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Made in gb
Small Wyrm of Slaanesh




Ipswich

Okayyy so I got some feedback on my previous list, thank you everyone, and it seems a few of my choices are not as effective as they could be so here is what I'm working on right now before I scale it upwards, I've decided to go with Word Bearers because I wanted to take a sorcerer after having a little read through some tactics on them and I feel like the Word bearers legion has some interesting fluff surrounding it. I watched a Mini war gaming video and the guy Dave said my army should excite me, I feel as though this will. Here is the list

HQ - 153 points (is this too much to spend? I feel like it's quite a lot of points)
- Chaos Sorcerer
- Psyker level 3
- Spell familiar
- Sigil of corruption
- Combi-bolter
Troops - 447
- Chaos space marines (10 man)
- 1 Flamer
- 1 plasma
- Champ has combi-bolter and melta bombs
- Rhino with havoc launcher, combi-bolter and dirge caster
- Chaos space marines (9 man)
- 1 melta
- Champ has combi-bolter and melta bombs
- Rhino with havoc launcher, combi-bolter and dirge caster
(The sorcerer joins the unit of 9)

Questions
- Are the upgrades on my rhinos worth taking?
- Are cultists worth taking?
- Have I spent too many points on my sorcerer? what do I take off him?

Please leave feedback, all is appreciated. Thank you :3

This message was edited 1 time. Last update was at 2015/08/24 20:11:07


Life's too short to drink crappy coffee and cry over boys who don't care  
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

At 600 points, you want survivability before toys. With that said, I would look to strip any excess you don't need. I would deck the Champs out for melee combat seeing as they will have to challenge anything they can. Also, place same special weapons in a squad, mixing them doesn't usually work out too well. If you are stuck on the sorcerer so be it, I am not a fan of the Chaos Sorcerers, especially when you have Kharn or a Juggerlord instead, but to each his own.

To keep in the fluff of what you like, I would do the following...

-Sorc
-10 man CSM w/ MoN, Rhino, Plasma, VotLW, Power Sword on the Champ
-9 man CSM w/ MoN, Rhino, Plasma, VOTLW, Power Sword on the Champ

This leaves you with 37 points to upgrade your Sorc. The other alternative is that you drop the second CSM and invest the points in either a Hellbrute with some cultists (but they will be walking) or a minimal cultist squad and some Oblits for some long range firepower, but that is your call.

I run two lists at around the 500 point area, but I don't bring transports as these lower point games are played on smaller tables, so the mobility of walking/running suffices. The first list has Kharn in a mob of cultists with a CSM Squad and an Oblit. The second is my juggerlord w/ Spawns, minimal cultists and an Oblit.

They are both definitely viable lists at the low points. The seconds drawback (as well as the first I guess too) is it invests quite a few points into the HQ. Don't be scared to deck out your HQ, I think it is one of the major perks of the CSM, we can have some BA (not blood angels) HQ options.

Hope this helps.

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Cultists are very good. They are something that chaos has up on space marines - getting high body count for very cheap.

Word bearers fluffwise also use a lot of cultists.

Cultists in the very least can hold an objective, they can be a cover screen for your other troops (giving anything behind them 5+ cover), if you give them mark of khorne they can actually do some damage with 4 attacks each on the charge. Keeping them barebones is often a good idea just so they stay super cheap.

Consider giving your sorcerer a bike and mark of nurgle - this will make him toughness 6 (same as a large monstrous creature) and give him a lot of mobility. Eventually you would want to put him in a unit of nurgle spawn (very tough) or nurgle bikers (also very tough). If you want to keep it fluffy, you could model your sorcerer riding on some kind of demon or monstrous mount and do 'counts as' riding a bike.

Chaos space marines are a good midfield unit, but they aren't going to make it to your opponents end of the board if thats where they need to go. I would suggest taking just one unit of chaos space marines and then something else that is either fast (spawn/bikers) or something that has long range (obliterators/autocannon havocs) otherwise your opponent will just stay on their table edge, destroy your rhinos and then shoot you down as you try to walk across the table.
   
 
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