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Made in us
Archmagos Veneratus Extremis




On the Internet

Not Online!!! wrote:
 p5freak wrote:
 l0k1 wrote:
 ClockworkZion wrote:
 l0k1 wrote:
So is running Alpha Legion and using Forward Operatives to get obliterators/havocs up the board and using endless cacophony still viable?

Yeah, it's still be viable, but last I saw the beta rule version of Forward Operatives becomes a scout move before turn 1 begins.


Since it's before the 1st turn begins, those models don't count as having moved for shooting purposes correct?


Yes.

Which is entirely irrelevant due to havocs ignoring the penalty for moving.

Still matters for the Oblits.
   
Made in de
Crazed Cultist of Khorne




Bremen (Germany)

 ClockworkZion wrote:
Not Online!!! wrote:
 p5freak wrote:
 l0k1 wrote:
 ClockworkZion wrote:
 l0k1 wrote:
So is running Alpha Legion and using Forward Operatives to get obliterators/havocs up the board and using endless cacophony still viable?

Yeah, it's still be viable, but last I saw the beta rule version of Forward Operatives becomes a scout move before turn 1 begins.


Since it's before the 1st turn begins, those models don't count as having moved for shooting purposes correct?


Yes.

Which is entirely irrelevant due to havocs ignoring the penalty for moving.

Still matters for the Oblits.


No, because their guns are assault.

My tabletop-blog (in german):
http://kubitabletop.wordpress.com 
   
Made in de
Hellacious Havoc




The Realm of Hungry Ghosts

 ClockworkZion wrote:
Not Online!!! wrote:
Spoiler:
 p5freak wrote:
 l0k1 wrote:
 ClockworkZion wrote:
 l0k1 wrote:
So is running Alpha Legion and using Forward Operatives to get obliterators/havocs up the board and using endless cacophony still viable?

Yeah, it's still be viable, but last I saw the beta rule version of Forward Operatives becomes a scout move before turn 1 begins.


Since it's before the 1st turn begins, those models don't count as having moved for shooting purposes correct?


Yes.

Which is entirely irrelevant due to havocs ignoring the penalty for moving.

Still matters for the Oblits.


Oblits have assault weapons.

Bharring wrote:
At worst, you'll spend all your time and money on a hobby you don't enjoy, hate everything you're doing, and drive no value out of what should be the best times of your life.
 
   
Made in gb
Combat Jumping Rasyat




East of England

There's two ways I use the AL strat: 1) to get a CSM unit in position early, either to get to an objective turn 1, or to set up their heavy weapon, and 2) to get berserkers as close as possible to face-smash. It's of very little use unless you're playing ITC I think - ground floor LoS means that 9" can do an awful lot.
   
Made in us
Haemonculi Flesh Apprentice






Eldenfirefly wrote:
 Red Corsair wrote:
I only played a single game with 3 lord discordants and two maulers and two venom crawlers. The three LD had 2 in the soulforged pack and one in a battalion with huron with warp time. So I took the talisman of BBlood on one and used the strat to advance and charge on the second while I warp timed the third. All three easily made turn on charges.

I also took baleflamers. If your advancing and charging the auto canon is cheaper but it is also dead points spent. What you learn quickly is these guys are fast, but they still get boned by terrain pretty badly, especially when your running a train of demon engines. I think the baleflamer is too valuable in that it gives them a threat to things in upper levels and ruins. The baleflamer is nasty verse anything with two wounds.




Automatically Appended Next Post:
I'll add that I think ideally you only want two of these guys, and you want ta pair pf princes rolling in with them. Although they hit on 2's it sucks rolling those 1's and the princes can hide behind them and hit targets in ruins and upper floors. It also opens up critical powers which you cna easily keep up in range with.


Thanks for the feedback! This was why I was always kinda iffy about mass daemon engines for the T1 charge. I always felt that terrain would cause lots of bottlenecks everywhere. And its made worse because you keep on wanting to place daemon engines within 6 inches of the LD to get his aura. Opponent just needs to place two throw away units at key bottle necks and you are held up for one turn. He keeps on doing that and until he runs out of throw away units, you will never get past the bottleneck. And all the while the rest of his army is shooting you.


I'll also add, you need to be careful with the +2" movement WLT, if you get to hung up on trying to get a lot of engines in range you end up worse off lol. I mean they are all on massive bases so you create this double layered blob in your deployment and then your LD warlord has to move last or he moves out of range of them lol. BTW these guys are blenders but as I said in my last post, bad rolls happen, so when you whiff it sucks a bit. They also kind of suck at hitting vehicles if they don't charge which is funny and unexpected. He is only S6 and the engines limbs s7 so again you can struggle to drop enemy walkers. In my test game my bro took a mess of dark angel dreads to see how hard these things were. I actually lost all 3 by turn 2 because I charged turn 1 and over killed one dread and after an interrupt and poor rolling after degrading failed to kill a second and on his turn he wheeled in with a few more after shooting and he really hammered them lol. I did make mistakes however, I remembered his guys were -1 (didn't effect his crazy rolling) but forgot I explode on 5's. I also should have used demon forge but I didn't think I would need it on one of them. You in fact do lol.

BTW on the subject of venom crawler or mauler. Maulers last longer outside combat and can hit a bit harder, but the venom crawler is overall better because as I said before, ruins and levels make maulers sad all game, but the venom crawler is always a threat. He also heals up to 3 wounds a turn while the mauler is only 1 after you get into assault.

   
Made in us
Archmagos Veneratus Extremis




On the Internet

My mistake on the Oblit weapons. I huess I'm just showing off my knowledge of outdated rules again.

Back to reading the codex for me then.
   
Made in us
Regular Dakkanaut




Personally, I’m of the opinion that the best way to run a daemon engines list is just to use 3 LD or 3 LD with defilers. The reasons for this is less deamon engines take up less room, and the only one Deamon engine can be effected by deamon forge per assault phase. Honestly that’s all you need for the LD, as anything I did that on my LD they killed/neutered whatever they came into contact. This is even more true after I applied buffs like virulent touch and/or dibaloc strength.While I was hoping the LD would buff deamon engines to be competitively viable, in reality he simply replaced them.

I’d also a single forge fiend as well, since a deamon forge forgefiend dishes out a fair amount of hurt for its price

This message was edited 1 time. Last update was at 2019/04/21 21:22:19


 
   
Made in gb
Combat Jumping Rasyat




East of England

"While I was hoping the LD would buff deamon engines to be competitively viable, in reality he simply replaced them." QFT.
   
Made in ch
The Dread Evil Lord Varlak





 grouchoben wrote:
"While I was hoping the LD would buff deamon engines to be competitively viable, in reality he simply replaced them." QFT.


It is sad really.
However atleast we get now a close to decent defiler, which is an improvement, considering how good the defiler since it's inception was....



Automatically Appended Next Post:
 ClockworkZion wrote:
My mistake on the Oblit weapons. I huess I'm just showing off my knowledge of outdated rules again.

Back to reading the codex for me then.


Ever since Oblits lost their multiple weapons, they got an assult profile, probably because the writers were to lazy at the time to write an ignore penalty rule..

This message was edited 1 time. Last update was at 2019/04/21 22:25:39


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Guardsman with Flashlight




So, if - and it's a big 'if' - oblits remain 65pts after the FAQ, how worthwhile is dropping them in with a gnarlmaw? The gnarlmaw taking a detachment is my main concern, but I'm considering proxying the tree for a trial game and planting them T2. Alpha legion, maybe DA &Miasma. They'll be hard to hit and hop out of combat with anything that gets close, but is that worth a detachment?

This message was edited 1 time. Last update was at 2019/04/21 23:06:47


 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Not Online!!! wrote:

 ClockworkZion wrote:
My mistake on the Oblit weapons. I huess I'm just showing off my knowledge of outdated rules again.

Back to reading the codex for me then.


Ever since Oblits lost their multiple weapons, they got an assult profile, probably because the writers were to lazy at the time to write an ignore penalty rule..

Yeah, I'm an idiot who forgot the rules from 6th and 7th.
   
Made in gb
Fresh-Faced New User




TankCmdr wrote:
So, if - and it's a big 'if' - oblits remain 65pts after the FAQ, how worthwhile is dropping them in with a gnarlmaw? The gnarlmaw taking a detachment is my main concern, but I'm considering proxying the tree for a trial game and planting them T2. Alpha legion, maybe DA &Miasma. They'll be hard to hit and hop out of combat with anything that gets close, but is that worth a detachment?


Surely they can't stay 65 points, at that price they're a no brainer. Re Oblits and the Gnarmawl, it's an insanely powerful combo. I did this with 3 Oblits in a smaller 1250pt game, took a Daemons battalion detachment to give synnergy and CPs then used deep strike on it for 1CP and cast Miasma on the Nurgle Oblits, not a single one lost a wound all game. With a 2+ (read 0+ but 1s always fail) against pretty much everything outside of plasma and lascannons and a -1 to hit from Alpha Legion and -1 from Miasma they were untouchable. I screened them with Nurglings who are great at staking the middle of the table you want your Oblits to be in and great at keeping DS at arms length too. It was so good I promised my friend I wouldn't run it again. He was IG with plasma Russes using Relic of Cadia and quit turn 3 fwiw when the Oblits deleted Pask. Ideally you'll want 2 trees, one starting on the board in your deployment to protect you from turn 1 and one to drop in mid table turn 2.

This message was edited 3 times. Last update was at 2019/04/21 23:49:18


 
   
Made in us
Guardsman with Flashlight




Kuklops wrote:
Surely they can't stay 65 points, at that price they're a no brainer. Re Oblits and the Gnarmawl, it's an insanely powerful combo. I did this with 3 Oblits in a smaller 1250pt game, took a Daemons battalion detachment to give synnergy and CPs then used deep strike on it for 1CP and cast Miasma on the Nurgle Oblits, not a single one lost a wound all game. With a 2+ (read 0+ but 1s always fail) against pretty much everything outside of plasma and lascannons and a -1 to hit from Alpha Legion and -1 from Miasma they were untouchable. I screened them with Nurglings who are great at staking the middle of the table you want your Oblits to be in and great at keeping DS at arms length too. It was so good I promised my friend I wouldn't run it again. He was IG with plasma Russes using Relic of Cadia and quit turn 3 fwiw when the Oblits deleted Pask. Ideally you'll want 2 trees, one starting on the board in your deployment to protect you from turn 1 and one to drop in mid table turn 2.


Excellent, thanks for the feedback! Yeah, I'm confident they'll get a price hike, but for now at least I'll give it a try. And if they only get bumped to 80-90pts a pop, I'll probably make room for them anyways
   
Made in gb
Huge Hierodule






Nottingham (yay!)

It’s remarkable how the Gnarlmaw’s buffs are so mediocre for pretty much anything they apply to other than Heretic Astartes. Oh, yay, my Plaguebearers have a cover save equal to their invulnerable save, whoopee. My Nurglings can fall back and charge as long as they start their turn within a certain area, meh. My Oblits have a 0+ save and better discipline than Ultramarines, whaaaat

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 lindsay40k wrote:
It’s remarkable how the Gnarlmaw’s buffs are so mediocre for pretty much anything they apply to other than Heretic Astartes. Oh, yay, my Plaguebearers have a cover save equal to their invulnerable save, whoopee. My Nurglings can fall back and charge as long as they start their turn within a certain area, meh. My Oblits have a 0+ save and better discipline than Ultramarines, whaaaat


Actually, they have a base 6+ armor, so they get a 4+ save with the Gnarlmaw. It's not much, and any AP drops them right back to the invuln, but hey.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

I know it's not a cheap option, but the Dark Apostle (with Disciples for that 2+ prayer) being able to give out an Invul save might be a decent alternative to the Gnarlmaw (especially if you're also escorting a unit of Cultists to go camp on the mid-board at the same time). Alternatively, giving the Oblits the -1 to be hit by shooting prayer could be good since they're likely to have plasma aimed at them (and it's -2 if they're Alpha Legion being shot outside of 12"). Pair the -1 (or -2) with the Gnarlmaw's protection and you could have a decent camping unit.

It's not perfect, but I feel like it at least does something to try and offer some mobility.

The Lord Discordant I feel is best taken as a Field Commander since he's a big target that says "insert bullets here", but still wants the bonuses that come from having a Warlord trait. That said, I'm not sure if a Supreme Command detachment of three is the best use of our FOC options, unless you are also spamming him for CP as well. Though with the Supreme Command detachment you could also do something silly like take a Lord of Skulls and use the detachment to buff it as well.

I have to say that my personal MVP out all of the new stuff has to be the Master of Possessions. They bring good powers and support to the army, even if you don't plan on tapping into their summoning potential.


Automatically Appended Next Post:
So I've been mucking around seeing if I could come up with something that's fun and possibly fluffy with the new rules and detachments (since I feel like three of the new detachments fit the Word Bearers almost perfectly):

++Battalion++
++Cult of the Damned: Dark Apostles, Dark Disciples, Chaos Cultists++ -1CP
HQ
Dark Apostle 100
+Inferno Tome

Master of Possession 90

Troops
Chaos Cultist (x30)
+Autoguns (x27)
+Flamers (x3)

Chaos Space Marines (x10)
+Autocannon (x2)
+Icon of Vengence
+Champion: Chainsword
+Champion: Combi-bolter

Chaos Space Marines (x10)
+Autocannon (x2)
+Icon of Vengence
+Champion: Chainsword
+Champion: Combi-bolter

Elites
Dark Disciples (2)

++Vanguard++
++Daemonkin Ritualists: Dark Apostles, Dark Disciples, Masters of Possession, Possesed, and Greater Possesed++ -1CP
HQ
Master of Possession
+The Burning Rod (-1CP for extra Artefact)

Elite
Greater Possesed (x2)
Possesed (x10)
Possesed (x10)

++Spearhead++
++Soulforged Pack: Warpsmith and Daemon Engine++ -1CP
Lord Discordant on Helstalker
+Baleflamer
+Techno-virus Injector

Heavy Support
Venomcrawler 130
Venomcrawler 130
Obliterators (2) 230

Total: 1998
CP: 10-4= 6CP

Dark Apostle and Master of Possessions deploys with the Obliterators and uses the Cultists as a screen while they move to take the midboard. The Chaos Space Marines cap objectives and act as long range support for the Possessed who move in a wing with the other Master of Possessions and Greater Possessed. Lastly the Lord Discordant acts as a Distraction Carnifex with the two Venomcrawlers as the three of them can get in the opponent's face quickly, aren't too plussed about being shot at for Overwatch and do some damage while taking pressure off the rest of the army.

Power and Prayers are the only things I'm still mulling over at this time to be honest.

This message was edited 1 time. Last update was at 2019/04/22 04:14:49


 
   
Made in ch
The Dread Evil Lord Varlak





Cut the marines in half, cut the flamers on the cultists or replace them with the stubber.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Fresh-Faced New User




Hello, I want to run a sole red-corstairs army led by Huron Blackheart. What units would be best to run to take advantage of the advance and charge trait??

I know I need to take at least 3 units of chaos space marines to get the extra command points but what else should I take??
   
Made in gb
Sword-Wielding Bloodletter of Khorne






froper98 wrote:
Hello, I want to run a sole red-corstairs army led by Huron Blackheart. What units would be best to run to take advantage of the advance and charge trait??

I know I need to take at least 3 units of chaos space marines to get the extra command points but what else should I take??


I would say the following, in order of goodness:
1) Daemon Princes: These are absolutely the best CC units we have, and Red Corsairs make them even better. I dare say they have the best DPs the CSM codex can field. The only issue is that you have to be careful not to over-extend them, and get them shot. Charge them only after other things have successfully charged to get the most out of the character rule.

2) Helbrutes: A Helbrutes with either double fists or a fist and a scourge are cheap and killy in CC. Red Corsairs help them mitigate their issue of getting shot off the board before they get into CC, but if you take 3 you have a good chance of getting some in, and it's only just over 300 points!

3) Berzerkers: Our best power-armoured CC unit, and great if they can get into combat. Again, Red Corsairs mitigate their chance of getting shot off the board, but M6, foot slogging power armour is a fragile thing, even with advance and charge.

4) Possessed: People are now all brainstorming about Possessed, but I have yet to be convinced. They're not terrible at all any more, but I see the units above as just better. They're in slight competition with Berzerkers, as they're harder to kill, but do significantly less damage.

Besides them the units that 'want' to get into CC are things like chainsword CSM and Chosen, but they're just not up to the task. And Mutilators, but they're a joke of a unit.

And then there are good CC units like Lord Discordants, Maulerfiends, and Defilers, but none of them benefit from the Red Corsair trait. However, certain stratagems, relics, and psychic powers can help them keep up by giving them advance and charge. But there's no harm in having a second wave of CC units slightly behind the first. And given all of these are big hitters, it may be the best way to run them, allowing the first wave to clear out the chaff.

Sisters of Battle: 5500pts
Imperial Agents: 500pts
Tyranids: 5725pts
Khorne Daemons: 3015pts

Gloomspite Gitz: 8030pts
Skaven: 5880pts
Blades of Khorne Daemons: 3980pts
Destruction Mercenaries: 480pts 
   
Made in ch
The Dread Evil Lord Varlak





froper98 wrote:
Hello, I want to run a sole red-corstairs army led by Huron Blackheart. What units would be best to run to take advantage of the advance and charge trait??

I know I need to take at least 3 units of chaos space marines to get the extra command points but what else should I take??


Surprisingly a big blob of marines, due to the red Corsairs stratagem.
I'd still go with guns though.

Bikes aren't half bad, hellbrutes as above, warptalons and or raptors due to DS + advance + charge nearly always gets you in melee.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in gb
Fresh-Faced New User




Thank you, for your help do far.

Because I need to take 3 chaos space marine squads to get the bonuses, would it be better to go 5 man min squads or 10 man squads and place them in rhinos.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

froper98 wrote:
Thank you, for your help do far.

Because I need to take 3 chaos space marine squads to get the bonuses, would it be better to go 5 man min squads or 10 man squads and place them in rhinos.


Two five man squads to grab objectives, one squad as big as you can to really leverage more where they came from


Automatically Appended Next Post:
ClockworkZion wrote:So I've been mucking around seeing if I could come up with something that's fun and possibly fluffy with the new rules and detachments (since I feel like three of the new detachments fit the Word Bearers almost perfectly):
Spoiler:

++Battalion++
++Cult of the Damned: Dark Apostles, Dark Disciples, Chaos Cultists++ -1CP
HQ
Dark Apostle 100
+Inferno Tome

Master of Possession 90

Troops
Chaos Cultist (x30)
+Autoguns (x27)
+Flamers (x3)

Chaos Space Marines (x10)
+Autocannon (x2)
+Icon of Vengence
+Champion: Chainsword
+Champion: Combi-bolter

Chaos Space Marines (x10)
+Autocannon (x2)
+Icon of Vengence
+Champion: Chainsword
+Champion: Combi-bolter

Elites
Dark Disciples (2)

++Vanguard++
++Daemonkin Ritualists: Dark Apostles, Dark Disciples, Masters of Possession, Possesed, and Greater Possesed++ -1CP
HQ
Master of Possession
+The Burning Rod (-1CP for extra Artefact)

Elite
Greater Possesed (x2)
Possesed (x10)
Possesed (x10)

++Spearhead++
++Soulforged Pack: Warpsmith and Daemon Engine++ -1CP
Lord Discordant on Helstalker
+Baleflamer
+Techno-virus Injector

Heavy Support
Venomcrawler 130
Venomcrawler 130
Obliterators (2) 230

Total: 1998
CP: 10-4= 6CP
Dark Apostle and Master of Possessions deploys with the Obliterators and uses the Cultists as a screen while they move to take the midboard. The Chaos Space Marines cap objectives and act as long range support for the Possessed who move in a wing with the other Master of Possessions and Greater Possessed. Lastly the Lord Discordant acts as a Distraction Carnifex with the two Venomcrawlers as the three of them can get in the opponent's face quickly, aren't too plussed about being shot at for Overwatch and do some damage while taking pressure off the rest of the army.

Power and Prayers are the only things I'm still mulling over at this time to be honest.

Not Online!!! wrote:Cut the marines in half, cut the flamers on the cultists or replace them with the stubber.

Second @Not Online!!!, also if the Possessed are going upfield together consider merging them into one big horde and splitting the GrPo into two units and perhaps use the savings from fewer CSMs to buy a Sorcerer so you have access to Warptime, Prescience, Death Hex and a deity endurance spell

I’m not convinced about the Burning Rod, the bearer has M6 WS3+ A3 and can neither fly nor advance & charge. If I were dropping a MoP out of a dreadclaw or carrying in a Rhino, maybe, but on a footslogger who’ll get two hits it feels like a weak scarecrow.

This message was edited 1 time. Last update was at 2019/04/22 12:35:38


   
Made in gb
Fresh-Faced New User




Ah okay. Can a helbrute take two power scourges as it looks like it can, buti am worried I might be misinterpreting the rules. it has been 3 editions since I played 40k.
   
Made in us
Fresh-Faced New User




So, in my meta, we tend to see a LOT of IG, a fair bit of Custodes, and quite a few Knight lists. Went to the FLGS this Saturday and saw them with layers of Guardsmen backed up by Basiliks/Wyverns and Shield Captains. The other common theme was a Castellan backed up by layers of guard and the same tanks...

In short, do any of the new things we have help crack these waves of cheap dudes? I know the chaincannon is good, but we'll at most get a turn of shooting before a unit is pulled off the table. I'm not super sold on the LD getting more than one round of combat since most of these Imperium lists will just walk away and shoot them off the table after a charge.
   
Made in us
Longtime Dakkanaut




If they soup like that feel free to do the same. Arhiman on disk with a well placed death hex can cause a knigjt to cry to oblits.

Mark of slaanesh endlessly canophy from a squad of 10 marines from the red corsairs coming off a flank can ruin guard squads.

Bloodletter bombs also are super effective, being able to tear through a knight or some guardsmen eaily.

Your never going to find a unit that cost - killed will make up for guardsman squads. So you need to also count toughness as well. 3 squads of 3 bikers each is quite cheap and can kill squads of guard easy and still be standing because who wants to target just 3 bikers?
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Okay, here we go again:
Spoiler:

++Battalion+
++Cult of the Damned: Dark Apostles, Dark Disciples, Chaos Cultists++ -1CP
HQ
Dark Apostle 100
+Inferno Tome
+Prayers: Benediction of Darkness, Warp-sight plea
Total: 100

Master of Possession 90
+Force Stave 8
+Powers: Cursed Earth, Infernal Power, Smite
+Warlord: Reader of Fate
Total: 98

Troops
Chaos Cultist (x30) 150
+Autoguns (x30) 0
Total: 150

Chaos Space Marines (x10) 65
+Autocannon 10
+Icon of Vengence 5
+Champion: Chainsword 0
+Champion: Combi-bolter 2
Total: 80

Chaos Space Marines (x10) 65
+Autocannon 10
+Icon of Vengence 5
+Champion: Chainsword 0
+Champion: Combi-bolter 2
Total: 80

Chaos Space Marines (x10) 65
+Autocannon 10
+Icon of Vengence 5
+Champion: Chainsword 0
+Champion: Combi-bolter 2
Total: 80

Chaos Space Marines (x10) 65
+Autocannon 10
+Icon of Vengence 5
+Champion: Chainsword 0
+Champion: Combi-bolter 2
Total: 80

Elites
Dark Disciples (2) 10

++Vanguard++
++Daemonkin Ritualists: Dark Apostles, Dark Disciples, Masters of Possession, Possessed, and Greater Possessed -1CP
HQ
Master of Possession 90
+Force Stave 8
+Warptime (-1 CP for Chaos Familiar, replaces Smite or Possession depending on opponent)
+Powers: Mutated Invigoration, Possession, Smite
+Field Commander: Shepherd of the True Faith -1 CP
Total: 98

Elite
Greater Possessed 70
Greater Possessed 70

Possessed (x20) 400
+Icon of Wrath 10
Total: 410

++Spearhead++
++Soulforged Pack: Warpsmith and Daemon Engine++ -1CP
HQ
Lord Discordant on Helstalker 150
+Baleflamer 30
+Techno-virus Injector 0
+ Field Commander: Master of the Soul Forges -1CP
Total: 180

Heavy Support
Venomcrawler 130
Venomcrawler 130
Obliterators (2) 230

Total: 1996
CP: 10-5= 5CP

Deployment: Chaos Marines take objectives and provide rear support, Cultists screen Dark Apostle, Dark Disciples, Master of Possession Warlord and Obliterators to move up and to hold mid field objectives.

Lord Discordant takes one flank with the Daemon Engines while the other flank is taken by the Possessed Horde and their supporting units.
   
Made in us
Longtime Dakkanaut




Your totals on those chaos marines are wrong. 5 marines are 65. +10 for auto cannon, +2 for combi bolter, +5 for icon. From what it looks like to me you have it written as 10 marines for 65 pts.

Otherwise its not a bad game plan.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Azuza001 wrote:
Your totals on those chaos marines are wrong. 5 marines are 65. +10 for auto cannon, +2 for combi bolter, +5 for icon. From what it looks like to me you have it written as 10 marines for 65 pts.

Otherwise its not a bad game plan.

You're right. I'm 2 point short on each unit meaning that the list is 8 points shy. Adding those points in puts me 4 over, so drop two of the Stormvolters and it's fixed.

I admit when I first thought of the army (using a detachmrny for each of the detachments that feel fluffy for WB) was a bit silly, but it strangely came together better than I expected. The multiple deathstar like blobs backed by MSU CSM looks like a fun list.
   
Made in fi
Raging-on-the-Inside Blood Angel Sergeant





froper98 wrote:
Hello, I want to run a sole red-corstairs army led by Huron Blackheart. What units would be best to run to take advantage of the advance and charge trait??

I know I need to take at least 3 units of chaos space marines to get the extra command points but what else should I take??


Hey,
I've been testing out the new Red Corsairs after the Codex&Nihilus release. There's a thread of a build up for my first 1k and then 1,5k list in the army lists section.

My latest 1500 fine-tuned list:

Spoiler:

Batallion (+5CP) - RC CT (+3CP) - Battle forged (+3CP)

Huron, WL, prescience (+1CP)
Chaos Lord on bike (index) - TH, MoS, Intoxicating Elixir relic

5x CSM, bolters, AC, MoS
5x CSM, bolters, AC, MoS
10x CSM, bolters, 2x RCC, MoS

Helbrute, TLC, fist
Helbrute, TLC, scourge

Spearhead (+1CP) - Devastation Battery (-1CP)

Dark Apostle, Field commander (Armour Bane), The Daemon's Eye relic, warpsight plea, 2x Dark Disciples (-1CP)

Havocs, 4x LC, MoS
Havocs, 4x RCC, MoS
2x Obliterators (115p/)

Springled with combi-bolters and chainaxes here and there on the champions. Field commander goes nicely with the DA. Big CSM unit uses More Where They Came From -stratagem. Good stratagems so far have also been Endless Cacophony. Also I have been thinking switching the relic on the chaos lord as MoK & talisman, for re-roll charges and 3cp fight twice stratagem, but still doubtful. Punishing volley is also nice. Also the DA's field commander WT to reroll wounds is great with either of the Havocs. You really can hurt stuff if you have a line of sight T1. Huron's re-roll aura, DA's prayer and WT and relic, Endless cacophony is good base for a small gunline, sheriffed by two helbrutes who benefit from the RC advance & still charge.

I'm buying a LD this week to get rid of the only index model in the list, I need to drop those AC's from the CSM squads and one combi-bolter, but then I can fit a LD as my big CC carnifex/distraction. A DP with wings and Death Hex is more intriguing, but I just can't find the points.


I've been using a lot of Mark of Dave's in testing while slowly finishing my new models.. here's few conversion's I made today.

Spoiler:


Some heavy bolter havocs bashed with Kromlech's minigun barrels into RCC's. I only bought two havocs kits so handing those two RCC's to the CSM squad.)




Ordered some 3rd party combi-bolters and for the price they are great quality.


Here's a pic from our gaming board with my recent BA building additions.. Those BA models are actually Red Corsairs Mark of Dave for the win!


   
Made in us
Decrepit Dakkanaut





This is my working list for my next ITC tournament. The PA Horde.

Am I just the right amount of crazy?



BLACK LEGION +5 CP
Abaddon, WL, +2CP, DttFE 5+
Apostle, Disciples, -1 to hit (or 5++ vs DE / high AP armies), Veteran Raider
Exalted, Chainsword, Combibolter, Ghorisvex's Teeth
20 CSM, Chainswords, SLAANESH
19 CSM, Chainswords, SLAANESH
10 Cultists
5 Havocs, Flamer, 4 AC

RED CORSAIRS +8CP
Sorcerer, Staff, Warptime, Delightful Agonies
Master of Executions
3x5 CSM, Combi-Bolter, Chaincannon

BLACK LEGION or NIGHT LORDS, HOST RAPTORIAL +1CP
Chaos Jump Lord, Thunder Hammer, SLAANESH, Intoxicating Elixirs, Field Commander - Tip of the Claw
3x5 Warp Talons

1995 points.

Starting CP: 19
Extra Relics, Host Raptorial, Extra WL trait, Field Commander = 4CP


There is a large potential for negative leadership by switching to Nurgle icons and their -1 to hit spell as well as Night Lords plus a relic and possibly Haarken if you wanted to trade out the Havocs to fit him in.

This numbers below are not a representation of what WILL happen on the field, but an identifier of how much mileage one can get out.

- 20 CSM, +1A for outnumber, VotLW, 5+ DttFE, reroll hits and wounds (Abaddon & Exalted) - 61 * 1.333 * .888 * .75 * .333 = 18 wounds to any knight
- The exalted gets 6 S4 AP3 D2 attacks with a high chance for extra mortal wounds (and a good secondary target for VotLW).
- The jump lord gets 5 S10 thunderhammer swings and escorts the talons in to block any scary overwatch.
- The Apostle carried the Fallback and Charge trait so I can fallback past the screens and charge deeper in.



   
 
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