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![[Post New]](/s/i/i.gif) 2014/07/10 07:45:32
Subject: Chaos Space Marine 750pts list!
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Fresh-Faced New User
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So here is my army list of a beginner(sorta) list: HQ Chaos Lord-Power Fist, Boltgun-65pts Sorcerer-Lvl 2, Force Wepon,Bolt pistol-85pts Elites x5 Possessed-x2 Gift Of Mutation, Mark Of Khorne, Icon Of Wrath-180pts Troops x10 Chaos Space Marines-Flamer, Veteran Of The Long War-155pts x9 Chaos Space Marines-CCW,Flamer, Veteran Of The Long War-142pts Dedicated Transport-Rhino-35pts x10 Cultists-Autoguns, Mark Of Tzeentch, Flamer-75pts Total-737pts All feedback welcome!Will happily change some features as the lists go on!
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This message was edited 1 time. Last update was at 2014/07/10 22:42:07
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![[Post New]](/s/i/i.gif) 2014/07/11 02:30:56
Subject: Re:Chaos Space Marine 750pts list!
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Crazed Spirit of the Defiler
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First off I would recommend dropping the extra HQ choice. 2 HQs at 750 is a bit of a waste. Personally, I would run with just the chaos lord. Drop the bolt gun, add a lightning claw to use with the power fist (gives you +1 attack and an option to strike at full initiative), and give him a sigil of corruption (4++ is always a good thing). You might want to consider MoN to add durability or gift of mutation if you feel particularly lucky. I run my lord like this and he's devastating. So far he's netted 3 enemy hqs, 2 monstrous creatures, 3 vehicles (including one dreadnought) and countless lesser opponents for 1 death in return. If you want to run the sorcerer instead that's fine too. I can't give much help with him since I haven't used one much.
Second, I would recommend dropping the possessed. For the same price you could field a helldrake and would get a much better return. They just aren't that good at their job. Plus they would have to run across the board so they probably die long before they reach charge range.
Also, give your chaos marines a second specialist weapon. They're well worth the points and give you more teeth for your attack. A melta gun is great if you want to keep them assaulted oriented and a plasma gun is great for heavy infantry.
You may want to also consider slapping a dirge caster on that rhino. Any unit within 6 inches of it can't fire on overwatch witch will keep your chargers alive.
If you do one thing for you list, drop the mark of tzeentch on the cultists. 6++ isn't worth the points. Cultists exist to die, it would be better to spend the points on more cultists and build a blob. Also consider what you want the cultists to do. You might consider dropping the autoguns to build an even larger mob. A large mob of stick wielding cultists is surprisingly good at tying down enemies.
Last you really need some form of heavy support. There's nothing that can really handle tanks or MCs. Several options are open here. A vindicator gives you a S10 large blast that's good for killing tanks, characters, or entire squads. A helldrake is the ultimate infantry killer (baleflamer is perhaps the best value in the codex), gives you decent AA support, and can vector strike tanks and MCs. Havoks provide cheep access to missile launchers or auto cannons which are good multipurpose weapons. If you really want to commit to the assault, you can gamble with a land raider. It's points heavy, but it will get your unit in charge range and can deliver a world of hurt (Dozer blades and the new vehicle table also help keep it alive). The LR is iffy though. Many people don't like them.
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Iron within, Iron without |
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![[Post New]](/s/i/i.gif) 2014/07/11 02:57:38
Subject: Re:Chaos Space Marine 750pts list!
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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I'll agree with the poster above that all you've got is a bunch of space marines with close combat weapons which is not very intimidating to be honest.
On the cultists:
For 4 points I can give 4 cultists a 6++ save. Lets say all four take a wound each. Theres a good chance that one will live and make the save (A little greater than 50%) and with a bit of luck 2 will but more likely none will.
OR, you could take another cultist, which is for sure going to be there because you paid the points, and has a weapon that he can shoot (hes not just a wound) and he adds to the squads size potentially making them more resistant to leader ship checks.
So unless you are fluffing it up, its really not point effective to put that mark on cultists because for the same points you could save a guy on a coin flip or just have another guy from the start.
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2014/07/11 05:32:45
Subject: Re:Chaos Space Marine 750pts list!
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Fresh-Faced New User
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Ok have taken in what you guys have said, and hopefully this appeals to you:
HQ
Chaos Lord-MoN, Lightning Claw, Power Fist, Sigil Of Corruption-65pts
Troops
x10 Chaos Space Marines-Flamer, Melta, Veterans Of The Long War-175pts
Dedicated Transport-Rhino-Dirge Caster-35pts
x9 Chaos Space Marines-Flamer, Veterans Of The Long War-142pts
x25 Cultists-CCW, Flamer, Heavy Stubber-110pts
Heavy Support
x5 Havocs-Missile Launcher, Lascannon, Heavy Bolter, Autocannon-130pts
Total-647pts(I think) I ran out of choices here and I am still open for ideas to make it more point worthy
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![[Post New]](/s/i/i.gif) 2014/07/11 05:43:57
Subject: Chaos Space Marine 750pts list!
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Tunneling Trygon
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I wouldn't bunch the Cultists up in a pack of 25. 15 is enough to tarpit even the biggest foes for two turns minimum and gives you the option of attacking another unit with the remainder, spreading the 'out of the game' coverage. I would also swap the Heavy Bolter for something else. Maybe another Lascannon but that is just my personal preference. I simply don't like heavy Bolters and don't see them as effective against the wider range of units. Ineffective against even medium armor, mid range, overkill for weak troops and not good enough for armored troops, it's better replaced with another auto cannon even.
Your anti armor is fairly limited and anti MC as well. I'd focus a bit on having units that can effectively take down big beasts and big armor other than your Havocs, because the Havocs are going to be targeted very quickly or line of sight will be avoided, depends on the opponent's army. At 750 you'll likely see a bit more AV 12 and there's a decent chance of flyers or one bit of AV 14. Just something to keep in mind.
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![[Post New]](/s/i/i.gif) 2014/07/11 06:25:47
Subject: Re:Chaos Space Marine 750pts list!
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Fluttering Firewyrm of Tzeentch
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Hello fellow Chaos worshippers!
As said before i think you should reconsider the usage of your cultists. They are only Cannon fodder, no more, keep them cheap and in numbers. 15-20 with no other upgrades and their job will be done.
Regarding your Heavy support, you should consider having a similar weapon in your squad of havocs or maximum two different weapons (2xML, 2x AC for example) especially since these guys are here to deal with Armour and MC in your list, the Heavy bolter and Autocannon are here to gun down Light/medium infantry, not big things. Ok maybe AC can deal with AV11/12 in a 750 pts game.
Finally, you can take a Rhino for our second CSM squad, the mobility plus added survavibility to the squad of your HQ will be very useful.
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![[Post New]](/s/i/i.gif) 2014/07/11 23:54:20
Subject: Re:Chaos Space Marine 750pts list!
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Crazed Spirit of the Defiler
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Mark of Nurgle is a great one to add to those chaos units. T5 goes a long way.
Another thing to consider is more heavy AT. Terminators with combi-meltas and power axes, vindicators and predators all give you some heavy durability, with firepower as well.
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Iron within, Iron without |
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