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Made in us
Hurr! Ogryn Bone 'Ead!




Castro Valley, CA

I've played against a Chaos player twice now and both times he was beat in by my small deathball in CC.

My Squad
Spoiler:
5x Deathwing Knights
-LRC w/MM
Ezekiel (Psyker support)
Commissar Yarrick (Takes/Gives Challenges)
Ministorum Priest (Hymns)


His squads
Spoiler:
[Attempt 1]
Chaos Lord on Bike
6x Chaos Spawn
(IIRC I lost 1 Knight)

[Attempt 2]
2x DP of Nurgle
10x Plaguebearers
1x Herald of Nurgle
1x GUO
(I lost 2 Knights here)


He and I are wondering what in the Chaos codexes could put up a fight and have a chance of winning against my unit. What would you suggest to take to fight the Knight squad in CC?

DS:90S-G++MB--I--Pw40k12+D+A++/aWD-R++T(Ot)DM+
"It is said remorse is the pain of sin. We feel no remorse."

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Made in se
Chaos Space Marine dedicated to Slaanesh





I would probably not try to kill them in CC tbh. If I would play against those I would either charge it with 100 cultists backed by an apostle or try and destroy their transport and let them wander around doing almost nothing.

Some options would be:
Plasma/melta chosen?
Flying DP that refuses to land?
3x Forgefiends with tripple plasma?

This silence offends Slaanesh! Things will get loud now!

 
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




Helfist Murderpack formation would do it. Lascannons and flails.

They will basically potshot your LRC, shoot up your deathball, and then murder it at close range while shrugging off most of the attacks.
   
Made in gb
Longtime Dakkanaut




It's expensive and slow. Avoid. Trying to beat it in combat is a bad idea, even with chaos.

If I had to, it'd be invisible blood slaughterers.

DFTT 
   
Made in hk
Steadfast Ultramarine Sergeant




Why not 2 to 3 Maulerfiends, one or two with tendrils and others with magma cutter, or vice versa? They are expected to murder the land raider and then kill the DW within or at least lock them up in combat, since the tendrils reduce them to one attack each, need 3s to hit and 4s to glance, while can be saved by 5+ inv save and IWND...... The best part, 3 mauler is total only 360pts mark while the DW in land raider is 450pts plus.

This message was edited 1 time. Last update was at 2015/09/23 13:46:00


 
   
Made in ca
Deadshot Weapon Moderati




You could just throw Abbadon at them. Maybe chuck in some combi-plasma, for fun. Aside from being a big, slow wrecking machine (S5 AP2 Daemon Weapon for A4+D6 at WS7 with Preferred Enemy: Space Marines for his unit and all friendly units within 12"), he'll enhance whatever unit accompanies him. I'd suggest a unit of four basic Chaos Terminators armed with Power Mauls. Preferred enemy means lots of those attacks will hit, and nearly all that hit will wound. For lots of attacks.
   
Made in se
Been Around the Block




Uppsala

Many Maulerfiends with Tendrils solves all your problems. Maulerfiends and more Maulerfiends.
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

Nomeny wrote:
You could just throw Abbadon at them. Maybe chuck in some combi-plasma, for fun. Aside from being a big, slow wrecking machine (S5 AP2 Daemon Weapon for A4+D6 at WS7 with Preferred Enemy: Space Marines for his unit and all friendly units within 12"), he'll enhance whatever unit accompanies him. I'd suggest a unit of four basic Chaos Terminators armed with Power Mauls. Preferred enemy means lots of those attacks will hit, and nearly all that hit will wound. For lots of attacks.


Or Kharn with a nice squad of Khorne CC Marines / Berzerkers as ablative wounds...
   
Made in gb
Road-Raging Blood Angel Biker





Maulerfiends with magma cutters to first tear open that land raider.

Then you will need extreme volumes of firepower thrown at them. They will be T5 on account of them being in base contact with each other (wall of shield thing) and then that 3+ invun save will make them a tough unit to shift.

When they are out of the landraider, I would just keep pumping AP2 and AP1 shots at them from distance and eventually they should start to fail those 3+ invun saves. Another tactic is just to keep throwing really cheap tarpit units at them. Charge a blob of cultists, or minor daemons at them.

The biggest weakness with that Deathwing Knight unit is lack of ranged firepower. They are strong in melee but nothing else, so try to take advantage of the fact that they can't shoot you back. Once that unit is whittled down to the few remaining, then send in your own big combat monsters such as daemon princes, Kharn, Abbadon etc.

Oh, and another thing to bear in mind, outside of the landraider, that unit will be powerless against flyers. So first try and pop that landraider with some maulerfiends and maybe use those maulerfiends or a cheap blob unit to tie them up before proceeding to shoot them from distance with high AP weapons and get them with flyers (you might need some allies unless you are using Forgeworld stuff).



This message was edited 2 times. Last update was at 2015/09/25 12:18:17


"For The Emperor and Sanguinius!"

My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus 
   
 
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