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Made in us
Regular Dakkanaut






HQ
Lord - MoK, juggernaut, Axe of blind furry, sigil of corruption, gift of mutation
Sorcerer - MoT, 3x mastery, sigil of corruption, gift of mutation

Troop
Tsons - 5 man, rhino w/ havoc
Tsons - 5 man, rhino w/ havoc
Tsons - 5 man, rhino w/ havoc

Fast
Bikers - 3 man, champ has claw
Drake - flamer
Fire Raptor

Heavy
Havocs - 4 auto cannons
Oblit - 2 man, MoN
Oblit - 2 man, MoN

Any opinions on my list?
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

I dig it!

The Fire Raptor is a heavy support choice though, I think. May be wrong but take a second look at the rules. Make sure you give it the Reaper Batteries for an incredible amount of Anti-Air. Consider Daemonic Possession as well since strafing run will keep you at BS4 against ground targets and your primary AA guns (The batteries) are twin linked so BS3 versus flyers ain't no thang.

I'm confused by your bikers, they seem out of place.

If you are hurting for points the first thing I'd drop is the GoMs followed by the havoc launchers.

This message was edited 1 time. Last update was at 2014/08/12 03:36:02


"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Regular Dakkanaut






The bikers are a cheap escort/way out of challenge for my lord
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

 sykl wrote:
The bikers are a cheap escort/way out of challenge for my lord


Doh!

Of course.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Daemonic Dreadnought





Eye of Terror

Your list is an interesting attempt to make TSons work.

While many would be afraid to run a list like this, kudos for you for ignoring the shouts of the competitive players. Maybe you will be winning 80% of the time instead of 100% of the time.

That said, there are a few things about this list that interest me, and a few others that concern me.

1) You will be getting a total of 6 + d6 warp charges each turn. You'll be spending 6d6 each time you cast a psychic level 3 power, which only gives you a 65.63% chance of pulling it off. That said, With your sorcerer, pursue powers that are Warp Charge 2 and below. Don't get greedy and he will be more effective.

2) Your MoK lord needs protection to get up the field, or he will get shot up. Consider swapping the bikers for spawn. Yes, the bikers are tough, but you will get further with the additional wounds the spawn offer.

3) The Fire Raptor is going to be winning a lot of games for you. It's what the Heldrake used to be in so many ways. Really think about whether or not you need to Heldrake. I can see it as your anti-air solution, but not as your anti-infantry solution.

4) The 4 autocannon havocs are going to give you a lot of anti-armor, but they need ablative wounds. Consider adding some more marines to that unit.

5) The Obliterators are going to wreck some face. You could split them out into 1 man squads by adding a second combined arms detachment where the sorcerer is the HQ choice. This would let you target your opponent a lot more selectively, I understand it's becoming a popular choice for CSMs.

6) Overall, this list looks thin on troops. There's a lot of heavy weapons there but only 15 troop models. It will do well against mechanized armies, but it will suffer against hordes and any assault armies it faces. You might want to think aspect of play for a moment, and how it fits into the armies of the people you are likely to play.


   
Made in us
Regular Dakkanaut






What about this, the slanesh marines have a bit of shooting, will eat marines in cc, and put some hurt on Eldar while being able to live a bit longer with excess.
HQ
Lord - MoK, juggernaut, Axe of blind furry, sigil of corruption, gift of mutation
Sorcerer - MoT, 3x mastery, sigil of corruption, gift of mutation

Troop
CSM - 10 man, MoS, icon of excess, 9 extra cc weps, 2x melt as, rhino w/ havoc
Tsons - 5 man, rhino w/ havoc
Tsons - 5 man, rhino w/ havoc

Fast
Bikers - 3 man, champ has claw
Drake - flamer


Heavy
Fire Raptor - reapers
Oblit - 2 man, MoN
Oblit - 2 man, MoN
   
Made in nz
Regular Dakkanaut






Spell familiar on the sorcerer is a great take. You can throw less dice at psychic powers and therefore cast more.

Otherwise looks like reasonably competitive non-mainstream list.
   
Made in gb
Longtime Dakkanaut




I would ditch the gifts of mutation (and probably the havok launchers..) and get in more bikers. You can probably get away without the sigil on the sorceror as well (should never be taking hits!)

In the psychic phase- are you looking for lots of witchfires?

DFTT 
   
 
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