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Made in us
Pulsating Possessed Chaos Marine




Black Crusade Detachment - Black Legion total 1841

Maelstrom of Gore -776
Chaos Lord - MoK (free) Spineshiver - Sigil - 120
(9) Berserkers : Chain axes. Icon :223
(9) Berserkers - Chain axes, Icon 223
(5) Berserkers - 105
(5) Berserkers - 105

Fist of the Gods
Warpsmith - MoK, Aura - 145
Chaos Land Raider - Dirge Caster - 235
Chaos Land Raider - Dirge Caster - 235
Chaos Vindicator - Siege Shield - combi bolter - 135

Lord of the Black Crusade - 315
Chaos Sorcerer : ML 2, Bike - 105
Chaos Sorcerer: ML 2, Bike - 105
Chaos Sorcerer ML 2, Bike - 105

Chaos Lord goes into one 9 man zerk squad, the WWarpsmith in the other. Both squads go in a :Land Raider
5 man zerk squads on foot ( try to get to close objectives, mainly in list to save points for sorcs.)
The three sorcs form a bike squad and all roll on Biomancy and praying for two instances of endurance. Can also roll on Heretech incase of heavy AT.

This list is for casual games. I am not sure it can even work in a casual game because of too few models on the table and two throw away squads which are free kill points. Any suggestions on alterations or abandon this list?

This message was edited 2 times. Last update was at 2016/11/04 19:01:32


 
   
Made in us
Dakka Veteran




So I don't know if you can take it because it's khorne deamonkin but the "fist of khorne" formation is pretty great for feilding berserkers.

When I first fell in love with the 40k universe with the release of Dawn of War in multiplayer chaos was great and berserkers were that much better...but sadly they usually disappoint on the table top.

This formation gives them a fighting chance. It includes a khraybdis drop pod and a 20 man squad of berserkers. It has two special rules.

Anything that is under any part of the model after deep strike doesn't mishap the pod, instead they get a sD ap1 hit. After wounds are resolved you put the pod as close as possible.

Beskerers can charge the turn they arrive. Drop pods can arrive turn 1. So turn 1 charge for 20 berserkers.

   
Made in us
Longtime Dakkanaut




Northridge, CA

Epartalis wrote:
Anything that is under any part of the model after deep strike doesn't mishap the pod, instead they get a sD ap1 hit. After wounds are resolved you put the pod as close as possible.

This is a common mistake with this formation. It only hits vehicles, not "anything", with the D hit. Also, your pod is immobilized after it performs this action. So it can be potentially good, but nine times out of ten you aren't going to mishap onto their vehicles anyways, nor are you going to try and drop next to their vehicles in the first place when squishier models are much better for the zerkers to deal with or get tied up with for a turn.

This message was edited 1 time. Last update was at 2016/11/04 21:34:52


 
   
Made in us
Pulsating Possessed Chaos Marine




Epartalis wrote:
So I don't know if you can take it because it's khorne deamonkin but the "fist of khorne" formation is pretty great for feilding berserkers.

When I first fell in love with the 40k universe with the release of Dawn of War in multiplayer chaos was great and berserkers were that much better...but sadly they usually disappoint on the table top.

This formation gives them a fighting chance. It includes a khraybdis drop pod and a 20 man squad of berserkers. It has two special rules.

Anything that is under any part of the model after deep strike doesn't mishap the pod, instead they get a sD ap1 hit. After wounds are resolved you put the pod as close as possible.

Beskerers can charge the turn they arrive. Drop pods can arrive turn 1. So turn 1 charge for 20 berserkers.



I would run demonkin but I have always liked the idea of Khorne Sorcs (blood priests) and wanted a fluff accurate way of adding in sorcs to the list as I see zerks getting alot better with FnP. The Black Legion has tons of zerkers and tons of sorcs and both work together (fluff) wise. The other option besdies LR's with a 6+ invuln is to just hoof it on foot and increase the squad sizes to accept added wounded. It could work due to the maelstrom formation having fleet. But its up to the dice gods at that point. Not sure which is better.


Automatically Appended Next Post:
Another issue im seeing is that the Sorcs are rather flimsy and it would be easy to take them out quickly. The only fix to this is to jack the list up to 2k and add in a group of spawn for some wounds or to ditch the chain axes and icons on the two LR zerker squads and buy 3 spawn for the sorcs to hide in.

This message was edited 4 times. Last update was at 2016/11/04 21:58:09


 
   
Made in us
Dakka Veteran




Sorry...vehicle or building. Not anything
   
 
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