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[1750] - Chaos Marines/Daemons(/Renegades?) of Nurgle - Questions regarding these Chaos lads  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

I've started to use my Chaos marines a bit more, but I'm not 100% sure how I would make the list. The main thing that I would like to inclúde is a Daemon GUO (because I got a nifty FW one two years ago, and he's only been in two games so far... ), and perhaps Plague Marines to an extend.

So far, this is the list I've made from the minis I've got (with the exception of the Cultists. I'll proxy them as Boyz who's decided to help the Spoikeh Boyz out):

Spoiler:
HQ:
Chaos Lord
-Sigil of Corruption,Combi-Bolter, The Black Mace, Mark of Nurgle
I'm not even sure how I want to equip my Lord here. I did consider using Typhus instead (because the model I got is rather similar-looking to him), but he seems a tad bit too expensive to what he does.

Sorceror
-Level 3, Sigil of Corruption, Spell Familiar
I tried running him with a Mark of Nurgle, but I don't like how I need to generate one of the spells from the Nurgle table, so I dropped it.

Great Unclean One
-Level 3, 2 Greater Rewards, 1 Lesser Reward
The big "beauty"! He'll definately generate all his powers from Biomancy, and hope he'll get Iron Arm to tank like a boss! But should I Deep Strike him, or run him along with the others?

Troops:
34 Cultists
They will run up along to provide cover for the rest, or generally stand in the way of possible Deep Striking/nasty Close Combat things that'll be painful for something in my army. I could also split them up to 3 units of 10 to spread out a bit more, but I'm not sure...

8 Plague Marines
-2 Plasma Guns
-Rhino: Dozer Blades

8 Plague Marines
-2 Melta Guns
-Champion: Power Fist, Lightning Claw
-Rhino: Dozer Blades
The Sorcerer's going into the Plasma Marines, trying to zoom around and hold any objectives at the middle. That's pretty much the other unit's objective as well, but they just need to get a bit more stuck in, harrasing units that can't deal with them.

4 Nurglings
Infiltrating into whereever they need to be, and just camping on an objective with their Shrouded rule.

10 Plaguebearers
-Instrument of Chaos
Same thing as Nurglings, but they're also used for the GUO to get two chances to get in (ie roll for the Plaguebearer's reserves first, and if they fail, roll for the GUO's).

Heavy Support:
Vindicator
-Dozer Blades, Combi-Bolter, Daemonic Possession

Vindicator
-Dozer Blades, Combi-Bolter, Daemonic Possession
I haven't really tried them yet, but from what I hear, they're nasty with their shells. And that's understandable IMO, with that freakin' gun!


Does this list look sensible to use? Something you would change about it personally?

But there's also the "new" FW Renegades army list, where I can get myself hordes of (cannon fodder) "loyal" subjects, as well as some of the IG artillery pieces I've fancied myself starting an IG army for! But I'm not sure if I should consider using them with my Chaos Marines and Daemons (or just use them alone with the Daemons). How good/fun are they?

This message was edited 2 times. Last update was at 2014/11/20 16:17:33


 
   
Made in us
Basecoated Black





SC

I'm far from a Chaos expert, but I'd definitely split up the cultists. One turn of shooting without something there to make them stay and they'll be running off the table, blocking nothing.
   
Made in bh
Primered White




The black mace needs a prince on the other end of it otherwise its a bit expensive. I would go with Typhus and make the cultists into zombies. I'm not sure you can take two sigils of corruption.

Wow that plague marine champion looks expensive.

If you have them I would try and throw something with a little bit longer range into the army; or something a bit quick (spawn / bikes/ or maulerfiend if you want to kill your wallet) At the moment you may end up having to push forward to get into range and then everything is a little bit slow to get into combat. (get out of the rhino, have a look around shot a bit, wait till next turn and assault if you are still alive).
   
Made in us
Daemonic Dreadnought





Eye of Terror

Cry_of_the_Wind wrote:

If you have them I would try and throw something with a little bit longer range into the army; or something a bit quick (spawn / bikes/ or maulerfiend if you want to kill your wallet) At the moment you may end up having to push forward to get into range and then everything is a little bit slow to get into combat. (get out of the rhino, have a look around shot a bit, wait till next turn and assault if you are still alive).


I second that notion. The max range of any weapon in your army is 24 inches, you are really giving you opponents 2 rounds of free shooting.

The demolisher cannon is a beast though, you are right to want it. As an alternative, let me suggest:

1) Replacing one of the Vindicators with a laspred, obliterators, or forgefiend.

2) Splitting the cultists into 3 squads, to give your opponent more to have to shoot at.

3) Getting a bike for the CL, so he has some more mobility.


   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

 Egregious wrote:
I'm far from a Chaos expert, but I'd definitely split up the cultists. One turn of shooting without something there to make them stay and they'll be running off the table, blocking nothing.


You could be on to something about that. I simply had the thought that if I had everything that close, I wouldn't need to have that much long ranged shooting. But of course, there are some things that would need to be dealt with from a good distance. Point noted

Cry_of_the_Wind wrote:
The black mace needs a prince on the other end of it otherwise its a bit expensive. I would go with Typhus and make the cultists into zombies. I'm not sure you can take two sigils of corruption.


I did also have doubts about the AP value, but truth be told, I have no idea what melee weapon to give him. I could try with the Murder Sword, but I really have no clue what bashy thingie to give him.

And I don't know about the zombies. Sure, it is nice that they're fearless, and the FnP certainly would help, but they also have SnP which is a bit of a big letdown for me tbh, and because they're still T3, S6 weapons can easily ignore it. Although, they could perhaps be good bubblewrap for the Vindicators perhaps...

And yeah, the Sigil isn't restricted to only one model, luckily.

Cry_of_the_Wind wrote:
Wow that plague marine champion looks expensive.


Mainly because I expected him to be in close combat with the lord. Which may not be the best thing now that I think about it...

 techsoldaten wrote:
Cry_of_the_Wind wrote:

If you have them I would try and throw something with a little bit longer range into the army; or something a bit quick (spawn / bikes/ or maulerfiend if you want to kill your wallet) At the moment you may end up having to push forward to get into range and then everything is a little bit slow to get into combat. (get out of the rhino, have a look around shot a bit, wait till next turn and assault if you are still alive).


I second that notion. The max range of any weapon in your army is 24 inches, you are really giving you opponents 2 rounds of free shooting.


I do have 3 Obliterators, that I could slap a MoN on and perhaps WotLW, depending on if I still got the points for it.

 techsoldaten wrote:
The demolisher cannon is a beast though, you are right to want it. As an alternative, let me suggest:

1) Replacing one of the Vindicators with a laspred, obliterators, or forgefiend.

2) Splitting the cultists into 3 squads, to give your opponent more to have to shoot at.

3) Getting a bike for the CL, so he has some more mobility.


Heheh, I do hope it will perform as good, yeah!

1) Maybe I could replace one of the Plague Marine squads for 2 Oblits and a squad of Nurgle Spawns? Because if the CL is on a bike, then he can simply be with them instead of the Marines.

2) Yeah, I think you're right with that. I'll just hope I'll get first blood then!

3) I get what you mean here. But still, I don't exactly know what to equip him with, weapons-wise.

EDIT: Forgot to add that the Vindicators also have Daemonic Possession. That's fixed now on the list.

This message was edited 1 time. Last update was at 2014/11/20 16:17:04


 
   
 
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