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Made in us
Longtime Dakkanaut





HQ:
Chaos Lord
Troops:
5 Chaos Space Marines
5 Chaos Space Marines
Elites:
3 Chaos Space Marine Terminators w/Chaos Land Raider w/Possessed upgrade + pintle mounted twin linked bolter as dedicated transport
3 Chaos Space Marine Terminators w/Chaos Land Raider w/Possessed upgrade + pintle mounted twin linked bolter as dedicated transport
3 Chaos Space Marine Terminators w/Chaos Land Raider w/Possessed upgrade + pintle mounted twin linked bolter as dedicated transport + Dirge Caster
Fast Attack:
Heavy Support:
1 Chaos Land Raider w/Possessed upgrade + pintle mounted twin linked bolter + Dirge Caster
1 Chaos Land Raider w/Possessed upgrade + pintle mounted twin linked bolter + Dirge Caster
1 Chaos Land Raider w/Possessed upgrade + pintle mounted twin linked bolter + Dirge Caster


Gimmick:

Weapons w/s < 8 are worthless or range < 30 are useless, takes many enemy points out of the battle

Tactics:

Never expose anything except AV 14 to the enemies, everyone stays mounted. Mutated Land Raiders stay at >36" and shoot lascannons. Only move from my own baseline if heading to claim objectives or enemy is about to use CC attacks on me. Goal is to achieve solid victory by popping a few enemy vehicles and losing very little. Prioritize enemy weapons that can damage the LR's, if they can be eliminated you have the rest of the game to wrack up points. Tank Shock the enemies off the objectives in the last round.

Strong missions:
Secure and Control
Take and Hold

Medium missions:
Seek and Destroy
Cleanse

Weak missions:
Recon

Analysis:

Not much skill to playing this list (although optimal movement was hard to get the trick of, easy to block your own shots or lose inches), victory depends on what the enemy has brought. In general, the harder he's trying to annihilate MEQ"s the greater the percentage of his weaponry that is useless.

Biggest notable defeats:
Footslogger orks with rokkits. Really hard to take points and eventually he got 2 raiders. Enough rokkits will get a Land Raider, and lascannons firing at orks in cover just isn't getting you anywhere.

Biggest notable victories:
Mech Tau, hard as nails list with crisis suits and ionheads. Grand total of one fusion gun that could actually hurt my bricks. Not his day.

Nightmare matchup:
Necrons laugh at this list, then smoke it. Shooty Marines also don't have much trouble.

Odd trivia bit:
In my experience, the Eldar rush lists with the 3 falcons/harlies have trouble with this list, too much s6 multi shot weaponry, too few bright lances. Guess it depends on the list though.



All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

Just 1 problem with the List. CLRs taken as dedicated transports do not count as scoring units.

I just can't see this being a feasible list when it comes down to it. Enough High strength shooting (Rail Heavy Tau, or Assault Cannon Heave Marines) will tear this army apart by turn 4. Zilla Nids will also have a fun time with this list as they can Take their time and get those Monstrous Creatures or Rending assault troops.

How ever this list will crush Black Templars or Kroot Mercs.
   
Made in us
Longtime Dakkanaut





Assault cannon heavy marines certainly are trouble. I'd say that shooty marines and Necrons are the primary take all comers lists that also beat this one. Rail Heavy Tau...I've faced hammerheads without trouble (3 on 6, ), but I think a broadside line with shield drones would have my number. Then again, it only makes sense that an anti-tank spammer beats a tank spammer.

Nidzilla vs. this list isn't as one sided as one might imagine for a competitive list vs. a gimmick list. Zilla really needs objectives that force the LR's up close, or it can't get anything done.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Rampaging Carnifex





Zilla can take on 3 heavy tanks but not six. Even 3 raiders is kinda hard, but doable.

If you take all the dirge casters and pintle bolters off, you might get enough points to make your elites/troops useful.

ex.
put a reaper in teach terminator squad and limit fire arcs to them with landraiders.
change Lord to a sorcerer with lash, and lash anything that gets close to you
change sorc to demon prince and counter-assault
put a plasmagun in each troop squad

But, dirge casters might be better than I remember (awfully short range, and not many armies are that subject to ld)

This message was edited 1 time. Last update was at 2007/12/06 16:07:35


 
   
Made in us
Banelord Titan Princeps of Khorne






Dirge caster is pretty useless. -1 to tank shock leadership test.

The points could be better spent making your squads more useful as Longshot says.

Sorcerer with lash would be good. I would advice against the reapers and instead give all the termies combi-plasma or combi-melta.

this list could easily benefit from some cheapo summoned demon squads (which can also hold objectives)

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Longtime Dakkanaut





The biggest problem I've seen Zilla have is that its KO pattern for tanks is to shake them for a few rounds before destroying them, but the LR's just keep firing. This list gets around the main weakness of AC style lists by avoiding shaken/stunned, and consequently its firepower drops off only with destroyed LR's.

The dirge casters and pintle bolters are interesting. I took them on the basis that increasing the points in the possessed LR's increased my points when they sit on objectives/recons/whatevers, but as you point out they don't do an awful lot. Its easy to remember when they do well and forget that mostly they don't do anything.

Basically, with them gone I've got 50 points to spend.

I thought about giving each of the terminators a combi-something (melta most likely).
The other option that sounds good is transforming the Lord into a lash-sorcerer.

The Daemons seem like too many points, esp. since I'd need to get Icons in somehow.

The Reapers would mean keeping the Terminators outside of the raiders. Initially I figured that was a counter-productive idea, but since playing the list a couple of times I find that the enemy's long range weapons are all their anti-tank weapons, so they tend to stick to shooting at the Land Raiders. At 36 the only thing they'd take a lot of fire from is heavy bolters. I might need to give that more of a look.

The other version of this list drops one of the Elite terminator + LR's to beef up the squads insdie all the vehicles + make the Lord a Sorcerer w/Lash.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Omnipotent Lord of Change





Albany, NY

So you've actually played the raider blitz list?? Most excellent, I've never heard of it leaving theoryhammer for the tabletop (and haven't done it myself).

I'm for stripping the extra stuff off the possessed raiders to pay for upgrades for the transported squads. Combis for the termies jumps to mind first, likely plasma as rate of (anti-MEQ) fire is more a concern for the raiders than the anti-tank that meltas offer.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Longtime Dakkanaut





Round here we play that you can only shoot a combi-weapon once. I'm sure there's an argument thread about it somewhere, but basically the local call is that combi plasmas only fire one shot. Combine this with the Chaos Terminators inability to move and fire rapid fire weapons as though they were stationary and I prefer the combi-meltas. Same range on the disembark, and they've got better anti-tank in case the game is shaking Eldar falcons or some such.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in sg
Executing Exarch





Round here we play that you can only shoot a combi-weapon once. I'm sure there's an argument thread about it somewhere, but basically the local call is that combi plasmas only fire one shot.


Terrible call. How does one use = one shot?

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Battlefortress Driver with Krusha Wheel






Funny theories on fighting orks and tau. I would think with the new rules my orks would lose horribly to that, having very little reliable av 14 killing (if you havent seen the new dex, they neutered tankbustas, and you only get one rokkit for every 10 boyz, no more 10 boyz with 3 rokkit squads). But my tau with 2 teams of broadsides, a railhead, and a couple of pirana mostly for table quarters with fusion guns would make short work of those raiders.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Fortunately, the combi-rules as printed in the rules say the Plasma of a Combi weapon can fire twice.

Ref: Codex Dark Angels.

Please keep the noise about different rules for the same weapon in different codexes as 'intended' and 'raw' to yourself.

   
 
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