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![[Post New]](/s/i/i.gif) 2016/09/29 18:09:19
Subject: [1850] - Chaos Space Marines - "Axe to Grind"
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Longtime Dakkanaut
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So, since I've been very sporadic about 40k, I'm putting together a "Models I am working with" army. I don't have any Heldrakes though I suppose I "could" run a Doombringer Flight if I took the time to finish assembling the blasted things. The original version of this list would have used Rhino Chosen and Autocannon Havocs instead of Terminators and Dreadnoughts, but I currently have 4 Rhinos tops, and leftover Dark Vengeance Dreads collecting dust.
Silly Nickname: "Axe to Grind"
==Black Crusade Detachment==
=Chaos Warband=
Chaos Lord w/ Mark of Nurgle, Bike, Power Fist, Aura of Dark Glory and Burning Brand of Skalathrax (Replace the Bike's TL Bolter) - 170 [Warlord]
Chaos Sorcerer on Bike w/ Force Axe, Spell Familiar and ML 3 - 145
5 Space Marines, Meltagun & Combi-Melta - 95
-Rhino w/ Dozer Blade - 40
5 Space Marines, Meltagun & Combi-Melta - 95
-Rhino w/ Dozer Blade - 40
5 Space Marines, Meltagun & Combi-Melta - 95
-Rhino w/ Dozer Blade - 40
5 Space Marines, Meltagun & Combi-Melta - 95
-Rhino w/ Dozer Blade - 40
3 Terminators w/ Mark of Khorne, Combiplasma & Power Axes - 121
3 Terminators w/ Mark of Khorne, Combiplasma & Power Axes - 121
3 Chaos Bikers w/ 2 Flamers (Note: Replace TL Bolters for Flamers), Power Axe - 95
3 Chaos Bikers w/ 2 Flamers (Note: Replace TL Bolters for Flamers), Power Axe - 95
Helbrute w/ Plasma Cannon & Power Fist - 110
Helbrute w/ Plasma Cannon & Power Fist - 110
=Auxiliary=
3 Spawn w/ Mark of Nurgle - 108
==Ally Detachment [Daemons]==
=HQ=
Herald of Tzeentch w/ ML 3, Paradox & Disc of Tzeentch - 145
=Troops==
10 Horrors - 90
Total: 1850
I really wanted the Burning Brand.
The other variant would have granted 40 Obsec Power Armor marines, this one drops it to 20 in exchange for 2 Terminator teams and two Dreads. I chose Plasma as a "wildcard", especially since I have a 2/3 chance of ignoring Shaken/Stunned, and a 1/6 chance of double-tapping with it.
Assuming I can get the Havocs up, they would have 3 Autocannons each, and the Lord's Aura of Dark Glory would be upgraded proper to a Sigil of Corruption.
The Marks are to give extra "bite" to the Terminators, so that even a single one is still worth trying to kill off.
The Herald starts off in the Horrors unit and the Disc is there to protect against the odd S6 hit that I fail LOS against, as well as to give me the option to split off and do "Jump-Summon-Turbo" shenanigans. There's a reason I took Paradox after all.
Summons allow me to "lock down" objectives or set up traps while the rest of the army moves to midfield.
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This message was edited 3 times. Last update was at 2016/09/29 19:47:46
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![[Post New]](/s/i/i.gif) 2016/09/29 18:22:04
Subject: [1850] - Chaos Space Marines - "Axe to Grind"
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Pyromaniac Hellhound Pilot
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Just one bit of advice from me - add one more horror to your horror squad. It gives you one extra mastery level until they take a casualty
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2016/09/29 18:33:55
Subject: [1850] - Chaos Space Marines - "Axe to Grind"
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Longtime Dakkanaut
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I've been very much contemplating that. It's a straight swap to switch out the Mark of Khorne from the Chaos Terminators, so I would have 12 Horrors (which I'm currently proxying with Cultists though I do have a scratch-built Disc Herald that is going to be fun once he's fully painted up!). I can see that working well indeed
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This message was edited 1 time. Last update was at 2016/09/29 18:38:07
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![[Post New]](/s/i/i.gif) 2016/09/29 20:10:54
Subject: Re:[1850] - Chaos Space Marines - "Axe to Grind"
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Longtime Dakkanaut
Cheyenne WY
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I don't play Chaos...but...shouldn't the Lord take a Axe of Blind Fury? Ya know for fluff ( the name..  )
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2016/09/29 21:14:13
Subject: [1850] - Chaos Space Marines - "Axe to Grind"
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Longtime Dakkanaut
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The only problem is that requires the Mark of Khorne. I tweaked it some. I figured I'd rather the extra attack rather than the extra strength, plus I get a proper 4++ anyway. And there are at least several ways to make a Power Axe that much choppier anyway, Boons to give it "Instant Death", Poison, Fleshbane, Shred, +1 Strength...
I updated the list. I gave the Herald the Exalted Locus of Conjuration so he can throw out S6 Warpfires now and then (in case he doesn't have anything worth Summoning/Prescience-buffing).
==Black Crusade Detachment==
=Chaos Warband=
Chaos Lord w/ on Bike w/ Mark of Nurgle, Bolt Pistol, Power Axe, Sigil of Corruption and Burning Brand of Skalathrax - 170 [Warlord]
Chaos Sorcerer on Bike w/ ML 3, Bolt Pistol, Force Axe and Spell Familiar - 145
Chaos Space Marines: 3 Chaos Space Marines w/ Bolter/Bolt Pistol, 1 Chaos Space Marine w/ Meltagun, Aspiring Champion w/ Combi-Melta, Bolt Pistol & CCW - 95
-Rhino w/ Dozer Blade - 40
Chaos Space Marines: 3 Chaos Space Marines w/ Bolter/Bolt Pistol, 1 Chaos Space Marine w/ Meltagun, Aspiring Champion w/ Combi-Melta, Bolt Pistol & CCW - 95
-Rhino w/ Dozer Blade - 40
Chaos Space Marines: 3 Chaos Space Marines w/ Bolter/Bolt Pistol, 1 Chaos Space Marine w/ Meltagun, Aspiring Champion w/ Combi-Melta, Bolt Pistol & CCW - 95
-Rhino w/ Dozer Blade - 40
Chaos Space Marines: 3 Chaos Space Marines w/ Bolter/Bolt Pistol, 1 Chaos Space Marine w/ Meltagun, Aspiring Champion w/ Combi-Melta, Bolt Pistol & CCW - 95
-Rhino w/ Dozer Blade - 40
Chaos Terminators: 2 Terminators & Terminator Champion, all w/ Combiplasma & Power Axes - 112
Chaos Terminators: 2 Terminators & Terminator Champion, all w/ Combiplasma & Power Axes - 112
Chaos Bikers: 2 Chaos Bikers w/ Bolt Pistol/CCW & Bike-Mounted Flamer, Champion w/ Bolt Pistol/Power Axe - 95
Chaos Bikers: 2 Chaos Bikers w/ Bolt Pistol/CCW & Bike-Mounted Flamer, Champion w/ Bolt Pistol/Power Axe - 95
Helbrute w/ Plasma Cannon & Power Fist - 110
Helbrute w/ Plasma Cannon & Power Fist - 110
=Spawn Auxiliary=
Spawn: 3 Spawn w/ Mark of Nurgle - 108
==Ally Detachment [Daemons]==
=HQ=
Herald of Tzeentch on Disc w/ ML 2, Paradox and Greater Locus of Conjuration - 145
=Troops==
12 Horrors - 108
Total: 1850
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This message was edited 1 time. Last update was at 2016/09/29 21:15:19
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![[Post New]](/s/i/i.gif) 2016/09/29 23:21:55
Subject: [1850] - Chaos Space Marines - "Axe to Grind"
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Unrelenting Rubric Terminator of Tzeentch
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- You don't need to list every trooper, just list their upgrades
- Plasma cannons are bad, no matter the platform
- Dropping the fist seems like a mistake since you're T6 but lack killing power
- If you do go with the axe, find 5 points for melta bombs on the lord, or better yet, the sorcerer (since you want the lord attacking), I'd suggest losing the extra CCW's on the marines to find the points
- Taking the brand seems like a waste since you should be in combat turn 2
- I assume that you will be rolling telepathy 99% of the time on your Sorc?
- Consider dropping the 4th squad of marines to bulk out your daemons, there's not many CSM / daemons lists that aren't improved by the addition of screamers.
- Find a way to get that 3rd ML back on the herald since even with a 5 dice summon, you've still only got 1+1d6 left and that's not really enough for 2 casters. In my experience, whatever the sorcerer has is going to be more worthwhile than flickering fire, I'd be dropping the greater locus for that extra mastery level.
- Obviously a sigil on the Sorc would be nice, but points are tight.
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Peregrine wrote:What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot? |
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![[Post New]](/s/i/i.gif) 2016/09/29 23:43:42
Subject: Re:[1850] - Chaos Space Marines - "Axe to Grind"
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Fleshound of Khorne
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Seem like a fun list
I think you can drop 2 units of csm
Add some bikes to 1 of the squad and give them mark of nurgle, you allready have alof of obe sec
I guess the lord+sorc will run with spawns so you can add more to them
Not a fun of termies with combi plasma i think melta better when you ds
Tell us what you think on the helbrute after you play them
Good luck my friend
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Iron Warriors 9000 |
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![[Post New]](/s/i/i.gif) 2016/09/30 01:03:05
Subject: [1850] - Chaos Space Marines - "Axe to Grind"
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Longtime Dakkanaut
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Drasius wrote:- You don't need to list every trooper, just list their upgrades
- Plasma cannons are bad, no matter the platform
- Dropping the fist seems like a mistake since you're T6 but lack killing power
- If you do go with the axe, find 5 points for melta bombs on the lord, or better yet, the sorcerer (since you want the lord attacking), I'd suggest losing the extra CCW's on the marines to find the points
- Taking the brand seems like a waste since you should be in combat turn 2
- I assume that you will be rolling telepathy 99% of the time on your Sorc?
- Consider dropping the 4th squad of marines to bulk out your daemons, there's not many CSM / daemons lists that aren't improved by the addition of screamers.
- Find a way to get that 3rd ML back on the herald since even with a 5 dice summon, you've still only got 1+1d6 left and that's not really enough for 2 casters. In my experience, whatever the sorcerer has is going to be more worthwhile than flickering fire, I'd be dropping the greater locus for that extra mastery level.
- Obviously a sigil on the Sorc would be nice, but points are tight.
Regarding plasma. I remember a brief period of 5th edition when Disintegrator Ravagers were brutal. I generally shy away from Forgeworld but I can see the Plasma Executioner Relic Predators doing something similar. I suppose the responsible thing would be to swap them down for Reaper Autocannons (again, the original plan is to add Autohavocs and I'm short on models). I could see this, once the models are ready?
-Replacing one Rhino team with a 3rd Biker Team. Gives me 40 points to work with.
-Replacing the Helbrutes with Autohavocs. So 30 points now.
-Giving the Lord his Fist back. 20 points to play around with. Points are tight after all.
Regarding Psyker tricks, I do get 2+ D6 after the first summon, and that becomes 3+ d6 for subsequent turns if a Horror unit is the first summon. That second Horror Unit gets a free Icon and thus can pinpoint another unit's drop. The Herald has the potential to jump from one unit to another as a shield, getting good opportunities to set up an L-shape ambush. I'll see how it goes down in-game definitely.
As for the Sorcerer, Telepathy is the usual one, though I may use the Astartes copypaste powers from time to time. Electrokinesis/Ectomancy has its appeal (be it helping slingshot your army around, or just giving the Sorcerer a Storm Shield), while Technomancy/Heretek can be also usable. I'm not running a Cabalstar so I'm not using Librarius/Sinistrum, while Geomancy/Geomortis could have its use.
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