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Made in gb
Wicked Canoptek Wraith






First list attempt at a Chaos List mainly Khorne. Feedback appreciated.

HQ
Chaos Lord On Juggernaut - Axe of blind fury - Sigil - Gift of Mutation - MoK
Kharn The Betrayer

Troops
9x Berzerkers - Icon of Wrath - VOTLW -
10x Cultists
10x Cultists
10x Cultists
10x CSM - MoK - Icon of Wrath - Combat Weapons - (Rhino)

Fast
Heldrake
9x Chaos Bikes - MoK - Icon of Wrath - VOTLW

Heavy
Land Raider
5x Havocs - 4xLascannons - Icon of Vengence

1747 Total

9 Berzerkers + Kharn in the Land Raider
10 CSM in the Rhino
Both tanks up for middle
Cultists are for objectives / decoy
Lascannons hunting the vechicles
Jugger Lord with the Bikes go hunting HQs or units leaving the blown up vehicles
Land Raider also is a big magnet but once its disembarked kharn, Its job is done.
Heldrake for infantry / Take enemies off objectives and just mopping up.


Thoughts?

This message was edited 3 times. Last update was at 2014/10/23 20:04:34


Planet 40k
 
   
Made in us
Painlord Titan Princeps of Slaanesh





Drop all GoM n give the fauxzerkers a pair of meltaguns.
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

 Filch wrote:
Drop all GoM n give the fauxzerkers a pair of meltaguns.


I honestly like giving my lords(sometimes characters) GoM....I find it some what useful since you have to accept every challenge. So the chance of getting something nice would be great, even if it is a low chance I wouldnt mind gettting +1 T, +1 Armour save, etc.

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in gb
Wicked Canoptek Wraith






 Filch wrote:
Drop all GoM n give the fauxzerkers a pair of meltaguns.


Theres only 1 to remove. 10 points not enough but ill see if i can squeeze something.


Automatically Appended Next Post:


Also I wasnt sure about the cultists, are 10 survivable at the back field . Do i even need any at all?

This message was edited 2 times. Last update was at 2014/10/23 21:10:00


Planet 40k
 
   
Made in gb
Wicked Canoptek Wraith






any ideas?

Planet 40k
 
   
Made in us
Fresh-Faced New User




Not sure how useful my opinion is here as I am brand new as well. However, coming from a position of making a similar looking list, I am afraid not to max out my cultists. With improvised armor and such a low toughness, I would be afraid that my opponent would sneeze and kill 5-6 of them. In my last, I am banking on 35 with Flamers to be able to survive a round or two of shooting or make my opponent think twice about charging. Take that with a grain of salt though. I am sure wiser men/women/daemons than I can give you more sound advice.
   
Made in gb
Wicked Canoptek Wraith






Krell238 wrote:
Not sure how useful my opinion is here as I am brand new as well. However, coming from a position of making a similar looking list, I am afraid not to max out my cultists. With improvised armor and such a low toughness, I would be afraid that my opponent would sneeze and kill 5-6 of them. In my last, I am banking on 35 with Flamers to be able to survive a round or two of shooting or make my opponent think twice about charging. Take that with a grain of salt though. I am sure wiser men/women/daemons than I can give you more sound advice.


Yeah trouble is putting them as a 30-35 man squad means less of a decoy and less potential objectives to hold. But as you said, sneeze on these guys and they drop . Maybe ill try squeeze out 15 man teams just for the added wounds

Planet 40k
 
   
Made in us
Hellacious Havoc



United States

Are the Cultists enough?

Depends on what game type you play, and how the are set up. If I were playing the missions from 6th, the name escapes me, I'd reserve them and try to set the board up with some objectives near the edge they could reach in a turn of moving and running. The newer missions, I think 10 man squads might be tough. They may break up the targets in MSU and could grab multiple objectives but they have a fair chance of running if they got shot at all (lose 3 or more). Plus you are paying the tax on the Cultist Champion everytime instead of once or twice. Doesn't sound like much, but it could help with that meltagun.

Personally, I never run GoM any more. yeah you can get something cool out of it, but I find it to be a point sink. I would rather have the extra body or bullet, than an Aspiring Champion with +1S or such. Granted an imbedded 2+ would be handy but the odds are not there.

Chaos. Good News 
   
Made in gb
Wicked Canoptek Wraith






Im opting to take 2 squads of 15 instead.

Alo switching out the bikes for 5 spawn and adding some tank upgrades for dangerous terrain + dirge caster

Hopefully this makes my troop choices more survivable and my tanks more direct

And the CSMs switch for another Berzerker sq

This message was edited 1 time. Last update was at 2014/10/26 11:47:55


Planet 40k
 
   
Made in gb
Agile Revenant Titan






OK.... Let's try and help....

3 x 10 cultists probably won't do what you want. You're better off with 2 squads of 15, or better still 1 squad of 20. Otherwise they'll fall over quickly and turn and run.

The land raider really needs a dirge caster. In my experience they're better run in pairs with combat guys inside. Rhinos filled with combat Marines are normally and epic fail. Like a 90% fail.

9 bikers will be too much. You have to be able to manoeuvre them around the board, and use terrain for cover. And that's near impossible with a unit of that size. You'll be better with a squad half the size. You could use the points saved, add them to the cost of the havocs and that could potentially be your second land raider. Take ten cultists, add them to the CSM and you could probably afford a second squad of zerkers. And don't forget dirge casters.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
 
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