl trait and the insidium relic on a lord discordant you could make a decent castle with 3 forgefiends, MoP and lord discordant.

It'd only clock in at 690 points and put out a decent weight of fire. If you get powers off everything has 4++ and reroll 1s (hit and wound).


Chaos Marines Tactica [8th Edition] @ 2019/12/04 19:05:20


Post by: Not Online!!!


 small_gods wrote:
Not Online!!! wrote:
Yoyoyo wrote:
Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


That's the thing, Atm the full dakka (hades +ectoplasma) is 150 pts.
The dreads are still significantly cheaper, /(for that matter i count the twin butcher decimator as a dread, because it in essence is the hybrid dread.)and have still a better accuracy. However durability is something in the point of the forgefiend has.

I think there is now a place with the propper support from crimson crown or other such things like the changeling, for them replacing the dreads in some niche lists.
They are probably still too pricey for what they do, and i'd love a Hades autocannon on a plattform with Bs3+ like a predator, but now there can be a point potentially made.

Sadly the Hades AC drake still is not working.


I think with the iron warriors daemonsmith wl trait and the insidium relic on a lord discordant you could make a decent castle with 3 forgefiends, MoP and lord discordant.

It'd only clock in at 690 points and put out a decent weight of fire. If you get powers off everything has 4++ and reroll 1s (hit and wound).


if i would make a castle though and rely on only one discordant, i'd go with cladestine though.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 19:19:31


Post by: small_gods


Not Online!!! wrote:
 small_gods wrote:
Not Online!!! wrote:
Yoyoyo wrote:
Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


That's the thing, Atm the full dakka (hades +ectoplasma) is 150 pts.
The dreads are still significantly cheaper, /(for that matter i count the twin butcher decimator as a dread, because it in essence is the hybrid dread.)and have still a better accuracy. However durability is something in the point of the forgefiend has.

I think there is now a place with the propper support from crimson crown or other such things like the changeling, for them replacing the dreads in some niche lists.
They are probably still too pricey for what they do, and i'd love a Hades autocannon on a plattform with Bs3+ like a predator, but now there can be a point potentially made.

Sadly the Hades AC drake still is not working.


I think with the iron warriors daemonsmith wl trait and the insidium relic on a lord discordant you could make a decent castle with 3 forgefiends, MoP and lord discordant.

It'd only clock in at 690 points and put out a decent weight of fire. If you get powers off everything has 4++ and reroll 1s (hit and wound).


if i would make a castle though and rely on only one discordant, i'd go with cladestine though.


Yeah it's probably a little tougher to remove but you can have prepared positions and dour duty for a t7 13w 0+ lord discordant which is pretty funny.


Automatically Appended Next Post:
Also that's 156 shots with avenger gatling cannons or heavy burst riptide, which is nuts.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 20:37:45


Post by: Red Corsair


Yoyoyo wrote:
Still 90.


Then wouldn't it be 140 with two butcher canons? The reviews I watched hadn't mentioned butcher canons going down again.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 21:11:55


Post by: p5freak


Hellforged contemptor with twin butcher cannons is still 88+25+25=138.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 21:14:05


Post by: lindsay40k


 ph34r wrote:
I might want to end up getting a second disco lord once I figure out a good way to differentiate them.

Change the glaive for an Ork Nob or Killa Kan weapon, leave the face plate off one of the mechs, swap the backpack with a Possessed (who becomes an Icon Bearer), paint the Daemon skin a very different colour, use varied OSL


Chaos Marines Tactica [8th Edition] @ 2019/12/04 21:40:57


Post by: p5freak


 lindsay40k wrote:
 ph34r wrote:
I might want to end up getting a second disco lord once I figure out a good way to differentiate them.

Change the glaive for an Ork Nob or Killa Kan weapon, leave the face plate off one of the mechs, swap the backpack with a Possessed (who becomes an Icon Bearer), paint the Daemon skin a very different colour, use varied OSL


Thats quite complicated. Simply paint the edge of the base in a different color.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 22:00:50


Post by: ph34r


 p5freak wrote:
 lindsay40k wrote:
 ph34r wrote:
I might want to end up getting a second disco lord once I figure out a good way to differentiate them.

Change the glaive for an Ork Nob or Killa Kan weapon, leave the face plate off one of the mechs, swap the backpack with a Possessed (who becomes an Icon Bearer), paint the Daemon skin a very different colour, use varied OSL


Thats quite complicated. Simply paint the edge of the base in a different color.
I'm a bit too on the OCD side to have one of my guy's bases not match.

I like your ideas lindsay40k, particularly the different lighting. Not sure how much OSL they will have but one could have red lenses and one could have blue lenses and such. Daemon engine and rider head swaps also seems good.


Chaos Marines Tactica [8th Edition] @ 2019/12/04 22:10:35


Post by: Not Online!!!


 ph34r wrote:
 p5freak wrote:
 lindsay40k wrote:
 ph34r wrote:
I might want to end up getting a second disco lord once I figure out a good way to differentiate them.

Change the glaive for an Ork Nob or Killa Kan weapon, leave the face plate off one of the mechs, swap the backpack with a Possessed (who becomes an Icon Bearer), paint the Daemon skin a very different colour, use varied OSL


Thats quite complicated. Simply paint the edge of the base in a different color.
I'm a bit too on the OCD side to have one of my guy's bases not match.

I like your ideas lindsay40k, particularly the different lighting. Not sure how much OSL they will have but one could have red lenses and one could have blue lenses and such. Daemon engine and rider head swaps also seems good.


I have 3 in a ghost theme.

One is normal.

Another has a chaos warrior shield like a knight and a third has a chaos barbarian Instrument and a shield on the other side whilest holding the glaive in a tentacle.


Simple,effective .


Chaos Marines Tactica [8th Edition] @ 2019/12/04 22:47:30


Post by: orkswubwub


Any thoughts on running two big blobs of possessed? They clock in 17ppm which is only 1 more than an equivalent wound count of the newly costed plaguebearers and only 1.5 points per wound more than the 'old' plaguebearers. While it is fun to imagine all the juicy damage buffs that can be placed on the possessed the reality is most of the time it isn't necessary to have 6 damage possessed swinging around - as they mulch most of what they get into melee anyway? They are also now sitting post shock attack rule which is just gravy.

Thinking just straight alpha legion for the infiltrate and -1 to hit. Running a Term Lord and master of possession with vigilus detach - headhunter on the term lord and master of possession for the mortal wounds on 6. Put the alpha bolter on the term lord for rapid 2 5dmg -3ap 2dmg to snipe some chars... Cursed Earth goes off on a 7 but could potentially put them to a 4++.

Sprinkle in the remainder of the list a contorted epitome (slan detach for the advance and charge) and warptime somewhere (always good anyway) can be tough? As the possessed are the primary beatstick debating delightful agonies (CSM) and an exalted champ... With the points reduction to oblits and 'conceal' now being decent strat for them thinking of dropping in a x3 unit to round out the army and give some ranged threat... Also most buffs that focus on the possessed work for oblits (Delightful agonies, MOP spells, etc.)

This became a bit of a ramble and a classic case of stacking every buff on one unit and thinking how good it could (impractically) be - but TLDR thoughts on the reduced points for possessed - point per wound / damage and what is the minimum buffs necessary for them to be effective? Could they be competitive?


Chaos Marines Tactica [8th Edition] @ 2019/12/04 23:02:31


Post by: p5freak


orkswubwub wrote:
Any thoughts on running two big blobs of possessed?


Yes, dont.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 00:41:34


Post by: small_gods


orkswubwub wrote:
Any thoughts on running two big blobs of possessed? They clock in 17ppm which is only 1 more than an equivalent wound count of the newly costed plaguebearers and only 1.5 points per wound more than the 'old' plaguebearers. While it is fun to imagine all the juicy damage buffs that can be placed on the possessed the reality is most of the time it isn't necessary to have 6 damage possessed swinging around - as they mulch most of what they get into melee anyway? They are also now sitting post shock attack rule which is just gravy.

Thinking just straight alpha legion for the infiltrate and -1 to hit. Running a Term Lord and master of possession with vigilus detach - headhunter on the term lord and master of possession for the mortal wounds on 6. Put the alpha bolter on the term lord for rapid 2 5dmg -3ap 2dmg to snipe some chars... Cursed Earth goes off on a 7 but could potentially put them to a 4++.

Sprinkle in the remainder of the list a contorted epitome (slan detach for the advance and charge) and warptime somewhere (always good anyway) can be tough? As the possessed are the primary beatstick debating delightful agonies (CSM) and an exalted champ... With the points reduction to oblits and 'conceal' now being decent strat for them thinking of dropping in a x3 unit to round out the army and give some ranged threat... Also most buffs that focus on the possessed work for oblits (Delightful agonies, MOP spells, etc.)

This became a bit of a ramble and a classic case of stacking every buff on one unit and thinking how good it could (impractically) be - but TLDR thoughts on the reduced points for possessed - point per wound / damage and what is the minimum buffs necessary for them to be effective? Could they be competitive?


I think if you're running 2 big units then you need to focus on offense potential. Sorcerer and master of possession are great buffs but there is so much potential to counter the buffs. I'd just go jump pack lord and exhalted champion for easy buffs. Word Bearers have the best stratergems for Possessed.

2+d3 attacks, 2 damage makes them insanely efficient against primaris stuff and a decent threat to armour. Biggest problem you'll face is geting clogged up on screen. You could take reaper chaincannon havocs or bikers to get them to the juicy targets.

AL forward operatives is great but situational, if you're playing someone with scouts, nurglings or phobos stuff they'll just deploy near your frontlines.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 01:59:24


Post by: lindsay40k


I am a huge fan of Possessed, as a Word Bearers fluff gamer, and I’m very reluctant to countenance a double horde thereof. The main benefit would be, in a metagame with 2W Infantry being more prevalent, and thus 2W weaponry being more prevalent, you’re not going to get the thing you’ve invested in deleted every time you lose T1.

If I were to attempt it, it would have to be:

- all Nurgle
- DK list with a Gnarlmaw for endless advance + charge, and Locus of Virulence, and Virulent Blessing
- strong arguments for DG - Blightbringer makes their Advances much more efficient, and Blades of Putrefaction & Putrescent Vitality makes them more punchy
- strong arguments for Word Bearers - the new strat, and also to bring along a Possessed Lord with Jump Pack and Axe Of You’re Not Allowed To Fall Back
- AL could work - less vulnerable if you lose T1, everybody's charging T1

I will be trying it at some point, in WB/DG/DoN lists that work as an amoeba, and in WB/DoN/DoS lists (love that Epitome and Enrapturess) that work as pincers (and probably bring a couple of Oblits units as well). It’ll be a bit garagehammer gimmick, and a lot of fluffy fun!


Chaos Marines Tactica [8th Edition] @ 2019/12/05 14:29:12


Post by: mrtomski


So helldrakes.. looking pretty damn good for 140 points right?

Can see people advocating nightlords... but apart from vox scream is there any other reason? Note you cant lock things in combat because they are vehicles.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 17:08:44


Post by: Niiru


mrtomski wrote:
So helldrakes.. looking pretty damn good for 140 points right?

Can see people advocating nightlords... but apart from vox scream is there any other reason? Note you cant lock things in combat because they are vehicles.



I personally don't see the benefit of running a 3x heldrake wing as night lords. Unless you are already planning on running 3x drakes anyway, and so running them as dedicated night lords wing costs you nothing. If you're just wanting to bring one drake (or two), youre better off just running them as your main legion and not trying to crowbar in another detachment. IMO, anyway. Vox scream is pretty good. Just not sure if heldrakes are good -enough- to try and build a quarter of your list around?


I actually came here to ask my own (somewhat related) question. What are the best chaos flyers at the moment? Is it the heldrake? How do the FW options stack up, now that they don't seem to be getting any points changes?


Chaos Marines Tactica [8th Edition] @ 2019/12/05 19:59:26


Post by: Not Online!!!


Fw didn't get changed and were worse then the drake


Chaos Marines Tactica [8th Edition] @ 2019/12/05 20:50:59


Post by: Niiru


Not Online!!! wrote:
Fw didn't get changed and were worse then the drake


Really? Fair enough. The Drake never really grabbed me that much, as it's only role seems to be to charge into a unit turn 1 and then sit there. Doesn't have enough attacks to really do much, and a single baleflamer isn't that scary either. Even at 140 points it's a pretty expensive distraction. I guess it makes its worth by flying over the enemy screen and interrupting an elite unit, but the enemy can prevent that by just ... well, screening better lol.

I may be missing something, as I'm not very experienced with flyers in general (my game group never used to use them pre-8th). The damage output just seems very weak, compared to other options for that cost. Seems like it should have double the weapons for that size of frame. Or its claws should have more attacks, or higher strength, or higher AP. Seems very weak all round.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 20:59:36


Post by: Not Online!!!


Niiru wrote:
Not Online!!! wrote:
Fw didn't get changed and were worse then the drake


Really? Fair enough. The Drake never really grabbed me that much, as it's only role seems to be to charge into a unit turn 1 and then sit there. Doesn't have enough attacks to really do much, and a single baleflamer isn't that scary either. Even at 140 points it's a pretty expensive distraction. I guess it makes its worth by flying over the enemy screen and interrupting an elite unit, but the enemy can prevent that by just ... well, screening better lol.

I may be missing something, as I'm not very experienced with flyers in general (my game group never used to use them pre-8th). The damage output just seems very weak, compared to other options for that cost. Seems like it should have double the weapons for that size of frame. Or its claws should have more attacks, or higher strength, or higher AP. Seems very weak all round.


The issue is, the special issue AC that the hellblade and talon got, got nerfed to s6 but also has the audacitiy to demand 20 pts.
And then there is the general pricehike on them from 7th to 8th on both variants of them.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 21:00:36


Post by: p5freak


Niiru wrote:

I actually came here to ask my own (somewhat related) question. What are the best chaos flyers at the moment? Is it the heldrake? How do the FW options stack up, now that they don't seem to be getting any points changes?


The chaos xiphon interceptor is the best flyer, IMHO. Make it nurgle, cast miasma of pestilence on it, -2 to hit. It hits everything at 3+, FLY on 2+. Negative hit modifiers can be countered by prescience. IW have some nice strats for it, heal 3 wounds, re-roll wound rolls, re-roll damage rolls. It can turn 180 degrees, and remain in your own deployment zone.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 21:51:37


Post by: Don Qui Hotep


Not Online!!! wrote:
 small_gods wrote:
Not Online!!! wrote:
Yoyoyo wrote:
Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


That's the thing, Atm the full dakka (hades +ectoplasma) is 150 pts.
The dreads are still significantly cheaper, /(for that matter i count the twin butcher decimator as a dread, because it in essence is the hybrid dread.)and have still a better accuracy. However durability is something in the point of the forgefiend has.

I think there is now a place with the propper support from crimson crown or other such things like the changeling, for them replacing the dreads in some niche lists.
They are probably still too pricey for what they do, and i'd love a Hades autocannon on a plattform with Bs3+ like a predator, but now there can be a point potentially made.

Sadly the Hades AC drake still is not working.


I think with the iron warriors daemonsmith wl trait and the insidium relic on a lord discordant you could make a decent castle with 3 forgefiends, MoP and lord discordant.

It'd only clock in at 690 points and put out a decent weight of fire. If you get powers off everything has 4++ and reroll 1s (hit and wound).


if i would make a castle though and rely on only one discordant, i'd go with cladestine though.


I had a very good experience running a castle of two Lord Discordants, a Master of Possession, a Forgefiend, Defiler, Venomcrawler, and two Greater Possesseds. The MoP packed Sacrifice and Infernal Power. It was later pointed out to me that redundant bonuses don't stack, and so I ended up splitting the Venomcrawler, MoP, Defiler, and Disco A into one blob with a single Greater Possessed, and one Disco and the Forgefiend into another. I had more flexibility. The DIsco B had a baleflamer and Forgefiend had the double autocannon loadout, which made them great for chewing through infantry chaff around Chimeras. I gave him the Warlord trait that gives an extra wound and 5++.

Re: differentiating Disco lords, I swapped out one's chainglave for the chainaxe from Shadowspear and added a pewter speartip to the top of it. I did a three-way swap between his backpack, a chaos lord, and the bony greater possessed. I gave him the grilled face from the new Abaddon sprue. There's enough differentiation from above and when you get close you can see the closer details as well.

What are peoples' experiences running groups of bikes? I have had success with them when loaded with plasma/combi-plasma for small units of heavy infantry, and am thinking of of running two units of flamer/combi-flamer for chaff clearing.


Chaos Marines Tactica [8th Edition] @ 2019/12/05 22:48:04


Post by: Selfcontrol


Dakkaforgefiend costs 140 points.

80 base + (3*20) = 140.

Each gun costs 20 and the plasma maw replaces the demonic jaw, which costs 8.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 00:24:31


Post by: small_gods


 Don Qui Hotep wrote:
Not Online!!! wrote:
 small_gods wrote:
Not Online!!! wrote:
Yoyoyo wrote:
Not Online!!! wrote:
I feel like the Forgefiend might start to become actually interesting now.

They're interesting units. They look a lot like a fire support Dreadnought from their shooting profile (ie. Butcher Contemptor) but their output is inferior due to their low BS.

Forgefiends are probably more of a replacement for a Rhino+CSM+Chaincannon -- they can move quickly onto an objective and still contribute some shooting downrange.


That's the thing, Atm the full dakka (hades +ectoplasma) is 150 pts.
The dreads are still significantly cheaper, /(for that matter i count the twin butcher decimator as a dread, because it in essence is the hybrid dread.)and have still a better accuracy. However durability is something in the point of the forgefiend has.

I think there is now a place with the propper support from crimson crown or other such things like the changeling, for them replacing the dreads in some niche lists.
They are probably still too pricey for what they do, and i'd love a Hades autocannon on a plattform with Bs3+ like a predator, but now there can be a point potentially made.

Sadly the Hades AC drake still is not working.


I think with the iron warriors daemonsmith wl trait and the insidium relic on a lord discordant you could make a decent castle with 3 forgefiends, MoP and lord discordant.

It'd only clock in at 690 points and put out a decent weight of fire. If you get powers off everything has 4++ and reroll 1s (hit and wound).


if i would make a castle though and rely on only one discordant, i'd go with cladestine though.


I had a very good experience running a castle of two Lord Discordants, a Master of Possession, a Forgefiend, Defiler, Venomcrawler, and two Greater Possesseds. The MoP packed Sacrifice and Infernal Power. It was later pointed out to me that redundant bonuses don't stack, and so I ended up splitting the Venomcrawler, MoP, Defiler, and Disco A into one blob with a single Greater Possessed, and one Disco and the Forgefiend into another. I had more flexibility. The DIsco B had a baleflamer and Forgefiend had the double autocannon loadout, which made them great for chewing through infantry chaff around Chimeras. I gave him the Warlord trait that gives an extra wound and 5++.

Re: differentiating Disco lords, I swapped out one's chainglave for the chainaxe from Shadowspear and added a pewter speartip to the top of it. I did a three-way swap between his backpack, a chaos lord, and the bony greater possessed. I gave him the grilled face from the new Abaddon sprue. There's enough differentiation from above and when you get close you can see the closer details as well.

What are peoples' experiences running groups of bikes? I have had success with them when loaded with plasma/combi-plasma for small units of heavy infantry, and am thinking of of running two units of flamer/combi-flamer for chaff clearing.


Just straight up combi bolter and extra combi bolter on champion is way to go imo. They always get bolter discipline so you can hold an objective and clear a screen faily successfully and they're useful as a relatively cheap screen (if you place them sideways, roadblock style) for 23 points each.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 02:03:15


Post by: saint_red


Maxed bike squads are actually sweet. 9 dudes with chainswords, combi-bolter on the champ and if you have the points chuck some meltas in there. Some very good competitive Chaos players have been using them in their lists.

Basically you surge forward T1, blow away a screen using VotLW + EC as necessary, warptime them forward and then hit the enemy lines. They are bad in combat but they are an excellent way of getting your opponent on the back foot as soon as the game begins.

I really like it personally. It feels very Chaos-y. Hit them hard and then keep the pressure on in subsequent turns as you bring in deepstrikers and the rest of your army makes it to combat.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 02:22:45


Post by: Niiru


 p5freak wrote:
Niiru wrote:

I actually came here to ask my own (somewhat related) question. What are the best chaos flyers at the moment? Is it the heldrake? How do the FW options stack up, now that they don't seem to be getting any points changes?


The chaos xiphon interceptor is the best flyer, IMHO. Make it nurgle, cast miasma of pestilence on it, -2 to hit. It hits everything at 3+, FLY on 2+. Negative hit modifiers can be countered by prescience. IW have some nice strats for it, heal 3 wounds, re-roll wound rolls, re-roll damage rolls. It can turn 180 degrees, and remain in your own deployment zone.



Interesting choice, though the cost of the platform is only a few points short of a storm eagle, which is tougher and can transport units, and still has a pretty decent amount of firepower.

Though you can take two heldrakes for the same cost as either of them, i guess.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 02:47:51


Post by: Don Qui Hotep


saint_red wrote:
Maxed bike squads are actually sweet. 9 dudes with chainswords, combi-bolter on the champ and if you have the points chuck some meltas in there. Some very good competitive Chaos players have been using them in their lists.

Basically you surge forward T1, blow away a screen using VotLW + EC as necessary, warptime them forward and then hit the enemy lines. They are bad in combat but they are an excellent way of getting your opponent on the back foot as soon as the game begins.

I really like it personally. It feels very Chaos-y. Hit them hard and then keep the pressure on in subsequent turns as you bring in deepstrikers and the rest of your army makes it to combat.


I haven't tried a squad maxed out yet. I think my concern was diminishing returns with only two special weapons per, plus the combi for the champion. I definitely appreciate the output of shots though. I've got a game next week with two squads of three, chainswords, two flamers each and a combi-flamer. They make an easy outrider detachment too, with a unit of warp talons for the third Fast Attack option. I feel like they're a bit too expensive to be run for screens alone, no?


Chaos Marines Tactica [8th Edition] @ 2019/12/06 03:24:37


Post by: weaver9


Has anyone used the Storm Eagle?

More I look at it as a transport for NL bezerkers the more I like it.

-2 to hit on your opponent's turn 1 (hard to hit + benediction of darkness)

-3 to hit on yours as you zoom into their lines (jump pack sorcerer casting miasma of Pestilence)

Try and survive a turn in the enemies deployment Zone with -3 to hit, 16w 3+ t8.

Then unload your payload. Pretty easy to do if you go first.

Maybe pair up with some other major threat. (I still really want to do soulburner decimators + Daemonsmith WLT and Disco lord)


Chaos Marines Tactica [8th Edition] @ 2019/12/06 03:32:23


Post by: lindsay40k


I like the Scorpius’ rules. Is it really worth a Havoc RCC Squad plus a Rhino?

I played my Slaanesh rushdown list today and got crucified by an Ultramarines gunline plus lengthways deployment. Didn’t even make a charge, nothing left but cultists T3 - even with the trinity of 4++, 5+++, & -1 to be hit. Think I needed some kind of long-ranged gun, she had buckets of 24” firepower and a single Devastator squad to force me to come at her. A Defiler is the obvious choice, I guess, since it can also join the Daemonic tide? But it’s doubly swingy as an extreme range weapon. I suppose a C-Beamer in each corner could also do something…


Chaos Marines Tactica [8th Edition] @ 2019/12/06 04:21:38


Post by: Don Qui Hotep


My most consistent long-range shooting comes from my Defiler. I've thought about picking up a second for a long while now - it's a great model and it does a lot of damage. But I feel like my lists have been too heavy on daemon engines and not leaving a lot of room for board control.

Another option would be Predators. With double lascannons it is cheaper than the Defiler, but the Defiler brooks no argument in close combat and has a little more flexibility to be anti-tank or anti-infantry with the same model.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 05:42:29


Post by: The4thEnemy


orkswubwub wrote:
Any thoughts on running two big blobs of possessed? They clock in 17ppm which is only 1 more than an equivalent wound count of the newly costed plaguebearers and only 1.5 points per wound more than the 'old' plaguebearers. While it is fun to imagine all the juicy damage buffs that can be placed on the possessed the reality is most of the time it isn't necessary to have 6 damage possessed swinging around - as they mulch most of what they get into melee anyway? They are also now sitting post shock attack rule which is just gravy.

Thinking just straight alpha legion for the infiltrate and -1 to hit. Running a Term Lord and master of possession with vigilus detach - headhunter on the term lord and master of possession for the mortal wounds on 6. Put the alpha bolter on the term lord for rapid 2 5dmg -3ap 2dmg to snipe some chars... Cursed Earth goes off on a 7 but could potentially put them to a 4++.

Sprinkle in the remainder of the list a contorted epitome (slan detach for the advance and charge) and warptime somewhere (always good anyway) can be tough? As the possessed are the primary beatstick debating delightful agonies (CSM) and an exalted champ... With the points reduction to oblits and 'conceal' now being decent strat for them thinking of dropping in a x3 unit to round out the army and give some ranged threat... Also most buffs that focus on the possessed work for oblits (Delightful agonies, MOP spells, etc.)

This became a bit of a ramble and a classic case of stacking every buff on one unit and thinking how good it could (impractically) be - but TLDR thoughts on the reduced points for possessed - point per wound / damage and what is the minimum buffs necessary for them to be effective? Could they be competitive?


My current list has 40 of them. I run alpha legion so the trait is a little counter intuitive as possessed want to be in cc. However, with PA2, my new strategy is to miasma and benediction of darkness one unit for -3 to be shot, advance position and warp time time up. The second unit will follow closely behind and get concealed until its time to charge. I've had some luck with daemonkin ritualist, primarily for the Shepard of the true faith warlord trait. Double exalted champions, double dark apostles. It's a little pricey and they will all die to a man, but they're a blast to play.

Am I mistaken or does the Emperor's Children stratagem Excess of Violence not have the wording preventing bonus attacks granting additional bonus attacks. I'm curious as to if a unit of power fist terminators would be pretty decent on the charge out of deep strike.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 05:59:19


Post by: Niiru


The4thEnemy wrote:


Am I mistaken or does the Emperor's Children stratagem Excess of Violence not have the wording preventing bonus attacks granting additional bonus attacks. I'm curious as to if a unit of power fist terminators would be pretty decent on the charge out of deep strike.



I... uh... hmm.

I didn't notice that.

I suspect it's going to get FAQ'd? Although it relies on kills not hits/wounds of 6's, so it cant end up murdering a knight, but it could mulch through whole units of troops... maybe it's intentional?

Hmm.

I mean I was -already- taking Emp.Children terminators and charging out of deepstrike with them, I was just planning on taking power swords though. Throwing in a fist or two won't hurt.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 06:59:45


Post by: saint_red


 Don Qui Hotep wrote:
saint_red wrote:
Maxed bike squads are actually sweet. 9 dudes with chainswords, combi-bolter on the champ and if you have the points chuck some meltas in there. Some very good competitive Chaos players have been using them in their lists.

Basically you surge forward T1, blow away a screen using VotLW + EC as necessary, warptime them forward and then hit the enemy lines. They are bad in combat but they are an excellent way of getting your opponent on the back foot as soon as the game begins.

I really like it personally. It feels very Chaos-y. Hit them hard and then keep the pressure on in subsequent turns as you bring in deepstrikers and the rest of your army makes it to combat.


I haven't tried a squad maxed out yet. I think my concern was diminishing returns with only two special weapons per, plus the combi for the champion. I definitely appreciate the output of shots though. I've got a game next week with two squads of three, chainswords, two flamers each and a combi-flamer. They make an easy outrider detachment too, with a unit of warp talons for the third Fast Attack option. I feel like they're a bit too expensive to be run for screens alone, no?


Max squad is good because it leverages EC and VotLW harder. Special weapons aren't very good anyway so the diminishing returns you mention isn't really a problem.

As for being too expensive for screens - something has to kill them. Bikers are good because you can get them into position easily, they have 24" range and they can get into combat T1 to put pressure on your opponent. Don't underestimate how valuable it is having 9 T5 W2 models that your opponent has to clear out to shoot or move up the board. This gives you time to move your second wave of dudes in.

In this battle report Jim Vesal (#1 in ITC championship right now) uses bikers in this way and it really puts his opponent on the back foot. His opponent is not a competitive player and makes some mistakes but you get a good idea of how effective this tactic can be. Note that Jim uses a DP to move with the bikes and get his warptime off.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 07:05:05


Post by: orkswubwub


The4thEnemy wrote:
orkswubwub wrote:
Any thoughts on running two big blobs of possessed? They clock in 17ppm which is only 1 more than an equivalent wound count of the newly costed plaguebearers and only 1.5 points per wound more than the 'old' plaguebearers. While it is fun to imagine all the juicy damage buffs that can be placed on the possessed the reality is most of the time it isn't necessary to have 6 damage possessed swinging around - as they mulch most of what they get into melee anyway? They are also now sitting post shock attack rule which is just gravy.

Thinking just straight alpha legion for the infiltrate and -1 to hit. Running a Term Lord and master of possession with vigilus detach - headhunter on the term lord and master of possession for the mortal wounds on 6. Put the alpha bolter on the term lord for rapid 2 5dmg -3ap 2dmg to snipe some chars... Cursed Earth goes off on a 7 but could potentially put them to a 4++.

Sprinkle in the remainder of the list a contorted epitome (slan detach for the advance and charge) and warptime somewhere (always good anyway) can be tough? As the possessed are the primary beatstick debating delightful agonies (CSM) and an exalted champ... With the points reduction to oblits and 'conceal' now being decent strat for them thinking of dropping in a x3 unit to round out the army and give some ranged threat... Also most buffs that focus on the possessed work for oblits (Delightful agonies, MOP spells, etc.)

This became a bit of a ramble and a classic case of stacking every buff on one unit and thinking how good it could (impractically) be - but TLDR thoughts on the reduced points for possessed - point per wound / damage and what is the minimum buffs necessary for them to be effective? Could they be competitive?


My current list has 40 of them. I run alpha legion so the trait is a little counter intuitive as possessed want to be in cc. However, with PA2, my new strategy is to miasma and benediction of darkness one unit for -3 to be shot, advance position and warp time time up. The second unit will follow closely behind and get concealed until its time to charge. I've had some luck with daemonkin ritualist, primarily for the Shepard of the true faith warlord trait. Double exalted champions, double dark apostles. It's a little pricey and they will all die to a man, but they're a blast to play.

Am I mistaken or does the Emperor's Children stratagem Excess of Violence not have the wording preventing bonus attacks granting additional bonus attacks. I'm curious as to if a unit of power fist terminators would be pretty decent on the charge out of deep strike.


Would you mind sharing your list? Why two exalted champs and two DA as they have mostly aura abilities? Particularly if you are concealing the second group of possessed?


Chaos Marines Tactica [8th Edition] @ 2019/12/06 10:50:18


Post by: Not Online!!!


Actually @ Nirru, they did lower the price on the Helltalons and Hellblades a bit.
it's about 130pts now for a full Hellblade. It MIGHT be worth to be considered, but that's it.


I am still astounded though on the terrible state of predators still are in.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 16:03:59


Post by: mrtomski


So chaincannon havoks are still the best at killing a lot of things point for point... do we have any additional tricks except putting them in a rhino? I'm most likely going to run iron warriors now as it just seems best for my deamon engine heavy army.

I guess alpha legion repositioning seems like a very strong option.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 18:51:49


Post by: Don Qui Hotep


saint_red wrote:
 Don Qui Hotep wrote:
saint_red wrote:
Maxed bike squads are actually sweet. 9 dudes with chainswords, combi-bolter on the champ and if you have the points chuck some meltas in there. Some very good competitive Chaos players have been using them in their lists.

Basically you surge forward T1, blow away a screen using VotLW + EC as necessary, warptime them forward and then hit the enemy lines. They are bad in combat but they are an excellent way of getting your opponent on the back foot as soon as the game begins.

I really like it personally. It feels very Chaos-y. Hit them hard and then keep the pressure on in subsequent turns as you bring in deepstrikers and the rest of your army makes it to combat.


I haven't tried a squad maxed out yet. I think my concern was diminishing returns with only two special weapons per, plus the combi for the champion. I definitely appreciate the output of shots though. I've got a game next week with two squads of three, chainswords, two flamers each and a combi-flamer. They make an easy outrider detachment too, with a unit of warp talons for the third Fast Attack option. I feel like they're a bit too expensive to be run for screens alone, no?


Max squad is good because it leverages EC and VotLW harder. Special weapons aren't very good anyway so the diminishing returns you mention isn't really a problem.

As for being too expensive for screens - something has to kill them. Bikers are good because you can get them into position easily, they have 24" range and they can get into combat T1 to put pressure on your opponent. Don't underestimate how valuable it is having 9 T5 W2 models that your opponent has to clear out to shoot or move up the board. This gives you time to move your second wave of dudes in.

In this battle report Jim Vesal (#1 in ITC championship right now) uses bikers in this way and it really puts his opponent on the back foot. His opponent is not a competitive player and makes some mistakes but you get a good idea of how effective this tactic can be. Note that Jim uses a DP to move with the bikes and get his warptime off.


Ah nice. I'll check out the battle report later in the day. I'm thinking of the models that I have... I have two "naked" bikers, three champions, and six sets of mixed special weapons. I'd have to proxy but I'd like to try having one 8-man naked unit with chainswords and one three-man unit with flamers. I'm guessing the DP had wings? I usually have a jump-pack sorcerer to deep strike with my warp talons but maybe he could babysit the bikes a bit. Or have the DP following the bikes, letting them warptime into combat then joining in T2.

I just wish the models weren't so dated! I didn't mind them at first but after building six of them I got a bit sick of having to putty over the moldlines in the bike itself. Luckily the new CSM sprue is roughly compatible with the bikers, though you need to massage them a little bit. If you've got a decent enough bits box it's easy to make them look unique.

Biker Champion

The biker spru also has my very favorite Chaos Space Marine head of all time... that angry head with a top knit is so perfect. It's exactly what I think of when I think of the Long War.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 20:42:13


Post by: p5freak


mrtomski wrote:
So chaincannon havoks are still the best at killing a lot of things point for point... do we have any additional tricks except putting them in a rhino? I'm most likely going to run iron warriors now as it just seems best for my deamon engine heavy army.

I guess alpha legion repositioning seems like a very strong option.


Terrax pattern assault drill. Deepstrike, disembark, buff, shoot, shoot again.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 21:29:24


Post by: weaver9


 p5freak wrote:
mrtomski wrote:
So chaincannon havoks are still the best at killing a lot of things point for point... do we have any additional tricks except putting them in a rhino? I'm most likely going to run iron warriors now as it just seems best for my deamon engine heavy army.

I guess alpha legion repositioning seems like a very strong option.


Terrax pattern assault drill. Deepstrike, disembark, buff, shoot, shoot again.


If you dont want to spend the points on the drill then the AL stratagem is the way to go.

I guess you could also use the 9" move strat on them + a blob or two of cultists, get them upfield.

Then use conceal if your opponent seizes and keep them protected by the cultists. Or if not, move on up and dakka dakka.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 22:02:31


Post by: Don Qui Hotep


I picked up a Dreadclaw recently, seems that it might be a good candidate for RCC delivery as well.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 22:38:04


Post by: Slayer-Fan123


 Don Qui Hotep wrote:
saint_red wrote:
 Don Qui Hotep wrote:
saint_red wrote:
Maxed bike squads are actually sweet. 9 dudes with chainswords, combi-bolter on the champ and if you have the points chuck some meltas in there. Some very good competitive Chaos players have been using them in their lists.

Basically you surge forward T1, blow away a screen using VotLW + EC as necessary, warptime them forward and then hit the enemy lines. They are bad in combat but they are an excellent way of getting your opponent on the back foot as soon as the game begins.

I really like it personally. It feels very Chaos-y. Hit them hard and then keep the pressure on in subsequent turns as you bring in deepstrikers and the rest of your army makes it to combat.


I haven't tried a squad maxed out yet. I think my concern was diminishing returns with only two special weapons per, plus the combi for the champion. I definitely appreciate the output of shots though. I've got a game next week with two squads of three, chainswords, two flamers each and a combi-flamer. They make an easy outrider detachment too, with a unit of warp talons for the third Fast Attack option. I feel like they're a bit too expensive to be run for screens alone, no?


Max squad is good because it leverages EC and VotLW harder. Special weapons aren't very good anyway so the diminishing returns you mention isn't really a problem.

As for being too expensive for screens - something has to kill them. Bikers are good because you can get them into position easily, they have 24" range and they can get into combat T1 to put pressure on your opponent. Don't underestimate how valuable it is having 9 T5 W2 models that your opponent has to clear out to shoot or move up the board. This gives you time to move your second wave of dudes in.

In this battle report Jim Vesal (#1 in ITC championship right now) uses bikers in this way and it really puts his opponent on the back foot. His opponent is not a competitive player and makes some mistakes but you get a good idea of how effective this tactic can be. Note that Jim uses a DP to move with the bikes and get his warptime off.


Ah nice. I'll check out the battle report later in the day. I'm thinking of the models that I have... I have two "naked" bikers, three champions, and six sets of mixed special weapons. I'd have to proxy but I'd like to try having one 8-man naked unit with chainswords and one three-man unit with flamers. I'm guessing the DP had wings? I usually have a jump-pack sorcerer to deep strike with my warp talons but maybe he could babysit the bikes a bit. Or have the DP following the bikes, letting them warptime into combat then joining in T2.

I just wish the models weren't so dated! I didn't mind them at first but after building six of them I got a bit sick of having to putty over the moldlines in the bike itself. Luckily the new CSM sprue is roughly compatible with the bikers, though you need to massage them a little bit. If you've got a decent enough bits box it's easy to make them look unique.

Biker Champion

The biker spru also has my very favorite Chaos Space Marine head of all time... that angry head with a top knit is so perfect. It's exactly what I think of when I think of the Long War.

It's worth the extra money to go to FW and get the Outriders. They look nice.


Chaos Marines Tactica [8th Edition] @ 2019/12/06 23:05:08


Post by: Rydria


Emperor's children warp talons absolutely demolish 1 wound chaff, due to the excess of violence buff that no longer puts a limit on how many attacks it can generate.

Deep strike them 9 away spread out as much as you can so you can charge as much of the enemy line as possible, cast prescience on them charge there entire army that is in range (they can't over watch due to warpflame strike) use praise the prince to almost guarantee the charge by changing 1 dice to a 6.

Once in combat with there entire chaff line, use veterans of the long war and excess of violence, try to stay in range of your daemon prince/chaos lord for the reroll of 1s.

31 attacks split between however many units you have charged 3 attacks each 4 on champion, 2+ with re-roll to hit, 2+ with re-rolls to wound.

Every kill generates an extra attack, if the chaff doesn't have at least a 5+ save they can just say goodbye to their screens.


Chaos Marines Tactica [8th Edition] @ 2019/12/07 00:05:08


Post by: Don Qui Hotep


 Rydria wrote:
Emperor's children warp talons absolutely demolish 1 wound chaff, due to the excess of violence buff that no longer puts a limit on how many attacks it can generate.

Deep strike them 9 away spread out as much as you can so you can charge as much of the enemy line as possible, cast prescience on them charge there entire army that is in range (they can't over watch due to warpflame strike) use praise the prince to almost guarantee the charge by changing 1 dice to a 6.

Once in combat with there entire chaff line, use veterans of the long war and excess of violence, try to stay in range of your daemon prince/chaos lord for the reroll of 1s.

31 attacks split between however many units you have charged 3 attacks each 4 on champion, 2+ with re-roll to hit, 2+ with re-rolls to wound.

Every kill generates an extra attack, if the chaff doesn't have at least a 5+ save they can just say goodbye to their screens.


I'm a big fan of Warp Talons, I run a unit of ten in most lists. Unfortunately Warptime doesn't work on units just coming out of deep strike, though - they weren't very playable until Vigilus Ablaze let you take the specialty formation. I drop a jump pack sorcerer in with the warlord trait that gives +2 to charge. I'm thinking of splitting them into two units of five, adding an extra FA option and running a Night Lords Outrider, to turn the 7 inch charge into a 5 inch charge. For me, warp talons were the big winners with Night Lords.


Chaos Marines Tactica [8th Edition] @ 2019/12/07 00:08:02


Post by: Rydria


 Don Qui Hotep wrote:
 Rydria wrote:
Emperor's children warp talons absolutely demolish 1 wound chaff, due to the excess of violence buff that no longer puts a limit on how many attacks it can generate.

Deep strike them 9 away spread out as much as you can so you can charge as much of the enemy line as possible, cast prescience on them charge there entire army that is in range (they can't over watch due to warpflame strike) use praise the prince to almost guarantee the charge by changing 1 dice to a 6.

Once in combat with there entire chaff line, use veterans of the long war and excess of violence, try to stay in range of your daemon prince/chaos lord for the reroll of 1s.

31 attacks split between however many units you have charged 3 attacks each 4 on champion, 2+ with re-roll to hit, 2+ with re-rolls to wound.

Every kill generates an extra attack, if the chaff doesn't have at least a 5+ save they can just say goodbye to their screens.


I'm a big fan of Warp Talons, I run a unit of ten in most lists. Unfortunately Warptime doesn't work on units just coming out of deep strike, though - they weren't very playable until Vigilus Ablaze let you take the specialty formation. I drop a jump pack sorcerer in with the warlord trait that gives +2 to charge. I'm thinking of splitting them into two units of five, adding an extra FA option and running a Night Lords Outrider, to turn the 7 inch charge into a 5 inch charge. For me, warp talons were the big winners with Night Lords.
I didn't bring up the psychic power warptime at all though, warpflame strike is a completely different ability which prevents overwatch, praise the prince is a stratagem that lets you change the result on a charge die to 6 after rolling.

Emperor's children warptalons also have an 100% chance to successfully charge if you use the Vigilus Ablaze speciality formation, since the lowest you can roll with praise the prince + the warlord trait is 7 which is a successful charge with a +2 charge range buff.


Chaos Marines Tactica [8th Edition] @ 2019/12/07 00:44:48


Post by: ArcaneHorror


Now that it has rules again via Legends, I was considering buying a Lord of Khorne on Juggernaut, and was wondering how one might use it in a CSM army. I was thinking of kitting mine out with a power fist and power axe (or power sword), for maximum melee power and make him as best I could the mounted version of a berzerker, but how could it be used besides other CSM units for maximum effectiveness?


Chaos Marines Tactica [8th Edition] @ 2019/12/07 02:52:00


Post by: The4thEnemy


orkswubwub wrote:
The4thEnemy wrote:
orkswubwub wrote:
Any thoughts on running two big blobs of possessed? They clock in 17ppm which is only 1 more than an equivalent wound count of the newly costed plaguebearers and only 1.5 points per wound more than the 'old' plaguebearers. While it is fun to imagine all the juicy damage buffs that can be placed on the possessed the reality is most of the time it isn't necessary to have 6 damage possessed swinging around - as they mulch most of what they get into melee anyway? They are also now sitting post shock attack rule which is just gravy.

Thinking just straight alpha legion for the infiltrate and -1 to hit. Running a Term Lord and master of possession with vigilus detach - headhunter on the term lord and master of possession for the mortal wounds on 6. Put the alpha bolter on the term lord for rapid 2 5dmg -3ap 2dmg to snipe some chars... Cursed Earth goes off on a 7 but could potentially put them to a 4++.

Sprinkle in the remainder of the list a contorted epitome (slan detach for the advance and charge) and warptime somewhere (always good anyway) can be tough? As the possessed are the primary beatstick debating delightful agonies (CSM) and an exalted champ... With the points reduction to oblits and 'conceal' now being decent strat for them thinking of dropping in a x3 unit to round out the army and give some ranged threat... Also most buffs that focus on the possessed work for oblits (Delightful agonies, MOP spells, etc.)

This became a bit of a ramble and a classic case of stacking every buff on one unit and thinking how good it could (impractically) be - but TLDR thoughts on the reduced points for possessed - point per wound / damage and what is the minimum buffs necessary for them to be effective? Could they be competitive?


My current list has 40 of them. I run alpha legion so the trait is a little counter intuitive as possessed want to be in cc. However, with PA2, my new strategy is to miasma and benediction of darkness one unit for -3 to be shot, advance position and warp time time up. The second unit will follow closely behind and get concealed until its time to charge. I've had some luck with daemonkin ritualist, primarily for the Shepard of the true faith warlord trait. Double exalted champions, double dark apostles. It's a little pricey and they will all die to a man, but they're a blast to play.

Am I mistaken or does the Emperor's Children stratagem Excess of Violence not have the wording preventing bonus attacks granting additional bonus attacks. I'm curious as to if a unit of power fist terminators would be pretty decent on the charge out of deep strike.


Would you mind sharing your list? Why two exalted champs and two DA as they have mostly aura abilities? Particularly if you are concealing the second group of possessed?


As I don't have access to the updated points from CA, my points will be off. Jump sorc has the mark of Nurgle for miasma and warptime. I switch between a combi bolter for long range demon shell or 2 chain axes on the exalted, if I think I'm going to have to fight another CC based army. One apostle has benediction of darkness, the other has soul render portent. They both help with the morale checks you'll end up taking when the possessed start taking fire. I make the MoP my warlord and plan to give him the +2 armor with +++5 FNP. The list is super thirsty for CP, but its fun. If you run it, REMEMBER possessed are rend 2! It could mean the difference in bracketting a knight or tank.


Spoiler:
Dark Disciples [1 PL, 10pts]: 2x Dark Disciple

Dark Disciples [1 PL, 10pts]: 2x Dark Disciple

Legion: Alpha Legion

+ HQ +

Dark Apostle [5 PL, 100pts]: No Chaos Mark

Dark Apostle [5 PL, 100pts]: No Chaos Mark

Master of Possession [5 PL, 98pts]: Force stave, No Chaos Mark

+ Troops +

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Space Marines [8 PL, 170pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Boltgun
. 7x Marine w/ Boltgun
. Marine w/ Heavy or Special Weapon: Missile launcher
. Marine w/ Heavy or Special Weapon: Missile launcher

Chaos Space Marines [8 PL, 170pts]: No Chaos Mark
. Aspiring Champion: Bolt pistol, Boltgun
. 7x Marine w/ Boltgun
. Marine w/ Heavy or Special Weapon: Missile launcher
. Marine w/ Heavy or Special Weapon: Missile launcher

+ Elites +

Possessed [20 PL, 400pts]: Mark of Nurgle, 20x Possessed

Possessed [20 PL, 400pts]: Mark of Nurgle, 20x Possessed

+ Heavy Support +

Obliterators [6 PL, 115pts]: No Chaos Mark, Obliterator

Obliterators [6 PL, 115pts]: No Chaos Mark, Obliterator

++ Supreme Command Detachment +1CP (Chaos - Chaos Space Marines) [17 PL, 262pts] ++

+ No Force Org Slot +

Legion: Alpha Legion

+ HQ +

Exalted Champion [5 PL, 70pts]: Bolt pistol, Chainsword, No Chaos Mark

Exalted Champion [5 PL, 70pts]: Bolt pistol, Chainsword, No Chaos Mark

Sorcerer with Jump Pack [7 PL, 122pts]: Combi-bolter, Force sword, No Chaos Mark

++ Total: [105 PL, 2,000pts] ++

Created with BattleScribe


Chaos Marines Tactica [8th Edition] @ 2019/12/07 16:01:33


Post by: Yoyoyo


You’ll probably have 200-300pts extra after the CA cuts get factored in. For CSM, the reductions were significant.


Chaos Marines Tactica [8th Edition] @ 2019/12/07 16:52:20


Post by: mrtomski


 Rydria wrote:
 Don Qui Hotep wrote:
 Rydria wrote:
Emperor's children warp talons absolutely demolish 1 wound chaff, due to the excess of violence buff that no longer puts a limit on how many attacks it can generate.

Deep strike them 9 away spread out as much as you can so you can charge as much of the enemy line as possible, cast prescience on them charge there entire army that is in range (they can't over watch due to warpflame strike) use praise the prince to almost guarantee the charge by changing 1 dice to a 6.

Once in combat with there entire chaff line, use veterans of the long war and excess of violence, try to stay in range of your daemon prince/chaos lord for the reroll of 1s.

31 attacks split between however many units you have charged 3 attacks each 4 on champion, 2+ with re-roll to hit, 2+ with re-rolls to wound.

Every kill generates an extra attack, if the chaff doesn't have at least a 5+ save they can just say goodbye to their screens.


I'm a big fan of Warp Talons, I run a unit of ten in most lists. Unfortunately Warptime doesn't work on units just coming out of deep strike, though - they weren't very playable until Vigilus Ablaze let you take the specialty formation. I drop a jump pack sorcerer in with the warlord trait that gives +2 to charge. I'm thinking of splitting them into two units of five, adding an extra FA option and running a Night Lords Outrider, to turn the 7 inch charge into a 5 inch charge. For me, warp talons were the big winners with Night Lords.
I didn't bring up the psychic power warptime at all though, warpflame strike is a completely different ability which prevents overwatch, praise the prince is a stratagem that lets you change the result on a charge die to 6 after rolling.

Emperor's children warptalons also have an 100% chance to successfully charge if you use the Vigilus Ablaze speciality formation, since the lowest you can roll with praise the prince + the warlord trait is 7 which is a successful charge with a +2 charge range buff.


This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.


Chaos Marines Tactica [8th Edition] @ 2019/12/07 17:22:00


Post by: grouchoben


Nightlords do it better - not killing, but disabling and disrupting. We have come for you & Vox scream are two great abilities for talons, and they have 3d6+2" charges themselves. They tie in CC much better and can shut down auras (chapter masters, synapse, invuln bubbles, you name it). They can also, if they survive a turn, disengage 12" over their opponent into their backlines and charge again at a juicy target.


Chaos Marines Tactica [8th Edition] @ 2019/12/07 17:26:24


Post by: small_gods


mrtomski wrote:
 Rydria wrote:
 Don Qui Hotep wrote:
 Rydria wrote:
Emperor's children warp talons absolutely demolish 1 wound chaff, due to the excess of violence buff that no longer puts a limit on how many attacks it can generate.

Deep strike them 9 away spread out as much as you can so you can charge as much of the enemy line as possible, cast prescience on them charge there entire army that is in range (they can't over watch due to warpflame strike) use praise the prince to almost guarantee the charge by changing 1 dice to a 6.

Once in combat with there entire chaff line, use veterans of the long war and excess of violence, try to stay in range of your daemon prince/chaos lord for the reroll of 1s.

31 attacks split between however many units you have charged 3 attacks each 4 on champion, 2+ with re-roll to hit, 2+ with re-rolls to wound.

Every kill generates an extra attack, if the chaff doesn't have at least a 5+ save they can just say goodbye to their screens.


I'm a big fan of Warp Talons, I run a unit of ten in most lists. Unfortunately Warptime doesn't work on units just coming out of deep strike, though - they weren't very playable until Vigilus Ablaze let you take the specialty formation. I drop a jump pack sorcerer in with the warlord trait that gives +2 to charge. I'm thinking of splitting them into two units of five, adding an extra FA option and running a Night Lords Outrider, to turn the 7 inch charge into a 5 inch charge. For me, warp talons were the big winners with Night Lords.
I didn't bring up the psychic power warptime at all though, warpflame strike is a completely different ability which prevents overwatch, praise the prince is a stratagem that lets you change the result on a charge die to 6 after rolling.

Emperor's children warptalons also have an 100% chance to successfully charge if you use the Vigilus Ablaze speciality formation, since the lowest you can roll with praise the prince + the warlord trait is 7 which is a successful charge with a +2 charge range buff.


This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.


This is why I like night lords, you just have to tag as much as possible, preferably after you consolidate then spend 1 cp anf lock a load in combat. Plus Vox Scream might be the best strat in the game.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 00:00:06


Post by: macluvin


As for the max sized bike squad, would you advise putting flamers on them for a bit more punch against chaff? An additional 7 auto hitting Bolters plus another 7 from EC seems a bit brutal for the meager price of 12 points that will keep shooting every turn. Throw in a combiflamer on the champ and you also get an additional Bolter shot at bs 4+ and another 3.5 auto hit Bolter shots and seeing as how you were going to charge stuff anyways you want to be in flamer range.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 00:06:40


Post by: Slayer-Fan123


Flamers aren't worth it. Just stick to the Combi-Bolters you already got.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 00:55:50


Post by: Rydria


mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 05:56:31


Post by: macluvin


So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


Chaos Marines Tactica [8th Edition] @ 2019/12/08 05:57:38


Post by: p5freak


 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 08:43:22


Post by: mrtomski


 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


190 points plus 3cp to prevent shooting for all the non vehicle units you are touching for a turn, and prevent any nasty overwatch. (Assuming night lord)

That seems pretty strong to me, imagine doing this on a tau gun line.



Chaos Marines Tactica [8th Edition] @ 2019/12/08 08:58:59


Post by: small_gods


 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Yeah there's always turn 3 if you're still chewing on guardsmen!


Automatically Appended Next Post:
macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


I was just thinking that I might proxy some combi botler chosen with my csm. For 14 points that seems like a solid unit in a gunline list!


Chaos Marines Tactica [8th Edition] @ 2019/12/08 11:16:31


Post by: macluvin


 small_gods wrote:
 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Yeah there's always turn 3 if you're still chewing on guardsmen!


Automatically Appended Next Post:
macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


I was just thinking that I might proxy some combi botler chosen with my csm. For 14 points that seems like a solid unit in a gunline list!


Dirt put cheap 20 Bolter shots... I like it! I am currently in the process of turning bolters into combibolters with a file and glue.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 11:20:05


Post by: Yoyoyo


 small_gods wrote:
Yeah there's always turn 3 if you're still chewing on guardsmen!

Do you expect that gunline players are not going to protect their big pieces?

This is a tactical problem. Warp Talons can multi-charge without getting shredded by OW, they have fly, they have charge bonuses, they can fight twice and consolidate into shooting units. Guard players want you to get stuck on their screens and dump a bunch of power weapon attacks into 4pt models. It’s a complete waste of potential when you decide to follow their gameplan.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 11:38:24


Post by: small_gods


Yoyoyo wrote:
 small_gods wrote:
Yeah there's always turn 3 if you're still chewing on guardsmen!

Do you expect that gunline players are not going to protect their big pieces?

This is a tactical problem. Warp Talons can multi-charge without getting shredded by OW, they have fly, they have charge bonuses, they can fight twice and consolidate into shooting units. Guard players want you to get stuck on their screens and dump a bunch of power weapon attacks into 4pt models. It’s a complete waste of potential when you decide to follow their gameplan.


I think you've misunderstood what I was saying, you should be able to down 60-100 guardsmen in 2 turns or you're in trouble. One squad of RCC havocks should down 41 with a lord and 3 cp. Stick in the other 1850 points in a 2k list and there shouldn't be a screen turn 3. And if you tie up half of the tanks and artillery for a turn it should be game over for the guard player.


Automatically Appended Next Post:
macluvin wrote:
 small_gods wrote:
 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Yeah there's always turn 3 if you're still chewing on guardsmen!


Automatically Appended Next Post:
macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


I was just thinking that I might proxy some combi botler chosen with my csm. For 14 points that seems like a solid unit in a gunline list!


Dirt put cheap 20 Bolter shots... I like it! I am currently in the process of turning bolters into combibolters with a file and glue.


Nice, I have mk IV 30k alpha legionaires so their bolters already look kinda like combi bolters. Think I can get aways with it. Already stuck all my spare combi bolters on lords and aspiring champions!


Chaos Marines Tactica [8th Edition] @ 2019/12/08 11:59:36


Post by: Yoyoyo


Oh yeah maybe I meant to respond to the other poster.

I see the capabilities of WT as what you’re buying more than their CC attacks. You will still supporting units to remove screens, but shutting down VFC overwatch and locking up more expensive units is harder to put a price tag on. That’s a much better use than mulching Guardsmen.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 12:05:17


Post by: Not Online!!!


macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


Mass assault list, as in Red corsair battalions 2x and a legion battalion for the big mean guns.
Recycling 10 man squads with equipment isn't that bad and with some sorcerer/ da Support neither too slow nor too brittle.

Ofc it's a skew list, but 60 csm for 660 pts isn't terrible and can hide a lot guns if need be.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 14:18:01


Post by: Qyleterys


So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Chaos Marines Tactica [8th Edition] @ 2019/12/08 16:24:50


Post by: small_gods


Yoyoyo wrote:
Oh yeah maybe I meant to respond to the other poster.

I see the capabilities of WT as what you’re buying more than their CC attacks. You will still supporting units to remove screens, but shutting down VFC overwatch and locking up more expensive units is harder to put a price tag on. That’s a much better use than mulching Guardsmen.


I have only got to use WT against tau once but that is very fun. It's like an auto win button!


Chaos Marines Tactica [8th Edition] @ 2019/12/08 16:35:40


Post by: Not Online!!!


Qyleterys wrote:
So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Termites, either chainaxe+ cb. Or combiplas full squad.

Termite lord depends on your Legion/trait.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 21:34:07


Post by: Don Qui Hotep


 small_gods wrote:
Yoyoyo wrote:
Oh yeah maybe I meant to respond to the other poster.

I see the capabilities of WT as what you’re buying more than their CC attacks. You will still supporting units to remove screens, but shutting down VFC overwatch and locking up more expensive units is harder to put a price tag on. That’s a much better use than mulching Guardsmen.


I have only got to use WT against tau once but that is very fun. It's like an auto win button!


My primary opponent is a Tau player and from experience, Warp Talons are the best counter to the gunline. I've been running a big blob with a single jumpack sorcerer for the specialist detachment warlord trait. The downside is that it's not really possible to get a reliable flank off, because without the aura you're still going for the 9 inch charge. Now with Night Lords that seems like it might be a better option.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 21:59:03


Post by: Niiru


Not Online!!! wrote:
Qyleterys wrote:
So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Termites, either chainaxe+ cb. Or combiplas full squad.

Termite lord depends on your Legion/trait.



Am I the only one that gets triggered when someone calls a Termi a 'Termite'? I mean... it's a longer abbreviation for no reason, and I've seen so many posts of "I'm going to take some termites, how would you field them".

Probably wouldn't bother me, except that a Termite is an actual unit all on its own. And I only ever started seeing termite being used -after- the termite model was created, it never used to be used. Back in my day.

Get off my lawn.


Chaos Marines Tactica [8th Edition] @ 2019/12/08 23:18:28


Post by: BrainFireBob


Niiru wrote:
Not Online!!! wrote:
Qyleterys wrote:
So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Termites, either chainaxe+ cb. Or combiplas full squad.

Termite lord depends on your Legion/trait.



Am I the only one that gets triggered when someone calls a Termi a 'Termite'? I mean... it's a longer abbreviation for no reason, and I've seen so many posts of "I'm going to take some termites, how would you field them".

Probably wouldn't bother me, except that a Termite is an actual unit all on its own. And I only ever started seeing termite being used -after- the termite model was created, it never used to be used. Back in my day.

Get off my lawn.


Autocorrect does that on phones- at least on Android


Chaos Marines Tactica [8th Edition] @ 2019/12/09 01:54:44


Post by: saint_red


Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


Chaos Marines Tactica [8th Edition] @ 2019/12/09 09:51:26


Post by: small_gods


saint_red wrote:
Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


My thoughts exactly, plus with points drops I've been testing an Alpha Legion Brigade and a Night lords outrider for buckets of CP, including 6 oblits and 10 warptalons!

7 inch charge on 3d6 also allows you to more often than not (adverage 12.5 inch charge) getall the way to juicy targets!


Chaos Marines Tactica [8th Edition] @ 2019/12/09 15:59:16


Post by: lindsay40k


 small_gods wrote:
saint_red wrote:
Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


My thoughts exactly, plus with points drops I've been testing an Alpha Legion Brigade and a Night lords outrider for buckets of CP, including 6 oblits and 10 warptalons!

7 inch charge on 3d6 also allows you to more often than not (adverage 12.5 inch charge) getall the way to juicy targets!

Sounds decent! More power to anyone who makes a Brigade work. (Do you make it a specialist detachment?)

How about NL WTs in Daemonkin lists?

I can see Khorne benefitting from charge rerolls, and maybe Crimson Crown.

Nurgle will dig the various damage buffs, from Loci and spells.

Slaanesh can get extra hits from Locus of Grace, plus Locus of Swiftness means a Defiler or such will find it easier to join the charge.

Not sure about Tzeentch. Changeling aura can mitigate their squishiness, but it’s so slow, it’s not really going to happen. Boon of Chage and Gaze of Fate will be handy. Disc and Chariot heralds can keep up and get them to S5, which I guess will help when they’re countering Aggressor hell or trying to sandpaper like a Knight.


Chaos Marines Tactica [8th Edition] @ 2019/12/09 16:37:58


Post by: small_gods


 lindsay40k wrote:
 small_gods wrote:
saint_red wrote:
Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


My thoughts exactly, plus with points drops I've been testing an Alpha Legion Brigade and a Night lords outrider for buckets of CP, including 6 oblits and 10 warptalons!

7 inch charge on 3d6 also allows you to more often than not (adverage 12.5 inch charge) getall the way to juicy targets!

Sounds decent! More power to anyone who makes a Brigade work. (Do you make it a specialist detachment?)

How about NL WTs in Daemonkin lists?

I can see Khorne benefitting from charge rerolls, and maybe Crimson Crown.

Nurgle will dig the various damage buffs, from Loci and spells.

Slaanesh can get extra hits from Locus of Grace, plus Locus of Swiftness means a Defiler or such will find it easier to join the charge.

Not sure about Tzeentch. Changeling aura can mitigate their squishiness, but it’s so slow, it’s not really going to happen. Boon of Chage and Gaze of Fate will be handy. Disc and Chariot heralds can keep up and get them to S5, which I guess will help when they’re countering Aggressor hell or trying to sandpaper like a Knight.


Yes I have devestation battery on AL brigade and host raptorial on NL outrider.

Here's the list:
Spoiler:

++ Brigade Detachment +12CP (Chaos - Chaos Space Marines) [108 PL, 12CP, 1,872pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [12CP]

Field Commander [-1CP]

Gifts of Chaos (1 Relic) [-1CP]

Legion: Alpha Legion

Specialist Detachment [-1CP]: Devastation Battery

+ HQ +

Chaos Lord in Terminator Armour [6 PL, 108pts]: Chainfist, Combi-bolter, No Chaos Mark

Chaos Lord with Jump Pack [6 PL, 93pts]: Armour Bane, Bolt pistol, Chainsword, No Chaos Mark, The Daemon's Eye

Sorcerer with Jump Pack [7 PL, 122pts]: Bolt pistol, Force axe, No Chaos Mark

+ Troops +

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

+ Elites +

Chosen [6 PL, 80pts]: Mark of Slaanesh
. Chosen Champion: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter

Chosen [6 PL, 80pts]: Mark of Slaanesh
. Chosen Champion: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter

Chosen [6 PL, 80pts]: Mark of Slaanesh
. Chosen Champion: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter

+ Fast Attack +

Bikers [4 PL, 71pts]: No Chaos Mark
. Biker: Chainsword, Combi-bolter
. Biker: Chainsword, Combi-bolter
. Biker Champion: Combi-bolter, Combi-bolter

Bikers [4 PL, 71pts]: No Chaos Mark
. Biker: Chainsword, Combi-bolter
. Biker: Chainsword, Combi-bolter
. Biker Champion: Combi-bolter, Combi-bolter

Chaos Spawn [2 PL, 25pts]: Chaos Spawn, No Chaos Mark

+ Heavy Support +

Havocs [7 PL, 152pts]: Mark of Slaanesh
. Aspiring Champion: Chainsword, Combi-bolter
. 4x Havoc w/ reaper chaincannon: 4x Reaper chaincannon

Obliterators [18 PL, 345pts]: Mark of Slaanesh, 3x Obliterator

Obliterators [18 PL, 345pts]: Mark of Slaanesh, 3x Obliterator

++ Outrider Detachment +1CP (Chaos - Chaos Space Marines) [22 PL, , 395pts] ++

+ No Force Org Slot +

Detachment CP [1CP]

Legion: Night Lords

Specialist Detachment [-1CP]: Host Raptorial

+ HQ +

Chaos Lord with Jump Pack [6 PL, 105pts]: Claws of the Black Hunt, 2x Lightning Claw, Mark of Slaanesh, The Tip of the Claw, Warlord

+ Fast Attack +

Chaos Spawn [2 PL, 25pts]: Chaos Spawn, No Chaos Mark

Chaos Spawn [2 PL, 25pts]: Chaos Spawn, No Chaos Mark

Warp Talons [12 PL, 240pts]: Mark of Khorne
. 9x Warp Talon: 9x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)

++ Total: [130 PL, 12CP, 2,267pts] ++


Obviously the points are wrong but still should come in under 2k with CA 2019.


Chaos Marines Tactica [8th Edition] @ 2019/12/09 20:14:13


Post by: macluvin


I used to joke that if they just gave us Horus heresy books for our codex/army rules I would be happy... and now we got 11 ppm tactical squads, all the forge world HH models (bar the HH terminators) and these specialist detachments almost seem suspiciously like the special Horus heresy Rites of War... if they made chosen like HH veteran squads and gave us the darn heresy terminator armor, I would be so happy. Especially since loyalists really didn’t need them what with their storm shields... still, this is probably as good as it is going to get until loyalists get another new shiny toy that does something stupid like reroll the entire armies hits for a turn or one shots a titan... or they accidentally buff a Xenos army to taudar levels again.


Chaos Marines Tactica [8th Edition] @ 2019/12/10 00:44:26


Post by: Gadzilla666


macluvin wrote:
I used to joke that if they just gave us Horus heresy books for our codex/army rules I would be happy... and now we got 11 ppm tactical squads, all the forge world HH models (bar the HH terminators) and these specialist detachments almost seem suspiciously like the special Horus heresy Rites of War... if they made chosen like HH veteran squads and gave us the darn heresy terminator armor, I would be so happy. Especially since loyalists really didn’t need them what with their storm shields... still, this is probably as good as it is going to get until loyalists get another new shiny toy that does something stupid like reroll the entire armies hits for a turn or one shots a titan... or they accidentally buff a Xenos army to taudar levels again.

Well we still don't have the hh legion traits and some of the vehicles are priced at drunken intern levels but yeah we're getting close.

Just give me my night raptors!


Chaos Marines Tactica [8th Edition] @ 2019/12/10 01:34:59


Post by: Red Corsair


 grouchoben wrote:
Nightlords do it better - not killing, but disabling and disrupting. We have come for you & Vox scream are two great abilities for talons, and they have 3d6+2" charges themselves. They tie in CC much better and can shut down auras (chapter masters, synapse, invuln bubbles, you name it). They can also, if they survive a turn, disengage 12" over their opponent into their backlines and charge again at a juicy target.


Why not both?

Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.


Automatically Appended Next Post:
mrtomski wrote:
 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


190 points plus 3cp to prevent shooting for all the non vehicle units you are touching for a turn, and prevent any nasty overwatch. (Assuming night lord)

That seems pretty strong to me, imagine doing this on a tau gun line.



While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms



Chaos Marines Tactica [8th Edition] @ 2019/12/10 04:28:03


Post by: saint_red


 Red Corsair wrote:
*snip*

Why not both?

Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.

*snip*

While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

You are missing a lot of the picture here. We Have Come For You means units with FLY cannot fall back. That is the whole point. It lets your otherwise extremely fragile Warp Talons grab any units without needing to tri-point and be completely safe from shooting in your opponent's turn. Additionally, NLs have access to a +1 to hit strat (Prey on the Weak) if they have greater leadership than the unit they are fighting. Because we are marines we have high LD and the NL legion trait effectively means that you win ties. The only armies that will have higher leadership than you will be Necrons and Orks with Mob Rule.

Let's recap. Night Lords bring the following to the table:
  • 3D6 charge
  • Strat to turn off auras
  • Almost always available +1 to hit
  • Trap non-vehicles in combat
  • Fall back and charge
  • Legion trait that's kinda useful

  • Emperor's Children bring:
  • Turn one charge dice into a 6
  • Combat drugs - good but expensive and maybe better used elsewhere
  • Legion trait that's not useful

  • I can't really see how you can present the case that EC have better jump infantry. Their charge strat is actually lower odds to get you into combat than 3D6 is too.


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 05:03:00


    Post by: Niiru


    saint_red wrote:
     Red Corsair wrote:
    *snip*

    Why not both?

    Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.

    *snip*

    While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

    You are missing a lot of the picture here. We Have Come For You means units with FLY cannot fall back. That is the whole point. It lets your otherwise extremely fragile Warp Talons grab any units without needing to tri-point and be completely safe from shooting in your opponent's turn. Additionally, NLs have access to a +1 to hit strat (Prey on the Weak) if they have greater leadership than the unit they are fighting. Because we are marines we have high LD and the NL legion trait effectively means that you win ties. The only armies that will have higher leadership than you will be Necrons and Orks with Mob Rule.

    Let's recap. Night Lords bring the following to the table:
  • 3D6 charge
  • Strat to turn off auras
  • Almost always available +1 to hit
  • Trap non-vehicles in combat
  • Fall back and charge
  • Legion trait that's kinda useful

  • Emperor's Children bring:
  • Turn one charge dice into a 6
  • Combat drugs - good but expensive and maybe better used elsewhere
  • Legion trait that's not useful

  • I can't really see how you can present the case that EC have better jump infantry. Their charge strat is actually lower odds to get you into combat than 3D6 is too.



    Not the person you're talking to, but a couple things stand out here -

    1) You list all the NL strats that improve the Warp Talons, but not all the EC ones. You missed out the one that gives you bonus attacks for every kill you make, for a start, which seems like it would murder hordes and pretty much any infantry screens. There's also the ability to get -3AP on some of your attacks, but not sure if that works out as worthwhile.

    2) I can't remember the exact maths, but I'm pretty sure that the EC roll of an auto 6 works out as better odds of getting into charge range than 3D6. I think 3D6 gets you up to ~72%? and the auto6 gets you up to at least 83% (possibly higher, not sure how to work it out beyond that).

    Edit - 3) You say the EmpChil legion trait isn't useful, but it's actually very useful for warp talons. Means that in the enemy turn, when the enemy fight back (especially if they're forced to remain in combat with tri or whatever), the warp talons get to attack first. Which means the enemy will get a bunch less attacks to throw back at them. Best defence is murder. Can save a lot of lives.

    Night Lords seems more resilient and tactical, EmpChil seems more killy. (Edit - I wrote this before I realised about the legion trait. EmpChil is probably more resilient in combat because of it, but Night Lords may win out depending on what aura they shut off. Both situational.) I think both have their uses. I certainly think both are the most viable uses for jump troops out of all the current options.

    Although if you're planning to use a lot of jump / assault units.... why not do what I do and take both? 2CP gets you two units into combat on turn 2. Just a thought.


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 05:57:22


    Post by: NurglesR0T


    the endless attacks strat I can see being FAQ'd very soon. I'm very sure the intention was to not generate attacks forever and I fully expect it to get the same cavaet as all other rules of it's type "these attacks can not generate more attacks"



    Chaos Marines Tactica [8th Edition] @ 2019/12/10 06:34:29


    Post by: weaver9


    Something I've been playing around with.

    What if instead of being sneaky, we got khorney (and little metal)

    Spoiler:

    Batallion - Iron Warriors
    +Discordant (Daemonsmith)
    +Discordant (technovenous mechadentrites)
    +Cultists x3

    Battalion
    +Sorcerer/Master of Possession (use chaos familiar to give him warp time)
    +Warpsmith
    +Cultists x3

    Superheavy
    +Khorne Lord of Skulls x3
    (Hades gatling, ichor)


    This nets you 16cp.


    Optional uses:
    Spend 1 for Soulforged pack on the Lord of Skulls to get an advance and charge stratagem.

    Extra relic for your warlord of your choice (Fleshmetal Exoskeleton would let the discordant regen 2 wounds per round.)

    Mandatory uses:
    - Daemonforge (use on your LoS going after your primary target)
    - Tank Hunters (reroll wounds vs a specific vehicle)
    - Dour Duty (worsen ap coming at one of your big boys by 1)
    - Unholy Vigor (keep your boy in the 2nd wound brack sweet spot)


    Notes
    Daemonsmith could go to the warpsmith if you wanted to keep him safe, but your footprint for the aura would be much smaller, and likely only impact 2 LOS turn 1, and 1 thereafter. But if your opponent is shooting at your disco lord... they may have bigger problems.

    What I Like About It
    Everything is good at Shooting
    Everything has Long Range
    Everything has High Strength
    Everything is good at CC
    Everything is tough as nails
    Have some sneaky mortal wounds
    No single KLOS is more important than another, and due to how they degrade they are always dangerous
    Lots of CP, with good ways to use it
    Challenges your opponent in ITC. If they somehow kill more than you, then they are probably shooting your cultists. Makes secondaries outside of Headhunter also a little tricky.


    What I Dislike
    Low psychic presence
    No Fly keyword
    Cultists only are good for objective camping and screening
    No LoS ignoring
    Difficult to maneuver on the table top
    Would be nice to fit in 1 sorc + 1 MoP

    And...
    Spoiler:
    I wish Brass Scorpions were as good as LoS. I love my scorpion model so dang much. If the points would allow me to take one of those plus the two KLoS I would.


    Thoughts, comments? I am still brewing up Alpha Legion/Nightlords lists, but right now this concept is my favorite.




    Chaos Marines Tactica [8th Edition] @ 2019/12/10 08:25:59


    Post by: grouchoben


    Great post saint red, my thoughts exactly. Honestly, termies seem better suited to EC than talons.

    One of the biggest things nl bring is 1) very easy charge into 2) tying up units like riptides for a turn into 3) falling back in your turn 12" over units and charging again.

    That combo is easy to do, tactically flexible and, really, can decide games on its own.


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 09:06:43


    Post by: small_gods


    weaver9 wrote:
    Something I've been playing around with.

    What if instead of being sneaky, we got khorney (and little metal)

    Spoiler:

    Batallion - Iron Warriors
    +Discordant (Daemonsmith)
    +Discordant (technovenous mechadentrites)
    +Cultists x3

    Battalion
    +Sorcerer/Master of Possession (use chaos familiar to give him warp time)
    +Warpsmith
    +Cultists x3

    Superheavy
    +Khorne Lord of Skulls x3
    (Hades gatling, ichor)


    This nets you 16cp.


    Optional uses:
    Spend 1 for Soulforged pack on the Lord of Skulls to get an advance and charge stratagem.

    Extra relic for your warlord of your choice (Fleshmetal Exoskeleton would let the discordant regen 2 wounds per round.)

    Mandatory uses:
    - Daemonforge (use on your LoS going after your primary target)
    - Tank Hunters (reroll wounds vs a specific vehicle)
    - Dour Duty (worsen ap coming at one of your big boys by 1)
    - Unholy Vigor (keep your boy in the 2nd wound brack sweet spot)


    Notes
    Daemonsmith could go to the warpsmith if you wanted to keep him safe, but your footprint for the aura would be much smaller, and likely only impact 2 LOS turn 1, and 1 thereafter. But if your opponent is shooting at your disco lord... they may have bigger problems.

    What I Like About It
    Everything is good at Shooting
    Everything has Long Range
    Everything has High Strength
    Everything is good at CC
    Everything is tough as nails
    Have some sneaky mortal wounds
    No single KLOS is more important than another, and due to how they degrade they are always dangerous
    Lots of CP, with good ways to use it
    Challenges your opponent in ITC. If they somehow kill more than you, then they are probably shooting your cultists. Makes secondaries outside of Headhunter also a little tricky.


    What I Dislike
    Low psychic presence
    No Fly keyword
    Cultists only are good for objective camping and screening
    No LoS ignoring
    Difficult to maneuver on the table top
    Would be nice to fit in 1 sorc + 1 MoP

    And...
    Spoiler:
    I wish Brass Scorpions were as good as LoS. I love my scorpion model so dang much. If the points would allow me to take one of those plus the two KLoS I would.


    Thoughts, comments? I am still brewing up Alpha Legion/Nightlords lists, but right now this concept is my favorite.




    I like it, lord of skulls is now a solid alternative to a knight. You'd struggle against flyer spam and dense terrain could be a problem but otherwise a tough list to deal with.

    Couple of thoughts:

    This isn't a CP heavy list, your main strats will cost 1 or 2cp and you can manage fine with none. Why not drop 3x cultists and upgrade a warpsmith to a 3rd lord discordant. Give him the master of soulforges will help 1st turn charges and draw fire from your daemonsmith LD.

    Master of possession over sorcerer in this list. So many useful options!


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 16:14:53


    Post by: lindsay40k


    Yeah, giving those three (three!) LoS have a 4++ is a major boost


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 16:54:58


    Post by: weaver9


     lindsay40k wrote:
    Yeah, giving those three (three!) LoS have a 4++ is a major boost


    That's the idea, though most likely due to map or deployment you rarely will be able to keep all 3 within 6" of a master of Possession. If only there was a way within the list to extend his aura.

    But even then if you can give at least 2 the buff it gives your opponent a red herring to shoot the 3rd one instead. So during deployment you pair a warpsmith with the one who will be far out of the aura.

    Couple that up with Dour Duty, and the flat heal 3 stratagems, you should hopefully be able to keep him alive.

    I absolutely plan on using Psychic Familiar to swap Dark Hereticus powers around in place of smite (warptime, prescience, death hex, diabolic strength).

    But the question I'm left with is what is better on the MoP: cursed earth and infernal power? (Reroll hits and wounds of 1 within 6") or sacrifice (hurt something to heal something within 18").

    I like the idea of your opponent taking a lone KLoS down to it's last bracket then you heal it for 3 (stratagem) + 3(sacrifice) + d3 (warpsmith) +1 (infernal regeneration). Up to 10 wounds back is pretty tasty. But is it better than the reroll aura?

     small_gods wrote:

    This isn't a CP heavy list, your main strats will cost 1 or 2cp and you can manage fine with none. Why not drop 3x cultists and upgrade a warpsmith to a 3rd lord discordant. Give him the master of soulforges will help 1st turn charges and draw fire from your daemonsmith LD.


    I think this is worth exploring, I'd like to either fit in another Discolord, or maybe even a Dark Apostle to help protect one that is out of Master of Possession range. That being said I do plan on burning 5 or more cp a turn to make your rolls as reliable as possible. Anticipating rerolling psychic tests, and charges and advance rolls.

    Also I was kind of going to aggressively screen with 3 cultists blobs while the others grab objectives/secondaries (like engineers).

    It would be even better maybe to find points to include heldrakes. It would take care of the flyer issue and could shut down gunline artillary...


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 17:47:43


    Post by: small_gods


    weaver9 wrote:

    I think this is worth exploring, I'd like to either fit in another Discolord, or maybe even a Dark Apostle to help protect one that is out of Master of Possession range. That being said I do plan on burning 5 or more cp a turn to make your rolls as reliable as possible. Anticipating rerolling psychic tests, and charges and advance rolls.

    Also I was kind of going to aggressively screen with 3 cultists blobs while the others grab objectives/secondaries (like engineers).

    It would be even better maybe to find points to include heldrakes. It would take care of the flyer issue and could shut down gunline artillary...


    I'd never go for engineers. It's too easy to denny you points with line of sight ignoring shoting. I've fallen for that trap a fee times myself!

    You won't be able to build a list that is bulletproof to all counters but swapping a LOS for heldrakes could work. The footprint of the LOS makes usimg 3 and 3 LD difficult. You could go for:

    3 Lord Docordants
    Sorcerer
    Master of possession

    30 cultists

    2 hellturkeys

    2 LOS


    Chaos Marines Tactica [8th Edition] @ 2019/12/10 19:54:03


    Post by: weaver9


     small_gods wrote:
    weaver9 wrote:

    I think this is worth exploring, I'd like to either fit in another Discolord, or maybe even a Dark Apostle to help protect one that is out of Master of Possession range. That being said I do plan on burning 5 or more cp a turn to make your rolls as reliable as possible. Anticipating rerolling psychic tests, and charges and advance rolls.

    Also I was kind of going to aggressively screen with 3 cultists blobs while the others grab objectives/secondaries (like engineers).

    It would be even better maybe to find points to include heldrakes. It would take care of the flyer issue and could shut down gunline artillary...


    I'd never go for engineers. It's too easy to denny you points with line of sight ignoring shoting. I've fallen for that trap a fee times myself!

    You won't be able to build a list that is bulletproof to all counters but swapping a LOS for heldrakes could work. The footprint of the LOS makes usimg 3 and 3 LD difficult. You could go for:

    3 Lord Docordants
    Sorcerer
    Master of possession

    30 cultists

    2 hellturkeys

    2 LOS


    Also good points. Here's what I came up with:

    Spoiler:

    Super Heavy
    Khorne Lord of Skulls x3

    Airwing
    Heldrake with Baleflamet x3

    Patrol
    MoP
    Discordant
    Cultists


    This gives you 7cp to start, which isn't much.
    I think I like the first list better so far.

    But burning 240 points on cultists is a bummer if I don't use them (but they should have a purpose as a screen if nothing else)


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 06:02:12


    Post by: saint_red


    Niiru wrote:
    saint_red wrote:
     Red Corsair wrote:
    *snip*

    Why not both?

    Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.

    *snip*

    While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

    You are missing a lot of the picture here. We Have Come For You means units with FLY cannot fall back. That is the whole point. It lets your otherwise extremely fragile Warp Talons grab any units without needing to tri-point and be completely safe from shooting in your opponent's turn. Additionally, NLs have access to a +1 to hit strat (Prey on the Weak) if they have greater leadership than the unit they are fighting. Because we are marines we have high LD and the NL legion trait effectively means that you win ties. The only armies that will have higher leadership than you will be Necrons and Orks with Mob Rule.

    Let's recap. Night Lords bring the following to the table:
  • 3D6 charge
  • Strat to turn off auras
  • Almost always available +1 to hit
  • Trap non-vehicles in combat
  • Fall back and charge
  • Legion trait that's kinda useful

  • Emperor's Children bring:
  • Turn one charge dice into a 6
  • Combat drugs - good but expensive and maybe better used elsewhere
  • Legion trait that's not useful

  • I can't really see how you can present the case that EC have better jump infantry. Their charge strat is actually lower odds to get you into combat than 3D6 is too.



    Not the person you're talking to, but a couple things stand out here -

    1) You list all the NL strats that improve the Warp Talons, but not all the EC ones. You missed out the one that gives you bonus attacks for every kill you make, for a start, which seems like it would murder hordes and pretty much any infantry screens. There's also the ability to get -3AP on some of your attacks, but not sure if that works out as worthwhile.

    2) I can't remember the exact maths, but I'm pretty sure that the EC roll of an auto 6 works out as better odds of getting into charge range than 3D6. I think 3D6 gets you up to ~72%? and the auto6 gets you up to at least 83% (possibly higher, not sure how to work it out beyond that).

    Edit - 3) You say the EmpChil legion trait isn't useful, but it's actually very useful for warp talons. Means that in the enemy turn, when the enemy fight back (especially if they're forced to remain in combat with tri or whatever), the warp talons get to attack first. Which means the enemy will get a bunch less attacks to throw back at them. Best defence is murder. Can save a lot of lives.

    Night Lords seems more resilient and tactical, EmpChil seems more killy. (Edit - I wrote this before I realised about the legion trait. EmpChil is probably more resilient in combat because of it, but Night Lords may win out depending on what aura they shut off. Both situational.) I think both have their uses. I certainly think both are the most viable uses for jump troops out of all the current options.

    Although if you're planning to use a lot of jump / assault units.... why not do what I do and take both? 2CP gets you two units into combat on turn 2. Just a thought.


    You're right that I missed the bonus attacks strat. It's only good against weak 1w models though. For instance, against Primaris it is a multiplier of 1.16 which is not efficient. If you are NL you can just take MoK to fight twice for 3CP which doubles your damage and is twice as CP efficient as the EC option.

    The strat for -3AP is useless on a unit that's already -2AP. The strat is good for units like Noise Marines but that's not what we're talking about here.

    The EC trait IS rubbish. You need to be multicharged for it to work which very rarely happens in 8th edition. Even then, the first unit that charges you will not have too much trouble with 1w 3+ models.

    The best resilience is not murder. It's not getting shot. Any army you charge as EC will fall back and then pound your 19ppw models with shooting. This is not an option against Night Lords.

    Finally, because you are Night Lords and you can pin screens in combat with you, you have effectively 2 fight phases to wipe a unit. EC only have one because your enemy is just going to fall back in their turn.

    NL Warp Talons are significantly better than EC ones. EC have other strategies that they are good at but for pure raptor strike disruption style stuff NL have it in the bag.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 09:58:51


    Post by: Not Online!!!


    Has anyone attempted to field a footslogging Alpha legion marine list yet?


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 12:38:58


    Post by: small_gods


    Not Online!!! wrote:
    Has anyone attempted to field a footslogging Alpha legion marine list yet?


    I've played a list with csm, chosen and havocks on foot. But not pure footslogging marines.

    The movement/deepstrike tricks are really useful and great for playing the mission. It's great to be able to brig down a min unit of marines turn 5 to grab that important objective.



    Chaos Marines Tactica [8th Edition] @ 2019/12/11 12:46:43


    Post by: tneva82


     small_gods wrote:
    Not Online!!! wrote:
    Has anyone attempted to field a footslogging Alpha legion marine list yet?


    I've played a list with csm, chosen and havocks on foot. But not pure footslogging marines.

    The movement/deepstrike tricks are really useful and great for playing the mission. It's great to be able to brig down a min unit of marines turn 5 to grab that important objective.



    Sorry. Not that familiar with chaos rules but does Alpha Legion have some special rule allowing T5 deep strike?


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 13:26:34


    Post by: Not Online!!!


    tneva82 wrote:
     small_gods wrote:
    Not Online!!! wrote:
    Has anyone attempted to field a footslogging Alpha legion marine list yet?


    I've played a list with csm, chosen and havocks on foot. But not pure footslogging marines.

    The movement/deepstrike tricks are really useful and great for playing the mission. It's great to be able to brig down a min unit of marines turn 5 to grab that important objective.



    Sorry. Not that familiar with chaos rules but does Alpha Legion have some special rule allowing T5 deep strike?


    Alpha legion has renascent infiltration, which allows you to remove a unit and deepstrike it next turn during the game. I don't know IF you are allowed to do that after turn 3, due to beeing a stratagem and codex / supplements taking precedent over rulebooks and FAQ's I'd assume that renascent infiltration does indeed bypass this due to beeing written AFTER the FAQ's however due to GW beeing GW you can argue either way.
    That said AL has alot MORE shenanigans for movement.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 13:29:17


    Post by: tneva82


    Good question. I would be allowing it but not taking in RAW(especially as I haven't seen text). But neat ability if allowed. Thanks.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 13:41:23


    Post by: Not Online!!!


    tneva82 wrote:
    Good question. I would be allowing it but not taking in RAW(especially as I haven't seen text). But neat ability if allowed. Thanks.


    I will later send it to you via PM.

    It's also just infantry, the most devastating thing that can be moved by it, is of course, Havocs with reaper chaincannons.
    Beyond that, CSM infantry is, not scary. Unless it's marked slaanesh.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 13:43:24


    Post by: small_gods


    Not Online!!! wrote:
    tneva82 wrote:
     small_gods wrote:
    Not Online!!! wrote:
    Has anyone attempted to field a footslogging Alpha legion marine list yet?


    I've played a list with csm, chosen and havocks on foot. But not pure footslogging marines.

    The movement/deepstrike tricks are really useful and great for playing the mission. It's great to be able to brig down a min unit of marines turn 5 to grab that important objective.



    Sorry. Not that familiar with chaos rules but does Alpha Legion have some special rule allowing T5 deep strike?


    Alpha legion has renascent infiltration, which allows you to remove a unit and deepstrike it next turn during the game. I don't know IF you are allowed to do that after turn 3, due to beeing a stratagem and codex / supplements taking precedent over rulebooks and FAQ's I'd assume that renascent infiltration does indeed bypass this due to beeing written AFTER the FAQ's however due to GW beeing GW you can argue either way.
    That said AL has alot MORE shenanigans for movement.


    I think we're all good tge faq rules are talking about a unit that is not set up on the battlefield at the start of the game. Renascent infiltration is for units that are already on battlefield like on wings of fire, more where they came from and tide of traitors there's no turn limitation.

    What are people's thoughts on I am Alphrius? Can we generate from new AL warlord traits and if so it could be worth using on Terminator lord with lots of options?


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 13:44:53


    Post by: tneva82


    It's not just the ability to kill that's so useful. You know what's the most common target for my da jump's generally after turn 1 and def after turn 2?

    Grots.

    Guess how scary unit of grots is?-) Albeit this isn't as good as da jump as it's turn delayed but I can come up with plenty of reasons to deep strike cheap units around even if it's not that killy.

    On the contrary super killy units I generally want to keep on board doing killy stuff rather than spend turn in reserve.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 13:46:05


    Post by: Not Online!!!


    To my knowledge I am alpharius refers to the dex traits?



    Automatically Appended Next Post:
    tneva82 wrote:
    It's not just the ability to kill that's so useful. You know what's the most common target for my da jump's generally after turn 1 and def after turn 2?

    Grots.

    Guess how scary unit of grots is?-) Albeit this isn't as good as da jump as it's turn delayed but I can come up with plenty of reasons to deep strike cheap units around even if it's not that killy.

    On the contrary super killy units I generally want to keep on board doing killy stuff rather than spend turn in reserve.


    It's more defensive applicable due to the turn inbetween.
    And sure , it has more uses to it.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 14:38:14


    Post by: small_gods


    I think it also makes your opponent carry on having to deepstrike screen. Even a unit of combi bolter chosen will down a key character or two if they get the chance.

    That makes them more focused on survival and less focused on objectives. I think in a weird way, if you take out a few key units with oblits and the like. You can easily outscore with an AL list rather than attempting to table everyone.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 14:41:23


    Post by: p5freak


    Not Online!!! wrote:
    tneva82 wrote:
    Good question. I would be allowing it but not taking in RAW(especially as I haven't seen text). But neat ability if allowed. Thanks.


    I will later send it to you via PM.

    It's also just infantry, the most devastating thing that can be moved by it, is of course, Havocs with reaper chaincannons.
    Beyond that, CSM infantry is, not scary. Unless it's marked slaanesh.


    Obliterators arent scary ?

    small_gods wrote:
    What are people's thoughts on I am Alphrius? Can we generate from new AL warlord traits and if so it could be worth using on Terminator lord with lots of options?


    You roll randomly for a warlord trait from codex CSM. But, when that character is killed you can choose any warlord trait for any character. You could use it to give your true warlord a second warlord trait during the game. IAA has no limitation what character you choose, and what warlord trait you can give him. Unfortunately you cant give him clandestine twice for -2 to hit


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 14:47:13


    Post by: Not Online!!!


    My question to you then is, Why do you need to move the oblits with Renascent.......


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 14:54:27


    Post by: Red Corsair


    saint_red wrote:
    Niiru wrote:
    saint_red wrote:
     Red Corsair wrote:
    *snip*

    Why not both?

    Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.

    *snip*

    While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

    You are missing a lot of the picture here. We Have Come For You means units with FLY cannot fall back. That is the whole point. It lets your otherwise extremely fragile Warp Talons grab any units without needing to tri-point and be completely safe from shooting in your opponent's turn. Additionally, NLs have access to a +1 to hit strat (Prey on the Weak) if they have greater leadership than the unit they are fighting. Because we are marines we have high LD and the NL legion trait effectively means that you win ties. The only armies that will have higher leadership than you will be Necrons and Orks with Mob Rule.

    Let's recap. Night Lords bring the following to the table:
  • 3D6 charge
  • Strat to turn off auras
  • Almost always available +1 to hit
  • Trap non-vehicles in combat
  • Fall back and charge
  • Legion trait that's kinda useful

  • Emperor's Children bring:
  • Turn one charge dice into a 6
  • Combat drugs - good but expensive and maybe better used elsewhere
  • Legion trait that's not useful

  • I can't really see how you can present the case that EC have better jump infantry. Their charge strat is actually lower odds to get you into combat than 3D6 is too.



    Not the person you're talking to, but a couple things stand out here -

    1) You list all the NL strats that improve the Warp Talons, but not all the EC ones. You missed out the one that gives you bonus attacks for every kill you make, for a start, which seems like it would murder hordes and pretty much any infantry screens. There's also the ability to get -3AP on some of your attacks, but not sure if that works out as worthwhile.

    2) I can't remember the exact maths, but I'm pretty sure that the EC roll of an auto 6 works out as better odds of getting into charge range than 3D6. I think 3D6 gets you up to ~72%? and the auto6 gets you up to at least 83% (possibly higher, not sure how to work it out beyond that).

    Edit - 3) You say the EmpChil legion trait isn't useful, but it's actually very useful for warp talons. Means that in the enemy turn, when the enemy fight back (especially if they're forced to remain in combat with tri or whatever), the warp talons get to attack first. Which means the enemy will get a bunch less attacks to throw back at them. Best defence is murder. Can save a lot of lives.

    Night Lords seems more resilient and tactical, EmpChil seems more killy. (Edit - I wrote this before I realised about the legion trait. EmpChil is probably more resilient in combat because of it, but Night Lords may win out depending on what aura they shut off. Both situational.) I think both have their uses. I certainly think both are the most viable uses for jump troops out of all the current options.

    Although if you're planning to use a lot of jump / assault units.... why not do what I do and take both? 2CP gets you two units into combat on turn 2. Just a thought.


    You're right that I missed the bonus attacks strat. It's only good against weak 1w models though. For instance, against Primaris it is a multiplier of 1.16 which is not efficient. If you are NL you can just take MoK to fight twice for 3CP which doubles your damage and is twice as CP efficient as the EC option.

    The strat for -3AP is useless on a unit that's already -2AP. The strat is good for units like Noise Marines but that's not what we're talking about here.

    The EC trait IS rubbish. You need to be multicharged for it to work which very rarely happens in 8th edition. Even then, the first unit that charges you will not have too much trouble with 1w 3+ models.

    The best resilience is not murder. It's not getting shot. Any army you charge as EC will fall back and then pound your 19ppw models with shooting. This is not an option against Night Lords.

    Finally, because you are Night Lords and you can pin screens in combat with you, you have effectively 2 fight phases to wipe a unit. EC only have one because your enemy is just going to fall back in their turn.

    NL Warp Talons are significantly better than EC ones. EC have other strategies that they are good at but for pure raptor strike disruption style stuff NL have it in the bag.


    I'm not trying to talk you out of using night lords, I like them a lot. But in the current game state you better actually kill things. 10 single wound marines are not durable at all, so I think it's a red heron if your trying to tie down too many things and if your already pouring resources and CP into a unit to get it into combat where it does it's job then I'd rather kill them because your not considering the plethora of rules out their that can unlock units without falling back. The obvious one is smite, then there relics and psychic powers, you also have to be aware of heroic interventions, warlord traits etc.

    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.

    That's why I like the idea of an air wing of helblades added to the others. You get the incredibly powerful vox scream and three strong fliers. You could stay pure nightlords and still be strong though of course.

    EDIT Also I have to disagree with the remark that AP -3 is useless compared to -2. We just saw an entire space marine release where doctrines did literally just that and you can see how much of an impact 1 more AP can have. It's especially good for EC since they want more kills to fuel more attacks.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 15:05:37


    Post by: p5freak


    Not Online!!! wrote:
    My question to you then is, Why do you need to move the oblits with Renascent.......


    For the same reason you do it on RCC havocs. To get them somewhere where they can shoot something. Or to pull them out of melee, when they can fallback, and be more than 3" away from enemy models.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 16:35:42


    Post by: Yoyoyo


     Red Corsair wrote:
    your not considering the plethora of rules out their that can unlock units without falling back. The obvious one is smite, then there relics and psychic powers, you also have to be aware of heroic interventions, warlord traits etc.

    I don’t think an ability is useless just because counterplay exists.

    At the end of the day, you aren’t going to win a game with a 95pt unit. The rest of your army will still have to contribute their piece.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 17:00:53


    Post by: Niiru


    saint_red wrote:


    The strat for -3AP is useless on a unit that's already -2AP. The strat is good for units like Noise Marines but that's not what we're talking about here.


    I'm not sure whether it's CP efficient, but it's certainly not useless. As others have said, the SM doctrine that added -1AP ended up being pretty powerful. You'd only use it against certain opponents. In fact it goes quite well with the extra-attacks stratagem which you also said wasn't very good because it only worked against hordes. Between these two strats you have one thats great against weak hordes and one thats good against elite units with saves. A nice varied toolbox.

    saint_red wrote:

    The EC trait IS rubbish. You need to be multicharged for it to work which very rarely happens in 8th edition. Even then, the first unit that charges you will not have too much trouble with 1w 3+ models.


    No, you just have to be in combat for two turns, which with proper model placement is possible (and not really that uncommon). Or with Slaanesh allies (which as EC you can easily get).

    saint_red wrote:

    The best resilience is not murder. It's not getting shot. Any army you charge as EC will fall back and then pound your 19ppw models with shooting. This is not an option against Night Lords.

    Finally, because you are Night Lords and you can pin screens in combat with you, you have effectively 2 fight phases to wipe a unit. EC only have one because your enemy is just going to fall back in their turn.


    Warp Talons deepstrike (so not getting shot on turn 1 anyway) and turn off overwatch (so not getting shot turn 2 either). You have options as EC to lock enemies in combat, and unlike NL you always get to attack first (as you point out before, the enemy unit isn't going to have trouble killing 1w 3+ models in combat, so your NL talons will just die in the enemy turn to melee while the EC talons survive).


    As I say, both are good, I have no intention of turning anyone off of NL warp talons (I plan to run them myself). But it's not as simple as "NL is the best, EC is worthless". EC is more likely to do more damage, and depending on the army is also more likely to survive longer. NL can be more tactical and shut down enemy characters and trap any infantry by themselves without needing careful placement or allies. Both can do work. Personally I prefer the NL option, but mostly for fluff reasons.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 17:06:31


    Post by: small_gods


     Red Corsair wrote:


    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.


    I think you're underestimating the versatility of vox scream. Almost all armies rely on aura abilities.

    You can stop tau declaring kayun, you can shut down strackan buffing up guardsmen and bullgryns, you can make Abbadon just a fancy daemon prince or same for gman, caul and azreal.

    Also it will stop a lot of aura warlord traits like grudges and master of soulforges.

    It only is useless against knights and crons as far as I can see.


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 19:19:22


    Post by: MrMoustaffa


     small_gods wrote:
    Not Online!!! wrote:
    Has anyone attempted to field a footslogging Alpha legion marine list yet?


    I've played a list with csm, chosen and havocks on foot. But not pure footslogging marines.

    The movement/deepstrike tricks are really useful and great for playing the mission. It's great to be able to brig down a min unit of marines turn 5 to grab that important objective.


    I plan on making a fluffy 100% footslogging Alpha Legion army using only marines. I think the new abilities make it very possible. Combined with specialist detachments you can easily get 4-5 warlords running around, and if I am Alpharius procs correctly you can have a guy with 3 WLT (I am Alpharius, generic CSM one, and whatever they already have)the points drops made it a lot cheaper to do so too, I gained a whole extra squad or two and that was with running hammers on the lords.

    The key I think is to abuse your shenanigans as much as possible. Terminators, chosen, havoc's, and obliterators are what I plan on being my bread and butter, along with jump pack lords and sorceror, and a dark apostle to provide buffs with a key firebase unit. All the strats are cheap, and the relics/WLTs give huge utility. Renascent Infiltration seems like it could be used every turn and with enough units to use it (heck even just 5 man csm squads with combiplas/plas) it could be a key strat for the army. Makes units like chosen have a lot more utility. I have a feeling if you just made your troops cultists and let your regular marines be chosen you could do a lot of damage with that ability, shunting units around the map.

    I feel like alpha legions strength is it's infantry. All the abilities interact with them, and combined with mods and lack of good targets for AT weapons you can mess up your opponent's ability to use half his armory. Plus you can just deny the ability to target key units and can ambush units that drop in to pick off others, so even units like lascannon havoc's become very tough to stop, since you can do stuff like park a dark apostle next to them for -2 to hit or just use conceal, and then use VoTLW/endless cacophony to hit back on your turn. The key is to a have a ton of units that can pull that wombo combo, and then just ensure your opponent can't stop all of them. Yeah he may kill havoc's in the back, but can he kill Las havoc's, the chain cannon havoc's infiltrated in, the terminators and obliterators dropping in, and the renascent drop of 6 plas chosen all from going off?

    The other strat is the sheer utility available in how you use the warlord traits and relics. Any event that let's you pick most of your stuff at the start of each game will make them nasty. Basically you make your true warlord Alpharius and make your specific relic one you know you'll always need, like hydras wail. Then at the start of the game look at the opponents list and decide if you need your terminator Lord to be a character sniper, Mindveil teleporting objective grabber with the ability to redeploy part of your army turn one, make him impossible to target with hit mods to conceal deepstriking units, etc etc. You can really tailor what the army does to a pretty crazy degree just based on how a few characters are loaded out.

    I don't think it'll take top table, but it'll be a game to remember, that's for sure. At least, as long as you have cp to fuel it


    Chaos Marines Tactica [8th Edition] @ 2019/12/11 22:58:16


    Post by: Don Qui Hotep


    Sounds like a fun challenge. Do you find you'd be able to fill out a brigade? How are you farming CPs?


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 02:14:54


    Post by: saint_red




  • AP-3 is on a 6. It's not useful for Warp Talons. You are paying 1CP to upgrade maybe ~5 attacks from AP-2 to AP-3. That will get you maybe one extra wound against power armoured targets.
  • Tri-pointing from deep strike doesn't happen against good players.
  • Good players will not stand around and let you mince them in their turn. They will fall back and shoot you. In fact, even bad players will do this. Your EC are not getting to fight in your enemy's turn and as such their trait is not useful.
  • Nobody has seriously used Excess of Violence in the last two and a half years it's been available to us and that's not changing now. It's OK in a pinch but it's mostly not very good. NL +1 to hit is demonstrably good. Being able to fight twice from MoK strat is very good.
  • EC can't pin down FLY units.


  •  Red Corsair wrote:

    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.

    You are severely underestimating how good Vox Scream is. For example, it is incredible against Tau because you can turn off Saviour Protocols of the drone unit protecting a Riptide. You can turn off Orikan's +1 to RP and 5++ invuln save auras. Turn off advance + charge and morale immunity auras that an Ork Warboss gives. Turn off Painboy FnP auras. Turn Abaddon's Fearless and re-roll auras off. Turn off Synapse. Turn off Unquestioning Loyalty, morale immunity and +1 hit auras that the GSC HQs have. There is obviously incredible utility against the more aura heavy armies like Marines.

    EC are not bad. Feel free to use EC Warp Talons if you want to but it is not the most competitive choice available to us.


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 02:48:41


    Post by: Chewie


    saint_red wrote:

    You are severely underestimating how good Vox Scream is. For example, it is incredible against Tau because you can turn off Saviour Protocols of the drone unit protecting a Riptide. You can turn off Orikan's +1 to RP and 5++ invuln save auras. Turn off advance + charge and morale immunity auras that an Ork Warboss gives. Turn off Painboy FnP auras. Turn Abaddon's Fearless and re-roll auras off. Turn off Synapse. Turn off Unquestioning Loyalty, morale immunity and +1 hit auras that the GSC HQs have. There is obviously incredible utility against the more aura heavy armies like Marines.

    You've opened my eyes to that...thanks!

    I'm thinking of NL airwing of 2x helltalons and a baledrake for this.


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 06:29:36


    Post by: MrMoustaffa


     Don Qui Hotep wrote:
    Sounds like a fun challenge. Do you find you'd be able to fill out a brigade? How are you farming CPs?

    It's something I'm still working on. I'm very new to chaos and have just finished the models I need for my first stab at a 2k list. Im not doing a brigade simply because I don't have bikes yet. If I can score some at a decent price they're definitely something to consider I'm sure. The brigade seems like a good way to go, thanks for the suggestion.

    Plan in the meantime is 3 batallions to sustain all the CP spent on relics and devestation battery, but man do you lose a lot of points for actually killing stuff. The jump from cultists to barebones marine squads in troops is often enough to get another obliterator or most of the way to a havoc squad, which doesn't help.

    I will be the first to admit that a smart player would probably just spam daemon princes/disco lords and then cultists and fire support units from there. That would definitely keep attention off of your havoc's, termis, etc. Fooled around with it a bit in battlescribe and it seems like a solid concept, I just don't know enough about the crazy daemon units to kit them out properly. If I was running my guys at a tournament, bare minimum I'd probably do would be switch to cultists. A barebones marine squad ain't bad (well, it is) but I think for 15pts more than a 10 man cultist squad it actually isn't much less durable what with -1 to hit, 3+ vs 6+, T4, and indifference to morale as long as it's not getting hit by smite or something. Worth doing math on perhaps when I get a chance.

    I dunno, I think it'll be fun. Nothing is screaming to me I'm going to get tabled turn 1 but it'll definitely be a list that will lose the moment you screw up. There isn't much room for error when you have no cultists to absorb your mistakes. But I have other armies for serious play, this is more just to have as a painting project and try something out of my comfort zone gameplay wise. If it's not 100% efficient I'll live.


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 16:05:29


    Post by: Slayer-Fan123


    Did we really have someone say the Children Legion Trait was good? LOL

    A airwing detachment of 3 Night Lord Heldrakes is mandatory I think. Not sure I'm gonna fit it in, but it's mandatory. Even well equipped armies won't be able to kill 3 in a turn, and that means shutting down auras.


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 16:47:47


    Post by: small_gods


    Slayer-Fan123 wrote:
    Did we really have someone say the Children Legion Trait was good? LOL

    A airwing detachment of 3 Night Lord Heldrakes is mandatory I think. Not sure I'm gonna fit it in, but it's mandatory. Even well equipped armies won't be able to kill 3 in a turn, and that means shutting down auras.


    Been thinking about it and I just can't see heldrakes being playable still at 150ish points. I think an outrider of bikes and warptalons might be pretty decent for around the same points.


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 19:37:41


    Post by: Azuza001


    I have found the children trait is very useful in a few situations.

    1. When I get charged by multiple enemy units. It saves me cp which is always nice.

    2. When I charge with multiple "weak" squads to tie units up. I have had instances when I have charged enemy units with my base noise marines and my opponent has decided to stay in combat because falling back wouldn't do them much good which ment I got to fight first in combat. A prime example of this is guardsmen using strat to fire even while in cc with the hope of keeping me locked in combat through the turn so I cant charge his tanks.


    I am NOT saying that the emporers children tactic is an amazing game changing trait. Far from it. But none of them are very good, I find chaos works best by playing off of their other strengths (soup, deamons helping like marked chaos marine deamon engines, picking nurgle because of their strat or slaanesh for theirs, that kind of thing). Alpha legion is definitely the best trait for chaos, but there are more things to think about than just a trait that only affects infantry and hellbrutes.


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 21:13:50


    Post by: TwinPoleTheory


    weaver9 wrote:


    Also good points. Here's what I came up with:

    Spoiler:

    Super Heavy
    Khorne Lord of Skulls x3

    Airwing
    Heldrake with Baleflamet x3

    Patrol
    MoP
    Discordant
    Cultists


    I kind of figure if you're going to field 3 LoS you're kind of giving up on using a lot of CP anyways, unless you include an RC Battalion just for battery power.

    This is the list I am going to test out for this concept this weekend, it's mostly for fun and a certain amount of 'screw it' with regards to winning/objectives. Basically I would just try to body block folks off of objectives and hope to kill a lot of stuff.

    So with the idea that I will have very little CP (5), this list is designed to passive buff itself.

    DP gives- re-roll 1s to hit
    DP-WL gives - re-roll 1s to hit/1s to wound with ranged
    LD gives - +1 to hit, +2" of movement

    Most of the strats I foresee using: Iron Within, Iron Without, Dour Duty, Daemonforge, CP re-roll.

    Spoiler:

    ++ Super-Heavy Detachment +3CP (Chaos - Chaos Space Marines) [90 PL, 2CP, 1,437pts] ++

    + No Force Org Slot +

    Detachment CP [3CP]

    Legion: Iron Warriors

    Specialist Detachment [-1CP]: Soulforged Pack

    + Lord of War +

    Khorne Lord of Skulls [30 PL, 479pts]: Gorestorm cannon, Hades gatling cannon

    Khorne Lord of Skulls [30 PL, 479pts]: Gorestorm cannon, Hades gatling cannon

    Khorne Lord of Skulls [30 PL, 479pts]: Gorestorm cannon, Hades gatling cannon

    ++ Supreme Command Detachment +1CP (Chaos - Chaos Space Marines) [31 PL, , 561pts] ++

    + No Force Org Slot +

    Detachment CP [1CP]

    Legion: Iron Warriors

    Specialist Detachment [-1CP]: Soulforged Pack

    + HQ +

    Daemon Prince with Wings [9 PL, 168pts]: 5. Siege Master, Malefic talon, Prescience, Warlord, Warp bolter, Wings
    . Nurgle

    Daemon Prince with Wings [9 PL, 168pts]: Malefic talon, Warp bolter, Warptime, Wings
    . Tzeentch

    Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Insidium, Mark of Nurgle, Master of the Soulforges
    . Helstalker: Techno-virus injector

    Warpsmith [4 PL, 65pts]: Flamer, Mark of Khorne, Meltagun, Plasma pistol, Power axe

    ++ Total: [121 PL, 2CP, 1,998pts] ++



    Chaos Marines Tactica [8th Edition] @ 2019/12/12 21:23:17


    Post by: Abaddon303


    Guys I'm confused. Have we seen full leaks of the CSM point drops or just heard some of them? Battlescribe seems to have been updated to reflect some of these changes (210pt Abaddon etc) but daemon Prince doesn't seem to have dropped.
    Is it only the winged version? So essentially the wings have got cheaper? I thought it was always 180ish with the wings.
    And is it only vanilla Prince that dropped? Not the DG or TS ones?


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 21:27:16


    Post by: TwinPoleTheory


    Abaddon303 wrote:
    Guys I'm confused. Have we seen full leaks of the CSM point drops or just heard some of them? Battlescribe seems to have been updated to reflect some of these changes (210pt Abaddon etc) but daemon Prince doesn't seem to have dropped.
    Is it only the winged version? So essentially the wings have got cheaper? I thought it was always 180ish with the wings.
    And is it only vanilla Prince that dropped? Not the DG or TS ones?


    Full points have dropped.

    Battlscribe has updated and patched in the right points for the DP (it's the wings that went down in price I think). There may still be an error or two kicking around.

    DG and TS princes stayed the same (DG) or went up (TS).


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 22:38:45


    Post by: Abaddon303


    So DP with wings and warp bolter is 183?


    Chaos Marines Tactica [8th Edition] @ 2019/12/12 23:09:15


    Post by: small_gods


    Abaddon303 wrote:
    So DP with wings and warp bolter is 183?


    CSM one should be 168, don't think that points drop has been put into BattleScribe yet.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 00:48:05


    Post by: Abaddon303


    Nice one thanks


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 02:56:15


    Post by: Red Corsair


    saint_red wrote:


  • AP-3 is on a 6. It's not useful for Warp Talons. You are paying 1CP to upgrade maybe ~5 attacks from AP-2 to AP-3. That will get you maybe one extra wound against power armoured targets.
  • Tri-pointing from deep strike doesn't happen against good players.
  • Good players will not stand around and let you mince them in their turn. They will fall back and shoot you. In fact, even bad players will do this. Your EC are not getting to fight in your enemy's turn and as such their trait is not useful.
  • Nobody has seriously used Excess of Violence in the last two and a half years it's been available to us and that's not changing now. It's OK in a pinch but it's mostly not very good. NL +1 to hit is demonstrably good. Being able to fight twice from MoK strat is very good.
  • EC can't pin down FLY units.


  •  Red Corsair wrote:

    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.

    You are severely underestimating how good Vox Scream is. For example, it is incredible against Tau because you can turn off Saviour Protocols of the drone unit protecting a Riptide. You can turn off Orikan's +1 to RP and 5++ invuln save auras. Turn off advance + charge and morale immunity auras that an Ork Warboss gives. Turn off Painboy FnP auras. Turn Abaddon's Fearless and re-roll auras off. Turn off Synapse. Turn off Unquestioning Loyalty, morale immunity and +1 hit auras that the GSC HQs have. There is obviously incredible utility against the more aura heavy armies like Marines.

    EC are not bad. Feel free to use EC Warp Talons if you want to but it is not the most competitive choice available to us.


    I am not underestimating anything. I think it's a great strat, nowhere have I argued against it. Where I did argue was that somehow nightlords were the be all end all of warp talons. If your trying to edge out a competitive list I have a spoiler for you, your still never taking warp talons.

    BTW your examples are a pretty big fever dream. Any Tau list I have faced has at least two commanders, so your not shutting down Kauyon or Montka. Further more, any tau list I have played in the last 12 months has tons of small drone units for exactly the reason your suggesting. It is a much bigger PITA to kill off all those 2-4 man drone teams hanging out in a chain in range of multiple units. I'd love to face an opponent green enough to only take one brick of drones near their riptide. BTW I chuckeled about the synapse, for one it hardly matters and again most nid lists accidentally have about 3 layers of redundant synapse because it's one so many units.

    But I'll reiterate, vox scream is very good, but I disagree with the premise that it somehow is always good enough to merit building half your force around. Warp talons are cute and have an extremely powerful gimmick, but their still just 1 wound marines that cost 19ppm. The obvious, best choice for that strat is on a flier since you can get it into range turn 1 from anywhere which is why I think helblades have a lot of merit. I still think the best two legions are Iron Warriors and Alpha legion because they actually kill the enemy efficiently from range.


    Automatically Appended Next Post:
     small_gods wrote:
     Red Corsair wrote:


    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.


    I think you're underestimating the versatility of vox scream. Almost all armies rely on aura abilities.

    You can stop tau declaring kayun, you can shut down strackan buffing up guardsmen and bullgryns, you can make Abbadon just a fancy daemon prince or same for gman, caul and azreal.

    Also it will stop a lot of aura warlord traits like grudges and master of soulforges.

    It only is useless against knights and crons as far as I can see.


    Straken can't buff bulgryn mate, but sure I guess if people are still tooling up Catachans in lists from 2 years ago, and I say that as a guard player with a massive 2nd edition sculpt catachan army, guardsmen are tissue paper currently. And again, vox scream is a solid strat, but correct me if I am wrong here but the enemy can also embark into a transport to avoid the debuff entirely, then simply step out and go to work.

    Again, I want to get out from under this rock that has rolled onto my shoulders. Two things were discussed. I was playing devils advocate in regard to EC verse NL warp talons if your trying a raptoral host style list. Additionally I also don't think Vox scream is the best reason in itself to go night lords since you can easily splash it into better legions with an airwing.

    For me a raptoral host warp talon list is more for flavor and fun and I think both NL and EC are solid choices and very fluffy. Personally since I think the build is mostly for fun I'd rather my warp talons actually kill thigs then play group hug and get murdered on the return attacks. I think EC are a far better blender in that regard.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 03:59:26


    Post by: kaiseric


    I can't decide which legion i should take for obliterator.
    AL have a best legion trait increase their survival but IW have a best stratagem to protect and improve their firepower. i think i should take them as IW, what do you think?


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 04:54:47


    Post by: weaver9


    Off topic question:

    Has anyone made use of a storm eagle or fire raptor? Any good for their points? Debating on how to transport my bezerkers.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 05:17:12


    Post by: Slayer-Fan123


    kaiseric wrote:
    I can't decide which legion i should take for obliterator.
    AL have a best legion trait increase their survival but IW have a best stratagem to protect and improve their firepower. i think i should take them as IW, what do you think?

    I'd probably go Alpha Legion. Surviving stuff means you get to use them on the next turn.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 05:22:28


    Post by: Sgt. Cortez


    kaiseric wrote:
    I can't decide which legion i should take for obliterator.
    AL have a best legion trait increase their survival but IW have a best stratagem to protect and improve their firepower. i think i should take them as IW, what do you think?


    Obliterators are the signature unit of IW, so you're good to go.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 10:50:03


    Post by: p5freak


    Sgt. Cortez wrote:
    kaiseric wrote:
    I can't decide which legion i should take for obliterator.
    AL have a best legion trait increase their survival but IW have a best stratagem to protect and improve their firepower. i think i should take them as IW, what do you think?


    Obliterators are the signature unit of IW, so you're good to go.


    AL or IW. Whatever legion you go with, take a feculent gnarlmaw with you. You get +2 to cover for them. And you can fallback and still shoot/charge. Dont forget you can deepstrike the gnarlmaw for 1CP. Downside is you have to pick nurgle, so no double shooting.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 15:08:21


    Post by: TwinPoleTheory


    weaver9 wrote:
    Has anyone made use of a storm eagle or fire raptor? Any good for their points? Debating on how to transport my bezerkers.


    Storm Eagle is great as long as it doesn't get blown up first turn, I haven't compared it's points since the CA drops though. You can put an entire Battalion in it if you want, I use it in World Eaters lists for fun, put 3x6 Berzerkers, Ex Champ and either a Chaos Lord or a DA in there.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 16:15:58


    Post by: MrMoustaffa


     p5freak wrote:
    Sgt. Cortez wrote:
    kaiseric wrote:
    I can't decide which legion i should take for obliterator.
    AL have a best legion trait increase their survival but IW have a best stratagem to protect and improve their firepower. i think i should take them as IW, what do you think?


    Obliterators are the signature unit of IW, so you're good to go.


    AL or IW. Whatever legion you go with, take a feculent gnarlmaw with you. You get +2 to cover for them. And you can fallback and still shoot/charge. Dont forget you can deepstrike the gnarlmaw for 1CP. Downside is you have to pick nurgle, so no double shooting.

    Alpha legion can fall back and shoot for a Cp, so that's a nice trick in their cap, not to mention theb3+ explosion ability should you kill a tank, since if you take some alpha legion they don't even have to be the ones that kill the tank, they just need to be there on the table.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 16:25:46


    Post by: TwinPoleTheory


     MrMoustaffa wrote:
    Alpha legion can fall back and shoot for a Cp, so that's a nice trick in their cap, not to mention theb3+ explosion ability should you kill a tank, since if you take some alpha legion they don't even have to be the ones that kill the tank, they just need to be there on the table.


    Also nice for Ambush, Hydra's Wail, and Conceal, AL + IW + flavor is the way I think. Playing around currently with AL/IW/RC list.


    Chaos Marines Tactica [8th Edition] @ 2019/12/13 18:34:00


    Post by: Azuza001


    I can 2nd the oblits as nurgle next to the gnarlmaw. It's a crazy good setup for them and makes them very very very tough to kill. Plus as nurgle they can be healed with cp. Put a sorcerer or master of possession next to them and you have a 24" zone of serious pain. The only thing you have to worry about is mass small arms fire, and even then.....



    Chaos Marines Tactica [8th Edition] @ 2019/12/13 22:23:33


    Post by: Continuity


     TwinPoleTheory wrote:
     MrMoustaffa wrote:
    Alpha legion can fall back and shoot for a Cp, so that's a nice trick in their cap, not to mention theb3+ explosion ability should you kill a tank, since if you take some alpha legion they don't even have to be the ones that kill the tank, they just need to be there on the table.


    Also nice for Ambush, Hydra's Wail, and Conceal, AL + IW + flavor is the way I think. Playing around currently with AL/IW/RC list.


    I think Night Lord might work better than RC simply for access to warp talon shenanigans, having around 7 night lord warp talons is almost an auto-win against typical gunline Tau lists, which I consider to be significantly better than getting extra 3 CP for a bunch of marines that will have zero influence on the game


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 01:57:18


    Post by: MrMoustaffa


    Not to mention the ability to shut off auras and preventing falling back for night Lords. Night Lords + alpha legion looks like a very vicious combo, the only problem is finding the cp to fund everything and figuring out which WLT to take and what your 3 relics will be.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 03:10:32


    Post by: footfoe


     small_gods wrote:
     Red Corsair wrote:


    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.


    I think you're underestimating the versatility of vox scream. Almost all armies rely on aura abilities.

    You can stop tau declaring kayun, you can shut down strackan buffing up guardsmen and bullgryns, you can make Abbadon just a fancy daemon prince or same for gman, caul and azreal.

    Also it will stop a lot of aura warlord traits like grudges and master of soulforges.

    It only is useless against knights and crons as far as I can see.
    uh are we forgetting how vox scream works? You target one unit. Tau run more than one commander typically. It would literally do nothing vs tau.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 04:04:46


    Post by: Yoyoyo


    footfoe wrote:
    It would literally do nothing vs tau.

    Wouldn't it turn off a unit's "For the Greater Good" ability so you could dive the Tau Lines with a 3D6 charge?

    Wouldn't it turn off an Ethereal's Morale aura so Drones are testing on 6 LD?

    I'm sure there's more.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 04:19:22


    Post by: Azuza001


    I believe what he means is it turns off 1 units ability, the other 6 near said unit still have their abilities. And no it would not do much vs greater good. The way greater good works is all units within 6" of the target of the charge can fire overwatch. Vox scream would stop 1 of those units from firing overwatch, but if you used the vox scream on the target of the charge all others still get their gg ability. So in the end, kind of meh for that usage.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 05:20:50


    Post by: Yoyoyo


    Azuza001 wrote:
    So in the end, kind of meh for that usage.

    Turning off a 250pt unit's Overwatch isn't exactly nothing, though. Especially in smaller games.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 09:58:08


    Post by: mrtomski


    Hey guys so going to purchase some new models yo change my list a bit.

    What do you think are our most compeative units? I'm most likely going to be iron warriors, alpha legion etc would be too much of a repainting task.

    Having tried close combat deamon engines I've learned the hard way that it's a shooting meta at the mo.

    I'm thinking oblits and chaincannon havoks are our best shooting. What compliments them? What other units or hqs have potential to be MVP?

    Finally thinking of night lord detachment, what is a strong loadout for a jump pack hq?



    Chaos Marines Tactica [8th Edition] @ 2019/12/14 09:58:48


    Post by: Not Online!!!


     MrMoustaffa wrote:
    Not to mention the ability to shut off auras and preventing falling back for night Lords. Night Lords + alpha legion looks like a very vicious combo, the only problem is finding the cp to fund everything and figuring out which WLT to take and what your 3 relics will be.


    Have you heard of your lord an saviour; the RC battalion?

    Honestly though, we now got an even bigger Toolbox, the issue is, though, that all our tools require ressources, that themselves take up slots for these tools.



    Automatically Appended Next Post:
    mrtomski wrote:
    Hey guys so going to purchase some new models yo change my list a bit.

    What do you think are our most compeative units? I'm most likely going to be iron warriors, alpha legion etc would be too much of a repainting task.

    Having tried close combat deamon engines I've learned the hard way that it's a shooting meta at the mo.

    I'm thinking oblits and chaincannon havoks are our best shooting. What compliments them? What other units or hqs have potential to be MVP?

    Finally thinking of night lord detachment, what is a strong loadout for a jump pack hq?



    1. Every squad that can maximize the Cacophony and votwl stratagems.And or Doublefighting and a guaranteed melee charge.
    2. Unsurprisingly, altough i feel like the hybrid ones atm aren't too bad. Especially not the venomcrawler for 115 pts. (granted he seems more like a big distraction carnifex then anything else but he)
    3. The usual susptects, of sorcerer, lord, in the case of Oblits some warlord traits and or the occaisional MoP. Havocs are allways the question how you deliver them and personally imo from my limited testing IW oblits, and AL havocs should be the go to way due to AL padding out the issues of the havocs (especially flimsyness and movement) whilest IW have just the best Obliterator unit in the game atm. that said. Corsair Khorne berzerkers can do surprisingly well. Lord discordants in pack format are also anything but pushovers and the lowered DP might become quite prevalent again.
    Other than that, i'd imagine Noise marines MIGHT, make the cut in a EC list.
    4. That is a good question, atm i run mine with a CB because i built him that way , i'd imagine though that if you can, running a Spitefull flames one or one with corresponding Relic might make for a good beatstick.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 12:20:55


    Post by: small_gods


    footfoe wrote:
     small_gods wrote:
     Red Corsair wrote:


    For me the best two parts of the Night lord boost were vox scream and the trait that makes an aura 1" but even those are dead abilities to some armies. Vox scream doesn't do much to Necrons, Tau, Guard, Nids, Eldar. Your basically taking that for Marines, which I agree is massive, especially in the current state of affairs but thats where I start to run the numbers, primaris with shock assault will EAT warp talons and it only gets worse if characters intervene.


    I think you're underestimating the versatility of vox scream. Almost all armies rely on aura abilities.

    You can stop tau declaring kayun, you can shut down strackan buffing up guardsmen and bullgryns, you can make Abbadon just a fancy daemon prince or same for gman, caul and azreal.

    Also it will stop a lot of aura warlord traits like grudges and master of soulforges.

    It only is useless against knights and crons as far as I can see.
    uh are we forgetting how vox scream works? You target one unit. Tau run more than one commander typically. It would literally do nothing vs tau.


    Yes because nobody brings shadowsun for t2 kayun. Or a large blob of drones that they hide out of LOS. It's not a perfect solution but if you spend t1 shooting small sheild drone units and fire warriors. T2 you can lock down a riptide and stop shadowsun using those rerolls.

    I can see it being less useful against crons, knights and non covern dhukari. But otherwise great.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 14:46:07


    Post by: mrtomski


    Not Online!!! wrote:


    1. Every squad that can maximize the Cacophony and votwl stratagems.And or Doublefighting and a guaranteed melee charge.
    2. Unsurprisingly, altough i feel like the hybrid ones atm aren't too bad. Especially not the venomcrawler for 115 pts. (granted he seems more like a big distraction carnifex then anything else but he)
    3. The usual susptects, of sorcerer, lord, in the case of Oblits some warlord traits and or the occaisional MoP. Havocs are allways the question how you deliver them and personally imo from my limited testing IW oblits, and AL havocs should be the go to way due to AL padding out the issues of the havocs (especially flimsyness and movement) whilest IW have just the best Obliterator unit in the game atm. that said. Corsair Khorne berzerkers can do surprisingly well. Lord discordants in pack format are also anything but pushovers and the lowered DP might become quite prevalent again.
    Other than that, i'd imagine Noise marines MIGHT, make the cut in a EC list.
    4. That is a good question, atm i run mine with a CB because i built him that way , i'd imagine though that if you can, running a Spitefull flames one or one with corresponding Relic might make for a good beatstick.


    I can see why alpha legion are strong for havoks, I'm kind of stuck with iron warriors though. One good thing is the legion trait I think would really help them, with only -1 ap cover is going to really reduce thier impact.

    I guess the issue I have is being forced to take a rhino to keep them safe.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 16:06:37


    Post by: Yoyoyo


    Not Online!!! wrote:
    Honestly though, we now got an even bigger Toolbox, the issue is, though, that all our tools require ressources, that themselves take up slots for these tools.

    I wonder if it's not better to organise into Brigades at this point. You're getting +2CP rather than +3CP but you're not using a detachment slot, and you have a lot more tools at hand to ensure you get some value out of your choices in the troops slot.



    Chaos Marines Tactica [8th Edition] @ 2019/12/14 16:46:12


    Post by: small_gods


    Yoyoyo wrote:
    Not Online!!! wrote:
    Honestly though, we now got an even bigger Toolbox, the issue is, though, that all our tools require ressources, that themselves take up slots for these tools.

    I wonder if it's not better to organise into Brigades at this point. You're getting +2CP rather than +3CP but you're not using a detachment slot, and you have a lot more tools at hand to ensure you get some value out of your choices in the troops slot.



    I think with 12 point chosen and 20 point spawn you're not loosing a lot to get those cp. As good as RC is, imo you can get more out of less hq choices, 15 chosen and 3 spawn.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 17:47:07


    Post by: Yoyoyo


    You have to add the cost of your 3x CSM, so that means you're paying more than 400pts to farm 7CP.

    Any decent brigade is going to have strong FA and Elite choices in the first place which aren't considered a tax. The advantage over RC is that your army is more coherent as your Troops choices can still be supported by Stratagems and support HQs.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 18:21:16


    Post by: Slayer-Fan123


    Plus Cultists are back to 4 points. That's 3 per 1 Marine basically, and that will go a much longer way to hold objectives. 45 points saved is two Spawn and two Combi-Bolters.


    Chaos Marines Tactica [8th Edition] @ 2019/12/14 23:58:30


    Post by: Chewie


    For the NL shenanigans...thoughts on a jetpack chaos lord and 3x spawns in an outrider detachment on the cheap?


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 00:23:17


    Post by: Slayer-Fan123


     Chewie wrote:
    For the NL shenanigans...thoughts on a jetpack chaos lord and 3x spawns in an outrider detachment on the cheap?

    Spawn aren't all that fast.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 01:35:36


    Post by: small_gods


    I'd go for bikes if you're planning on keeping it cheap and using the strats.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 01:40:45


    Post by: cole1114


    Night Lords host raptorials are probably gonna be pretty popular from here on out. A couple warp talon squads next to a same-mark herald or greater possessed will be putting out a LOT of +1S attacks. Pop in two heldrakes to get first-turn charges and proc vox scream and you've got a groovy alpha strike that can tie up a lot of shooting at once.

    After that, you NEED a battalion. Whether that's iron warriors with cultists, obliterators, forge/maulerfiends, or khorne berzerkers with red butchers, or emperor's children noise marines for insane shooting, that's up to you. Hell take a red17 and a daemon detachment, whatever you wanna do.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 02:16:33


    Post by: The4thEnemy


    Apparently Hellbrutes went down in points again..? Also, with the changes to Chaos Bastions, whats the current thinking on using them with a pair of havoc or oblit units? I believe they also went down in points.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 02:54:10


    Post by: Eldenfirefly


    Hellbrutes are still 60 points base without their wargear. So, I don't think they changed in points. They die easily but they are cheap and pack a punch when they get into close combat. Try for a threat overload and they might be ok as a second wave of attack. (No way they are getting into the first wave of attacks).

    The defiler is a bit more expensive, but you get a far more durable daemon engine that shoots more, and is just as scary in close combat. Same for mauler fiend.

    Its probably ok if you just want to stuff and max out your elite slots with hellbrute after having already used up all your heavy slots.




    Automatically Appended Next Post:
    We have too much stuff in our toolkits now. lol I find myself wanting to field 4 detachments so that I can have 4 separate legions. lol

    Alpha legion and night lords are so good and fun to use now. But I also find myself wanting black legion because I want Abbadon. He is still a very solid anchor in an army, and he makes other legion cultists and troops all fearless. He goes very well with any number of chaos soup lists that feature two or three detachments of troops.

    And then there is emperor's children, world eaters and Iron warriors. All have interesting stuff too. Emperor's children you can field either T5 terminators with 5+ FNP (from delightful agonies). or absolutely devastating 20 man noise marines also who are T5, 5+ FNP.

    Iron warriors has some of the best synergies with daemon engines and obliterators. And with points coming down, an IW list can point out a lot of shooting.

    World eaters got even more killy, but more importantly, they got a boost to their deployment and a warlord trait giving +1 to charge, and strategem allowing for consolidate 6 inches, and a reduction in points to zerkers. Depending on your opponent, we can even run zerkers without chain axes to save on points so that we can run even more zerkers. A massive wavefront of zerkers charging into the enemy is actually a very possible and fun list to play now. You can follow it up with a deep strike of WE raptors or warp talons who are all host raptorial for +2 charge.

    If opponent is not ready for it, its very possible to table the opponent by turn 2 or 3. (Provided you survive the shooting of course) lol.

    If you go chaos soup. You start having even more possibilities with WE. You can bring in another sorceror for warptime. So, turn 1, deploy zerkers 9 inch forward, then warptime a 20 man zerker unit a further 6 inches after it has already moved 6 inches. That would bring your 20 man zerker squad forward 21 inches. You are literally right infront of the enemy by then. Then you charge in, and then you fight twice...

    By the time the dust settles, you probably wiped out all of the chaff, and fighting twice probably brought you into close combat contact with the enemy's second line, which is what you want to fight. Meanwhile, the rest of your army of zerkers are move advancing forward, and you have deep strikes waiting for turn 2 to come in. And your opponent is pushed right back into his deployment zone, with 20 zerkers in his lines to worry about, and not much chaff left.


    And think about this other interesting fact now. a basic CSM now only cost 11 points. You could field 100 guys in power armor and they would only cost 1100 points lol. 5 CSM are easy to kill and usually no threat. But 100 CSM can double tap out 200 shots per turn and are gonna be an real pain to kill. This is not even factoring what legion traits and strategems can do to this 100 CSM in power armor lol.

    And imagine having 12 squads of 5 man CSM running around claiming objectives, clogging up the midfield and tagging opponents. Those 60 CSM only cost 660 points. You still have 1340 points left to spend on whatever you want and you can still field 12 such squads of dudes. lol Even if the opponent can blow away 3 squads of CSM per turn, your 12 squads will still last you for 4 turns. And that's assuming he ignored the other 1340 points of your army? lol (I think he would have far more to worry about).

    Also, consider that with hateful assault. A chainsword and pistol WE CSM will do 4 attacks on the charge, and only cost 11 points. Just a squad of 5 of them will punch out 21 attacks. lol



    Chaos Marines Tactica [8th Edition] @ 2019/12/15 03:52:38


    Post by: Yoyoyo


    Here’s an idea to fill any generic CSM brigade.

    - DA w/Disciples
    - Smash Lord w/TH
    - Smash Lord w/TH
    - 2x10 Cultists
    - 4x5 CSM squads
    - Greater Possessed
    - Greater Possessed
    - 5x Warp Talons
    - 2x5 Spawn

    Stick a 5++ on the Spawn with the DA and march them up the board with the characters, use your WT to kill overwatch for T2 charges, control the backfield with your troops.

    This will leave 1x Elite slot and 3x HS slots to fill with 2 free detachments. Drop the Smash Lords to customize and that’s 1203pts you can work with. It’s not a bad framework IMO. You’re basically just exchanging the Red Corsairs HQs for Greater Possessed in the Elites slot.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 04:19:29


    Post by: Eldenfirefly


    well, by the time you put in the three HS slots, you have basically used up half your army worth of points. So, you best make sure its a legion you want to run. And it means you only have two detachments left for at max two other legions. Might be more flexible to run two batalions and one more detachment. Then you get to run three legion soup without having to worry so much about fitting stuff you don't want to field into a brigade. I think its fine if you plan on running these stuff anyway.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 04:29:57


    Post by: The4thEnemy


    I'm currently playing a possessed themed list with a number of characters to buff them. They're Alpha Legion more for the fluff and I've been running variations of Alpha legion lists for years. I emjoy the list, but it struggles late game and has very little fire power, I'm considering bikes for mobility, cost effectiveness, volume of shots and the ability to fall back in shoot. The dreads are pretty easy on points, but as mentioned, they're pretty soft. I really wish havocs were squad size 10.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 06:01:48


    Post by: Eldenfirefly


    With all the big point reductions, and the new stuff from faith and fury. Even a thematic possessed theme list has some teeth now.
    Run one squad of 20 alpha legion elite noise marines which are slanaash.

    Before deployment, use foward operatives to move forward 9 inches your 20 man noise marine and your possessed.

    Turn 1, your noise marines move forward 6 inches. So they are now forward 15 inches from your frontline. Then use VOTLW, endless cacophony, whatever else you want to stack on them. Shoot twice with sonic blasters for 120 shots straight into enemy's chaff.

    It should clear away most of the chaff for your possessed, which after moving up 6 inches, will also be 15 inches forward from your front lines to charge into their second line.

    Now they got two options. Focus on your possessed, ignore the noise marines and eat another 120 shots turn 2, or shot up the noise marines, and have angry possessed charging into their lines turn 2. Either way is a win win cos never underestimate the combat power of noise marines either.

    Especially if backed up by your other alpha legion characters.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 08:32:36


    Post by: p5freak


    With CSM at 11 pts. you can run two RC battalions with 6x20 CSM and 19CP. Each CSM unit has two plasma and a heavy weapon. Whenever a unit gets low on models simply play more from where come from for 3CP, and set up the unit up again, at full starting strength.

    Spoiler:

    ++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [53 PL, 8CP, 951pts] ++

    + No Force Org Slot +

    Detachment CP [5CP]

    Legion [3CP]: Red Corsairs

    + HQ +

    Chaos Lord [5 PL, 74pts]: Bolt pistol, Chainsword, No Chaos Mark

    Sorcerer [6 PL, 88pts]: Bolt pistol, Force sword, No Chaos Mark

    + Troops +

    Chaos Space Marines [14 PL, 263pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Reaper chaincannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    Chaos Space Marines [14 PL, 263pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Reaper chaincannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    Chaos Space Marines [14 PL, 263pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Reaper chaincannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    ++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [53 PL, 11CP, 960pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Legion [3CP]: Red Corsairs

    + HQ +

    Chaos Lord [5 PL, 74pts]: Bolt pistol, Chainsword, Mark of Tzeentch

    Sorcerer [6 PL, 88pts]: Bolt pistol, Force stave, Mark of Tzeentch, Prescience, Weaver of Fates

    + Troops +

    Chaos Space Marines [14 PL, 262pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Missile launcher
    . Marine w/ Heavy or Special Weapon: Heavy bolter

    Chaos Space Marines [14 PL, 268pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Lascannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    Chaos Space Marines [14 PL, 268pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Plasma gun
    . Marine w/ Heavy or Special Weapon: Lascannon

    ++ Total: [106 PL, 19CP, 1,911pts] ++

    Created with BattleScribe




    Chaos Marines Tactica [8th Edition] @ 2019/12/15 11:16:34


    Post by: mrtomski


    So one thing I like is the nurgle deamon powerfist.

    It's basically a thunder hammer which wounds ANYTHING on a 2+ for 9 points. Seems like a great option for that NL host raptiorial jump lord...


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 11:20:43


    Post by: Not Online!!!


     p5freak wrote:
    With CSM at 11 pts. you can run two RC battalions with 6x20 CSM and 19CP. Each CSM unit has two plasma and a heavy weapon. Whenever a unit gets low on models simply play more from where come from for 3CP, and set up the unit up again, at full starting strength.

    Spoiler:

    ++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [53 PL, 8CP, 951pts] ++

    + No Force Org Slot +

    Detachment CP [5CP]

    Legion [3CP]: Red Corsairs

    + HQ +

    Chaos Lord [5 PL, 74pts]: Bolt pistol, Chainsword, No Chaos Mark

    Sorcerer [6 PL, 88pts]: Bolt pistol, Force sword, No Chaos Mark

    + Troops +

    Chaos Space Marines [14 PL, 263pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Reaper chaincannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    Chaos Space Marines [14 PL, 263pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Reaper chaincannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    Chaos Space Marines [14 PL, 263pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Reaper chaincannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    ++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [53 PL, 11CP, 960pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Legion [3CP]: Red Corsairs

    + HQ +

    Chaos Lord [5 PL, 74pts]: Bolt pistol, Chainsword, Mark of Tzeentch

    Sorcerer [6 PL, 88pts]: Bolt pistol, Force stave, Mark of Tzeentch, Prescience, Weaver of Fates

    + Troops +

    Chaos Space Marines [14 PL, 262pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Missile launcher
    . Marine w/ Heavy or Special Weapon: Heavy bolter

    Chaos Space Marines [14 PL, 268pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Lascannon
    . Marine w/ Heavy or Special Weapon: Plasma gun

    Chaos Space Marines [14 PL, 268pts]: Mark of Slaanesh
    . Aspiring Champion: Chainaxe, Combi-plasma
    . 17x Marine w/ Boltgun
    . Marine w/ Heavy or Special Weapon: Plasma gun
    . Marine w/ Heavy or Special Weapon: Lascannon

    ++ Total: [106 PL, 19CP, 1,911pts] ++

    Created with BattleScribe




    Honest answer, as someone that actually HAS attempted mass CSM combat and now runs it again, 10 man squads are better, they are less likely to be wiped by moral , you also achieve a higher saturation of heavy weaponry.
    That SAID.My prefered setup atm is 2 times RC battalion with 10 man squads and a AL unit of some kind for Votwl etc.
    Also, pray that you don't run into marines because tac-1 ap doctrine is a pain in the ass for the list. Otoh, Apostle can do massive work in such lists as can sorcerers as can a CB lord. Sprinkle in some big guns and some havocs or cheap terminators and you get a quite amusing setup.



    Automatically Appended Next Post:
    mrtomski wrote:
    So one thing I like is the nurgle deamon powerfist.

    It's basically a thunder hammer which wounds ANYTHING on a 2+ for 9 points. Seems like a great option for that NL host raptiorial jump lord...

    well except when you roll a 1 and have no access to doublefighting.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 11:45:07


    Post by: p5freak


    Not Online!!! wrote:

    Honest answer, as someone that actually HAS attempted mass CSM combat and now runs it again, 10 man squads are better, they are less likely to be wiped by moral , you also achieve a higher saturation of heavy weaponry.


    Spend 2CP to auto pass morale. 19 is plenty for a 3 turn game. 10 wiped out easily.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 12:39:18


    Post by: Yoyoyo


     p5freak wrote:
    Spend 2CP to auto pass morale. 19 is plenty for a 3 turn game. 10 wiped out easily.

    Any stratagem is vulnerable to getting Vect’d. You also can’t deal with snipers and artillery, you risk getting trapped in your DZ by fast assault armies or infiltrators, many armies can remove 20+ MEQ in a turn, your mobility is terrible if Warptime gets denied, you might not have enough focused offence to score tactical objectives, etc.

    At the end of the day it’s a skew list, it forces your opponent to win or lose based on how they react. You might score some wins. But you don't have any tools to adapt once they’ve solved the problem of how to take it apart.

    Not Online!!! wrote:
    well except when you roll a 1 and have no access to doublefighting.

    If you need a Khorne Beatstick, a Winged DP with Skullreaver is probably still your best option.

    You could run a NL Brigade core and a Khorne Daemons det. Which also gives you cross-codex synergy with your WT and Greater Possessed.


    Automatically Appended Next Post:
    Ok, so I have a question about filling the NL Elites slot effectively.

    If I have Plasma Termies with an Icon of Vengeance, and I use “Prey on the Weak” for +1 to hit, do they no longer take casualties on 1’s?

    It’s also possible to mark them Slaneesh and get access to Cacophony.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 14:12:37


    Post by: lindsay40k


    Thoughts on running a Brigade...

    With individual filler Spawn, Possessed, and GrPo getting price cuts, along with many of our beatsticks, it’s looking more viable. The question then becomes - what detachments get Specialist upgrades?

    I can see the argument for the Brigade being the Host Raptorial. It’s got a bunch of HQs, who can be smashlords.

    A Soulforged Pack or Devastation Battery works fine as a Spearhead. It only needs a Chaos Lord or Warpsmith. I can see arguments for an IW SP being a Brigade - you want to being them Cultists.

    Also, there’s the question of Daemonkin. Hosts Raptorial love Khorne auras. Soulforged Packs love any daemon auras. Oblits love Nurgle auras - and, to a laser extent, Crimson Crowns and Flickering Flames. WB Possessed love most Slaaneshi and Nurgle auras.

    Maining Word Bearers, myself, I’m pretty delighted that a company of massed Cultists and Heretacs seems to be useable. Probably going to build up my WE Host Raptorial and have it tango with Nurgle Daemonkin.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 15:20:46


    Post by: Yoyoyo


    Nurgle Characters would do a lot for Warp Talons as well, all their damage pumps on 6+ go perfectly with Lightning Claws and Vets.

    Not to mention the Nurgle fist hitting for 4 damage on Centurions.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 15:24:27


    Post by: mrtomski


    I'm struggling to make a deamon engine list which I think would work.

    I have a magnetized kytan, so sadly since he didn't get a points drop I think he will get some tracks and be a lord of skulls.

    Good thing is I do think a lord of skulls with the new iron warrior stuff will have a much better chance of making it through the first couple of turns.

    I was running some defilers, but to be honest they didn't serve me that well and I'm thinking if I keep them I'll make them gun platforms with twin Las.

    Lord discordants are amazing, I have two already.

    I guess my main issue with the deamon engines is they need a lord discordant baby sitter for the +1 to hit. I was thinking the iron warrior warlord trait to ignore the penalty for moving and firing heavy could mean a big mobile fire base moving up to close combat. The extra hit on a 6 WLT also seems good (I guess technically the same as +1 hit?)

    Any ideas to help me avoid shelving these models? I have also got some oblits which seem mandatory now.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 15:57:54


    Post by: Slayer-Fan123


     cole1114 wrote:
    Night Lords host raptorials are probably gonna be pretty popular from here on out. A couple warp talon squads next to a same-mark herald or greater possessed will be putting out a LOT of +1S attacks. Pop in two heldrakes to get first-turn charges and proc vox scream and you've got a groovy alpha strike that can tie up a lot of shooting at once.

    After that, you NEED a battalion. Whether that's iron warriors with cultists, obliterators, forge/maulerfiends, or khorne berzerkers with red butchers, or emperor's children noise marines for insane shooting, that's up to you. Hell take a red17 and a daemon detachment, whatever you wanna do.

    It's silly to assume Greater Possessed will be anywhere near a Warp Talon squad. If his rules for some reason explicitly stated he didn't affect Warp Talons, nobody would bat an eye.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 16:25:05


    Post by: Yoyoyo


    mrtomski wrote:
    Any ideas to help me avoid shelving these models? I have also got some oblits which seem mandatory now.

    Defilers are very good at opening up Knights and other big targets in melee. Less so in shooting.

    You’re probably better off running them with the Scourge so they’re cheap enough to achieve threat saturation. Pop smoke, run into a 4++ bubble from the MoP, survive, heal up with regen stratagems and then pop Daemonforge in CC on the next turn.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 16:45:23


    Post by: mrtomski


    Yoyoyo wrote:
    mrtomski wrote:
    Any ideas to help me avoid shelving these models? I have also got some oblits which seem mandatory now.

    Defilers are very good at opening up Knights and other big targets in melee. Less so in shooting.

    You’re probably better off running them with the Scourge so they’re cheap enough to achieve threat saturation. Pop smoke, run into a 4++ bubble from the MoP, survive, heal up with regen stratagems and then pop Daemonforge in CC on the next turn.


    So this was exactly what I was doing, but the issue was they would either get killed, or when they did make it into combat, not perform that well. The other issue I had with them is the large size of them meant moving around was a pain.

    On paper they do look good, but in practice they just haven't worked that well for me, which is why I'm thinking having them backfield using the cannon and las might be better.

    The contrast to a lord discordant is stark, a LD is a powerhouse in melee, doesnt rely on anything and is 4" faster.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 17:04:54


    Post by: ArcaneHorror


    If you want a big beatstick and have the points, deespstrike in Skarbrand.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 17:21:43


    Post by: weaver9


    So I just ran:

    x2 disco
    X3 lord of skulls
    mop
    Sorc

    Against space wolf list (boy did they ever get a big points decrease).

    Daemonsmith ended up making me just hit with all my shots on avg in play.

    I lost 1 lord of skulls, but it blew up in the middle of his army, dealing +20 mortal wounds once all was said and done. Game was basically over at that point.

    What I learned: important to find the right balance between buffing units, and killy units. This list naturally has 3 killy units but having something like a daemonprince would help.

    Master of Possession Cursed Earth not as relevant as I was expecting due to move speed and aura ranges, but sacrifice was awesome.

    Iron Warriors stratagems are exactly what I needed to make this list work. Only thing that would be better is an auto explode strat.

    New list is going to drop one discordant in favor of a tzeentch daemon prince.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 17:49:02


    Post by: mrtomski


    weaver9 wrote:
    So I just ran:

    x2 disco
    X3 lord of skulls
    mop
    Sorc

    Against space wolf list (boy did they ever get a big points decrease).

    Daemonsmith ended up making me just hit with all my shots on avg in play.

    I lost 1 lord of skulls, but it blew up in the middle of his army, dealing +20 mortal wounds once all was said and done. Game was basically over at that point.

    What I learned: important to find the right balance between buffing units, and killy units. This list naturally has 3 killy units but having something like a daemonprince would help.

    Master of Possession Cursed Earth not as relevant as I was expecting due to move speed and aura ranges, but sacrifice was awesome.

    Iron Warriors stratagems are exactly what I needed to make this list work. Only thing that would be better is an auto explode strat.

    New list is going to drop one discordant in favor of a tzeentch daemon prince.


    I guess he didn't have much shooting? Would be interested to know how that list fairs against a gun line army. Why tzeentch for the DP?


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 17:49:43


    Post by: p5freak


     ArcaneHorror wrote:
    If you want a big beatstick and have the points, deespstrike in Skarbrand.


    Dont. If you want a beatstick use a FH DP with intoxicating elixir, diabolic strength, prescience, rapacious talons, ultimate confidence. Just dont roll a 1 for the talons.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 18:06:03


    Post by: Yoyoyo


    mrtomski wrote:
    So this was exactly what I was doing, but the issue was they would either get killed, or when they did make it into combat, not perform that well. The other issue I had with them is the large size of them meant moving around was a pain.

    That’s a few different issues.

    Defensively: They’re big so they can’t hide, they’re dangerous so they will get prioritized, and they’re T7 5++ so you should expect that they will get killed. So it becomes a distraction Carnifex. All you can do is give them defensive buffs (Cursed Earth, Smoke, Miasma, Stratagems) so they absorb more fire and keep them cheap to minimize points lost per model.

    Offensively: Their attacks are high quality, maybe throw Diabolic Strength on one and then pop Daemonforge. 6x S18 AP3 attacks and 3x S14 AP2 attacks are pretty good man. But there are dice involved, you could do 4 damage as easily as 24. Lascannons aren’t going to make that problem go away. What you could do is improve their ability to land wounds with Prescience, Infernal Power, etc. Or use IW Tank Hunters to reroll damage results.

    Footprint: This is a double edged sword, you can stop enemy movement but it will also stop yours. You can use Warptime to get one out of your way but physical model size is something you can’t change, you either have to take less (which will free up space) or play around it.

    I dunno man. Maybe you are just expecting too much from them. If you’d rather have a more independent unit, Las Contemptors have BS2+ shooting. But of course you don’t get the CC capability, the ability to heal by any means, and any Daemon synergies like Cursed Earth, Infernal Power, 12 dmg hits with Virulent Blessing, etc.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 19:09:54


    Post by: lindsay40k


    mrtomski wrote:
    I'm struggling to make a deamon engine list which I think would work.

    I have a magnetized kytan, so sadly since he didn't get a points drop I think he will get some tracks and be a lord of skulls.

    Good thing is I do think a lord of skulls with the new iron warrior stuff will have a much better chance of making it through the first couple of turns.

    I was running some defilers, but to be honest they didn't serve me that well and I'm thinking if I keep them I'll make them gun platforms with twin Las.

    Lord discordants are amazing, I have two already.

    I guess my main issue with the deamon engines is they need a lord discordant baby sitter for the +1 to hit. I was thinking the iron warrior warlord trait to ignore the penalty for moving and firing heavy could mean a big mobile fire base moving up to close combat. The extra hit on a 6 WLT also seems good (I guess technically the same as +1 hit?)

    Any ideas to help me avoid shelving these models? I have also got some oblits which seem mandatory now.

    Gnarlmaws and Daemons of Nurgle. Poxbringers or flying Daemon Princes. Everything Advances T1, shooting with everything and doing extra damage on high Wound Rolls. Soulforged Pack makes T1 charges doable, especially with Warptime. Remember to make your low Advance rollers keep the Gnarlmaw within reach for a T2 repeat. Oblits love Gnarlmaws, too - effective 0+ save, and nigh impossible to shut down shooting. Nurgle Defilers quite like Heavy Flamers - it makes it difficult to deal with them with a counter-charge unit.

    Maybe even Epidemius - he’s a nice choice to stand with a Plageubearer horde covering home objectives, and it doesn’t take much to get him to project army-wide DP coverage.

    As an alternative - Slaaneshi Daemonkin can also work well. If a few Fiends join in a Maulerfiend & LD first turn charge, your opponent can end up in a LOT of trouble. Defilers are essential in this list as a 72” threat that neutralises the ability of a medium range gunline list to force you to Light Brigade down a long table. And this is of course fantastic for the Oblits.

    If you really like DE dakka, Tzeentch can be fun. Flickering Flames, Daemonspark, Horrors, Changeling - there’s options.

    Khorne is ok. Rerolling charges on a stampede is handy. Not as good as advance & charge, and Nurgle’s buffs.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 19:44:02


    Post by: mrtomski


    Great info on the deamons thanks, only issue is los is locked to khorne, do you think crimson crown is worth it / brings khorne on par?

    Previously I was looking at tznch for the changeling 6+++


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 19:44:50


    Post by: small_gods


    mrtomski wrote:
    weaver9 wrote:
    So I just ran:

    x2 disco
    X3 lord of skulls
    mop
    Sorc

    Against space wolf list (boy did they ever get a big points decrease).

    Daemonsmith ended up making me just hit with all my shots on avg in play.

    I lost 1 lord of skulls, but it blew up in the middle of his army, dealing +20 mortal wounds once all was said and done. Game was basically over at that point.

    What I learned: important to find the right balance between buffing units, and killy units. This list naturally has 3 killy units but having something like a daemonprince would help.

    Master of Possession Cursed Earth not as relevant as I was expecting due to move speed and aura ranges, but sacrifice was awesome.

    Iron Warriors stratagems are exactly what I needed to make this list work. Only thing that would be better is an auto explode strat.

    New list is going to drop one discordant in favor of a tzeentch daemon prince.


    I guess he didn't have much shooting? Would be interested to know how that list fairs against a gun line army. Why tzeentch for the DP?


    I think you should be able to hide your disco lord behind one or two of the LOS they are massive models with solid cover. Should help for a static gunline without loads of bastalisks.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 20:16:21


    Post by: lindsay40k


    mrtomski wrote:
    Great info on the deamons thanks, only issue is los is locked to khorne, do you think crimson crown is worth it / brings khorne on par?

    Previously I was looking at tznch for the changeling 6+++

    I mean, you can make both work.

    CC and Changeling auras don’t require a mono Daemons detachment, so as long as you’re not heavily relying on a charge reroll aura, sounds ok. Could be a decent Battalion with Pink Horrors, a Tzeentch Herald, and Nurglings.

    CC can’t be carried by Karanak, and Khorne DP really wants a Skullreaver, and BT is not a support character, so it’s a Herald. Which is great - when LoS is at its angriest, it’ll be S5, which means the million attacks will not bounce off of anything. I’d recommend a Juggernaut if you’re going to Warptime the LoS - the extra 2” can make the difference for keeping within earshot. (Plus, a bit better survivability against all the snipers that recently got improved.)

    It’s Nurgle and Slaanesh that get the really good perks for mono detachments, so no great opportunity cost.


    Chaos Marines Tactica [8th Edition] @ 2019/12/15 21:03:57


    Post by: weaver9


     small_gods wrote:
    mrtomski wrote:
    weaver9 wrote:
    So I just ran:

    x2 disco
    X3 lord of skulls
    mop
    Sorc

    ...Snip...


    I guess he didn't have much shooting? Would be interested to know how that list fairs against a gun line army. Why tzeentch for the DP?


    I think you should be able to hide your disco lord behind one or two of the LOS they are massive models with solid cover. Should help for a static gunline without loads of bastalisks.


    To the first question (how many guns did he have?):

    Spoiler:

    He had the following

    1 tank commander (cadian)
    3 lascannon guardsman squads (cadian)
    Guardsmen snipers
    Bjorn (twin las)
    Stormfang gunship with hellfrost
    Primaris squads with some kind of assault 3 bolter
    Infiltrator dreadnought
    Redemotor dreadnough
    Arjac
    Bunch of... wolf somethings. Some were riding wolves. Wolfgaurd battleleaders? Idk. I lost track with all the wolves in the name.
    Two wulfen squads ss/th
    Njal stormcaller

    The list was definitely balanced I'd say. Decent amount of D6 damage with high ap. But he also had wulfen and dreadnoughts that could duck things up in cc.

    So not as much shooting as IF or IH or pure guard. But it existed.

    Between the IW stratagems: 6+++, and an Ap penalty (man does that cripple ap -2), plus being able to heal 7 wounds a turn... my guys were tough to take down.

    Turn1 he felt 13 wounds to one, and 2 and 4 to the other two. Scored 2 points for titan slayer.

    On my turn I healed the big guy for 7 wounds and the other 1 each (infernal regeneration).

    The next turn he was set up to charge my most damaged one, but ended up killing it in the shooting phase instead. So his shooting did show up, proverbially speaking. Dealing 22 damage in one turn (I failed almost all my invuls and 6+++).

    The fact that it happened to blow up is what won me that game.

    Keeping in mind, I went second. If I had gone first I could have easily removed his tank commander and stormfang before they got a chance to shoot.


    To the second (hiding discordants and tzeentch dp):

    Spoiler:


    Yeah, it was very easy to hide the discordants behind them. Also with itc rules I started camped out behind some LoS blocking terrain. It's really turn 3 onwards where it gets risky. But I'll play someone who uses basilikis and mortars and exorcists soon, so we'll see.

    Daemon prince of tzeentch... okay so a few reasons I'm gonna play around, largely due to tactical flexibility:

    1) Relic: this is probably not the best idea but I always struggle against units like shield captains and wulfen. I want a way to negate invul saves. Tzeentch gives me the option of a sword for the daemon prince that can negate invuln. Plus slapping that on a fly model lets him be a real threat to most things.

    2) Psyker: I need more spell options. Warptime, Death Hex, Prescience, all things I want. And in a list with such a low model count, having a solid ability to deny psychic powers that could hurt my key units is important. As tzeentch I could potentially use Weaver of Fates on my disco lord, or the DP himself. This combined with MoP aura would net either one a 3++. Circumstantial, but not a bad thing to have in the right scenario. Lastly the tzeentch stratagem could let this guy cast an extra spell in a pinch.

    3) Warlord: Potential alternative warlord to the discordant. Keeps the Daemonsmith aura protected via character rule, while also a large enough base to keep multiple KLOS in range.

    I know slaanesh (rapacious claws, delightful agonies) and khorne (skullreaver) are the default DP loadouts... but this just had some nice synergy and tactical flexibility.


    I'll admit though, I'm really debating this vs a Jump sorcerer. It would mean I'd need to keep the discordant my warlord though due to aura range and base size.





    Chaos Marines Tactica [8th Edition] @ 2019/12/16 15:18:53


    Post by: footfoe


    With thousand sons demon princes costing more, and normal ones costing less.. maybe Red Corsairs might be a better option for bringing them in. You could bring 2 and haron blackheart in a supreme command, give both princes a relic, they can advance and charge, and you end up with 3 command points instead of one.



    Chaos Marines Tactica [8th Edition] @ 2019/12/16 15:55:07


    Post by: TwinPoleTheory


    So typically I run 3 Battalion lists.

    My RC Battalion is 2 Sorcs + 3 CSM squads. Gives me 8CP, Sorcs can buff different Legions. Then I can keep my Chaos Lords, DPs, Dark Apostles in with the specific legion battalions they need to be able to buff.


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 19:13:14


    Post by: Dr. Mills


    So, while looking through Battlescribe to learn some nice combos with the Alpha Legion, I found a little talked about HQ option called Lord Arkos.

    Impressive stat line with pretty fluffy special rules. His unique blade is perfect for blending guardsmen equivalent troops but also with a few prayers/Psychic powers will be hilarious. A diabolic strength Arkos will never fail to wound a T3 model (unless it has an ability that makes certain rolls auto fail like transhuman physiology) with exalted champion WT he has 8 attacks on the charge and with presence cast on him triggering DttFE on 5+ so he can really clear chaff.

    However, you can make him very dirty with the WT flames of spite. Give him soultear portent prayer and use VotLW with diabolic strength. Congrats. You now auto wound T5 models (again a caveat for auto fail on x roll abilities) and cause an additional MW on a 3+ with 7 attacks in the charge. Ouch.

    Lastly, he can infiltrate up to 12" away for added spice, and he carries a combi melta to go with his -2AP D3 knife!


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 20:30:15


    Post by: Yoyoyo


    We have our first post PA2, CA19 placing tourney list!

    Event was Fight Before Xmas GT, list was a soup variation by TJ Lanigan that replaced Plaguebearers for Possessed and Nurglings.

    Spoiler:
    Alpha Legion Command

    DA w/Benediction, MoS
    DA w/Portent, MoN
    MoP w/Cursed Earth, Infernal Power, MoN
    18x Possessed w/Icon of Despair, MoN

    Thousand Sons Command

    Ahriman
    DP w/Wings
    DP w/Wings

    Nurgle Daemons Battalion

    Poxbringer
    Poxbringer

    Nurgling Swarm x3
    Nurgling Swarm x3
    Nurgling Swarm x3

    PBC
    PBC
    PBC

    Reinforcement points: 199


    I’m not sure how the PBCs were included — since they are a DG unit, I guess he ran as Nurgle Faction and gave up the Daemons Codex Loci to take better vehicles. I’d guess the Possessed were buffed defensively with Miasma/Benediction/Cursed Earth to be -3 to hit at >12” and saving on a 4++, and were buffed offensively with Portent, VotLW, Virulent Blessing and Infernal Power to reroll their 1s and hit for double damage on 4’s. Cool concept and I will pat myself on the back because I thought Possessed were 100% viable! What I don’t get is the summoning, it’s most likely tied to the Slaneesh-marked Apostle. Contorted Epitome perhaps? Nonetheless...

    Nicely done!


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 21:29:23


    Post by: Continuity


    Yoyoyo wrote:
    We have our first post PA2, CA19 placing tourney list!

    Event was Fight Before Xmas GT, list was a soup variation by TJ Lanigan that replaced Plaguebearers for Possessed and Nurglings.

    Spoiler:
    Alpha Legion Command

    DA w/Benediction, MoS
    DA w/Portent, MoN
    MoP w/Cursed Earth, Infernal Power, MoN
    18x Possessed w/Icon of Despair, MoN

    Thousand Sons Command

    Ahriman
    DP w/Wings
    DP w/Wings

    Nurgle Daemons Battalion

    Poxbringer
    Poxbringer

    Nurgling Swarm x3
    Nurgling Swarm x3
    Nurgling Swarm x3

    PBC
    PBC
    PBC

    Reinforcement points: 199


    I’m not sure how the PBCs were included — since they are a DG unit, I guess he ran as Nurgle Faction and gave up the Daemons Codex Loci to take better vehicles. I’d guess the Possessed were buffed defensively with Miasma/Benediction/Cursed Earth to be -3 to hit at >12” and saving on a 4++, and were buffed offensively with Portent, VotLW, Virulent Blessing and Infernal Power to reroll their 1s and hit for double damage on 4’s. Cool concept and I will pat myself on the back because I thought Possessed were 100% viable! What I don’t get is the summoning, it’s most likely tied to the Slaneesh-marked Apostle. Contorted Epitome perhaps? Nonetheless...

    Nicely done!


    Very smart including both PBC and AL possessed in the same list. Despite getting non-stop buffs every revision Possessed are hard countered by tfc tremor shells, which can be easily mitigated by PBC mortars and the Conceal strat. Despite all the buffs marines are still quite inefficient at killing PBCs so having them as your screen for possessed is ideal. Meanwhile against armies that are efficient at killing PBC like Tau and IG they will cry at the -3 to hit possessed.

    199 is enough to get some really flexible stuff in there. A horror blob to deal with horde (can be buffed by tson pskers) or a plaguebearer blob are both good candidates.


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 21:43:38


    Post by: mrtomski


    Hang on a sec, can PBC be used in a daemons or csm detachment then? Could I have iron warriors PBCs?


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 22:00:39


    Post by: orkswubwub


    mrtomski wrote:
    Hang on a sec, can PBC be used in a daemons or csm detachment then? Could I have iron warriors PBCs?


    PBC can be used in detachments due to the heretic astartes keyword not their legion keyword. So no, you cannot have iron warriors PBCs, you COULD combine PBC into an iron warrior detachment and lose legion traits for both if you were inclined - or put both in separate detachments in the same army if you wanted both their legion traits/strats. Or in reference to the above list - you can link them by chaos deity rather than heretic astartes keyord...

    TLDR: outside of deathguard PBC are in other detach either due to shared 'nurgle' or 'heretic astartes' keywords.


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 22:05:35


    Post by: Slayer-Fan123


    No you cannot


    Chaos Marines Tactica [8th Edition] @ 2019/12/16 22:36:43


    Post by: mrtomski


    Ok well nevermind then. Seem very good, would love to be able to have them (and buff them) in my daemon engine army.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 00:23:46


    Post by: Yoyoyo


    CSM do have a focused artillery choice in the Hellforged Scorpius. It’s probably an acceptable substitute for the PBC.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 00:58:31


    Post by: saint_red


    TJ Lanigan is a legend. He's been on the Art of War podcast a few times and it's well worth a listen for his take on how to build good chaos lists. He's been running triple PBCs for a while now and until this GT was regularly running one of (and sometimes both!) Magnus and Mortarion. His results totally repudiate the massive negativity in some parts of the online community.

    As for why he picks PBCs, he has said that they are there to plink off wounds from targets like TFCs and other units hiding in the backfield and are a good way getting Kill One/More. They are also so tough to kill that your opponent doesn't really want to shoot at them.

    I was going to write that I didn't think this applies to the Hellforged Scorpius but having just done the maths on it I think they could actually work. On average dice they will kill a TFC in one shooting phase while you need 3 PBCs for the same outcome. The issue is that PBCs are far tougher to kill but you can probably mitigate this by deploying your Scorpius defensively.

    I'm guessing he was using the Conceal strat to protect the Possessed wherever possible but I'm not sure what units he was keeping in front of them.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 05:36:38


    Post by: Eldenfirefly


    Yoyoyo wrote:
    We have our first post PA2, CA19 placing tourney list!

    Event was Fight Before Xmas GT, list was a soup variation by TJ Lanigan that replaced Plaguebearers for Possessed and Nurglings.

    Spoiler:
    Alpha Legion Command

    DA w/Benediction, MoS
    DA w/Portent, MoN
    MoP w/Cursed Earth, Infernal Power, MoN
    18x Possessed w/Icon of Despair, MoN

    Thousand Sons Command

    Ahriman
    DP w/Wings
    DP w/Wings

    Nurgle Daemons Battalion

    Poxbringer
    Poxbringer

    Nurgling Swarm x3
    Nurgling Swarm x3
    Nurgling Swarm x3

    PBC
    PBC
    PBC

    Reinforcement points: 199


    I’m not sure how the PBCs were included — since they are a DG unit, I guess he ran as Nurgle Faction and gave up the Daemons Codex Loci to take better vehicles. I’d guess the Possessed were buffed defensively with Miasma/Benediction/Cursed Earth to be -3 to hit at >12” and saving on a 4++, and were buffed offensively with Portent, VotLW, Virulent Blessing and Infernal Power to reroll their 1s and hit for double damage on 4’s. Cool concept and I will pat myself on the back because I thought Possessed were 100% viable! What I don’t get is the summoning, it’s most likely tied to the Slaneesh-marked Apostle. Contorted Epitome perhaps? Nonetheless...

    Nicely done!


    He won using a big squad of possessed? My hats off to him. Respect!


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 11:58:06


    Post by: small_gods


     Continuity wrote:


    Very smart including both PBC and AL possessed in the same list. Despite getting non-stop buffs every revision Possessed are hard countered by tfc tremor shells, which can be easily mitigated by PBC mortars and the Conceal strat. Despite all the buffs marines are still quite inefficient at killing PBCs so having them as your screen for possessed is ideal. Meanwhile against armies that are efficient at killing PBC like Tau and IG they will cry at the -3 to hit possessed.

    199 is enough to get some really flexible stuff in there. A horror blob to deal with horde (can be buffed by tson pskers) or a plaguebearer blob are both good candidates.


    He can also summon a gnarlmaw if he needs to advance and charge. Or even use the horrors splitting trick to tie something down if he wants.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 12:48:44


    Post by: lindsay40k


    saint_red wrote:
    I'm guessing he was using the Conceal strat to protect the Possessed wherever possible but I'm not sure what units he was keeping in front of them.

    Nurglings, and also quite possibly the PBCs - with plague spewers and perhaps a summoned FGM, they’re a remarkably potent bulldozer if you can prevent tripoint

    …It occurs to me that is yet another feather in the cap of Night Lords Warp Talons


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 13:46:01


    Post by: Azuza001


    Correct me if i am wrong but how is that a legal list? Under the deamons codex it specifically says to be battle forged every model in that detachment has to have the deamon and chaos FACTION keyword. Plague burst crawlers dont have the deamon faction keyword. This would mean it's not a battle forged detachment right?


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 15:09:12


    Post by: Yoyoyo


    A PBC has 4 faction keywords: Chaos, Nurgle, Heretic Astartes, Death Guard.

    The entire army must share Chaos. A detachment must share 1 keyword other than Chaos. So you can make it a generic NURGLE detachment, though you’ll lose codex advantages within pure DG detachments like Inexorable Advance and Stratagems. It’s exactly the same principle as SM doctrines.



    Chaos Marines Tactica [8th Edition] @ 2019/12/17 15:13:28


    Post by: Slayer-Fan123


    saint_red wrote:
    TJ Lanigan is a legend. He's been on the Art of War podcast a few times and it's well worth a listen for his take on how to build good chaos lists. He's been running triple PBCs for a while now and until this GT was regularly running one of (and sometimes both!) Magnus and Mortarion. His results totally repudiate the massive negativity in some parts of the online community.

    As for why he picks PBCs, he has said that they are there to plink off wounds from targets like TFCs and other units hiding in the backfield and are a good way getting Kill One/More. They are also so tough to kill that your opponent doesn't really want to shoot at them.

    I was going to write that I didn't think this applies to the Hellforged Scorpius but having just done the maths on it I think they could actually work. On average dice they will kill a TFC in one shooting phase while you need 3 PBCs for the same outcome. The issue is that PBCs are far tougher to kill but you can probably mitigate this by deploying your Scorpius defensively.

    I'm guessing he was using the Conceal strat to protect the Possessed wherever possible but I'm not sure what units he was keeping in front of them.

    The Scorpius also benefits from HQ stuff like Abigail giving full rerolls and Iron Warriors giving rerolls of 1 to wound.

    For basic independence though Crawlers win hands down.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 15:17:19


    Post by: Azuza001


    Yoyoyo wrote:
    A PBC has 4 faction keywords: Chaos, Nurgle, Heretic Astartes, Death Guard.

    The entire army must share Chaos. A detachment must share 1 keyword other than Chaos. So you can make it a generic NURGLE detachment, though you’ll lose codex advantages within pure DG detachments like Inexorable Advance and Stratagems. It’s exactly the same principle as SM doctrines.



    So he loses both nurgle deamon abilities and death guard abilities doing that correct? Because like I pointed out it's not a deamon codex detachment. I am just trying to wrap my head around how this works exactly.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 16:16:51


    Post by: small_gods


    Also with daemons you can make a detachment of pure daemons and then take a nurgle detachment say a load of plaguebearers, pbc and nurgle csm sorcerers.

    You can still use all the auras on the daemons, and pbc and sorcerers don't really benifit that much from stratergems or legion traits.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 16:51:02


    Post by: Yoyoyo


    Slayer-Fan123 wrote:
    The Scorpius also benefits from HQ stuff like Abigail giving full rerolls and Iron Warriors giving rerolls of 1 to wound.

    Iron Warriors DP maybe. Highly mobile, grants rerolls, has access to the Relic Axe, character protection and a psyker so he props up anything you’re using as cannon fodder.

    I’m not sure of the exact composition but a Winged DP, Cultists, Havocs, and a Scorpius gives a nice mix of indirect and ignores cover shooting to deal with nuisances like TFCs and Eliminators. It’s sub-600pts as a patrol but you could probably build into a lot of different directions.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 17:04:33


    Post by: Not Online!!!


    Yoyoyo wrote:
    Slayer-Fan123 wrote:
    The Scorpius also benefits from HQ stuff like Abigail giving full rerolls and Iron Warriors giving rerolls of 1 to wound.

    Iron Warriors DP maybe. Highly mobile, grants rerolls, has access to the Relic Axe, character protection and a psyker so he props up anything you’re using as cannon fodder.

    I’m not sure of the exact composition but a Winged DP, Cultists, Havocs, and a Scorpius gives a nice mix of indirect and ignores cover shooting to deal with nuisances like TFCs and Eliminators. It’s sub-600pts as a patrol but you could probably build into a lot of different directions.


    probably not too bad if you'd go with a battalion instead. but it would certainly make for an interesting anti marine add on.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 18:19:02


    Post by: mrtomski


    Yoyoyo wrote:
    Slayer-Fan123 wrote:
    The Scorpius also benefits from HQ stuff like Abigail giving full rerolls and Iron Warriors giving rerolls of 1 to wound.

    Iron Warriors DP maybe. Highly mobile, grants rerolls, has access to the Relic Axe, character protection and a psyker so he props up anything you’re using as cannon fodder.

    I’m not sure of the exact composition but a Winged DP, Cultists, Havocs, and a Scorpius gives a nice mix of indirect and ignores cover shooting to deal with nuisances like TFCs and Eliminators. It’s sub-600pts as a patrol but you could probably build into a lot of different directions.


    Which relic axe do you mean? The mortal wound one - didn't look that good to me...


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 18:51:10


    Post by: small_gods


    Tbf a good old Terminator lord is pretty resilient to eliminator shooting. With the insidium relic he's t5 and 7 wounds 2+ save and you can spend a strat to lower ap by 1. They're not getting theouh him anytime soon.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 18:57:53


    Post by: Azuza001


    I could see a point to the mortal wound axe with the flawless host, those dp can put out 21+ wounding attacks easily enough turning that into 10 mortal wounds but I dont think that is better than a normal demonic claws attack.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 19:00:15


    Post by: Chewie


    With regards to NL Vox Scream strat...

    Has anyone compiled a list of auras this strat should prioritize?

    I'm looking to creating a cheat sheet to be used at my games.

    So far that I've seen in this thread, I have:
    -Turn off IH WL auras.
    -Turn off Saviour Protocols of the drone unit protecting a Riptide.
    -Turn off Orikan's +1 to RP and 5++ invuln save auras.
    -Turn off advance + charge and morale immunity auras that an Ork Warboss gives.
    -Turn off Painboy FnP auras.
    -Turn Abaddon's Fearless and re-roll auras off.
    -Turn off Synapse.
    -Turn off Unquestioning Loyalty, morale immunity and +1 hit auras that the GSC HQs have.

    ...anyone have others to add?

    I don't want to pepper my opponents with oodles of aura questions so that I don't give away that I'm likely to use the Vox Scream strat....


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 19:08:32


    Post by: xeen


    Anyone try this:

    You take alpha legion with a basic lord, basic sorcerer, and a squad of 5 Havocs with Laser Cannons.

    1 CP on the Viligilus formation that affects Havocs, Lords, and Oblits

    Take the WL trait that lets you re-roll 1's to wound aura for the lord out of that formation.

    Concede first turn to your opponent, wait to see how they deploy and then counter deploy with some units in front of the Havocs, and the Sor and Lord within 6 of the Havocs.

    End of your opponents first movement phase, you use the 1CP strat that lets your Havocs shoot. 3 to hit re-roll 1's, 3 to wound re-roll 1's against any nasty vehicle your opponent has.

    Beginning of your opponent's shooting phase, you drop the AL strat on the Havocs that prevents them from being targeted unless closest, and since you saw your opponents set up, you should have set it up so that there is little to no way they can shoot the Havocs this turn.

    Take the shooting on the rest of your army.

    Your physic phase cast Prescience on the Havocs.

    Your shooting phase, use VotLW on Havocs, shoot imposing enemy vehicle with Havocs now 2 to hit re-roll 1's, 2 to wound re-roll 1's.

    Use the Slannesh strat, and shoot them again.

    At this point you have now fired your LC Havocs three times by the end of your first shooting phase, and there is little to nothing your opponent can do. Also this set up is not very expensive at all and is only 5 CP wih VotLW, which you can skimp on if you want.

    I think AL has a lot of potential for havocs with both the targeting strat and the teleport strat (teleport Chain havocs turn one into range).







    Chaos Marines Tactica [8th Edition] @ 2019/12/17 19:32:55


    Post by: TwinPoleTheory


     xeen wrote:
    Anyone try this:

    You take alpha legion with a basic lord, basic sorcerer, and a squad of 5 Havocs with Laser Cannons.

    1 CP on the Viligilus formation that affects Havocs, Lords, and Oblits

    Take the WL trait that lets you re-roll 1's to wound aura for the lord out of that formation.

    Concede first turn to your opponent, wait to see how they deploy and then counter deploy with some units in front of the Havocs, and the Sor and Lord within 6 of the Havocs.

    End of your opponents first movement phase, you use the 1CP strat that lets your Havocs shoot. 3 to hit re-roll 1's, 3 to wound re-roll 1's against any nasty vehicle your opponent has.

    Beginning of your opponent's shooting phase, you drop the AL strat on the Havocs that prevents them from being targeted unless closest, and since you saw your opponents set up, you should have set it up so that there is little to no way they can shoot the Havocs this turn.

    Take the shooting on the rest of your army.

    Your physic phase cast Prescience on the Havocs.

    Your shooting phase, use VotLW on Havocs, shoot imposing enemy vehicle with Havocs now 2 to hit re-roll 1's, 2 to wound re-roll 1's.

    Use the Slannesh strat, and shoot them again.

    At this point you have now fired your LC Havocs three times by the end of your first shooting phase, and there is little to nothing your opponent can do. Also this set up is not very expensive at all and is only 5 CP wih VotLW, which you can skimp on if you want.

    I think AL has a lot of potential for havocs with both the targeting strat and the teleport strat (teleport Chain havocs turn one into range).


    I ran AL/RC/IW this weekend (3 battalions, 21 CP).
    I ran the Havocs as IW, used the Siege Master WL trait from IW because the one from DB only works on vehicles. Ran them in a Battalion so each squad of Havocs had their own Cultist squad to be cannon fodder if necessary.
    Used the Havocs first turn to pop a vehicle (Methodical Annihilation really does a good job of making Lascannons/Missile Launchers less swingy), so Methodical Annihilation, Veterans, Endless, with Warpsight Plea, they're hitting on 2s, re-rolling 1 both to hit and wound, firing twice.
    Once the vehicle was popped, used the AL strat Sabotaged Armory, vehicle blew up in the middle of my opponent's army.
    In general really liking the way AL/IW can work off each other and protect their units. Of the new strats available I used, Conceal, Sabotaged Armory, Cannon Fodder, Methodical Annihilation, We Are Alpharius.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 19:43:37


    Post by: Yoyoyo


     xeen wrote:
    Take the shooting on the rest of your army.

    That’s the crux. It’s not an afterthought either. How much will you lose in the process of protecting ~150pts of Havocs? And if you’re capable of tanking an entire army’s worth of firepower on T1, why do you need some form of alpha strike?


    Automatically Appended Next Post:
    mrtomski wrote:
    Which relic axe do you mean? The mortal wound one - didn't look that good to me...

    It’s an IW specific relic, +3S, AP-3, flat 2D and hits for D3 MW against vehicles on unmodified 5’s

    If you thought I meant the Daemon Weapon one? It’s only useful on an Exalted Champ hunting characters.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 21:09:39


    Post by: mrtomski


    Hi all, what do you think of the forge world Hellwright on Dark Abeyant.

    I'm thinking if getting one for my deamon engine list as it fits the theme nicely.

    I'd give him insidium relic and the auto hit on 6s WL trait. The idea is that he would hide behind a lord of skulls and any other engines in my list.

    With an 8 inch move he can almost keep up, has decent short range shooting, can repair, heals a wound himself each turn, with character rule protection.

    Hes 136 points though which feels a little steep. And no reroll aura etc.


    Chaos Marines Tactica [8th Edition] @ 2019/12/17 21:13:46


    Post by: Yoyoyo


    mrtomski wrote:
    Hi all, what do you think of the forge world Hellwright on Dark Abeyant.

    Why don’t you post an entire list? It’s easier to give advice in context.



    Chaos Marines Tactica [8th Edition] @ 2019/12/17 23:10:03


    Post by: mrtomski


    Yoyoyo wrote:
    mrtomski wrote:
    Hi all, what do you think of the forge world Hellwright on Dark Abeyant.

    Why don’t you post an entire list? It’s easier to give advice in context.



    Something along these lines.. I dont think this is a particularly competitive list but I happen to have almost all of the models needed so can definitely test it

    Idea would be to warp time the LOS up the field and the rest moves up behind and takes the midfield.

    Having extra hits on 6s and extra attacks on 6s to wound means getting a bit extra out of shooting and as good as a +1 to hit basically.

    Defilers could be replaced by forgedfiends or decimators to free up points. Defilers are much more solid though and have scary melee. Defilers give 6 las cannon shots 3d6 s8 -2 d3d, 3d6 s5 ap 0 shots vs 24 s8 -1 2d for the other options. Not sure if the better ap on the deflier closes the gap on the shooting.

    The deamon patrol was kind of tacked on.

    Other variations of this list I'm working on are 1. Having oblits 2. Having a nightlords detachment with warptalons. Both of which I think gives loads more tactical flexibility.

    List

    Spoiler:


    ++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [63 PL, 8CP, 1,074pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Legion: Iron Warriors

    + HQ +

    Chaos Hellwright on Dark Abeyant [9 PL, 136pts]: 2. Daemonsmith, Flamer, Insidium, Mark of Khorne, Warlord
    . Dark Abeyant: Warpfire lance

    Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Mark of Khorne
    . Helstalker: Techno-virus injector

    Lord Discordant on Helstalker [9 PL, 160pts]: Autocannon, Mark of Khorne
    . Helstalker: Techno-virus injector

    + Troops +

    Chaos Cultists [3 PL, 40pts]: No Chaos Mark
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Chaos Cultists [3 PL, 40pts]: No Chaos Mark
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Chaos Cultists [3 PL, 40pts]: No Chaos Mark
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    + Heavy Support +

    Defiler [9 PL, 166pts]: Havoc launcher, Mark of Khorne, Twin lascannon

    Defiler [9 PL, 166pts]: Havoc launcher, Mark of Khorne, Twin lascannon

    Defiler [9 PL, 166pts]: Havoc launcher, Mark of Khorne, Twin lascannon

    ++ Supreme Command Detachment +1CP (Chaos - Chaos Space Marines) [47 PL, 1CP, 706pts] ++

    + No Force Org Slot +

    Detachment CP [1CP]

    Legion: Iron Warriors

    + HQ +

    Dark Apostle [5 PL, 72pts]: Benediction of Darkness, Mark of Khorne, Wrathful Entreaty

    Master of Possession [5 PL, 88pts]: Cursed Earth, Force stave, No Chaos Mark, Sacrifice

    Sorcerer with Jump Pack [7 PL, 116pts]: Bolt pistol, Force sword, No Chaos Mark, Prescience, Warptime

    + Lord of War +

    Khorne Lord of Skulls [30 PL, 430pts]: Hades gatling cannon, Ichor cannon

    ++ Patrol Detachment (Chaos - Daemons) [12 PL, -1CP, 219pts] ++

    + No Force Org Slot +

    Chaos Allegiance: Chaos Undivided

    Rewards of Chaos (1 Relic) [-1CP]

    + HQ +

    Daemon Prince of Chaos [9 PL, 165pts]: Khorne, Malefic talon, The Crimson Crown, Wings

    + Troops +

    Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

    ++ Total: [122 PL, 8CP, 1,999pts] ++

    Created with BattleScribe




    Chaos Marines Tactica [8th Edition] @ 2019/12/17 23:30:01


    Post by: xeen


    Yoyoyo wrote:
     xeen wrote:
    Take the shooting on the rest of your army.

    That’s the crux. It’s not an afterthought either. How much will you lose in the process of protecting ~150pts of Havocs? And if you’re capable of tanking an entire army’s worth of firepower on T1, why do you need some form of alpha strike?


    Automatically Appended Next Post:
    mrtomski wrote:
    Which relic axe do you mean? The mortal wound one - didn't look that good to me...

    It’s an IW specific relic, +3S, AP-3, flat 2D and hits for D3 MW against vehicles on unmodified 5’s

    If you thought I meant the Daemon Weapon one? It’s only useful on an Exalted Champ hunting characters.



    Well you are going to take it anyway. If you play with enough terrain on the table and play with the CA18 deployment you should be able to mitigate this down, and if you don't then you are probably SOL anyway if you don't go first. I like this plan if you play with the CA18 way of deployment and have enough terrain on the table to make deployment matter.......if you don't or if you use the old you deploy I deploy method, then no way, first turn always because there is no advantage you can get going second. That is why I hate that type of deployment.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 01:35:30


    Post by: lindsay40k


    Azuza001 wrote:
    Yoyoyo wrote:
    A PBC has 4 faction keywords: Chaos, Nurgle, Heretic Astartes, Death Guard.

    The entire army must share Chaos. A detachment must share 1 keyword other than Chaos. So you can make it a generic NURGLE detachment, though you’ll lose codex advantages within pure DG detachments like Inexorable Advance and Stratagems. It’s exactly the same principle as SM doctrines.

    So he loses both nurgle deamon abilities and death guard abilities doing that correct? Because like I pointed out it's not a deamon codex detachment. I am just trying to wrap my head around how this works exactly.

    The detachment is legal, but mislabelled - it is a NURGLE detachment. The Death Guard do not benefit from Inexorable Advance. The Daemons of Nurgle do not gain Loci of Virulence. Also, neither Codex’s Stratagems are unlocked.

    If the tourney allowed four detachments, I imagine there’d be a DG HQ making the PBC into a Spearhead, if only to enable the Daemons to bring their excellent Loci and Possession stratagem. As it is, I suppose the units in the Nurgle detachment are chosen as elements with few moving parts.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 05:15:15


    Post by: Yoyoyo


    mrtomski wrote:
    Something along these lines.. I dont think this is a particularly competitive list but I happen to have almost all of the models needed so can definitely test it

    How attached are you to the Cultists? You could do something like this.

    IW Supreme Command - Sorcerer, 2x Discos, LoS
    IW Spearhead - Apostle, 3x Defilers
    Daemons Battalion - Bloodthirster w/CC, Winged DP w/Skullreaver, 3x Bloodletters

    I really like your concept, honestly! But I think it might be stronger with less support, and more threat saturation.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 10:19:44


    Post by: mrtomski


    Yoyoyo wrote:
    mrtomski wrote:
    Something along these lines.. I dont think this is a particularly competitive list but I happen to have almost all of the models needed so can definitely test it

    How attached are you to the Cultists? You could do something like this.

    IW Supreme Command - Sorcerer, 2x Discos, LoS
    IW Spearhead - Apostle, 3x Defilers
    Daemons Battalion - Bloodthirster w/CC, Winged DP w/Skullreaver, 3x Bloodletters

    I really like your concept, honestly! But I think it might be stronger with less support, and more threat saturation.


    Thanks for the suggestion. When I was originally thinking of deamon engines some time ago a basic concept was have the majority of the army t7+ with invuns to help mitigate a decent chunk of enemy shooting.

    Sounds like a silly question but how good is a bloodthirster, I've never used one before..


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 10:23:20


    Post by: Not Online!!!


    Good if he get's into melee, just no one will let them there


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 10:46:34


    Post by: small_gods


    I've tried using my 2 bloodthirsters a few times. He's great vs a list with not a lot of shooting and terrible vs a gunline.

    The only list that had any use in was a mele rush list full of zerkers in rhinos, magnus, skarbrand and 2 bloodthirsters.

    You can make him quite tough with armour of scorn and oblivious to pain wl trait. You spend warpsurge a couple of times and he's on 3++ and 6+ fnp. But it's a huge investment and will still get downed with a few bad rolls.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 12:02:05


    Post by: Salt donkey


     small_gods wrote:
    I've tried using my 2 bloodthirsters a few times. He's great vs a list with not a lot of shooting and terrible vs a gunline.

    The only list that had any use in was a mele rush list full of zerkers in rhinos, magnus, skarbrand and 2 bloodthirsters.

    You can make him quite tough with armour of scorn and oblivious to pain wl trait. You spend warpsurge a couple of times and he's on 3++ and 6+ fnp. But it's a huge investment and will still get downed with a few bad rolls.


    I'm afraid that warp surge got FAQ'd to not allow any INV save higher than 4++. Tzeetch demons can kinda of get around because they add + 1 to the INV save roll, not change the stat itself. Any other demons can't go above a 4++, which is very stupid, but that's how they've made it.



    Chaos Marines Tactica [8th Edition] @ 2019/12/18 16:13:31


    Post by: Yoyoyo


    mrtomski wrote:
    Thanks for the suggestion. When I was originally thinking of deamon engines some time ago a basic concept was have the majority of the army t7+ with invuns to help mitigate a decent chunk of enemy shooting.

    It’s going to be a challenge in balancing resiliency and threat saturation. As well as dealing with roadblocks like screening units. I do think you should try and keep the Skullreaver Daemon Prince and Khorne synergies, they have a lot of utility in your list.

    I think a 4++ Bloodthirster and -1 to hit, Warptimed LoS would probably take most of the heat away from the Discos/Defilers/Prince if everything is running up the board. The 4++ from the MoP is most applicable if you’re planning to castle around him. It’s a good idea but you don’t want to hang back. Trying to put the pieces together, your list can move 10” up the board without losing any shooting accuracy (Soulforged Pack + Stoic Advance), a 12” move BT or Prince keeps pace easily holding the CC, you have top-tier assault, you can charge and advance with Loci, your Khorne DP gives a re-roll aura... the 4++ from Cursed Earth is quite good, but your forces really want to advance.

    Maybe think of casting Warptime on the MoP, so he can keep pace with the Daemon Engines? You could even swap out Smite for Warptime with a Chaos Familiar and triple-cast with Great Sorcerer, so you probably don’t need a Sorc at all. Or just drop the BT to free up points.



    Chaos Marines Tactica [8th Edition] @ 2019/12/18 17:08:29


    Post by: mrtomski


    Yoyoyo wrote:
    mrtomski wrote:
    Thanks for the suggestion. When I was originally thinking of deamon engines some time ago a basic concept was have the majority of the army t7+ with invuns to help mitigate a decent chunk of enemy shooting.

    It’s going to be a challenge in balancing resiliency and threat saturation. As well as dealing with roadblocks like screening units. I do think you should try and keep the Skullreaver Daemon Prince and Khorne synergies, they have a lot of utility in your list.

    I think a 4++ Bloodthirster and -1 to hit, Warptimed LoS would probably take most of the heat away from the Discos/Defilers/Prince if everything is running up the board. The 4++ from the MoP is most applicable if you’re planning to castle around him. It’s a good idea but you don’t want to hang back. Trying to put the pieces together, your list can move 10” up the board without losing any shooting accuracy (Soulforged Pack + Stoic Advance), a 12” move BT or Prince keeps pace easily holding the CC, you have top-tier assault, you can charge and advance with Loci, your Khorne DP gives a re-roll aura... the 4++ from Cursed Earth is quite good, but your forces really want to advance.

    Maybe think of casting Warptime on the MoP, so he can keep pace with the Daemon Engines? You could even swap out Smite for Warptime with a Chaos Familiar and triple-cast with Great Sorcerer, so you probably don’t need a Sorc at all. Or just drop the BT to free up points.



    Interesting points thanks, I'll have a play around with the list and see what I can come up with. I like the idea of threat saturation.

    When I've played a similar list before a lot of the "support" didn't end up doing much, as you say the MOP gets quickly left behind, same with warpsmiths. So although it may seem a little anti intuitive maybe something like the bloodthirster is the way to go.

    Having played deamon engines at the london GT (and did horribly) I do feel a LOS with a -1 hit and 6+++ will survive 1st turn shooting in most cases.

    The original reason I liked the hellwright was that with 8" move he could keep pace and also be untargetable, which I think will be key for whoever I give the deamonsmith WL trait to.

    Tempting the opponent to get close to my forces to take out my warlord rather then sending him to them as I have before with LDs.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 18:31:02


    Post by: small_gods


    Salt donkey wrote:
     small_gods wrote:
    I've tried using my 2 bloodthirsters a few times. He's great vs a list with not a lot of shooting and terrible vs a gunline.

    The only list that had any use in was a mele rush list full of zerkers in rhinos, magnus, skarbrand and 2 bloodthirsters.

    You can make him quite tough with armour of scorn and oblivious to pain wl trait. You spend warpsurge a couple of times and he's on 3++ and 6+ fnp. But it's a huge investment and will still get downed with a few bad rolls.


    I'm afraid that warp surge got FAQ'd to not allow any INV save higher than 4++. Tzeetch demons can kinda of get around because they add + 1 to the INV save roll, not change the stat itself. Any other demons can't go above a 4++, which is very stupid, but that's how they've made it.



    Of course, brain in gear now!! Yeah only really impossible robe lord of change able to get the 3++ now! Not the 2++ that it once was.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 21:56:44


    Post by: Yoyoyo


    mrtomski wrote:

    When I've played a similar list before a lot of the "support" didn't end up doing much, as you say the MOP gets quickly left behind, same with warpsmiths.

    Since you've got Khorne Daemons Loci, don't forget that any character who takes Insidium can benefit from it. So if you want to sling a Dark Apostle or MoP into combat on R2 to support the Daemon Engines, it will improve your chances to get in.


    Chaos Marines Tactica [8th Edition] @ 2019/12/18 23:54:08


    Post by: Abaddon303


    I really want a flyer in my BL army. I'm thinking of getting a nephilim jetfighter and doing some light conversion to proxy it as a xiphon interceptor.
    Anybody had any joy with them?
    I know predators aren't exactly a good marker but its 240pts compared to 175pts for a quadlas pred.
    Offensively you get the same 4 lascannons, plus basically a pair of autocannons with the potential for mortal wounding, ignore moving with heavys and +1 to hit against fly.
    Defensively you have 1 less wound but same toughness and save and -1 to hit for airbourne.
    You think that's worth the extra 65pts? Or is it a waste and I'm never gonna run it?


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 00:31:38


    Post by: Slayer-Fan123


    It's worth it I promise.


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 01:02:54


    Post by: Abaddon303


    Ha, i'll take that as a full endorsement!


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 09:31:14


    Post by: mrtomski


    Abaddon303 wrote:
    I really want a flyer in my BL army. I'm thinking of getting a nephilim jetfighter and doing some light conversion to proxy it as a xiphon interceptor.
    Anybody had any joy with them?
    I know predators aren't exactly a good marker but its 240pts compared to 175pts for a quadlas pred.
    Offensively you get the same 4 lascannons, plus basically a pair of autocannons with the potential for mortal wounding, ignore moving with heavys and +1 to hit against fly.
    Defensively you have 1 less wound but same toughness and save and -1 to hit for airbourne.
    You think that's worth the extra 65pts? Or is it a waste and I'm never gonna run it?


    I think the ability to potentially snipe characters alone is worth the extra 65. I guess the only downside is you know its like to get killed t2 as it will be a relatively high priority target.


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 10:20:09


    Post by: p5freak


    mrtomski wrote:
    Abaddon303 wrote:
    I really want a flyer in my BL army. I'm thinking of getting a nephilim jetfighter and doing some light conversion to proxy it as a xiphon interceptor.
    Anybody had any joy with them?
    I know predators aren't exactly a good marker but its 240pts compared to 175pts for a quadlas pred.
    Offensively you get the same 4 lascannons, plus basically a pair of autocannons with the potential for mortal wounding, ignore moving with heavys and +1 to hit against fly.
    Defensively you have 1 less wound but same toughness and save and -1 to hit for airbourne.
    You think that's worth the extra 65pts? Or is it a waste and I'm never gonna run it?


    I think the ability to potentially snipe characters alone is worth the extra 65. I guess the only downside is you know its like to get killed t2 as it will be a relatively high priority target.


    Dont use it as a character sniper. Mark it nurgle, cast miasma of pestilence on it, and let it fly in your own deployment zone.


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 22:23:21


    Post by: Abaddon303


    Nice I hadn't thought of the character sniping potential.
    What I really wish chaos had is something like the loyalist stormhawk. I don't really want a flyer hanging around in my deployment zone pretending to be a tank. I want one that is carrying out anti infantry strafing runs with high volume short range weapons.
    70" move seems a little unnecessary when you have >48" range weaponry


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 22:53:17


    Post by: Roknar


    Like a Fire raptor?


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 23:12:06


    Post by: Niiru


     Roknar wrote:
    Like a Fire raptor?


    Does the raptor compare with the xiphon? In a good way, i mean


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 23:51:58


    Post by: Roknar


    Niiru wrote:
     Roknar wrote:
    Like a Fire raptor?


    Does the raptor compare with the xiphon? In a good way, i mean


    Abaddon303 asked for anti infantry strafing runs.
    The xiphon is dedicated anti tank, the fireraptor can be loaded for either role.
    That said you can almost get two interceptors for the price of one raptor and it's not that much tougher, only having 6 wounds more.
    It has the option to stand still if it wants to or fly.

    It's 36 shots though in the base loadout (different weapons).
    Alternatively you could get a hell talon, that actually has rules for flying over units and dropping bombs which is a better comparison as it costs the same a xiphon
    Though imho neither is going to make its points costs back due to hitting infantry whereas the xiphon is taking out high points cost units.

    You can give the raptor a similar loadout to the xiphon on top of the 10 shot main gun, but it's not worth it over taking two xiphons for example.
    It does fit the description of anti infantry strafing runs though. The storm eagle is similar but with 20-man transport capacity and only a little less dakka.


    Chaos Marines Tactica [8th Edition] @ 2019/12/19 23:59:00


    Post by: Abaddon303


    yeh the fireraptor just seems like too many eggs in one basket plus it's expensive $$$
    i like the stormeagle because the 20 man capacity is epic. wish we had more large transports. At the very least something that can fit a squad of termis and a hq...


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 01:26:31


    Post by: Drudge Dreadnought


    Has anyone run the numbers on mass infantry now with the new points changes? How do CSM measure up to Tactical Marines or Intercessors now? (I'm not expecting them to win, but I want to know how much they lose by.)

    Could a mass infantry skew list with respawning red corsair 20man squads work now?

    How about mass infantry alpha legion? Can their -1 to be hit bring 11pt CSM or 12pt chosen special weapon spam up to the level of tacs/intercessors with their combat doctrines? (-1 to be hit should beat an extra AP, but of course the loyalists have chapter traits too.)

    How about Alpha Legion Rubrics, Plague Marines, or Noise Marines? They seem like they should be significantly more points efficient than before. But efficient enough?

    Now that Alpha Legion has a Cloud of flies style strat, how about using it to protect a giant blob of cult marines?


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:03:31


    Post by: techsoldaten


     Drudge Dreadnought wrote:
    Has anyone run the numbers on mass infantry now with the new points changes? How do CSM measure up to Tactical Marines or Intercessors now? (I'm not expecting them to win, but I want to know how much they lose by.)

    Intercessors outclass them by a large margin.

     Drudge Dreadnought wrote:
    Could a mass infantry skew list with respawning red corsair 20man squads work now?

    Probably not against NuMarines. Against everything else, occasionally. Against Grey Knights and Necrons, decent chance it works.

     Drudge Dreadnought wrote:
    How about mass infantry alpha legion? Can their -1 to be hit bring 11pt CSM or 12pt chosen special weapon spam up to the level of tacs/intercessors with their combat doctrines? (-1 to be hit should beat an extra AP, but of course the loyalists have chapter traits too.)

    Intercessors beat them with range and AP-2 guns on line infantry. That's before Stratagems and Chapter Tactics. Repulsors wipe out multiple units at a time, even with Alpha Legion Traits.

     Drudge Dreadnought wrote:
    How about Alpha Legion Rubrics, Plague Marines, or Noise Marines? They seem like they should be significantly more points efficient than before. But efficient enough?

    Not enough. The AP-2 guns with Tactical Doctrine mean a 5-man Intercessor squad can own a 10-man Cult Marine unit of any flavor. The 30" range means they are usually shooting before you, meaning you have less guns to shoot.

     Drudge Dreadnought wrote:
    Now that Alpha Legion has a Cloud of flies style strat, how about using it to protect a giant blob of cult marines?

    Let us know how that works out for you.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:07:24


    Post by: Drudge Dreadnought


     techsoldaten wrote:
     Drudge Dreadnought wrote:
    Has anyone run the numbers on mass infantry now with the new points changes? How do CSM measure up to Tactical Marines or Intercessors now? (I'm not expecting them to win, but I want to know how much they lose by.)

    Intercessors outclass them by a large margin.

     Drudge Dreadnought wrote:
    Could a mass infantry skew list with respawning red corsair 20man squads work now?

    Probably not against NuMarines. Against everything else, occasionally. Against Grey Knights and Necrons, decent chance it works.

     Drudge Dreadnought wrote:
    How about mass infantry alpha legion? Can their -1 to be hit bring 11pt CSM or 12pt chosen special weapon spam up to the level of tacs/intercessors with their combat doctrines? (-1 to be hit should beat an extra AP, but of course the loyalists have chapter traits too.)

    Intercessors beat them with range and AP-2 guns on line infantry. That's before Stratagems and Chapter Tactics. Repulsors wipe out multiple units at a time, even with Alpha Legion Traits.

     Drudge Dreadnought wrote:
    How about Alpha Legion Rubrics, Plague Marines, or Noise Marines? They seem like they should be significantly more points efficient than before. But efficient enough?

    Not enough. The AP-2 guns with Tactical Doctrine mean a 5-man Intercessor squad can own a 10-man Cult Marine unit of any flavor. The 30" range means they are usually shooting before you, meaning you have less guns to shoot.

     Drudge Dreadnought wrote:
    Now that Alpha Legion has a Cloud of flies style strat, how about using it to protect a giant blob of cult marines?

    Let us know how that works out for you.


    Yeah but how does it measure up adjusted for points?

     Drudge Dreadnought wrote:
    (I'm not expecting them to win, but I want to know how much they lose by.)


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:20:01


    Post by: techsoldaten


     Drudge Dreadnought wrote:

    Yeah but how does it measure up adjusted for points?

     Drudge Dreadnought wrote:
    (I'm not expecting them to win, but I want to know how much they lose by.)

    Think of it this way.

    For each CSM model, you can remove one Intercessor every 8 shots.

    For each Intercessor model, your opponent can remove one CSM model every 3 shots. And your opponent shoots first 50% of the time.

    If the game were a pure shootout, how many more CSMs would you need to destroy all Intercessors and have at least one CSM left?


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:21:54


    Post by: Drudge Dreadnought


     techsoldaten wrote:
     Drudge Dreadnought wrote:

    Yeah but how does it measure up adjusted for points?

     Drudge Dreadnought wrote:
    (I'm not expecting them to win, but I want to know how much they lose by.)

    Think of it this way.

    For each CSM model, you can remove one Intercessor every 8 shots.

    For each Intercessor model, your opponent can remove one CSM model every 3 shots. And your opponent shoots first 50% of the time.

    If the game were a pure shootout, how many more CSMs would you need to destroy all Intercessors and have at least one CSM left?


    Yeah, but the CSM can take plasma, which threatens everything, and Reaper Chaincannons, which are extremely efficient at killing infantry. The comparison is a bit more complicated than this.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:30:16


    Post by: JNAProductions


    For 75 points, you get 8 S4 AP0 D1 shots and 8 S5 AP-1 D1 shots, all at BS3+, at 24". (Assuming you stood still.)

    For 85 points, they get 10 S4 AP-1 or AP-2 D1 shots, at BS3+, all at 30".

    So, let's give our CSM player round 1, and an extra body (86 points total). They walk up, fire 5 shots at S4 AP0 and 8 shots at S5 AP-1.

    10/3 and 4 hits
    5/3 and 8/3 wounds
    5/9 and 4/3 failed saves
    17/9 damage, or probably one dead Intercessor

    Intercessors fire then, 8 shots.

    16/3 hits
    8/3 wounds
    4/3 damage, or more than a dead CSM

    Extrapolating from that, we can see the CSM will probably win. Their damage goes up as their accuracy does with the heavy weapon, and their last loss is the worst.

    But an issue with that, is that that requires the SM player to play dumb. Deploy right at the line or near to it so you can walk forward and get shots T1.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:49:18


    Post by: Slayer-Fan123


     JNAProductions wrote:
    For 75 points, you get 8 S4 AP0 D1 shots and 8 S5 AP-1 D1 shots, all at BS3+, at 24". (Assuming you stood still.)

    For 85 points, they get 10 S4 AP-1 or AP-2 D1 shots, at BS3+, all at 30".

    So, let's give our CSM player round 1, and an extra body (86 points total). They walk up, fire 5 shots at S4 AP0 and 8 shots at S5 AP-1.

    10/3 and 4 hits
    5/3 and 8/3 wounds
    5/9 and 4/3 failed saves
    17/9 damage, or probably one dead Intercessor

    Intercessors fire then, 8 shots.

    16/3 hits
    8/3 wounds
    4/3 damage, or more than a dead CSM

    Extrapolating from that, we can see the CSM will probably win. Their damage goes up as their accuracy does with the heavy weapon, and their last loss is the worst.

    But an issue with that, is that that requires the SM player to play dumb. Deploy right at the line or near to it so you can walk forward and get shots T1.

    Why were the CSM given an extra body?

    I'm also guessing that the Aux Grenade Launcher probably doesn't help much? It's only a point (which is nice) but 3.5 S3 shots on average probably does worse than the 2 S4 AP-1 shots.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 02:51:17


    Post by: JNAProductions


    Because it was 75 points versus 85.

    With an extra body, it's 86 versus 85.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 03:08:07


    Post by: Slayer-Fan123


     JNAProductions wrote:
    Because it was 75 points versus 85.

    With an extra body, it's 86 versus 85.

    Oh I did the math wrong my bad.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 03:32:54


    Post by: JNAProductions


    All good, no worries.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 04:37:46


    Post by: MrMoustaffa


    Ok, that doesn't surprise me, but how about if we're looking at CSM as screens, objective grabbers, and basically filling the role of cultists. I'm thinking purely alpha legion here, but I'm sure red corsairs could be argued for.

    You're talking 5 marines at 55 vs 10 cultists at 40

    Marines
    +-1 to hit outside 12"
    +Ability support, auras, etc.
    +Better shooting
    +Tougher against weak anti horde weapons that spam shots like punisher cannons
    +Fairly immune to morale
    -almost 1.5x more expensive
    -way weaker to high AP weapons and MW

    Cultists
    +Cheaper
    +More shots
    +Better screen, especially against stuff like MW
    -absolutely melt to anything
    -cant really be relied on to do much unless in large nunbers
    -weak to morale.

    I don't know if the marines are better, or even equal, but you can probably make barebones squads useable as cheap troops for casual games at least. I don't feel like I'm completely hamstrung by taking them like i would've been a year or two ago.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 05:43:43


    Post by: techsoldaten


     JNAProductions wrote:
    For 75 points, you get 8 S4 AP0 D1 shots and 8 S5 AP-1 D1 shots, all at BS3+, at 24". (Assuming you stood still.)

    For 85 points, they get 10 S4 AP-1 or AP-2 D1 shots, at BS3+, all at 30".

    So, let's give our CSM player round 1, and an extra body (86 points total). They walk up, fire 5 shots at S4 AP0 and 8 shots at S5 AP-1.

    Spoiler:
    10/3 and 4 hits
    5/3 and 8/3 wounds
    5/9 and 4/3 failed saves
    17/9 damage, or probably one dead Intercessor

    Intercessors fire then, 8 shots.

    16/3 hits
    8/3 wounds
    4/3 damage, or more than a dead CSM


    Extrapolating from that, we can see the CSM will probably win. Their damage goes up as their accuracy does with the heavy weapon, and their last loss is the worst.

    But an issue with that, is that that requires the SM player to play dumb. Deploy right at the line or near to it so you can walk forward and get shots T1.

    A more disciplined NuMarine player might play it a different way. 5 Intercessors, 6 CSMs with a Chaincannon.

    NuMarines move turn 1, activate Tactical Doctrine turn 2. Stand still, fire 10 shots at AP-2 from 30".

    - 10 Bolt Rifle shots, 6 hits, 3 wounds, 1 save = 2 dead CSMs (4 remaining)

    CSM move forward 6 inches, shoot back with Bolt Guns and the Chaincannon. Assuming all the guns are in range:

    - 4 Bolt Gun shots, 2 hits, 1 wounds, 1 save = No wounds
    - 8 Chaincannon shots, 4 hits (-1 to hit for moving with heavy weapon), 2 wounds, 1 save = 1 wound lost

    Turn 3, the Intercessors stay where they are.

    - 10 Bolt Rifle shots, 6 hits, 3 wounds, 1 save = 2 dead CSMs (2 remaining)

    CSM stay where they are.

    - 6 Bolt Gun shots, 3 hits, 1 wound, 1 save = whiff
    - 8 Chaincannon shots, 5 hits, 3 wounds, 1 save = 1 dead Intercessor, 1 wound lost (4 remaining)

    Turn 4, the Intercessors stay where they are.

    - 8 Bolt Rifle shots, 5 hits, 3 wounds, 1 save = 2 dead CSMs (0 remaining)

    This logic assumes average rolls on everything but the CSM saves, which would actually be worse. There's about a 33% chance the CSM squad is wiped at the end of Turn 3 shooting, and the NuMarines could use the Rapid Fire Stratagem turn 2 to guarantee it.

    If the NuMarine player wanted to be tricky, the Intercessors would move back 6" turn 3 and use Steady Advance to shoot as if they hadn't moved. This would force the CSM player to move forward to return fire, further reducing the efficiency of the Chaincannon. This happens a lot in my games versus NuMarines, Intercessor squads positioned at just over 24" and falling back when anything closes in.

    This gets worse with larger squads. Same scenario with 10x Intercessors versus 10x CSMs with 2 Chaincannons. Even with the extra heavy weapon, the CSMs still lose 4 models second and third turn and NuMarines lose about 3 Intercessors. Are 2 Chaincannons going to kill the 7 remaining Intercessors?

    Not likely. The CSM player would be better off taking Plasma, but not too much better. You could throw Endless Cacophony in there to make it interesting, but NuMarines still win that scenario most of the time.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 06:46:41


    Post by: Drudge Dreadnought


    Keep in mind that 5 CSM can take a Reaper+Combi Plasma, or Plasma+Combi Plasma.

    I'm going to assume that a 2x plasma squad will wreck intercessors within 12", and at least break even at 24", and of course lose at further ranges.

    Intercessors are great at killing infantry at range, but they don't threaten monsters or vehicles. Plasma CSM do. Intercessors also get really inefficient when being shot by D2 weapons, even the humble (and cheap) autocannon.

    So the question is, can the added utility of the CSM's plasma compensate for their lack of performance at range? And if not, how much are they falling short by?

    If you pit just plasma CSM vs intercessors, the CSM clearly lose. What about a mix of plasma CSM and autocannon havocs? What if you add some vehicles on both sides?

    Are there other reasons CSM aren't viable other than lack of efficiency when compared to Intercessors?


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 07:02:03


    Post by: Slayer-Fan123


    They don't get good Legion rules you seem to forget. For example, the moment you've gone Iron Hands or Raven Guard, they get a defensive boost that you can only get from Alpha Legion, or Imperial Fists with Ignore Cover + exploding hits, all on top of better Strats. 2CP gives those Bolt Rifles Rapid Fire 2, remember?

    Chaos has NOTHING like that.


    Automatically Appended Next Post:
    Ergo, you just go with the new 4 point Cultist to get your CP more efficiently. Otherwise you could go Red Corsairs, but as is they already give extra CP just for being Corsairs.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 07:07:24


    Post by: techsoldaten


     Drudge Dreadnought wrote:
    Keep in mind that 5 CSM can take a Reaper+Combi Plasma, or Plasma+Combi Plasma.

    I'm going to assume that a 2x plasma squad will wreck intercessors within 12", and at least break even at 24", and of course lose at further ranges.

    Intercessors are great at killing infantry at range, but they don't threaten monsters or vehicles. Plasma CSM do. Intercessors also get really inefficient when being shot by D2 weapons, even the humble (and cheap) autocannon.

    So the question is, can the added utility of the CSM's plasma compensate for their lack of performance at range? And if not, how much are they falling short by?

    If you pit just plasma CSM vs intercessors, the CSM clearly lose. What about a mix of plasma CSM and autocannon havocs? What if you add some vehicles on both sides?

    Are there other reasons CSM aren't viable other than lack of efficiency when compared to Intercessors?

    Eh. Someone can disagree with me here, but no - loading up on special weapons makes no difference. Autocannons are interesting because of the range but that doesn't make up for CSM's other downsides.

    If you want to know how much something is "falling short," look at my posts above.

    As far as vehicles go - a standard Repulsor gets about 36 shots per turn for around the cost of a Land Raider. CSMs don't have anything to compete with that.

    My worst games versus NuMarines have been against Triple Repulsors, they can just sit near the middle of the board to create a no-man's land that just deletes infantry squads.






    Chaos Marines Tactica [8th Edition] @ 2019/12/20 08:00:24


    Post by: grouchoben


    With respect techsoldaten, you've skewed the test in marines' favour there. Marines get to outrange, stand still and fire first, and apparently even use a strat? Well sure, if that's the way we figure this out, let's do a similar analysis!:

    Both start in range of each other, out of cover. CSM with reaper win initiative, pop VotlW and cacophany, doing 7.8 damage in the first round of shooting.

    Marines return fire killing a csm. CSMs fire again, wiping the squad. Yay CSM!


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 08:16:47


    Post by: Not Online!!!


    No,tech is right, from experience, you will get your face pushed in with mass csm against any form of numarines.

    Even if you maximize heavy and special weapon slots, which you probably must anyways to Make the list work.
    Only redeeming quality is that you can potentially use a melee squad to "no shortage" into advance and charge into melee and attempt to tie down parts of the frontline, that can work,depending on terrain and positioning.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 09:37:27


    Post by: small_gods


    You can make a case for alpha legion rubrics, combi bolter chosen, or csm with rcc or 2 plasma now.

    Rubrics in cover lose less than one man in cover from 5 rapid firing ap-2 intercessors.

    5 kill 1 intercessor in return. Both cost 85 points.

    6 Cobi bolter chosen kill one intercessor.

    5 rf ap-2 intersessors kill 1.5 chosen.

    Plasma csm kill 1 intercessor. Rcc csm kill 1 csm.

    Both lose 1.6 csm in retaliation.

    All this only counts if you get within 24" which is much easier with forward operatives.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 10:58:11


    Post by: lindsay40k


     JNAProductions wrote:
    For 75 points, you get 8 S4 AP0 D1 shots and 8 S5 AP-1 D1 shots, all at BS3+, at 24". (Assuming you stood still.)

    For 85 points, they get 10 S4 AP-1 or AP-2 D1 shots, at BS3+, all at 30".

    So, let's give our CSM player round 1, and an extra body (86 points total). They walk up, fire 5 shots at S4 AP0 and 8 shots at S5 AP-1.

    10/3 and 4 hits
    5/3 and 8/3 wounds
    5/9 and 4/3 failed saves
    17/9 damage, or probably one dead Intercessor

    Intercessors fire then, 8 shots.

    16/3 hits
    8/3 wounds
    4/3 damage, or more than a dead CSM

    Extrapolating from that, we can see the CSM will probably win. Their damage goes up as their accuracy does with the heavy weapon, and their last loss is the worst.

    But an issue with that, is that that requires the SM player to play dumb. Deploy right at the line or near to it so you can walk forward and get shots T1.

    I mean, it’s reassuring that in somewhat optimal conditions, it’s marginally in our favour, but if there’s no objective ect forcing Intercessors to press on then they have very little motivation to start within 30”

    If they get first turn, it’s probably no fun for us at all

    The fact that CSM damage output doesn’t deteriorate as much due to the one big gun is probably mitigated by the Intercessors gaining tac doctrine from T2

    ...actually, 17/9 is actually lower than 2, so the Intercessors have a better than coin flip chance of all surviving, and each time a Heretac dies, that numerator falls by 0.5, making 2D output more of a reach. Meanwhile, the Intercessors are easily capping a Heretac every turn.

    I’m not feeling this at all tbh


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 13:33:35


    Post by: techsoldaten


     grouchoben wrote:
    With respect techsoldaten, you've skewed the test in marines' favour there. Marines get to outrange, stand still and fire first, and apparently even use a strat? Well sure, if that's the way we figure this out, let's do a similar analysis!:

    Both start in range of each other, out of cover. CSM with reaper win initiative, pop VotlW and cacophany, doing 7.8 damage in the first round of shooting.

    Marines return fire killing a csm. CSMs fire again, wiping the squad. Yay CSM!

    No. You are severely mischaracterizing the math.

    I did not apply a Strat to the NuMarines shooting. I said they can guarantee an early wipe of the CSMs by applying a Strat. I did skew the math favorably towards CSM by assuming 1 save per turn. CSM have a 5+ save against AP-2 Bolt Rifles, realistically they fail all their saves with average rolling.

    If you would like to understand the impact of VotLW, Endless Cacophony, and even Prescience against an Intercessor squad in any of the scenarios I described, go ahead. I didn't feel like writing it out. All of these combined make little difference unless you are doing all of them every turn (which costs a lot of CP.)

    If you are going to do that, please also consider applying reroll auras from a Primaris Captain and a Primaris Lieutenant to the NuMarines. In the 5x6 and 10x10 scenarios, there's about a 20% chance the Intercessors wipe the CSMs in a single turn before the CSMs get to shoot. There's about a 75% chance the Intercessors wipe the CSMs in 2 turns while losing max 2 wounds.

    In either case, when you start talking about buffs coming from other sources sources, NuMarines have a huge advantage. CSMs need to pay for VotLW and Endless Cacophony, they need to roll for Prescience, and each shot still only has about a 30% chance to wound.

    Intercessors with proper reroll auras from HQs have about an 70% chance to cause a wound with each shot. No psychic test, no CP spent and, more importantly, those auras can buff multiple units. So, if it's 2 x 5x Intercessors, they get the same buffs, while 2 x 6x CSMs don't.

    I'm not aware of any scenario where, point for point, CSMs consistently outduel Intercessors. Again, maybe you want to spell out the math to make your case.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 16:29:34


    Post by: grouchoben


    "I did not apply a Strat to the NuMarines shooting. I said they can guarantee an early wipe of the CSMs by applying a Strat."

    Eh? You mentioned strats, i mentioned strats. You gave sm 1st turn and preferable range, i did likewise.

    That was really the sum total of my post, tbh...


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 16:34:20


    Post by: JNAProductions


     lindsay40k wrote:
     JNAProductions wrote:
    For 75 points, you get 8 S4 AP0 D1 shots and 8 S5 AP-1 D1 shots, all at BS3+, at 24". (Assuming you stood still.)

    For 85 points, they get 10 S4 AP-1 or AP-2 D1 shots, at BS3+, all at 30".

    So, let's give our CSM player round 1, and an extra body (86 points total). They walk up, fire 5 shots at S4 AP0 and 8 shots at S5 AP-1.

    10/3 and 4 hits
    5/3 and 8/3 wounds
    5/9 and 4/3 failed saves
    17/9 damage, or probably one dead Intercessor

    Intercessors fire then, 8 shots.

    16/3 hits
    8/3 wounds
    4/3 damage, or more than a dead CSM

    Extrapolating from that, we can see the CSM will probably win. Their damage goes up as their accuracy does with the heavy weapon, and their last loss is the worst.

    But an issue with that, is that that requires the SM player to play dumb. Deploy right at the line or near to it so you can walk forward and get shots T1.

    I mean, it’s reassuring that in somewhat optimal conditions, it’s marginally in our favour, but if there’s no objective ect forcing Intercessors to press on then they have very little motivation to start within 30”

    If they get first turn, it’s probably no fun for us at all

    The fact that CSM damage output doesn’t deteriorate as much due to the one big gun is probably mitigated by the Intercessors gaining tac doctrine from T2

    ...actually, 17/9 is actually lower than 2, so the Intercessors have a better than coin flip chance of all surviving, and each time a Heretac dies, that numerator falls by 0.5, making 2D output more of a reach. Meanwhile, the Intercessors are easily capping a Heretac every turn.

    I’m not feeling this at all tbh
    17/9 is pretty close to 2 wounds.

    If you want more detailed numbers, anydice says...

    You've got an 87% chance of doing one wound, 58% chance of doing two wounds, 29% chance of doing three wounds, and an 11% chance of doing four wounds.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 20:32:28


    Post by: mrtomski


    Is there anything csm are good for apart from red coursairs cp?

    I have 15 painted up, and 15 on sprue, but with the cultist point drop it feels like those are better value.



    Chaos Marines Tactica [8th Edition] @ 2019/12/20 21:25:34


    Post by: Not Online!!!


    mrtomski wrote:
    Is there anything csm are good for apart from red coursairs cp?

    I have 15 painted up, and 15 on sprue, but with the cultist point drop it feels like those are better value.



    Honestly,it's s just numarines that this severly punish regular csm.
    Against nearly all other armies min csm are decently enough in ability.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 22:51:26


    Post by: Niiru


    Not Online!!! wrote:
    mrtomski wrote:
    Is there anything csm are good for apart from red coursairs cp?

    I have 15 painted up, and 15 on sprue, but with the cultist point drop it feels like those are better value.



    Honestly,it's s just numarines that this severly punish regular csm.
    Against nearly all other armies min csm are decently enough in ability.



    It's basically the same for most (possibly all?) armies right now.

    Is your opponent Chaos/Daemons/Tau/Eldar/Delder/Necron/non-soup Admech? Then you're fine, it'll be a fun game.

    Is your opponent Soup Imperium of pretty much any flavour? Most likely, the odds will be heavily against you. Doubly so if they're also IF or IH.

    It does seem like GW are hoping to get enough space marine players, that they can just shelve all the other armies.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 23:15:26


    Post by: Not Online!!!


    Niiru wrote:
    Not Online!!! wrote:
    mrtomski wrote:
    Is there anything csm are good for apart from red coursairs cp?

    I have 15 painted up, and 15 on sprue, but with the cultist point drop it feels like those are better value.



    Honestly,it's s just numarines that this severly punish regular csm.
    Against nearly all other armies min csm are decently enough in ability.



    It's basically the same for most (possibly all?) armies right now.

    Is your opponent Chaos/Daemons/Tau/Eldar/Delder/Necron/non-soup Admech? Then you're fine, it'll be a fun game.

    Is your opponent Soup Imperium of pretty much any flavour? Most likely, the odds will be heavily against you. Doubly so if they're also IF or IH.

    It does seem like GW are hoping to get enough space marine players, that they can just shelve all the other armies.


    Actually my horde army did have quite the spike in wins after ca against everything except marines.
    Where i before floated around 40% with it,because lets face it 60+ csm and other infantry like them is pretty much more fun then serious, i did hike up to about 50 .
    Exception kicks in when i face any nu marines,there i dropped under 30% .

    Roughly estimated,before and after ca and f&f in.

    Which brings me to my main issue,i was all the way for a improvement of basic marines, but this,this is just stupid.
    I also estimate that for a csm to compare fairly to a sm tac he'd need to be even lower atm at about 10 pts with the full kit to compensate for atsknf and doctrines. And that really is the crux imo.

    And i for one think that at this point it would be just completely nuts especially in comparison to other factions.....


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 23:29:39


    Post by: Drudge Dreadnought


    Not Online!!! wrote:
    Niiru wrote:
    Not Online!!! wrote:
    mrtomski wrote:
    Is there anything csm are good for apart from red coursairs cp?

    I have 15 painted up, and 15 on sprue, but with the cultist point drop it feels like those are better value.



    Honestly,it's s just numarines that this severly punish regular csm.
    Against nearly all other armies min csm are decently enough in ability.



    It's basically the same for most (possibly all?) armies right now.

    Is your opponent Chaos/Daemons/Tau/Eldar/Delder/Necron/non-soup Admech? Then you're fine, it'll be a fun game.

    Is your opponent Soup Imperium of pretty much any flavour? Most likely, the odds will be heavily against you. Doubly so if they're also IF or IH.

    It does seem like GW are hoping to get enough space marine players, that they can just shelve all the other armies.


    Actually my horde army did have quite the spike in wins after ca against everything except marines.
    Where i before floated around 40% with it,because lets face it 60+ csm and other infantry like them is pretty much more fun then serious, i did hike up to about 50 .
    Exception kicks in when i face any nu marines,there i dropped under 30% .

    Roughly estimated,before and after ca and f&f in.

    Which brings me to my main issue,i was all the way for a improvement of basic marines, but this,this is just stupid.
    I also estimate that for a csm to compare fairly to a sm tac he'd need to be even lower atm at about 10 pts with the full kit to compensate for atsknf and doctrines. And that really is the crux imo.

    And i for one think that at this point it would be just completely nuts especially in comparison to other factions.....


    What CSM need is updated chapter traits, and something like Marks/Gifts/Veteran traits to bring them up to equivalent with Doctrines.


    Chaos Marines Tactica [8th Edition] @ 2019/12/20 23:32:15


    Post by: Not Online!!!


    No, infact what I think needs to happen is a nerfbat to the sm knee, atleast and bare minimun against ih and if aswell as RG.
    That is what needs to happen,because frankly it is only one matchup atm that is fethed this time for nearly all armies.



    Chaos Marines Tactica [8th Edition] @ 2019/12/21 00:08:54


    Post by: Slayer-Fan123


    Not Online!!! wrote:
    No, infact what I think needs to happen is a nerfbat to the sm knee, atleast and bare minimun against ih and if aswell as RG.
    That is what needs to happen,because frankly it is only one matchup atm that is fethed this time for nearly all armies.


    Honestly if you get rid of Super Doctrines it isn't terrible. I'm all for getting rid of most of the Strats, Warlord Traits, Relics, and Psyker powers.


    Chaos Marines Tactica [8th Edition] @ 2019/12/21 01:05:21


    Post by: Drudge Dreadnought


    Not Online!!! wrote:
    No, infact what I think needs to happen is a nerfbat to the sm knee, atleast and bare minimun against ih and if aswell as RG.
    That is what needs to happen,because frankly it is only one matchup atm that is fethed this time for nearly all armies.



    SM got all these rules because SM infantry was worthless for the first 2 years of 8th. IH and Fists are over the top now, but in general the new SM rules have done a good job of making marines feel like marines, and they provide a lot of rule variety between different sorts of marines. IH and Fists should get a nerf, but the rest of the power imbalance should be fixed by moving other marines, including Chaos and GK, up to the same level. The imbalance with Xenos should then be fixed by points increases on some Marine units, as needed.

    Other issues like Repulsor Executioners are their own can of worms that can be solved through points changes.

    The solution is not to revert marine infantry back to being useless. Marine infantry should be the bulk of marine armies, not just some backfield troops supporting vehicles. That's not what Space Marines are.


    Chaos Marines Tactica [8th Edition] @ 2019/12/21 01:41:45


    Post by: Niiru


     Drudge Dreadnought wrote:
    Not Online!!! wrote:
    No, infact what I think needs to happen is a nerfbat to the sm knee, atleast and bare minimun against ih and if aswell as RG.
    That is what needs to happen,because frankly it is only one matchup atm that is fethed this time for nearly all armies.



    SM got all these rules because SM infantry was worthless for the first 2 years of 8th. IH and Fists are over the top now, but in general the new SM rules have done a good job of making marines feel like marines, and they provide a lot of rule variety between different sorts of marines. IH and Fists should get a nerf, but the rest of the power imbalance should be fixed by moving other marines, including Chaos and GK, up to the same level. The imbalance with Xenos should then be fixed by points increases on some Marine units, as needed.

    Other issues like Repulsor Executioners are their own can of worms that can be solved through points changes.

    The solution is not to revert marine infantry back to being useless. Marine infantry should be the bulk of marine armies, not just some backfield troops supporting vehicles. That's not what Space Marines are.




    Space Marine troops had the exact same problems as CSM troops (and cult troops).

    CSM got a 2 point cut, so did Noise Marines.

    Space Marines got..... all kinds of bs.

    CSM became... more balanced (still not good, but not terrible).

    Space Marines broke the entire game.

    Space Marines should have gotten a 2-point cut. And none of the doctrines / legion traits / super doctrines bs.

    As it is now, Marines need to either have all their new toys removed (wont happen) or need to be increased in points ... by quite a lot. Like, significant bumps. 100 points per repulsor, 5+ points per infantry. Stuff that won't happen.

    So the game is broken until either 9th Edition is released to reset everything, or until V3.0 of all the codices are released (assuming everyone gets SM treatment, which is unlikely).

    GW dug a big ol' hole, and I'm really not sure how they're going to fix it. Best best is Chapter Approved 2020, but that's a long long time away.


    Chaos Marines Tactica [8th Edition] @ 2019/12/21 01:44:59


    Post by: Gadzilla666


    Anybody do the math on a squad of night lords combi plasma chosen overcharging and using the prey on the weak strategem against primaris? I know it's effective but not sure about the whole "points efficiency " part of the equation.


    Chaos Marines Tactica [8th Edition] @ 2019/12/21 03:32:41


    Post by: Eldenfirefly


    Yoyoyo wrote:
    We have our first post PA2, CA19 placing tourney list!

    Event was Fight Before Xmas GT, list was a soup variation by TJ Lanigan that replaced Plaguebearers for Possessed and Nurglings.

    Spoiler:
    Alpha Legion Command

    DA w/Benediction, MoS
    DA w/Portent, MoN
    MoP w/Cursed Earth, Infernal Power, MoN
    18x Possessed w/Icon of Despair, MoN

    Thousand Sons Command

    Ahriman
    DP w/Wings
    DP w/Wings

    Nurgle Daemons Battalion

    Poxbringer
    Poxbringer

    Nurgling Swarm x3
    Nurgling Swarm x3
    Nurgling Swarm x3

    PBC
    PBC
    PBC

    Reinforcement points: 199


    I’m not sure how the PBCs were included — since they are a DG unit, I guess he ran as Nurgle Faction and gave up the Daemons Codex Loci to take better vehicles. I’d guess the Possessed were buffed defensively with Miasma/Benediction/Cursed Earth to be -3 to hit at >12” and saving on a 4++, and were buffed offensively with Portent, VotLW, Virulent Blessing and Infernal Power to reroll their 1s and hit for double damage on 4’s. Cool concept and I will pat myself on the back because I thought Possessed were 100% viable! What I don’t get is the summoning, it’s most likely tied to the Slaneesh-marked Apostle. Contorted Epitome perhaps? Nonetheless...

    Nicely done!


    I am very curious about this. He keeps reinforcements at 200 points for flexbility. But most of the time, he just wants to summon in Slanaash daemons rights ? And the list is mainly a hero hammer, melee sort of list ? The PBCs are hard to remove, but its mainly the characters and the possessed that will do the majority of the damage? Does the list aim to demolish the opponent through melee? or win by objectives? He actually has a lot of psychic power too because of Arhiman and the two Tzeentch DPs. Or is it flexible enough to try and do both?


    Chaos Marines Tactica [8th Edition] @ 2019/12/21 10:44:06


    Post by: small_gods


    Eldenfirefly wrote:
    Yoyoyo wrote:
    We have our first post PA2, CA19 placing tourney list!

    Event was Fight Before Xmas GT, list was a soup variation by TJ Lanigan that replaced Plaguebearers for Possessed and Nurglings.

    Spoiler:
    Alpha Legion Command

    DA w/Benediction, MoS
    DA w/Portent, MoN
    MoP w/Cursed Earth, Infernal Power, MoN
    18x Possessed w/Icon of Despair, MoN

    Thousand Sons Command

    Ahriman
    DP w/Wings
    DP w/Wings

    Nurgle Daemons Battalion

    Poxbringer
    Poxbringer

    Nurgling Swarm x3
    Nurgling Swarm x3
    Nurgling Swarm x3

    PBC
    PBC
    PBC

    Reinforcement points: 199


    I’m not sure how the PBCs were included — since they are a DG unit, I guess he ran as Nurgle Faction and gave up the Daemons Codex Loci to take better vehicles. I’d guess the Possessed were buffed defensively with Miasma/Benediction/Cursed Earth to be -3 to hit at >12” and saving on a 4++, and were buffed offensively with Portent, VotLW, Virulent Blessing and Infernal Power to reroll their 1s and hit for double damage on 4’s. Cool concept and I will pat myself on the back because I thought Possessed were 100% viable! What I don’t get is the summoning, it’s most likely tied to the Slaneesh-marked Apostle. Contorted Epitome perhaps? Nonetheless...

    Nicely done!


    I am very curious about this. He keeps reinforcements at 200 points for flexbility. But most of the time, he just wants to summon in Slanaash daemons rights ? And the list is mainly a hero hammer, melee sort of list ? The PBCs are hard to remove, but its mainly the characters and the possessed that will do the majority of the damage? Does the list aim to demolish the opponent through melee? or win by objectives? He actually has a lot of psychic power too because of Arhiman and the two Tzeentch DPs. Or is it flexible enough to try and do both?


    He's using the pbc to screen for the possessed and using the conceal stratergem so they can't be targeted. That way nobody can shoot the possessed or the thousand sons until they kill 3 pbc, which is not easy.

    As for summoning he'll want different things for different situations. Sometimes contorted epitome to lock things in combat, sometimes flamers to kill an culexus. Sometimes a big bunch of plaguebearers to camp an objective. Sometimes a gnarlmaw to fallback and charge or advance and charge. 200-450 points is perfect for summoning flexibility.


    Chaos Marines Tactica [8th Edition] @ 2019/12/22 19:30:50


    Post by: weaver9


    I'll be bringing this my next game. Lots of psychic, can deal with fliers either through dakka or a daemon prince. Maybe can't deal with them well but hey. 12 cp isnt a ton for this list after some trial and error.

    Cultists are basically there to screen deepstrike and grab objectives.

    For those of you who play other armies, how would you take this list on?


    Spoiler:
    ++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [21 PL, 8CP, 296pts] ++

    + No Force Org Slot +

    Battle-forged CP [3CP]

    Detachment CP [5CP]

    Legion: Word Bearers

    + HQ +

    Sorcerer [6 PL, 88pts]: Bolt pistol, Delightful Agonies, Force stave, Mark of Slaanesh, Warptime

    Sorcerer [6 PL, 88pts]: Bolt pistol, Death Hex, Force sword, Mark of Tzeentch, Prescience

    + Troops +

    Chaos Cultists [3 PL, 40pts]: No Chaos Mark
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Chaos Cultists [3 PL, 40pts]: No Chaos Mark
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    Chaos Cultists [3 PL, 40pts]: No Chaos Mark
    . 9x Chaos Cultist w/ Autogun
    . Cultist Champion: Autogun

    ++ Super-Heavy Detachment +3CP (Chaos - Chaos Space Marines) [90 PL, 3CP, 1,290pts] ++

    + No Force Org Slot +

    Detachment CP [3CP]

    Legion: Iron Warriors

    + Lord of War +

    Khorne Lord of Skulls [30 PL, 430pts]: Hades gatling cannon, Ichor cannon

    Khorne Lord of Skulls [30 PL, 430pts]: Hades gatling cannon, Ichor cannon

    Khorne Lord of Skulls [30 PL, 430pts]: Hades gatling cannon, Ichor cannon

    ++ Supreme Command Detachment +1CP (Chaos - Chaos Space Marines) [23 PL, 1CP, 413pts] ++

    + No Force Org Slot +

    Detachment CP [1CP]

    Legion: Iron Warriors

    + HQ +

    Daemon Prince with Wings [9 PL, 165pts]: Diabolic Strength, Hellforged sword, Q'O'Ak the Boundless, Wings
    . Tzeentch

    Lord Discordant on Helstalker [9 PL, 160pts]: 2. Daemonsmith, Autocannon, Mark of Slaanesh, Warlord
    . Helstalker: Techno-virus injector

    Master of Possession [5 PL, 88pts]: Cursed Earth, Force stave, Mark of Slaanesh, Sacrifice

    ++ Total: [134 PL, 12CP, 1,999pts] ++



    Chaos Marines Tactica [8th Edition] @ 2019/12/23 01:56:57


    Post by: Eldenfirefly


    It looks similar to those heavy IK lists mixed in with a little something else for objectives and such. So, kill off all the troops and play objectives would be my answer.

    Then again, there are some lists which have so much damage they can take down three super heavies with no problems at all. You could do some math on how the list might fare against say a Ironhand castle. If it does well against that, it should do well in general against other harder lists as well.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 02:04:56


    Post by: weaver9


    Eldenfirefly wrote:
    It looks similar to those heavy IK lists mixed in with a little something else for objectives and such. So, kill off all the troops and play objectives would be my answer.

    Then again, there are some lists which have so much damage they can take down three super heavies with no problems at all. You could do some math on how the list might fare against say a Ironhand castle. If it does well against that, it should do well in general against other harder lists as well.


    Do you have an example of what iron hands castles take? I dont have much experience vs space marines in general, but some guidelines (36 strength 8 shots rerolling 1s) would've amazing


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 03:32:21


    Post by: Eldenfirefly


    This IH list won the Middle of Nowhere GT in October.

    Batallion:

    Jpack Captain, power axe, storm shield
    Jpack Chaplain, crozius (warlord)
    Primaris lieutenant: Master crafted stalker bolt rifle

    3 scout squads

    3 storm hawk interceptors, all with 2 assault cannons, icarus stormcannon, skyhammer missile launcher.

    spearhead detachment:

    Iron Father "guy" Feirros

    3 Repulsor Excutioner: All with 2 fragstorm grenade launcher, heavy laser destroyer, heavy onslaught gratling cannon, 2x storm bolter, twin heavy bolter, twin icarus ironhail heavy stubber.

    The castle is Feiros and the 3 Repulsor executioners. But the 3 flyers can block scary melee attackers while doing a lot of shooting. Like I anticipate this list would use its 3 flyers to block your 3 LOS so they can't get into combat. And then, you have to math it out, who would win in a shooting match. The Iron father gives the 3 Repulsor executioners a 5++ invul save. Their chapter tactics give all IH vehicles a 6+++ FNP. They operate at close to their top bracket even when damaged, and most IH list also use the Ironstone relic, which allows nearby vehicles to reduce damage by 1. So all your 2 damage Hades Gratling cannon gets reduced to 1 damage.



    Chaos Marines Tactica [8th Edition] @ 2019/12/23 05:11:23


    Post by: orkswubwub


    Eldenfirefly wrote:
    This IH list won the Middle of Nowhere GT in October.

    Batallion:

    Jpack Captain, power axe, storm shield
    Jpack Chaplain, crozius (warlord)
    Primaris lieutenant: Master crafted stalker bolt rifle

    3 scout squads

    3 storm hawk interceptors, all with 2 assault cannons, icarus stormcannon, skyhammer missile launcher.

    spearhead detachment:

    Iron Father "guy" Feirros

    3 Repulsor Excutioner: All with 2 fragstorm grenade launcher, heavy laser destroyer, heavy onslaught gratling cannon, 2x storm bolter, twin heavy bolter, twin icarus ironhail heavy stubber.

    The castle is Feiros and the 3 Repulsor executioners. But the 3 flyers can block scary melee attackers while doing a lot of shooting. Like I anticipate this list would use its 3 flyers to block your 3 LOS so they can't get into combat. And then, you have to math it out, who would win in a shooting match. The Iron father gives the 3 Repulsor executioners a 5++ invul save. Their chapter tactics give all IH vehicles a 6+++ FNP. They operate at close to their top bracket even when damaged, and most IH list also use the Ironstone relic, which allows nearby vehicles to reduce damage by 1. So all your 2 damage Hades Gratling cannon gets reduced to 1 damage.



    This is dated I don't think the repulsers can get the invul anymore... there have been nerfs to the IH (not saying they aren't still top tier)


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 06:13:52


    Post by: Eldenfirefly


    Ah ok. But the impossible to kill Leviathan is still possible right? Meta sure changes fast! lol

    This GT winning list was barely 2 months ago.

    Anyway, just change one of the Repulsors into a Relic Leviathan dreadnaught. It will still be a pretty deadly castle. Against a list like the triple LOS list previously posted, the invul makes no difference actually. Because Hades Gatling cannon is -2 AP. So, its a 5+ save either way. Its less OP, but the Leviathan is still super super tanky. And the repulsors still benefit from a whole bunch of other stuff including the 6+ FNP chapter traits.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 07:43:55


    Post by: p5freak


    Eldenfirefly wrote:
    Ah ok. But the impossible to kill Leviathan is still possible right? Meta sure changes fast! lol


    Yes. You can still give it student of history, choose it as a target for the ironstone, and play duty eternal on it.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 10:59:24


    Post by: mrtomski


    Just took a look at replusers, honestly they are insane for the price. How do we deal with 3 of those with buffs? Just have a lot of lascannons and hope for first turn?


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 11:07:57


    Post by: p5freak


    Smite, hellfire missile, obliterators, LC havocs, LC hellforged contemptors, hellforged xiphon interceptors. Use AL for defensive strats, or IW for offensive strats.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 12:05:47


    Post by: small_gods


    mrtomski wrote:
    Just took a look at replusers, honestly they are insane for the price. How do we deal with 3 of those with buffs? Just have a lot of lascannons and hope for first turn?


    At least they can't make all 3 -1 damage and 5++ anymore. Oblits will still wreck 2 a turn with all the buffs. Plus there's very little they can do about it.

    Iron warrior oblits will do around 40 wounds with lord, veterans, endless cacophony, rampant techno virus and tank hunters on one.

    Also nightlord warptalons take them down a few notches if you're using mele rush. Turn off overwatch, charge in rest of army and turn off chapter master with vox scream.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 12:36:31


    Post by: mrtomski


     small_gods wrote:
    mrtomski wrote:
    Just took a look at replusers, honestly they are insane for the price. How do we deal with 3 of those with buffs? Just have a lot of lascannons and hope for first turn?


    At least they can't make all 3 -1 damage and 5++ anymore. Oblits will still wreck 2 a turn with all the buffs. Plus there's very little they can do about it.

    Iron warrior oblits will do around 40 wounds with lord, veterans, endless cacophony, rampant techno virus and tank hunters on one.

    Also nightlord warptalons take them down a few notches if you're using mele rush. Turn off overwatch, charge in rest of army and turn off chapter master with vox scream.


    I was thinking warptalons wouldnt help because they can just fly over them to get out of combat

    Oblits seem like the strongest counter to me, yep, think I'm going to ensure I have a few in my IW list.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 15:19:34


    Post by: small_gods


    mrtomski wrote:
     small_gods wrote:
    mrtomski wrote:
    Just took a look at replusers, honestly they are insane for the price. How do we deal with 3 of those with buffs? Just have a lot of lascannons and hope for first turn?


    At least they can't make all 3 -1 damage and 5++ anymore. Oblits will still wreck 2 a turn with all the buffs. Plus there's very little they can do about it.

    Iron warrior oblits will do around 40 wounds with lord, veterans, endless cacophony, rampant techno virus and tank hunters on one.

    Also nightlord warptalons take them down a few notches if you're using mele rush. Turn off overwatch, charge in rest of army and turn off chapter master with vox scream.


    I was thinking warptalons wouldnt help because they can just fly over them to get out of combat

    Oblits seem like the strongest counter to me, yep, think I'm going to ensure I have a few in my IW list.


    Warptalons are only handy for taking up overwatch so you can charge the Iton Hands castle safely, with daemon princes, LDs etc. Also Iron hands really rely on their chapter master so you can make him just an expensive marine for a turn with vox scream.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 17:30:01


    Post by: orkswubwub


    Still seems like the old chaos knight x3 with thermal cannons might work if there is no invul? Just don't shoot the 24 inch range levi dread.

    I know it isn't as popular post CA due to no point reductions but there is still the x3 chaos knights (dual thermals) with x3 lord discos and ahriman on a disc(?) that works for ITC and was posting some top 4's in the last few months.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 18:34:15


    Post by: Darkseid


    So after multiple points decreases, the Lord of Skulls and the Kytan are in the same ballpark of points cost.

    If I were to get one of those for Xmas, which should I get?


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 18:38:59


    Post by: Selfcontrol


    The LoS has more guns and better guns for almost the same price and can hide smaller character easily (like a MoP whom role is to buff him every single time with Cursed Earth and Infernal Power). It also has more wounds.

    LoS > Kytan.

    But the LoS looks silly.


    Chaos Marines Tactica [8th Edition] @ 2019/12/23 19:20:06


    Post by: mrtomski


    I have a kytan, great model, but inferior to LOS with the current points values sadly. LOS all the way now.

    Why:

    50% more shots on main gun
    Additional d6 shots on another gun
    25% more wounds
    No degrading ws or bs
    MORE attacks as you degrade

    All for a mere 20 more points with the hades and ichor setup.


    Chaos Marines Tactica [8th Edition] @ 2019/12/24 00:56:17


    Post by: lindsay40k


    LoS rocks.

    Not sure if I want to add it to my Word Bearers or World Eaters

    WB: can near guarantee a cast of a key spell

    WE: extra attack, can benefit from a WB caring DH but not Malefic

    If either of them get a Primarch, that’d decide it - I’d quite like a trio of Lords of War


    Chaos Marines Tactica [8th Edition] @ 2019/12/24 05:49:13


    Post by: weaver9


     lindsay40k wrote:
    LoS rocks.

    Not sure if I want to add it to my Word Bearers or World Eaters

    WB: can near guarantee a cast of a key spell

    WE: extra attack, can benefit from a WB caring DH but not Malefic

    If either of them get a Primarch, that’d decide it - I’d quite like a trio of Lords of War


    The KloS sadly won't benefit from Legion traits, if that's what you're suggesting.

    But another thing to consider is you have a WB detachment you can cast spells on units from another legion. So why not both?


    Chaos Marines Tactica [8th Edition] @ 2019/12/25 11:13:44


    Post by: Eldenfirefly


    So what do you guys use for troop choices these days? I am thinking of a big squad of 30 cultists and two squads of CSM with autocannon.

    Slanaash cultists with FNP are pretty hardy, and on the CSM squads.

    65 points for a squad of 5 which can be placed on a back objective, and can shoot 2 shots at 48 inches sound ok. If they are in cover, they are 2+ armor save too. So they can stand up to some shooting.

    What do you guys take for your troop choices ? CSM? Marines? why?


    Chaos Marines Tactica [8th Edition] @ 2019/12/25 12:57:03


    Post by: Tazberry


    Cultists. Cheap to fill a battalion and then used to deny DS and holding objectives as my real threats do what they should.

    Marines in cover still dies fast as ignore cover and ap -1 exist so a 4+ save. But can be ok with your setup.


    Chaos Marines Tactica [8th Edition] @ 2019/12/25 13:18:25


    Post by: p5freak


    Yes, i recently played against incursors with my AL CSM. We both had cover, but he ignored the -1 to hit, and i had no cover, while his troops had 2 wounds each and a 2+ sv. It wasnt fun for me.


    Chaos Marines Tactica [8th Edition] @ 2019/12/25 16:55:48


    Post by: Eldenfirefly


    But I really hesitate to bring a squad of just 10 cultists as a troop choice. They die so easily. They are like giving free points or a free kill to the opponent. One good volley of mortar kills a squad of ten.

    At least for a squad of 5 CSM in cover they need to try harder. Yes, I am sure they will still die with enough shooting. But they will at least need to put in more effort to kill that squad of 5 CSM. A squad of ten cultists falls over if anything even looks at their direction.


    Chaos Marines Tactica [8th Edition] @ 2019/12/25 17:32:45


    Post by: Slayer-Fan123


    Cultists really aren't that less durable. To stuff that really starts putting the hurt on Marines, you're getting 3 wound to 1. Outside those stupid specific weapons, the Cultists will last longer. At 40 points it's just no competition.


    Chaos Marines Tactica [8th Edition] @ 2019/12/25 21:50:53


    Post by: grouchoben


    10 rapid firing Intercessors (no buffs) kill 1.67 AL marines in cover (over 12" away) .

    They kill 7.4 AL cultists under the same conditions, which is effectively a squad wipe on a 10-man unit.

    I think that's a very big difference, against the most dominant troops choice in the game right now.


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 00:34:16


    Post by: MrMoustaffa


     grouchoben wrote:
    10 rapid firing Intercessors (no buffs) kill 1.67 AL marines in cover (over 12" away) .

    They kill 7.4 AL cultists under the same conditions, which is effectively a squad wipe on a 10-man unit.

    I think that's a very big difference, against the most dominant troops choice in the game right now.

    See that's what I'm kind of wondering. I'm starting to wonder if alpha legion csm are more efficient against most potential infantry and antihorde weapons you fight than cultists. Im not saying they're perfect, but it feels worth trying. Yes, there will be weapons more effective against marines than cultists, but I think point for point many anti infantry weapons clear cultists faster than AL marines. Most stuff ap0 or ap1 is definitely way less efficient against the marines, and if you go outside of 12" it loses additional hits.

    So if your army only has marines and targets that are tougher like DP or vehicles, AL marines will probably be a more durable screen point for point, as they'll be getting shot with weapons typically taken to thin out GEQ and other infantry. At least against typical horde weapons like lasguns, bolters, punisher cannons, etc. Of course once plasma comes out the marines have a bad time, but you have the -1 to hit range to discourage it a bit and if an opponent is shooting plasma at my screen I'm probably happy he's shooting that and not havoc's, obliterators, etc.

    Am I doing the math wrong? I feel like most weapons don't become more efficient at killing marines over cultists till you hit ap2 territory. Which would make the marines a better screen except for certain scenarios where you need that extra 2-3" of screen per unit, mortal wound spam, or most likely you just need the extra points elsewhere.


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 00:49:35


    Post by: grouchoben


    Yeah, I'm leaning the same way MrMoustaffa. I've been playing 5-man AL csm squads a bit, but suspect I'm biased by their amazing new kit and fluffyness! Combi bolter and chain axe on the champion, and that's it... Earlier reaper version just seems like too an big outlay.

    They've done better than i was expecting, but I haven't taken them to a tournament or anything as of yet... The real point is that cultists just get shredded these days, whooo, marines utterly paste them. At least, for 15pts more, under some conditions, my troops can be a mild road-bump, instead of gobbets of cultists where my troops used to be.


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 01:10:21


    Post by: Slayer-Fan123


     grouchoben wrote:
    10 rapid firing Intercessors (no buffs) kill 1.67 AL marines in cover (over 12" away) .

    They kill 7.4 AL cultists under the same conditions, which is effectively a squad wipe on a 10-man unit.

    I think that's a very big difference, against the most dominant troops choice in the game right now.

    Then what about the various Doctrines or other Bolt Rifle variants?


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 05:35:49


    Post by: Eldenfirefly


    Plus if they are using their AP -2 or AP -3 weapons on your relatively cheap CSM troops instead of other more dangerous threats like your havocs or Obliterators, etc. Then I would say even if they died, they did their job well.


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 07:06:08


    Post by: Slayer-Fan123


    Eldenfirefly wrote:
    Plus if they are using their AP -2 or AP -3 weapons on your relatively cheap CSM troops instead of other more dangerous threats like your havocs or Obliterators, etc. Then I would say even if they died, they did their job well.

    ...you can say the same for the cheaper Cultists.


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 09:51:30


    Post by: Eldenfirefly


    Yeah, but I would imagine opponent would reserve the AP0 and AP -1 weapons on stuff like cultists


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 11:34:17


    Post by: lindsay40k


    Slayer-Fan123 wrote:
     grouchoben wrote:
    10 rapid firing Intercessors (no buffs) kill 1.67 AL marines in cover (over 12" away) .

    They kill 7.4 AL cultists under the same conditions, which is effectively a squad wipe on a 10-man unit.

    I think that's a very big difference, against the most dominant troops choice in the game right now.

    Then what about the various Doctrines or other Bolt Rifle variants?

    This. AP-2 is now the standard rifle of the poster boy faction. My Slaanesh rushdown list recently ran at a Smurf gunline and came out the other side as a fine mist. My only *survivors* were three Cultist squads lurking backfield on objectives.


    Automatically Appended Next Post:
    3x5 AL Heretacs sitting on backfield rooftops with an autocannon and poking objectives with a stick does sound ok. I’m in no rush to add renegades to my collection of Legions and I can see them being handy additions to my Word Bearers-led crusade. Bringing the sabotage strat is also very nice - I’ve won games by luckily detonating a big thing, and this turns every enemy tank into a cyclonic torpedo.

    What would the two HQ be for this Sneaky Seventeen? Lord & Sorc? A DP with a cheeky Relic?

    I’ve got a mountain of old Terminators I like to making into Oblits. Three Nurgle AL Oblits could be a strong addition to a Gnarlmaw DK list.


    Chaos Marines Tactica [8th Edition] @ 2019/12/26 16:29:39


    Post by: small_gods


    I don't think there's much point in nurgle oblits now with conceal on the cards. It's a better way to protect them and you can use endless cacophony with it.

    Other than that I'd say Terminator lord and winged daemon princes are a strong choices.



    Chaos Marines Tactica [8th Edition] @ 2019/12/26 18:39:11


    Post by: p5freak


    You can only conceal one unit. What do you want with a termi lord ? He needs warptime every turn to get somewhere in time.