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chaos marine army, no drakes, spawn or oblits, but faith in the dark gods....lol  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Swift Swooping Hawk






So! I have loved chaos since I started playing 40k back in second edition (where Kharn curbstomped Calgar with eaaaaase! Lol)
Anyways, I want to try something so here goes:

1500pts

Sorcerer, lvl3(rolls on biomancy to start) , Terminator armor, Sigil and VotL (for fun)

x3 Mutilators (stay with me..) Mark of Khorne

x10 Marines, x2 Plasma, Power Weapon, Rhino w/ Dirge Caster.
x10 Marines, x2 Plasma, Power Fist, Rhino w/ Dirge Caster.
x16 Cultists, Autoguns plus Heavy Stubber

x5 Raptors, x2 Meltas, Power Sword

Land Raider w/ Dirge Caster
Forgefiend w/ x2 Hades Autocannon and additional Ectoplasma Cannon

**VotL on marines, mutilators and raptors too**

So the concept isn't new I imagine, but the raider has the sorc and mutilators in it, it rolls up the middle with a rhino full of plasma marines on each side. They ro as far as possible, pop smoke. Depending on how they weather the shooting they close the gap towards something particularly scary. Plasma squads shoot it, sorc potentially casts endurance on mutilators who then charge unhindered and start with 15 lightning claw attacks. Could be devastating. Raptors deep strike in to melta armor or something viable. The Cultists and Forgefiend hd he objectives/ cover your back field.

Well, it sounds good on paper....lol

I'm curious too, if I were to add in daemonic allies, what recommendations would you make to help this list in higher points games?
I had considered too tossing a Dark Apostle to go with the Cultists in higher point games too because I was thinking of going Word Bearers.

Anything? Lol
-CotW

This message was edited 1 time. Last update was at 2013/12/02 20:46:59


let the galaxy burn

Let your passion for battle burn like the fires of the forge. 2000pts and growing!

starting up! 
   
Made in ca
Cog in the Machine




Winnipeg, MB, Canada

Telepathy would be more useful to you than biomancy. Unless you are trying to make your sorcerer a cc tank, then biomancy is fine.

Edit- For Daemon allies it depends on what you want. Quick assault (slaanesh), anti-marine assault (khorne), objective campers (nurgle), or shooty (tzeentch). I personally am a tzeentch fan, so you can either go with the buffing LoC or a herald w/ lvl 3, grimoire, and locus of conuration as your HQ. Again it depends on what you want to do. The Tzerald with a squad of 20 horrors can put out a ton of shots each turn and keep them at a decent invul (3++ without forewarning, 2++ with).

This message was edited 2 times. Last update was at 2013/12/02 20:56:58


40k armies: Harlies, Tzeentch Daemons
AoS armies: DoK, Deepkin, Nighthaunt, Tzeentch Daemons, Skaven 
   
Made in us
Swift Swooping Hawk






The idea was to give endurance to the mutilators for it will not die to try keeping them in the fight regenerating wounds, but maybe I misread it. What telepathy powers would you suggest?

Thanks for the reply!
-CotW

let the galaxy burn

Let your passion for battle burn like the fires of the forge. 2000pts and growing!

starting up! 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

His plan to to run the Sorc with the muties in a strange deathstar.
I'd probably find points to get a second autocannon forgefiend, redundancy is your friend.
Drop the raptors IMO to help pay for this, and maybe drop the ectoplasm cannon from the first.

Drop the Dirge Casters on the Rhinos, you can't assault out of them. I'd keep them shooty, and use the rhinos + land raider rush as cover for them instead.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in ca
Cog in the Machine




Winnipeg, MB, Canada

Actually, the endurance on the mutilators is a good idea. In telepathy what you really want to get is invisibility. Giving your mutilators stealth and shrouded, negating any counter-attack USR units, but most importantly it reduces enemy WS to 1, meaning they hit you on a 5+ only.

40k armies: Harlies, Tzeentch Daemons
AoS armies: DoK, Deepkin, Nighthaunt, Tzeentch Daemons, Skaven 
   
Made in us
Swift Swooping Hawk






I'm not opposed to a second forgefiend, I actually like them haha. Though, I don't want to drop any dirge casters and risk the raider getting blown up and therefore losing the only overwatch negating factor. The rhinos are there as back-ups in case.

The sorc and mutilators certainly weren't intended to act like these big scary unit amalgamations (as seen by no Coteaz, though its possible he could be the Sorc in disguise...lol) but I think it could get the job done.

I appreciate no one essentially telling me I need to drop everything in my list for plague marines and heldrakes haha. I love PM's but played the crap out of them in 3.5/4th edition when they were actually called Death Guard lol. As for drakes, I see their potential, I just don't lime playing cookie cutter like a lot of people do. Though, jumping from 1500 to 1850 I had toyed with the idea of throwing in two Baledrakes because....well, I think we all know what they're capable of by now. But, I feel better about it because I haven't based my whole army or tactics around them, nor am I trying to squeeze 3 into a 1000pt list.

Anyways, any other thoughts or tactical suggestions or does it seem pretty solid? One concern I think I have, is that once someone fights it, it might end up a one trick pony.....which I'd like to avoid....lol

Thanks!
-CotW

let the galaxy burn

Let your passion for battle burn like the fires of the forge. 2000pts and growing!

starting up! 
   
 
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