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Made in us
Adolescent Youth with Potential





USA

So being new to the 5th addition, I playing space marines, and my friend playing chaos, we discovered that Space Marines totally suck in respect to the special abilities of the Chaos troops. My question is, how would one compete with Space Marines against the forces of Chaos when the rules are totally in the favor of Chaos?

The simplicity of the game is camouflaged by the complexity of the rules. 
   
Made in us
Fixture of Dakka





Los Angeles

The *rules* favor CSM? Which ones?

I will allow that their codex gives them better equipped troops, with that extra ccw in h2h and 2 special weapons per squad. And PM & Khorne are superior troops choices. And the Daemon Prince HQs are just hella great. Oblits! But, CSM choices are not as plentiful as Codex: SM. They have many more cool things than CSM do:
Librarians
Drop Pods (use a dreadnought DP against your CSM opponent, maybe the Ironclad as Drop Podding troops in is a bad idea)
ThunderFire Cannons
LR Redeemer
Speeders
TH/SS termies

If you are closing and going toe-to-toe with CSM with your tacticals, then you'll lose, as they are assaultier and tougher:
KhorneBs - a lot more attacks, Furious Charge, Fearless
Plague Marines - xtra h2h, T5, FNP, Fearless

Play a shootier list, try the Dreadnought DropPod if you have it. Do ya have a LRR?

Use LasCannons or MMs to deal with his Obliterators ... or that Dreadnought DropPod.

Also, CSM lack in good Fast Attack and their elites are okay. SM have many more, and better elite choices, especially TH/SS termies.

If you really want to despair about codex differences, compare SW, BA and SM.

This message was edited 1 time. Last update was at 2011/01/03 00:43:58


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Almost all of the CSM troops are geared towards close combat, with the only mild exception of the Thousand Sons, and even then the Sorceror is pretty badass in close combat too with the potential to use his force weapon and squad-wide 4+ invul save. Almost all of chaos involve getting into close quarters with the enemy. As a Chaos player myself, I know how badly I can mess up my enemy's faces if I can just close in that gap. Dont play into the enemy's strength, make him play into yours.

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Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You more or less want to force your opponent out of their comfort zone. If he is playing a melee based list and beating you once he gets into melee, then take steps to keep it from happening.

For example, any transports he has must die first turn, or asap. Use fast units to flank his melee guys and pick them off. Have drop pods or something else both diverting his attention elsewhere and even blocking him from getting into melee with you. Focus on his heavy hitters and any special hq's when given the opportunity. Combat squad like a bastard to present more units that he must assault. ect ect

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Adolescent Youth with Potential





USA

Cool I will try some of these ideas the next time we play. Thanks for the info.

The simplicity of the game is camouflaged by the complexity of the rules. 
   
 
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