rapscallion wrote: Well I guess you could call it an all comers list...does it look good? My 1000 points list has gone through at least seven evolotions so this is my current idea...meltadeath. Every independently moving unit has a melta weapon. I haven't tried it out and I prob wont get a chance but this list looks fun.
The sorcerer joins the terminators and they travel via deep strike. The Raptos travel deep strike. My rhino unit and the bikers on the flanks and the helbrutes and
CSM right down the center Ive got tons of other options but right now I'm waiting on some more transports, and daemons and all sorts of other stuff...
So basically I came to the Dakka group mostly because of Warseer failing. But also because I use this site to look up rumors. I would like to know if anyone out there has run a similar list...(meltadeath). Or if anyone has gone against these types of armies. Does it look like a tournament winner or do you think I should come up with another list all together? Thank you, thank you...heres my list.
HQ:
Chaos Sorcerer- terminator armor combi-melta- 92
Troops:
5 Chaos Space Marines- meltagun, champion with melta bombs- 90
Rhino-combi-melta- 45*
10 Chaos Space Marines- 2 meltaguns, champion with melta bombs- 165
Elites:
4 Chaos Terminators- 3 combi-meltas, 1 chainfist- 153
Helbrute- multi melta- 100
Helbrute- multi melta- 100
Fast Attack:
5 Chaos Bikers- 2 meltaguns, champion with melta bombs- 135
5 Chaos Raptors- 2 meltaguns, champion with meltabombs- 120
Total- 1000
No scatter mitigation or Reserve modification, over 1/3rd of your points in reserve and no 1st/2nd turn shooting is a recipe for disaster.
The only good unit you have here is the sorceror, everything ese is mediocre at best (termicide, bikers) to just bad (Helbrutes).
No armour 13, so no real worry for your enemy if he didn't bring much anti tank, nothing that shoots past 24", so it's easy to neuter your forces at deployment and difficult to sprovide support outside of unreliable deepstrikers (who also have only 12" range guns) and the only things you've got that move more than 6" a turn is the raptors (after they've deep struck in) and the bikes.
If you really want that much melta, trade the Helbrutes, Termies and shave a pair of bikers for 5
MoN obliterators. 2 units of 1 and a unit of 3 with the sorc can deliver exactly the same number of shots while being able to contribute at range as well as being versatile against other threats and come armed with a powerfist too. It's still not good, but it's less bad.
You'll get rolled hard by anything with more than a few models, Ork and 'Nids especially, Guard too. Tau will have a field day since you'll have no way to stop their markerlights before turn 3 (if you even survive that long) and intercepting riptides should eliminate your termies and/or raptors. Eldar will blow you off the board before your first reserve roll if they go first and get 2 turns of shooting and marines will be able to rock your face off with grav or even plasma and more re-rolls than you can shake a stick at, let alone something like skyhammer which has a not unreasonable chance to table you before you even get to move.
No, if you're looking to win, a heldrake, cultists for troops, juggerlord or nugle fisticlaws biker and as many
MoN oblits as you can fit would be the more traditional way to go unless all you ever face is steel host.