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Chaos space marines between 400 - 1000 pts. Make them competitive for me  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

I have friends asking me questions on how to get up to snuff with the top tier of players in our leagues and tourney, i admit i have a mild understanding of chaos since it's codex update so I wasn't the best source but would find out for him. My conclusion is that most chaos armies need 4 things

1) Agressors, Chaos comes to the enemy no matter what they want the enemy affraid of getting in close because of their challengers and highly mobile forces.
2) Gunfire, despite being amazing at close combat any army needs to play the name of 6th edition which is a decent volume of gunfire regardless of assualting skill. He'll need both anti infantry (regardless of armor saves) and Tank/MC cracking.
3) Powerful HQs, it seems like most players enjoy the special characters to no end... personally i see better point rewards in standard hqs not to mention it makes you think a bit more clearly than (WEEEEE KHARN EATS YOU!)
4) Battlefield Presence, This works for orks and I suspsect with the inclusion of cultist it works for chaos a bit as well too. having 20-30 models scares no one but having an entire 30 squad of cultists threatening to hold an objective? that is a different story entirely it makes the enemy worried about coming to your ranks.

I suggested something like this and please tell me if my advise was wrong i want to help him.

1) Spear head Have a swarm of Chaos Spawn with Mark of nurgle leading a rhino full of Khorne Berserkers with a powerful HQ choice. To it's flank have a Gun Fiend (forgot name) running along the flank of the rhino this allows the rhino fo have cover saves from most things and also really makes the enemy regret not hitting your racing army.
2) I feel like Havocs, the gun fiend and standard marines will accomplish what he needs here.
3) Not sure the best compromization here i feel like Khorne berserkers do not need the almighty chainaxes but maybe just give one to their champion and then give your HQ a demon weapon and some sort of 2+ save
4) Spearhead dives into enemy ranks providing time for the khorne zerks and hq to pile out and choose which assualts to reinforce using the rhino as cover until ready to charge, Havocs from the cultist's position let loose their weaponry in relative safety of cover of using the cultists as a shield while they hold objectives. Meanwhile standard marines hold the middle ground not getting into the battle unless needed as they hold back with potent tools and weaken new assualts or wiping the vestiges of units off the board and ready to fall back to the objective in a moment's notice.

anyway tell me what you think and if you have any suggestions.

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Longtime Dakkanaut





The problem with your list is, berzerkers and spawn do no damage to the enemy before they get into close combat. And it will take them a while to get there.

Havocs can't move and shoot, so don't really support your all out assault troops too well. Your forces will be split apart. So if he get something in your backfield to kill the havocs you have nothing there to support them. They just die.

I like to play an all out assault force but mine are noise marines in rhinos, supported by obliterators who march up the field behind the rhinos. Melta bikers on the flanks, slaanesh lord with burning brand in one of the rhinos with noise marines. No sonic weapons, just bolters, bolt pistols, and ccw, doom siren on the champ. Maybe a claw if you have points.

Supporting this is some deepstriking daemons.

So my army is a wall of rhinos full of assaulty and shooty noise marines, screening my obliterators and bikers who lay down the anti-tank rounds. Heldrake flying support and deepstriking daemons there to tie things up or blast them off the table. The daemons drop right on top of my opponent's most killy units and try to take them out.

Granted that is closer to 2000 points, but it can be scaled down. Drop the drake and the daemons and its maybe 1200ish. That is with 4x rhinos and noise marines, 4 oblits, 2x3 melta bikers.

   
 
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