Dadoweth wrote:Thank Bocatt for the detailed reply.
I will then opt for an army with a Chaos lord (Slaanesh) and maybe a Prince as
HQ's. For troops Noise Marines and Cultists. The terminators look cool as elites and for fast the raptors/warp talons look cool. Lastly the heavy support will be Havocs. Then it really looks like a lot of marines are doing stuff and being badass against aliens, tanks, monsters and robots! Shoot the crap out of people while being on foot. Will this work you think?
And a question about Rhino's, if you put a unit in them, is the idea that they stay in there and shoot stuff? Or will it unload the unit somewhere and itself act as a wall (some tactic I read about)?
And for my Daemons I was opting for a cheesy Fateweaver + Be'lakor flying circus because I need to learn how to play and this way at least my army can do something and the mistakes are solely mine.
Remember not to mark your cultists (waste of points) as much as you want them to be aspiring pleasure seekers

and remember you can still paint them however you want so any colors of the rainbow, or all of them if you're a diehard Slaanesh/Tzeentch fan
Noise marines are good. Icon of Excess makes them plenty tougher for very little investment and sonic blasters/blastmasters up their firepower exponentially.
The good thing about running a Prince in a
CSM list (especially one with Daemon Allies) is it gets your feet wet with the mechanics of
FMCs and how they work and how well they do in regards to combat.
Termicide units are good elites at only 112 pts. I wouldn't bother marking these either.
Raptors and Warp Talons are very very situational. I would proxy both with some regular chaos space marines and see what you think before you buy a box and build them as either. The thing is, Raptors want to fly around and shoot but they're too expensive in a big unit (especially marked) and their guns are very short ranged. And Warp Talons want to get into
CC as soon as possible because they have no shooting whatsoever. Both lead you to think that deep striking small squads is the answer but in practice, it never actually works correctly for either unit.
Havocs are a good choice. 4 autocannons is cheap and you can never go wrong. You might want to take a few bullet catchers in each squad though. Lessens the effect on your firepower of unsaved wounds.
The beauty of rhinos and most all transports is versatility. Especially the rhino because of how cheap it is. For 35 pts, you have essentially 3 more, high toughness wounds on your Marines, giving them a 12" move with a guaranteed 6" run, a 5 point piece of wargear that allows you to completely ignore difficult terrain 5/6 times, allowing the special weapons to get within 12" of the enemy to do some damage without putting them in harm's way, they can't be assaulted inside the transport, they can gain a 4+ cover save in the open by sacrificing their shooting and it has no effect on the following turn (unlike
gtg), they can use the tactic you mentioned to disembark, fire, then flat out the rhino in front to use as a mobile wall and
LoS blocker and lastly, and this is especially true of chaos rhinos and Razorbacks in the right situations, you can build an effective fire support platform tailored to the tactical and strategic needs of the unit it's carrying for a minimal cost. Almost like a poor man's gunship. The only problem about rhinos (and transports in general this edition) is how god awfully easy it is to destroy them. Like I said, all you have to do is cause three wounds and all those benefits and any points you spent on them, go away. That's why it's best to keep rhinos cheap and why Wave Serpents are expensive and rightfully so.
You seem to have the gist of it so I'll stop yammering on now