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Made in us
Imperial Recruit in Training




Santa Cruz!, CA

Hey guys, this is my first time posting a Chaos list here. I do play a hybrid mech IG list so spamming is something I'm used to doing. What I want to know is how well this force would work together. The fluff for this force is that Alpha Legion and The Fallen Dark Angels already know that the Imperium and the end of mankind is quickly approaching. The Alpha Legion was able to subtly influence a small band of World Eaters to their cause, but little do the World Eaters know they're main use is going to be as cannon fodder, to buy more time for the Alpha Legion and the Dark Angels to win the appeasement of the gods, and secure the vital artefacts and what not they need.

In battle the Fallen will be used as my main anti-heavy vehicle destroyers. Alpha Legion ground troops will be providing anti-infantry and anti-transport fire, while the World Eaters will be rushing forward to the enemy lines to tie up their infantry in combat. The Defiler will be taking the flank charge with the World Eaters, but I am a little confused about how to use them. Their battle cannon is ordnance, does that mean I have to choose which weapons to fire each turn; either the battle cannon or the weapon arms? Also will firing the battle cannon mean that I will not be able to move in the proceeding movement phase? Vindicators will be moving forward to the outside of the Fallen's Rhino's giving the transports protection at the cost of themselves probably. Like so on the flanks.
(') = vindicator {} = rhino

(') {} {} {} (')

Alpha Legion Lord
terminator armor
combi-melta
chainfist
140 pts

Fallen Dark Angels Chosen Marines
5 x chosen
2 x meltaguns
110 pts

Rhino
combi-melta
45 pts

Fallen Dark Angels Chosen Marines
5 x chosen
2 x meltaguns
110 pts

Rhino
combi-melta
45 pts

Fallen Dark Angels Chosen Marines
5 x chosen
2 x meltaguns
110 pts

Rhino
combi-melta
45 pts

Alpha Legion Chaos Marines
10 x marines
plasma gun
autocannon
175 pts

Alpha Legion Chaos Marines
10 x marines
plasma gun
autocannon
175 pts

Alpha Legion Chaos Marines
10 x marines
plasma gun
autocannon
175 pts

World Eater Berzerkers
8 x berzerkers
168 pts

Rhino
twin-linked bolter
35 pts

(Alright here is another question, it was probably fixed in an FAQ, I haven't looked yet to see that though. On page 96 of the codex it says that the Rhino already comes with the bolter as part of its wargear, yet it also has the option to pay 5 pts for the twin-linked bolter again. Also on page 77 there is a sample army list with a Rhino included in that list. On it GW payed 50 pts for a Rhino with a havoc launcher but in the picture I can clearly see a man mounting a twin-linked bolter.)

World Eater Berzerkers
8 x berzerkers
168 pts

Rhino
twin-linked bolter
35 pts

World Eaters Defiler
heavy flamer --
close combat arm --
(I'll be changing this loadout based upon what the rules for the Defiler's battle cannon are)
150 pts

Fallen Dark Angels Vindicator
twin-linked bolter
130 pts

Fallen Dark Angels Vindicator
twin-linked bolter
130 pts.

So that leaves me about 26 points to play around with, let me know how cohesive you think this force is, and also why are the berzerkers so dang expensive? Now I haven't bought everything listed here so far, but what I do have is 2 boxes regular chaos marines, 1 box of berzerkers, a defiler and a chaos rhino. I plan on using Dark Angels Veterans for my Fallen, and using regular Space Marine vehicles for the Fallen squads and the Vindicators. World Eater colors will be on their corresponding Chaos Rhino's though. I still have a guard army to finish, I'm at about 1700 pts of them so far, so once I get those guys up to 2000 I'll be starting my work on this army. No funny psyker stuff here, just a pragmatic Guard commander now in charge of the forces of Chaos. Thanks for reading brother.

1750 pts.
w/l/d
2/4/1 
   
Made in us
Pleasure Sacrifice to Slaanesh




Virginia

Um, I'm still pretty new at this, but I've read quite a bit of advice on other lists, so here goes (please, anyone correct me if I'm wrong).

Lord: With Terminator armor and no terminators? Why not a DP or a termie squad? Or maybe drop the terminator armor from him and put him with squad of berzerkers?

Chosen: I like it.

CSM: You have an autocannon and plasma with each squad, I would think that doubling up on special weapons would be key as to not split the focus of the squad.

Defiler: Apparently work best in pairs.

I like the list, but from what I can see here, it could use just a little bit of tweaking. Hopefully, others can provide some more concrete advice for you, but I hope this helps out.

Go forth and amplify, the Noise Marines are here 
   
Made in us
Smokin' Skorcha Driver






Utah

Combi meltas are an ok place to spend left over points, but not somthing you should do on purpose. Rhinos are cheap at 35 pts, and are most effective that way.

I prefer DP, but the lord is not bad. I would suggest something that strikes in I order though. Chainfists are nice, but on the one model in your list(besides zerkers) who can go before other MEQ he should be able to dish out pain and reduce the nubmer of attacks coming back. SO two Lightning claws, a PW, etc. If you don't mind the randomness, an undivided Deamon weapon is a STR +1 PW. I would go the LC but thats just me. Also agree with Lust god Flunky that you should downgrade to Power armor unless you have a specific plan for him. Termie armor means that squads he is in an assualt with do not get run down, and he cant get into a rhino.

Chosen are ok.

Footsloging csm that will stand back and shoot one gun, or maybe two a turn is not going to be very effective. CSM are some of the better close combat warriors (outside of dedicated HTH squads) and sitting around in the backfield to fire 6 STR 7 shots seems like a waste. Autocannons are great ... but get them in the form of 4 in a havoc squad. They can sit around slinging out 8 S7 shots a turn from just a 5 or 6 man squad. Put the CSM in Rhinos and use them to rush forward with your chosen to deal with the troops form the transports they or the havocs pop. In this kind of role they will also need champs and fists, and throing in a 10 pt melta gun isnt a bad idea, nor is a IoCG. 215 pts for 8 csm, champ, pf, mg, and IoCG is a pretty effective build. you can go the full 10 + 2nd Mg, but that starts gettign expensive.

Zerkers: Need champs with fists or power weapons. Zerkers are awesome, but sometimes you need to get through armor and a str 5 pw or str 9 pf on a charge will do that nicely. It also helps them multi task when a vehicle is the only thing in assault range. assualting vehicles = extra movement to line up for next turns assault phase!

Rhinos: you can buy a second twinlinked bolter but theres not much point to it. Rhinos get wrecked, espescially when you are using them to rush troops forward. keep em cheap like you did on these.

Two vindis is an ok combo. I think the problem is that they are not good to plan to sit back and shoot things as they come to you .. well actually they are, just the rest of the csm book doesnt fit that mentality. So if you change up to rushing troops forward, you end up with them getting in the way of your vindi (or defiler shots). In this case I prefer oblits since they can use templates when things are bunched up, or throw lascannon/MM at heavy targets, or use TL plasma or flamers on closer softer things.

If you keep the vidis two is a good tag team, and the armor on the board helps overwhelm your opponents anti tank weapons(if you mech up the rest of the troops you are looking at 6-8 rhinos + 2 vindis).

The defiler is just too situational. It doesnt shoot very well(compared to the BS4 vindi) and it looks awesome on paper, but one regualr SM dred goes before it does and smashes it to peices. Not fun. Id suggest dropping it or going in for a third vindi, or using the points to add champs, PFs, and rhinos to squads.

I think that sums up a few things about the list you have without saying "just change it to some other build."

Persoanlly I love rushing 8 man squads of csm at the enemy with one or two cult marine squads like zerkers or noise marines for some extra oomph. Supported by a lash prince and a nugle prince with warptime, and a few oblits they deal out the damage pretty well and can take on all kinds of opponents.

Whatever you do, good luck! Chaos can be pretty fun, espescially if you like modeling. I play chaos to model figs first, winning battles is only secondary, but can still be done if your smart and efficient with your lists.

This message was edited 2 times. Last update was at 2010/05/28 21:19:01


   
Made in us
Regular Dakkanaut




Zerkers are great naked, I will ussally run 40 of them.

The defilers are great as 2 or 3 get rid of the heavy flamer as well. If they are close enough to flame assault them.

Good point about the Lord having terminator armor and nowhere to ride

I like to use a load of 3 meltas /2 flamers on chosen. If I know what my opponent is playing and I feel like being cheesy I'll cater to what they have. It's fun to hit a boyz squad with 5 flamers( especially after they have been lashed into a template shaped blob.)
   
Made in us
Angry Chaos Agitator






Long Beach, CA

Not a fan of the list overall, but a few items that would look at:

a) If you run Berszerker, you do want to have a Skull Champion with a Fist, Meltabombs, or Both. A danger here is that you get stuck in a fight with an enemy dreadnought or other type of walker, even a IG Armored Sentinel and your sqaud will be stuck with way to punch out of it. If these were cheaper, then that might be ok, but these are pricey at 21 per, so my recommendation would be that IF you run them, run them with tthe Champ + Fist.

b) A single Defiler reduces target priority issues for your opponent. The single AV12 long range threat really tells your opponent to "Kill This" on turn 1. Everything else in your army needs to get into position to be effective, which really means they become effective from turn 2 onward. The Defiler is effective on turn 1, so if its the only target, it will be the target, which more often than not jsut means it will die. I suggest spamming these if you run them at all. However, if you do run a single, consider running it in reserve if you do not get first turn. When it does come in at last it will get to fire before it dies AND by then the rest of your army is in better position to be at threat so that terget priority becomes an issue again.

c) As others have said, your Lord has nowhere to ride Even if you drop the terminator armour, he can really only ride with either the CHosen or the Berzerkers. If he rides with the Chosen, they will not be able to outflank. He could ride with the Berzerkers, which solves the Fist problem discussed in a) for one of the squads.

d) The bolters on the Vindicators are really just a waste of points, imo. That 1 S4 shot at 24" doesnt really match up well with the S10 shot.

e) Drop a troop to get Rhinos for all your troops. Mobility and the Defense that the Rhino Brings is worth it.

Thats the big stuff i would address to get this list better while still keeping in the spirit of the force.


   
 
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