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Made in us
Regular Dakkanaut




13 inches from the table edge

I've been playing for over 12 years and never have played a 2500 game. I need some help working out the kinks in my list.

I would be running nine obliterators, but I only have six.


Demon Prince
- Wings, Mark of Slaanesh, Lash of Submission
pnts. 155

Demon Prince
- Wings, Mark of Slaanesh, Lash of Submission
pnts. 155

Greater Demon
pnts. 100

5 Chosen
1 Champ
-5 Meltaguns, RHINO* (Combi-flamer)
pts. 213

5 Chosen
1 Champ
-5 Meltaguns, RHINO* (Combi-flamer)
pts. 213

7 Berzerkers
*1 Champ
-*Power Weapon, *Meltabombs, RHINO (Combi-melta)
pts. 248

6 Berzerkers
*1 Champ
-*Power Weapon, *Meltabombs, RHINO (Combi-melta)
pts. 227

5 Plague Marines
-2 Plasmaguns, RHINO (Havoc launcher)
pts. 195

5 Plague Marines
-2 Plasmaguns, RHINO (Havoc launcher)
pts. 195

5 Plague Marines
-2 Plasmaguns, RHINO
pts. 180

3 Obliterators
pts. 225

3 Obliterators
pts. 225

5 Havocs
-4 Autocannons, IoCG
pts. 165


pts. 2496

20 KP
5 Scoring


Any help would be appreciated!

This message was edited 11 times. Last update was at 2011/07/28 20:47:16


"Understanding is a three edged sword: your side, their side, and the truth." J. Michael Straczynski 
   
Made in us
Regular Dakkanaut




13 inches from the table edge

Changes made.

Any help?

"Understanding is a three edged sword: your side, their side, and the truth." J. Michael Straczynski 
   
Made in us
Fixture of Dakka





San Jose, CA

More troops. Less outflanking. Without any way of bringing in reserves any earlier, I wouldn't go with more than 2 units of chosen. Drop 1 unit for another troop choice. I'd recommend regular CSM with just 1 or maybe even 2 special weapons and a champ for the greater daemon. Then give your beserker champ a pfist.


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Made in us
Regular Dakkanaut




13 inches from the table edge

Thanks, changes made.

"Understanding is a three edged sword: your side, their side, and the truth." J. Michael Straczynski 
   
Made in us
Member of a Lodge? I Can't Say




WI

I see no Icons on your CSMs or Havoc squad. I know you want to keep them lean, but the Havocs need it. As for the Havocs, it depends on their role... are they there to pop transports? Then maybe ACs may be the way to go, as it is Str 7 with 2 shots vs Str 8 (krak) with one shot.

Instead of the Havocs, have you considered a Vindicator or a Defiler instead? Another option is 6 Oblits in 3 squads of two.

If you can get the points gathered up, I would get a second CSM squad to give your greater demon two places to come in from to give you more versitality and to keep your opponet from making you destroy a more expensive champion.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in jp
Painlord Titan Princeps of Slaanesh






Dallas, TX

Agreed with what's been posted here. You have some long range anti-tank, get some more short-range and more bodies. Another CSM squad in a rhino, and add combi-weapons to some of those other rhinos too. Always nice to kill an enemy landraider with just a combi-weapon!

40k Armies I play:


Glory for Slaanesh!

 
   
Made in gb
Tower of Power






Cannock

Not sure about lash, it's a old gimmick and won't work in mech heavy environments, plus only Oblits and Berzerkers to take advantage.

Not sure why the Chosen have 4 meltas and a single flamer, most the time they will be shooting tanks and monstrous creatures which the flamer cannot do nothing on.

Why not just take 5 man Plague Marines squads with double specials instead of a 6 man CSM unit with a single? Also you don't need the power fist on the Champion as it costs too much and the Champion doesn't have a lot of attacks, plus when the G.D comes in you will lose that power fist - just run naked Champions in the Chosen units as they're only 10 points a pop.

Why 7 Havocs for? Just take the min number and get 4 missile launchers not like the other ones will be doing a fat lot anyway.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in jp
Painlord Titan Princeps of Slaanesh






Dallas, TX

I disagree, Lash is still extremely powerful once the metal bawkses are opened, and really is the only powerful tool chaos has anymore.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Regular Dakkanaut




13 inches from the table edge

mercer wrote:
Not sure why the Chosen have 4 meltas and a single flamer, most the time they will be shooting tanks and monstrous creatures which the flamer cannot do nothing on.


Would switching them to 5 meltas and adding combi-flamers to all the rhinos be better? I had 1 flamer just to make them a little more versatile.

mercer wrote:Why not just take 5 man Plague Marines squads with double specials instead of a 6 man CSM unit with a single?


That is actually what I had prior to my last few changes.

mercer wrote:Also you don't need the power fist on the Champion as it costs too much and the Champion doesn't have a lot of attacks, plus when the G.D comes in you will lose that power fist - just run naked Champions in the Chosen units as they're only 10 points a pop.


I had the standard Marine Champ in there for the possession. I've been on the fence about fists and power weapons on Zerker Champs. I've ran Chosen Champs before for possession and screwed myself. I would be outflanking with them and have them not show up, delaying my GD. Though I was only running one.




BlkTom wrote:I see no Icons on your CSMs or Havoc squad. I know you want to keep them lean, but the Havocs need it. As for the Havocs, it depends on their role... are they there to pop transports? Then maybe ACs may be the way to go, as it is Str 7 with 2 shots vs Str 8 (krak) with one shot.


Ya that's what I was having the hardest time trying to decide, like I mentioned at the top. I think I'll be switching to ACs.

BlkTom wrote:Instead of the Havocs, have you considered a Vindicator or a Defiler instead? Another option is 6 Oblits in 3 squads of two.


I split my Oblits in smaller games. For 2500, I believe taking max support is a must. I only take tank support if I could fit more than one. Running one solo is just asking for it to be picked off 1st-2nd turn; and it takes slots from Oblits.


Thanks guys. Updated.

This message was edited 1 time. Last update was at 2011/07/28 18:49:21


"Understanding is a three edged sword: your side, their side, and the truth." J. Michael Straczynski 
   
Made in jp
Painlord Titan Princeps of Slaanesh






Dallas, TX

The GD's summoning is worse than that - if no champion is ON the board when the daemon comes from reserves, the daemon is destroyed. Champions arriving from reserves at the same time don't count - it must already be on the board.


40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Member of a Lodge? I Can't Say




WI

Got to have the Havoc squad 5 man minimum...

5 Havocs - 165pts
4x AC, IoCG

On your Zerker Rhinos, I would have combi-meltas over flamers to give them some AT capability. You want to see hoard anyways for Lash, so I wouldn't stress about needing flamers.

As for the Chosen, I was thinking about them... 5 meltas is pretty good, but your only firing 2 of them from a rhino. I would seriously consider getting rid of the Rhino then just so your not wasting special weapons by not having them fire. Infiltrate means you don't have to outflank and that your 12"-18" away starting out (depending on LOS). With the 90pts saved you can get a Havoc Launcher for that last PM squad and finish upgrading your Havoc squad, since it is currently illeagal. Maybe get an extra and make him a champ for a fail safe deployment for your Greater Demon... just saying.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Regular Dakkanaut




13 inches from the table edge

BlkTom wrote:Got to have the Havoc squad 5 man minimum...

5 Havocs - 165pts
4x AC, IoCG

On your Zerker Rhinos, I would have combi-meltas over flamers to give them some AT capability. You want to see hoard anyways for Lash, so I wouldn't stress about needing flamers.

As for the Chosen, I was thinking about them... 5 meltas is pretty good, but your only firing 2 of them from a rhino. I would seriously consider getting rid of the Rhino then just so your not wasting special weapons by not having them fire. Infiltrate means you don't have to outflank and that your 12"-18" away starting out (depending on LOS). With the 90pts saved you can get a Havoc Launcher for that last PM squad and finish upgrading your Havoc squad, since it is currently illeagal. Maybe get an extra and make him a champ for a fail safe deployment for your Greater Demon... just saying.


Dunno why I went below 5 on the Havocs, thanks.

I'm going to keep the Chosen in Rhinos. The 2nd and 3rd mission in 'ardboyz doesn't allow Infiltrators. I would prefer the mobility and additional mobile terrain (all be it fragile).

"Understanding is a three edged sword: your side, their side, and the truth." J. Michael Straczynski 
   
Made in us
Member of a Lodge? I Can't Say




WI

Fair enough. Your list looks pretty set then, good luck and have fun!

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in gb
Tower of Power






Cannock

maersdet wrote:
mercer wrote:
Not sure why the Chosen have 4 meltas and a single flamer, most the time they will be shooting tanks and monstrous creatures which the flamer cannot do nothing on.


Would switching them to 5 meltas and adding combi-flamers to all the rhinos be better? I had 1 flamer just to make them a little more versatile.


Yeah combi flamers would be cool.

mercer wrote:Why not just take 5 man Plague Marines squads with double specials instead of a 6 man CSM unit with a single?


That is actually what I had prior to my last few changes.


Then I would change them back . You get a lot more survivable Marines with more bang for your buck too.

mercer wrote:Also you don't need the power fist on the Champion as it costs too much and the Champion doesn't have a lot of attacks, plus when the G.D comes in you will lose that power fist - just run naked Champions in the Chosen units as they're only 10 points a pop.


I had the standard Marine Champ in there for the possession. I've been on the fence about fists and power weapons on Zerker Champs. I've ran Chosen Champs before for possession and screwed myself. I would be outflanking with them and have them not show up, delaying my GD. Though I was only running one.


Up to you about the power fist on the SKull Champion. I think a power weap is better are primariliy you're chopping infantry up, I also beg the question why you're letting a Dreadnought reach assault as that's what it does. Don't outflank the Chosen then, run them on the board with Rhinos and problem solved.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Elite Tyranid Warrior






High Wycombe

I'm no expert on chaos but most of the ard boyz missions are kill point based (I think) so you'll probably want to cut down the number of units if you can. Although like i said, I'm not too good at chaos.

I play:
Imperial Fists - 9000 pts
Tyranids - 1500 pts

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Made in jp
Painlord Titan Princeps of Slaanesh






Dallas, TX

Only the first mission is kill point based, looks like. Last mission is, FINALLY, based on VPs. Finally my rhinos' donated points values are indicative of how fragile they are!

40k Armies I play:


Glory for Slaanesh!

 
   
 
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