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Made in gb
Been Around the Block




Your right about not reading up - he knew a lot of info on his special attacks etc as where I was just moving and shooting. I paid the price for not taking your advice on reading up!

The barge gets armour 13 all round until its first penetrating hit leaving only my metlta and oblit who can take him down to 11.
Unfortunately I missed a lascannon and 2 melta hits so he stayed at 13.

I will read the link you posted and see what I can take from it thanks for that - appreciated.

A fairly crushing defeat being mostly disappointed to lose my 3 t6 bikes and lord before getting anywhere and no roll on any champ on the boon table :( but I will learn from it at least.

I've got his FAQ ready to hand over!

He deployed first and we just played a basic game where we just attacked each other to the death with no cover as we didn't want to make it more complicated on our first go.

Thanks for the link and cc mate

Neo-5  
   
Made in us
Troubled By Non-Compliant Worlds




North East MD

ahh i see now y you had so much trouble, terrain is ur freind as chaos, bevile in it. with open terrain I.E comes down to moblity(CCB) and firepower, neather of witch you had more of then him. NEVER PLAY WITHOUT TERRAIN!
having a cover save is huge agenst that kinda crap, being able to hid ur oblit's and ur basic guys, making ur enemy come to you. ect.
and i am not 100 but i belive you can challange a char on a chariot, and as choas you MUST challange, and sense its just him he couldent have said no. you may have been able to kill him off before he struck blows(after HoW)

remmber in war you need to know two things, what you're stuff dose and what his stuff dose. if you dont have acces to the newer necron book you need to atleast find a BoLS artical that describes what each unit dose or borrow a book from some one. going in blind is never good.
are you certen that the Bardge gets 13 all around i thought they only got that on the front and sides. also reading the necron FAW will give you some insight into what and how they work as well.(i know alot of reading for a game that already has a metric ton of reading.)
agenst necrons vehicals never last long.
play for objectives thou its a whole different game, then he cant just try to out power you, he will have to atcully do stuff, and that makes a list that abuses rules suffer cause he has fewer options to take and hold objectives. also i suggest that you give ur sargents weapons to deal with threats as they will always have to issue challanges. hope this helps. i had a friend who liked to try and convince me to play open terrain battles(useally playing eldar) and i made the same mistake of "oh its just a freindly game to practice" thats BS no terrain always favors the "shootier" or "faster" army as slow armys and armys that are balances cant expolit the no terrain .


i know weird combo just run with it
IH Paint log
http://www.dakkadakka.com/dakkaforum/posts/list/581147.page

Heresy 8-1-3
7-1-4 ::8700+::
8-4-4 
   
Made in gb
Been Around the Block




Yeah he said terrain to start with earlier in the week but when it came to the game he removed it all lol - to be fair it was one rule extra for us to learn in our first game so i agreed as i had not read anything about cover as yet, but ill make sure that we do next time. We didn't use warlord traits roll either.

Seems my kindness and lack of cover knowledge kinda cost me in the long run lol

I will demand some terrain pieces next time

Yeah I think the barge is 11 all round armour but the 13 is from its special rule. Unless it changed in the FAQ.

Rider cannot be challenged on a barge according to the rule book but can be attacked in melee (thanks to your comfirmation

I realised once starting the game that once in melee I had nothing to do additional damage with especially with my champions for challenges. So like you say this needs some thought! Although my lord has a lightening claw but as I though i could only attack the barge it was crap. But against the lord I imagine it would have carved him a new one.

I just struggle for points as I chose weapons to take down the barge leaving me with no points for melee weapons. Tough at 500pts.

Thanks again slip dead helpful

I will rethink my list and post something takin what I have learnt and you comments into account. Starting with cover!

Cheers

Neo-5  
   
Made in gb
Been Around the Block




Also can any advise about deep striking. I can see that raptors and talons, oblits and mutilators can do it but I have read terminators and Abbaddon can also but they don't have the deep strike special rule.

Also I assume a lord can join a deep striking unit and deep strike too? But would the lord need a jump pack too? I assume so?

Imagine its me being a beginner probably missing something simple enough but not sure what!

Any help would be appreciated.

Neo-5  
   
Made in us
Troubled By Non-Compliant Worlds




North East MD

terminator armor can deep strike, if ur consideing it then you need to spend some time with BRB and read up on,it can be awsome and it can blow up in your face so its a crapshot lol
i dont useally cause i dont like not knowing when my people will be arriving(an agies Defenseline helps with this considerably) but just like anything in this game of ours it comes with sevral major draw backs, unless ur playing DA they get some nifty rules when they use it. but i digress. if ur not sure how it works here is a brief summery to give you an idea(and bye idea i mean get ur BRB and read it! lol) you roll reserves 3+ on turn 2 if you get them you place one model from ur squad anywhere on the board then roll 2d6 and a scatter dice to determine the final position. then you put the other squad members around the first on, as long as none are more then 1" from an enemy or in impossible terrain then there fine, if they dident make that requirement then you roll on the mishap table. now that they've arrived they count as having moved and cannot launch an assault with leaves you with two options you can shoot and maintain the circle formation that you arrived in but get to shoot, or you can run in the shooting phase to spread them out. things to keep in mind, slow and purposeful cannot run and relentless lets you fire hvy weapons as if you had dent moved. also you can always snap shot hvy's as long as they dont have templets.


i know weird combo just run with it
IH Paint log
http://www.dakkadakka.com/dakkaforum/posts/list/581147.page

Heresy 8-1-3
7-1-4 ::8700+::
8-4-4 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Lord
MoK
Sigil of Corruption

10 Cultists
1 Flamer

5 CSM with 1 Plasma Gun
Rhino

5 Khorne Berzerkers + 3 Chain Axe
Rhino

1 Obliterator

So we have 500 points and we have to take on Necrons... I think at this low point level, I would not take a lord with a mark to unlock elites as troops. Too many points for it...

So we need to penetrate AV 13 to get his armor down to a manageable 11. So that means S8 attacks minimum. Open topped and melta is a great way to do it...

I think I would look at a Tzeentch Sorcerer lord... the powers of Tzeench, on a 3rd level guarantees a S 8 AP1 18" range spell. Now once you have that, you would be free to take Biomancy or Telepathy... Biomancy gets you some nice buffs but Telepathy has the advantage of the auto select of Psychic Shriek... This can be awesome...

So: Sorcerer Lvl3 MoT 125. Maybe spend the points to get sigil of corruption so you have a 3++ invulnerable save.

Now it comes down to troops... Cultists are out -- they are just offerings to the blood god. So our choice is lots of small CSM units with melta guns or some large units with lascannon and melta gun or two meltaguns... In all cases, we are going to give our champions a force ax, power fist or at least a melta bomb...
Oblits are your friends so lets assume 3 and since we get three lets go fluffy and take 3 units of 1 with MoT for the 4++ save... So 234

Wow we may have to lose 1 or even 2 oblits but for right now 364 points leaving 136 points. Darn, drop 1 214 points for troops...

So two mimum squads 150, add 2 meltas 170 and two power axes 200... Not bad, leaving 19 points. So how about an aura of dark glory yielding 4++ invulnerable.

So:

Sorcerer: Lvl 3, Mark of Tzeentch, Aura of Dark Glory, Force Axe - 140 points
2 x 5-man CSM w Power Axe and Melta Gun 200 points
2 x 1-man Obliterators - MoT 156
496

Now just to look at a totally fluffy option:
Same Sorcerer: 125 points
2 x 1000 sons: both champs with force axe 300 points
1 x Obliterator (no Mark) 70 points
495

Option 1 is better but option 2 can be just as about as good IF you can roll hot for spells and get 2 doom bolts on the Tzeentch list.

So going option 1 - hopefully you have the Doom Bolt on the sorcerer 18" S8 AP1, 2x S8 AP1 meltaguns snd 2 Obliterators firing Lascannons S9 AP2 or Multi-melta S8 AP 1 or TL meltas S8 AP1. You should be able to drop any vehicle with this...

The fluffy 1000 sons list is weaker at dropping vehicles but better at beating him in HTH... Again hopefully 3 x Doom Bolt plus the 1 Obliterator... But the nice thought is HTH, you can activate a Force Axe S 5 AP 2, to become a force weapon on any hit and kill him on a successful leadership roll... Plus your 1000 sons are going to be lethal against anything that is on foot being AP 3.


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Made in gb
Been Around the Block




Wow cheers mate so much to go at there and I'm liking the set up! Love oblits so 2 is better than 1 not to mention the lascannons! And a sorcerer nice!

Can see how this can take out armour quite easily I like it.

This time we are playing with cover so foot slogging the men should be easier now. I was thinking more rhinos but you have gone with none. Is that due to necrons strengths in anti tank?
Makes sense with scarabs as they ripped me a new one last time!

I will leave the deep striking this time and get reading about the pyskers as again being a noob I've no idea with that but I gather you roll on the table in the codex to see which (3) powers you get. Or the ones in the rule book or both depending on mark. Correct me if I'm wrong.

This has given me more to think about thanks. I was thinking fast attacks and more rhinos and you have gone the opposite which is interesting.

Thanks again - I will study your advice in more detail when I get home cheers

Neo-5  
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

You are correct on the psker abilites... With MoT you need to take one roll on the Tzeentch table and then any roll on one of the core book table you qualify for... I would do my 1st roll on MoT and pray for a 3 or 4 then either go biomancy or telepathy for the rest.
Worst case scenario, you have all 3 Tzeentch powers and that is not too bad either.

Well, you have the option of putting out two rhinos... drop one obliterator and then your sorcerer and meltagun can fire out of their rhinos... mobile pillboxes... LOL


Automatically Appended Next Post:
Yes, I really dislike vehicles if he is going with gauss weapons...

Otherwise: 1 Sorcerer unmarked with force axe 60
2x 5 man CSM w melta and force axe 200
1 x Landraider 230

This would be fun but it kind of puts all your eggs in one basket.

This message was edited 1 time. Last update was at 2013/03/19 14:42:00


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Made in gb
Been Around the Block




Tbh I would rather not use vehicles and then It will be more challenging for him this time as he will expect at least one vehicle to send his scarabs after but when I field none it may make him unsure.

Would you run the sorcerer solo or tag him on a unit. As a beginner the though of running a solo character seems daunting as I'm sure he will get mowed down easily by ranged necron?

I feel if I take Rhinos I will need to take some flamers too to deal with those scarabs which = more points so ill stick with the foot slogg and cover option.

We are having a weekend of gaming this coming weekend so I will try as many different setups as possible. Feel free to list anymore fun or strategically based list for me to try.

Wanted to try a deep strike Abbaddon as I've read he's a monster in melee but then I saw his points cost...

He will go with barge and lord with ap1 scythe and 12 warriors 5 immortals and 4 bases of scarabs as my best guess.
Leaving his transport arc thingy out at least for the first game. Maybe lol

Cover and Psyker reading for me tonight

Cheers

Neo-5  
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

You attach the Sorcerer to one of the CSM squads. Otherwise he is going to run you down with the chariot lord.

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Made in gb
Been Around the Block




Battle Report!

Went with option one units as mentioned above. With spell familiar instead of MoT on oblits.

He went with the assumed line up also mentioned above in my post. He did squirm when he realised I wasn't using a rhino and the scarabs were pretty redundant.

I rolled doom bolt on tzeencth for sorcerer and invisibility and mental fortitude on telepathy.
Mental fortitude served me well not having fearless so I was pleased with those rolls.

First go I had two lascannons miss! Meaning he was still at armour 13 on his chariot/barge. He rolled big numbers for movement and went for broke with flat out.

Second go my multimelta missed from oblit one but the second oblit caused a penetrating hit - I was chuffed.
As he was open top and going flat out that gave a +3 on the vehicle damage table with me rolling another 6!!!
Couldn't believe it - it bloody exploded. Get in...

Objective achieved thanks for the tips guys. His lord took a wound before escaping out of sight too. Bonus!

Thought I had won already by this point but his lord wiped out the 5 csm unit that were close by in melee. My power axe doing nothing as his initiative was 2 my axe was one so I didn't even get to attack unfortunately.

Any advice on intuitive 1 weapons as I feel they maybe wasted on a champion with only one wound attacking on initiative 1??? Maybe I'm wrong seems a gamble though.

Oblits burnt the lord down though next go

By this point his immortals were thinning with his warriors closing the csm's with sorcerer for rapid fire.

By the end of all the moving shooting the lord charged the remaining warriors 5 of them. He killed 3 and then turned into a spawn but he had already gained Blade of Chaos - fleshbane rule and cosmic fate - reroll armour saves! So I couldn't complain and the sorcerer was down to 1 wound so thought this quite good as it allowed me to finish him off with more wounds and attacks for me!

Spawn won me the game at the end lol with oblits still standing I was chuffed to mark up my first win for chaos!! Get in thanks all

He's after my oblits next time he's saying but I think they can handle themselves

Rolled a double one and a double six on the sorcerer in the entire battle so thank god I took a familiar! What a 15pts!

Tough game and took ages as we were learning. I needed to get into more melee I feel but was nervous about his fire power.
12 warriors on rapid fire and 5 immortals could be nasty.

Anyway thanks for all your advice guys it helped me mark up my first ever victory in warhammer and my first for the gods of chaos!

Cheers



Automatically Appended Next Post:
FYI we just played to the death and didn't do objectives - again as we are total beginner its just more rules and the game lasted all day as it was!

Maybe next time we will do an objective based game?

Oh also do I get a roll on the boon table every challenge that i kill an enemy in assault. Or just one boon per entire assault phase regardless of how many challenges?

Thanks again

This message was edited 1 time. Last update was at 2013/03/24 23:12:24


Neo-5  
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

http://www.dakkadakka.com/dakkaforum/posts/list/515743.page

This listing talks about power weapons/axes... Read it through and see if you have any questions.


Automatically Appended Next Post:
Tough thing with facing Necrons is if he takes Sempternal Weave, he is AC 2. That and the +1 S are both to the benefit of a power axe. The other opions = power maul and lightning claw are both good. About the only thing you don't want is a a power sword.

This message was edited 1 time. Last update was at 2013/03/25 02:25:28


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Made in gb
Been Around the Block




Can anyone advise on a sensible increase to 750 based on the 500 points I used in my last game.

Sorcerer: Lvl 3, Mark of Tzeentch, Aura of Dark Glory, Force Axe - 140 points

2 x 5-man CSM w Power Axe and Melta Gun 200 points

2 x 1-man Obliterators - MoT

496 points

Typhus and Hurons infiltrate and terminators ring my bell but not sure at this points level if they are overkill.

Any advice would be appreciated as you guys lead me to my first win for chaos so naturally I came back here for a bit of help

Neo-5  
   
 
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