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![[Post New]](/s/i/i.gif) 2017/06/29 14:39:23
Subject: [2000] - Chaos Space Marines (Competitive)
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Fresh-Faced New User
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Battalion Detachment:
Command: Huron Blackheart
Command: Zhufor the Impaler
Troop: 10x Chaos Cultist (2x heavy stubber) <Red Corsairs>
Troop: 10x Chaos Cultist (2x heavy stubber) <Red Corsairs>
Troop: 10x Chaos Cultist (2x heavy stubber) <Red Corsairs>
Elite: 5x Terminator + 1x Terminator Champion (6x Combi Plasma, 3x power Axe, 3x power sword) <Skulltaker>
Fast Attack: 5x Chaos Spawn <Skulltaker>
Fast Attack: 5x Chaos Spawn <Skulltaker>
Heavy Support: Giant Chaos Spawn
Heavy Support: Giant Chaos Spawn
Flyer: Chaos Fire Raptor Assault Gunship (2x Quad Heavy Bolter, Balefire Missiles) <Skulltaker>
Flyer: Chaos Fire Raptor Assault Gunship (2x Quad Heavy Bolter, Balefire Missiles) <Skulltaker>
Pretty simple concept:
Huron stays back with the Cultists (keeping them fearless) and helps hold backfield objects. Also intends on casting Presience on one of the gunships first turn.
Zhufor deep strikes with the Terminator Plasma squad letting them reroll 1's
Questions:
Anyone ever play the Giant Chaos spawn yet? Just seems really good for its price tag?
Anyone ever run Abbadon? Is he worth his huge price tag? 12" Fearless bubble is nice.
Is an extra command point really worth rearranging this list?
Any comments or suggestions would be much appreciated.
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This message was edited 3 times. Last update was at 2017/06/29 14:46:35
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![[Post New]](/s/i/i.gif) 2017/06/29 14:57:19
Subject: [2000] - Chaos Space Marines (Competitive)
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Annoyed Blood Angel Devastator
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Also seen the Giant Spawn and it does look great on paper.... Have yet to give it a try though, if I do I'll let you know how it goes.
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We are the sons of Sanguinius, the protectors of Mankind. Aye, we are indeed the Angels of Death.
Angels Redemptive: 5000 pts
Plague Legion: 2000 pts |
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![[Post New]](/s/i/i.gif) 2017/07/17 10:57:49
Subject: [2000] - Chaos Space Marines (Competitive)
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Annoyed Blood Angel Devastator
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So I've run a spawn... in 1 turn he went from 1 wound left back up to 10....
The toughness 5 does make him pretty easy to wound so don't make the mistake I did and have him up front trying to tank shots, try keep him "safe" and then charge in with the insane number of attacks (if you roll decent that is)
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We are the sons of Sanguinius, the protectors of Mankind. Aye, we are indeed the Angels of Death.
Angels Redemptive: 5000 pts
Plague Legion: 2000 pts |
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![[Post New]](/s/i/i.gif) 2017/07/17 11:03:50
Subject: [2000] - Chaos Space Marines (Competitive)
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Longtime Dakkanaut
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l1ttlej wrote:So I've run a spawn... in 1 turn he went from 1 wound left back up to 10....
)
..wait.. how?
Agree they look good in paper. The bookkeeping is a bit mental.
Which god alignment seems best?
Tzeentch is obvious if you are running changling, nurgle if running tallyman. Ortherwise all seem good.
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This message was edited 1 time. Last update was at 2017/07/17 11:08:05
DFTT |
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![[Post New]](/s/i/i.gif) 2017/07/17 18:54:07
Subject: [2000] - Chaos Space Marines (Competitive)
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Chaos Space Marine dedicated to Slaanesh
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Captyn_Bob wrote:
..wait.. how?
Agree they look good in paper. The bookkeeping is a bit mental.
Which god alignment seems best?
Tzeentch is obvious if you are running changling, nurgle if running tallyman. Ortherwise all seem good.
Keeping track isn't too hard, the stats you roll for don't need to be kept around, just roll for it use it and then forget because it changes next turn anyway. Also as long as the spawn is in combat there is a potential of 9 wounds each of your turns (3d3) getting d3 wounds if he rolls a 1 or 6 for the stat, and you would roll combat stats again on your opponents turn (granted you're still in combat) so more chance to regain wounds. Downside is that if you aren't in combat you cant roll two of the stats each turn (S/A), only movement.
Side note as well: I don't see an option to pick a God/Faction for the Spawn, so I'm not sure you can stack the changeling's effect with it. It doesn't have a rule or keyword entry similar to a Daemon Prince.
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This message was edited 2 times. Last update was at 2017/07/17 18:59:06
2500 Emperor's Children
  5000 Inquisitorial Forces   |
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![[Post New]](/s/i/i.gif) 2017/07/17 20:19:07
Subject: [2000] - Chaos Space Marines (Competitive)
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Longtime Dakkanaut
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God upgrades were added in the faq
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DFTT |
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![[Post New]](/s/i/i.gif) 2017/07/17 20:54:08
Subject: [2000] - Chaos Space Marines (Competitive)
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Chaos Space Marine dedicated to Slaanesh
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Noted, thank you.
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2500 Emperor's Children
  5000 Inquisitorial Forces   |
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![[Post New]](/s/i/i.gif) 2017/07/18 07:17:02
Subject: [2000] - Chaos Space Marines (Competitive)
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Annoyed Blood Angel Devastator
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Captyn_Bob wrote: l1ttlej wrote:So I've run a spawn... in 1 turn he went from 1 wound left back up to 10....
)
..wait.. how?
Agree they look good in paper. The bookkeeping is a bit mental.
Which god alignment seems best?
Tzeentch is obvious if you are running changling, nurgle if running tallyman. Ortherwise all seem good.
Rolled 1 for extra movement: 5/6 for d3 wounds.
Rolled another 1 for strength: again 5/6 for d3 wounds
Rolled a 6 for attacks: again 5/6 for d3 wounds
Granted it isn't always gonna work as well as that round did, but for it's first outing it went pretty well.
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We are the sons of Sanguinius, the protectors of Mankind. Aye, we are indeed the Angels of Death.
Angels Redemptive: 5000 pts
Plague Legion: 2000 pts |
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![[Post New]](/s/i/i.gif) 2017/07/18 12:23:17
Subject: Re:[2000] - Chaos Space Marines (Competitive)
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Tough Traitorous Guardsman
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Which god alignment seems best?
Without considering any other buffing unit (changeling, or whatever). The two best for the giant spawn is either nurgle or khorne. Khorne will give you plus 1 attack and strength (which, combined with the somewhat random results, should give you very nice melee hitting power). My preference, however, is nurgle. The fnp greatly increases your survivability against single damage attacks, and it also helps to reduce the damage taken from multi-damage attacks. Tzeentch is less effective at blocking the single damage, and is more of a gamble with mult-damage - either you'll block it all or take it all. So, I find the fnp to be less of a gamble.
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![[Post New]](/s/i/i.gif) 2017/07/19 16:42:13
Subject: [2000] - Chaos Space Marines (Competitive)
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Regular Dakkanaut
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Just an FYI on the spawn.
Your probably going to spend 2 turns getting it into combat against a shooty army. (Looking at you Tau)
You are only rolling for the Move Characteristic while its not in combat.
However, I've come across a fairly situational combo that can be devastating.
Giant Chaos Spawn - Nurgle
Turn 5, my opponent knocked my GCS down 3 wounds. Meaning it would be highly unlikely I'd reach my 20+ bracket for combat in my turn.
So, GCS on 14 wounds after his shooting phase.
My turn, I get a no heal from my movement. (Meh)
In psychic though, I cast Fleshy Abundance. While I started with 10 wounds, I've technically lost 3 in his shooting phase.
So I healed them all back and got 3 wound back from my Strength Characteristic test.
Boom! Rolled in the 20+ bracket for my GCS's attacks
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![[Post New]](/s/i/i.gif) 2017/07/19 17:35:19
Subject: [2000] - Chaos Space Marines (Competitive)
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Tough Traitorous Guardsman
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mcsheehy wrote:Just an FYI on the spawn.
Your probably going to spend 2 turns getting it into combat against a shooty army. (Looking at you Tau)
You are only rolling for the Move Characteristic while its not in combat.
However, I've come across a fairly situational combo that can be devastating.
Giant Chaos Spawn - Nurgle
Turn 5, my opponent knocked my GCS down 3 wounds. Meaning it would be highly unlikely I'd reach my 20+ bracket for combat in my turn.
So, GCS on 14 wounds after his shooting phase.
My turn, I get a no heal from my movement. (Meh)
In psychic though, I cast Fleshy Abundance. While I started with 10 wounds, I've technically lost 3 in his shooting phase.
So I healed them all back and got 3 wound back from my Strength Characteristic test.
Boom! Rolled in the 20+ bracket for my GCS's attacks
The spawwn really benefit from being in numbers. One is a token, two is a bit of a distraction and 3 is the magic number. I've found that bringing more begins to cost too much. With three you can have a formidable turn 2 charge that can tie up units for ages and just generally be a nuisance to remove (you don't want to invest too much firepower into them given how cheap they are, and yet, it'll take a fair bit to put them down).
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