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![[Post New]](/s/i/i.gif) 2014/08/20 05:34:01
Subject: [2000] - Chaos Space Marines - Multiple Lists
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Regular Dakkanaut
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-List 1-
-HQ-
Chaos Lord - Juggernaut, Axe of Blind Fury, Mark of Khorne, Sigil of Corruption - 170
-Troops-
Chaos Cultists x10 - 50 (objective secured troops)
Chaos Cultiss x 10 - 50 (objective secured troops)
Chaos Cultists x16 - 74 (Helcult Troops)
Chaos Cultists x15 - 70
Chaos Cultists x15 - 70
Chaos Cultists x15 - 70
Chaos Cultists x15 - 70
Chaos Cultists x15 - 70
-Elites-
Helcult Helbrute - Missle Launcher, Twinked Lascannon - 135
Helcult Helbrute - Missle Launcher, Twinked Lascannon - 135
Helcult Helbrute - Missle Launcher, Twinked Lascannon - 135
-Fast Attack-
Chaos Spawn - Mark of Khorne - 160
Heldrake - Baleflamer - 170
Heldrake - Baleflamer - 170
-Heavy Support-
Forgefiend - Ectoplasma x3 - 200
Forgefiend - Ectoplasma x3 - 200
Total - 1999
-Edited to make the list bound-
I'm not sure about this list. I'm sure it has a lot of weaknesses.
-List 2-
-HQ-
Chaos Lord - Axe of Blind Fury, Juggernaut, Mark of Khorne, Sigil of Corruption, Melta Bombs - 175
Chaos Lord - Lightning Claw, Powerfist, Chaos Bike, Mark of Slaanesh, Sigil of Corruption - 165
-Troops-
Noise Marines x10 - Blastmasters x2, Sonic Blaster x7, Doom Siren, Melta Bombs, Rhino - 316
Noise Marines x10 - Blastmasters x2, Sonic Blaster x7, Doom Siren, Melta Bombs, Rhino - 316
Chaos Cultists x18 - 82
Chaos Cultists x18 - 82
-Fast Attack-
Chaos Spawn x5 - Mark of Khorne - 160
Chaos Bikers x10 - Meltagun x2, Lightning Claw, Melta Bombs, Icon of Excess, Mark of Slaanesh - 305
Heldrake - Baleflamer - 170
-Heavy Support-
Havocs x5 - Autocannons x4 - 115
Havocs x5 - Autocannons x4 - 115
Total - 2001
Jugger Lord goes with Spawn, Biker Lord goes with Bikers. Jugger Lord and Spawn go large infantry hunting, Biker lord and bikers go character hunting.
Noise Marines drive up while laying down cover ignoring blasts.
Cultists chill in the back holding my objectives for the most part.
Drake does drake things.
Havocs lay down support fire at fliers, vehicles and whatever else I need dead.
I'm thinking this list is too anti-air and vehicle light.
-List 3-
-HQ-
Be'lakor - 350
Chaos Lord - Juggernaut, Axe of Blind Fury, Sigil of Corruption, Mark of Khorne, Melta-bombs - 170
-Troops-
Chaos Cultists x10 - 50
Chaos Cultists x10 - 50
Chaos Cultists x10 - 50
Chaos Cultists x10 - 50
-Elites-
Helbrute Mayhem Pack - Powerfists, Multi-Melta's, Heavy Flamers - 345
-Fast Attack-
Heldrake - Baleflamer - 170
Heldrake - Baleflamer - 170
Chaos Spawn - Mark of Khorne - 160
-Heavy Support-
Maulerfiend - 125
Forgefiend - Ectoplasma x3 - 200
Havocs x5 - Autocannons x4 - 115
Total - 2000
Be'lakor follows the Maulerfiend casting invis on it to keep it relatively safe from harm while it closes in on it's target. Be'lakor will also help against anti air. Drakes fly around flaming infantry and vector striking any fliers they can. Mayhem Pack deepstrikes behind enemy lines and will try to take out as many vehicles and units on objectives as it can (i can split them up after deepstrike right? They don't count as one unit?). Chaos Lord and Spawn go out causing problems where ever they can. Havocs stay in the back laying down fire on whatever needs it and cultists go for objectives. Forgefiend takes care of any 2+ armor models and helps with vehicles and hordes.
So which list should I go with? Trying for a semi-competitive list.
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This message was edited 2 times. Last update was at 2014/08/20 23:27:56
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![[Post New]](/s/i/i.gif) 2014/08/20 07:06:46
Subject: [2000] - Chaos Space Marines - Helcult Heavy
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Painlord Titan Princeps of Slaanesh
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So in addition to 6 units of cultist, you have 3 more from the 3 hel cults?
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![[Post New]](/s/i/i.gif) 2014/08/20 07:42:00
Subject: [2000] - Chaos Space Marines - Helcult Heavy
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Sinister Chaos Marine
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Just one thing... Have fun buying and painting all those cultists
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If Slaanesh is the God of Sex, then why does Tzeench have a Thousand Sons
Iron warriors - 6500 pts WIP
necrons 1700 pts WIP
Dark Eldar - Getting Started
===== Begin Dakka Geek Code =====
DA:90+S++G+++M++B++I+Pw40k11+D++A++/eWD390R++T(T)DM+
===== End Dakka Geek Code ===== |
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![[Post New]](/s/i/i.gif) 2014/08/20 09:02:21
Subject: [2000] - Chaos Space Marines - Helcult Heavy
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Regular Dakkanaut
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Filch wrote:So in addition to 6 units of cultist, you have 3 more from the 3 hel cults?
Oh no, should have written it more clearly. Automatically Appended Next Post: I have 40 now and I'm dreading it lol.
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This message was edited 1 time. Last update was at 2014/08/20 09:02:39
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![[Post New]](/s/i/i.gif) 2014/08/20 10:45:32
Subject: [2000] - Chaos Space Marines - Helcult Heavy
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Battleship Captain
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...Okay
I feel you may not follow how formations work.
A Helcult Formation Detachment is a seperate formation. It's not part of a Combined Arms Detachment any more than an Allied Detachment or another Combined Arms Detachment is.
As a result, if those cultists are the cultist units required for the Helcult, your Combined Arms Detachment doesn't have its mandatory 2 troops choices.
Also note that they won't have Objective Secured - they get Living Icon of Chaos and Human Shields instead.
You could easily strip 20 cultists (2 x 10) out of the helcult units, so that's not an issue. Note that those 20 dudes won't be fearless but will have objective secured as they're part of a combined arms detachment.
A lord with Khorne Spawn is a classic - one concern is that there are no other fast threats - hence he and his tentacled buddies will take all the "oh, crud!" turn 1 reaction fire.
You have a fair amount of ranged fire between the fire support helbrutes and the forgefiends, and should be able to hammer most light and medium armour. Armour 14 targets may be an issue, though.
Also, you may want to keep at least one heldrake with a hades autocannon - torrent flamers are fine but with six ectoplasma cannons you won't have much trouble deep-frying space marines, whilst you have next to nothing that can engage flyers and have quite a lot of AV12 armour that things like stormtalons love shooting up in strafing runs.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/08/20 23:01:38
Subject: [2000] - Chaos Space Marines - Helcult Heavy
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Regular Dakkanaut
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locarno24 wrote:A Helcult Formation Detachment is a seperate formation. It's not part of a Combined Arms Detachment any more than an Allied Detachment or another Combined Arms Detachment is.
As a result, if those cultists are the cultist units required for the Helcult, your Combined Arms Detachment doesn't have its mandatory 2 troops choices.
Also note that they won't have Objective Secured - they get Living Icon of Chaos and Human Shields instead.
Wow, didn't realize I did that. Good to know, thanks.
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![[Post New]](/s/i/i.gif) 2014/08/21 14:08:51
Subject: [2000] - Chaos Space Marines - Multiple Lists
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Battleship Captain
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List 2:
You might be AA-light, but with two havoc squads you've probably got enough snapshots to at least keep lighter flyers jinking.
I'm not sure the rhinos are worth it. Salvo weapons make noise marines a very static unit.
I'd probably leave the spawn unmarked. They're mostly there to tank gunfire for the lord so Rage doesn't achieve much and they already have counterattack from the lord (counterattack is one of those "if one model" rules)
Power fist seems a waste of the mark of slaanesh - if you can swap it for the Murder Sword and melta bombs, you've got a premier character assassin who still gets his I6 with the speed to reach his target of choice....
List 3:
A mayhem pack are indeed not one unit. They work like a guard platoon - one reserve roll, three seperate units. Great for distraction work.
Again, if you've got 2 helldrakes, I'd suggest one keeps its hades for AA work. The havocs will help but they're snap-firing and fairly fragile with the lack of warm bodies.
With both the spawn pack and the maulerfiend (and be'lakor) you've got three fast threats - two of which will be difficult to hurt, as one will be invisible and one has a 2+ jink save, meaning you should be achieving suitable face-wrecking on turn 2.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/08/23 02:40:59
Subject: [2000] - Chaos Space Marines - Multiple Lists
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Regular Dakkanaut
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locarno24 wrote:List 3:
A mayhem pack are indeed not one unit. They work like a guard platoon - one reserve roll, three seperate units. Great for distraction work.
Again, if you've got 2 helldrakes, I'd suggest one keeps its hades for AA work. The havocs will help but they're snap-firing and fairly fragile with the lack of warm bodies.
With both the spawn pack and the maulerfiend (and be'lakor) you've got three fast threats - two of which will be difficult to hurt, as one will be invisible and one has a 2+ jink save, meaning you should be achieving suitable face-wrecking on turn 2.
So now I just need to figure out where to get some cheapo spawn. Not really a fan of the whole "stick a bunch of bits on green stuff" route.
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