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Made in gb
Huge Hierodule






Nottingham (yay!)

Butcher cannons are probably more efficient when taken on Contemptors. You only need to get one wound through for the -2Ld to count, and I reckon weight of fire from more conventional anti-infantry like Heavy Bolters is a more efficient way to rack up the volume of kills that makes the Ld penalty really work. Also, a rifleman Contemptor can tag two units, only one of which can use 2CP to ignore it, whilst a Butcher array on a Leviathan or Deredeo can only hit one.

It’s a shame Reapers are so much weaker than twin autocannons, as it makes the Butcher have a niche as a moderately high volume of fire walker weapon with decent range that kills Primaris and Terminators.

   
Made in us
Longtime Dakkanaut




Northridge, CA

My double chainfist Contemptor did work last game against my buddy's Tau. It was brought down to half HP, regenerated off some drones, brought down to half again, and ate up the remaining drones to full health. It was pretty funny.
   
Made in us
Savage Khorne Berserker Biker





 lindsay40k wrote:
Butcher cannons are probably more efficient when taken on Contemptors. You only need to get one wound through for the -2Ld to count, and I reckon weight of fire from more conventional anti-infantry like Heavy Bolters is a more efficient way to rack up the volume of kills that makes the Ld penalty really work. Also, a rifleman Contemptor can tag two units, only one of which can use 2CP to ignore it, whilst a Butcher array on a Leviathan or Deredeo can only hit one.

It’s a shame Reapers are so much weaker than twin autocannons, as it makes the Butcher have a niche as a moderately high volume of fire walker weapon with decent range that kills Primaris and Terminators.


What do you mean about the leviathan butcher array being able to hit only one? They have the option of taking two gun arms, if one so chooses. Was it related to something else?
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 Wolf_in_Human_Shape wrote:
 lindsay40k wrote:
Butcher cannons are probably more efficient when taken on Contemptors. You only need to get one wound through for the -2Ld to count, and I reckon weight of fire from more conventional anti-infantry like Heavy Bolters is a more efficient way to rack up the volume of kills that makes the Ld penalty really work. Also, a rifleman Contemptor can tag two units, only one of which can use 2CP to ignore it, whilst a Butcher array on a Leviathan or Deredeo can only hit one.

It’s a shame Reapers are so much weaker than twin autocannons, as it makes the Butcher have a niche as a moderately high volume of fire walker weapon with decent range that kills Primaris and Terminators.


What do you mean about the leviathan butcher array being able to hit only one? They have the option of taking two gun arms, if one so chooses. Was it related to something else?


Well, a Butcher Array is essentially two Butcher Cannons, except it can only target one unit. If you want to throw around -2Ld, it’s probably more efficient to do it with a single Butcher Cannon on a unit that can take it (or two on the same, letting you hit two units with the penalty and reduce the mitigation ability of CP) and leave the weapon slots on Leviathans and Deredeos for stuff that’s got more raw damage output.

   
Made in ca
Monstrously Massive Big Mutant






Are Giant Chaos Spawns worth it still at 150? I know at 75 they were absurdly good, so im wondering if doubling their cost made them completely unviable, or just balanced. A hidden bonus for GW being incredibly lazy id that theyre still only 5 power for Summoning and Deepstrike
   
Made in us
Savage Khorne Berserker Biker





 lindsay40k wrote:
 Wolf_in_Human_Shape wrote:
 lindsay40k wrote:
Butcher cannons are probably more efficient when taken on Contemptors. You only need to get one wound through for the -2Ld to count, and I reckon weight of fire from more conventional anti-infantry like Heavy Bolters is a more efficient way to rack up the volume of kills that makes the Ld penalty really work. Also, a rifleman Contemptor can tag two units, only one of which can use 2CP to ignore it, whilst a Butcher array on a Leviathan or Deredeo can only hit one.

It’s a shame Reapers are so much weaker than twin autocannons, as it makes the Butcher have a niche as a moderately high volume of fire walker weapon with decent range that kills Primaris and Terminators.


What do you mean about the leviathan butcher array being able to hit only one? They have the option of taking two gun arms, if one so chooses. Was it related to something else?


Well, a Butcher Array is essentially two Butcher Cannons, except it can only target one unit. If you want to throw around -2Ld, it’s probably more efficient to do it with a single Butcher Cannon on a unit that can take it (or two on the same, letting you hit two units with the penalty and reduce the mitigation ability of CP) and leave the weapon slots on Leviathans and Deredeos for stuff that’s got more raw damage output.


Ah, gotcha!
   
Made in us
Thrall Wizard of Tzeentch




orkswubwub wrote:
Nature's Minister wrote:
the.cobb wrote:
Nature's Minister wrote:
So, leviathan dreads are nasty. Had one dual grav flux bombard leviathan kill two bloodthirsters, a soul grinder and 30 bloodletters last game. Game prior, took out two predators and two sets of obliterators. Surprisingly, the one with twin butchers has been lackluster though


The Grav Flux does look scary on paper; nice to hear this translates to the table as well. With the butcher cannons, have you been able to utilise the Ld debuffs at all?


I mean, sure. You'll take out an extra model or two if you fire into a big pack. But it seems better on paper than it actually is.

Spend the extra ten points for the bombards. It hits hordes and armor harder.

If you mean stacking, no. I'd imagine it'd be better for night lords.

What I did start playing with was adding ahriman with death hex. Make them eat that five damage. Or two if it's infantry


The question for me really is if you are in bombard range than likely you can't get the -1 to hit from alpha legion and open yourself to being charged, which if you run butcher cannon and bombards can be mitigated slightly by the 36 inch range on the butcher. I realize there are two hellflamers but still not sure... if its quins charging you with a 4 up invul etc... -1 AP 7 hits (on average) isn't too scary, only 2/3 of those will wound an average troop so ona verage the flamers commnicate about 4 wounds at -1 ap...

Also with two bombards if you aren't in range of anythign juicy after warptime, you have a nice 350 point unit not doing much for an entire turn.


There are no perfect weapons in the chaos arsenal. You trade some range for absolutely bonkers damage output. I'd rather be closer and annihilating anything I point at than plinking away at 36 inches

The hellflamers work alright and you still have four strength 8 attacks.


Automatically Appended Next Post:
 lindsay40k wrote:
 Wolf_in_Human_Shape wrote:
 lindsay40k wrote:
Butcher cannons are probably more efficient when taken on Contemptors. You only need to get one wound through for the -2Ld to count, and I reckon weight of fire from more conventional anti-infantry like Heavy Bolters is a more efficient way to rack up the volume of kills that makes the Ld penalty really work. Also, a rifleman Contemptor can tag two units, only one of which can use 2CP to ignore it, whilst a Butcher array on a Leviathan or Deredeo can only hit one.

It’s a shame Reapers are so much weaker than twin autocannons, as it makes the Butcher have a niche as a moderately high volume of fire walker weapon with decent range that kills Primaris and Terminators.


What do you mean about the leviathan butcher array being able to hit only one? They have the option of taking two gun arms, if one so chooses. Was it related to something else?


Well, a Butcher Array is essentially two Butcher Cannons, except it can only target one unit. If you want to throw around -2Ld, it’s probably more efficient to do it with a single Butcher Cannon on a unit that can take it (or two on the same, letting you hit two units with the penalty and reduce the mitigation ability of CP) and leave the weapon slots on Leviathans and Deredeos for stuff that’s got more raw damage output.


I kinda feel butcher cannons are a waste on contemptors, too. Double chainclaw double soulburner is so nasty when you have other models to draw fire for a turn. If you can get one or two into a parking lot, it's magical

This message was edited 1 time. Last update was at 2018/06/01 23:53:00


 
   
Made in us
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Gulf Breeze Florida

I think the butcher cannons are best on a Deredeo. He doesn’t mind sitting 36 away and firing. The other FW dreads wanna reach out and touch someone, so short range guns aren’t the end of the world


 
   
Made in ru
!!Goffik Rocker!!






Thanks for the info on night lords, guyz.
I've played a game recently, though it wasn't good to get a feeling of how legion trait works cause i faced death guard. But still, the game was fun and relatively casual night lords did much better than expected.

It was a rather small 1250 pt game.
Night lords featured 2 lords (1 with relic claws, 1 with fist and cbolter), 2*5 marines with plasma in a rhino, 28 cultists, helbrute with scourge and fist (iirc you can get both after faq, so i ran him this way, the opponent didn't mind), 5 raptors with 2 plasmas and a cbolter on a champ, 3 bikers with a cbolter champ, heldrake and las predator.

The opponent was fielding Typhus, some new character that had a re-roll fnp aura, 2*20 zombies, 2*5 plague marines with blight launchers and cplazma champ, 3 spawns and 3 new plague tanks with mortars and 36' meltas.

We didn't manage to get a full game in cause i had to go but NL started to get an upper hand by turn 3.

Some highlights:
-Heldrake rushed forward and started to annoy the flank further away from Typhus. While not bad, i feel that the drake's damage is very low for a hefty 185 pt price tag. The utility is there for smaller games though.
-Helbrute ran 14' forward thanks for an amazing advance roll, took 6 wounds in a shooting phase, 5 of which were unexpectedly dealt by a couple blight launchers and a single plazma gun, but than wiped a 20 zombie squad in mellee with a flurry of high str multi-wound attacks. Seems like he managed to pay off. Crazed strategem is pretty good.
-Plazma raptors killed 3 plague marines on the drop and than managed to charge a wounded spawn finishing it off. Though, mellee damage of raptors is pitiful, they seem to be an averagely ok unit.
-Relic claw lord did his job of clearing off some plague marines, granting re-rolls and scoring points. Pretty good for points. Night lord claws are probably on the better end of the avaliable artifact spectrum.
- 3 bikers with 4 combi-bolters were pretty good at hugging blos to hide from serious fire and shooting down zombies at rapid fire range. They almost payed off after 2 turns which is great for such a unit.
-Marines did nothing of value cause their rhino was ruined close to my deployment zone so they had to plink at zombies and plague marines in cover from far away expectedly doing nothing of value.
-Las pred was very underwhelming against plague tanks cause of their 5++ and fnp. I'm not sure what to use instead of it or even if there is something to use at all. It's role was to score a backfield point and deal some damage to tanks. It did score but the damage was not great. And it's not cheap. While crawlers are like 140 pt and were tougher and killier at the same time. I'm not really into forgeworld, so there seem to only be a couple options left. Havoks, which are just like a predator but much less durable on acerage. Cheaper, though. Or just cultists/marines and more points towards something killy like plazma termies or obliterators. Though, i intentionally don't use marks and sorcs, so termies and oblis are out of the picture for me. Maybe more raptors or bikes.



This message was edited 2 times. Last update was at 2018/06/02 06:45:24


 
   
Made in ca
Monstrously Massive Big Mutant






 koooaei wrote:
Thanks for the info on night lords, guyz.
I've played a game recently, though it wasn't good to get a feeling of how legion trait works cause i faced death guard. But still, the game was fun and relatively casual night lords did much better than expected.

It was a rather small 1250 pt game.
Night lords featured 2 lords (1 with relic claws, 1 with fist and cbolter), 2*5 marines with plasma in a rhino, 28 cultists, helbrute with scourge and fist (iirc you can get both after faq, so i ran him this way, the opponent didn't mind), 5 raptors with 2 plasmas and a cbolter on a champ, 3 bikers with a cbolter champ, heldrake and las predator.

The opponent was fielding Typhus, some new character that had a re-roll fnp aura, 2*20 zombies, 2*5 plague marines with blight launchers and cplazma champ, 3 spawns and 3 new plague tanks with mortars and 36' meltas.

We didn't manage to get a full game in cause i had to go but NL started to get an upper hand by turn 3.

Some highlights:
-Heldrake rushed forward and started to annoy the flank further away from Typhus. While not bad, i feel that the drake's damage is very low for a hefty 185 pt price tag. The utility is there for smaller games though.
-Helbrute ran 14' forward thanks for an amazing advance roll, took 6 wounds in a shooting phase, 5 of which were unexpectedly dealt by a couple blight launchers and a single plazma gun, but than wiped a 20 zombie squad in mellee with a flurry of high str multi-wound attacks. Seems like he managed to pay off. Crazed strategem is pretty good.
-Plazma raptors killed 3 plague marines on the drop and than managed to charge a wounded spawn finishing it off. Though, mellee damage of raptors is pitiful, they seem to be an averagely ok unit.
-Relic claw lord did his job of clearing off some plague marines, granting re-rolls and scoring points. Pretty good for points. Night lord claws are probably on the better end of the avaliable artifact spectrum.
- 3 bikers with 4 combi-bolters were pretty good at hugging blos to hide from serious fire and shooting down zombies at rapid fire range. They almost payed off after 2 turns which is great for such a unit.
-Marines did nothing of value cause their rhino was ruined close to my deployment zone so they had to plink at zombies and plague marines in cover from far away expectedly doing nothing of value.
-Las pred was very underwhelming against plague tanks cause of their 5++ and fnp. I'm not sure what to use instead of it or even if there is something to use at all. It's role was to score a backfield point and deal some damage to tanks. It did score but the damage was not great. And it's not cheap. While crawlers are like 140 pt and were tougher and killier at the same time. I'm not really into forgeworld, so there seem to only be a couple options left. Havoks, which are just like a predator but much less durable on acerage. Cheaper, though. Or just cultists/marines and more points towards something killy like plazma termies or obliterators. Though, i intentionally don't use marks and sorcs, so termies and oblis are out of the picture for me. Maybe more raptors or bikes.





Heldrakes are indeed a bit too expensive for their price...If you only count their guns and toughness. But bare in mind they have a unique trait of being good in melee and range, have INCREDIBLY long movement with no need to pivot, and have a 5++ invuln.
   
Made in us
Thrall Wizard of Tzeentch




https://www.dakkadakka.com/dakkaforum/posts/list/0/758014.page#10005670

Running this list today and tomorrow. Any suggestions?
   
Made in it
Contagious Dreadnought of Nurgle





too much elitary for my taste, but it might work

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Yeah, I was thinking 60 total models was a bit light. Can make one chaos Lord vanilla and add ten more cultists. They'll be morale immune too which helps

This message was edited 1 time. Last update was at 2018/06/02 19:45:45


 
   
Made in ru
!!Goffik Rocker!!






I'd get a fist + combi for lords instead of plasma pistols.
   
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Contagious Dreadnought of Nurgle





Nature's Minister wrote:
Yeah, I was thinking 60 total models was a bit light. Can make one chaos Lord vanilla and add ten more cultists. They'll be morale immune too which helps

as i said only real way to make cultists worth are large blob of them (40 models) better if fearless, then they are a force to reckon

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Hellacious Havoc





Hamburg

 koooaei wrote:
I'd get a fist + combi for lords instead of plasma pistols.


Fist can't trigger DttFE, so <Imperium> units are safe from exploding dice. I think Pistolero Lords are fine.. but in an Iron Warriors list? Dunno..

This message was edited 1 time. Last update was at 2018/06/03 00:14:15


 
   
Made in us
Thrall Wizard of Tzeentch




Idea is that lords follow around dreadnoughts and bring a little extra firepower to knock off hard targets, and still have four attacks in close combat if necessary. Also I have moritats and like the model.

I tabled both opponents today, but one was basically playing the primaris ultramarine army from the starter kit and a few tanks so that wasn't too fair. The other was space wolves and I lost all my cultists and a contemptor but that was about it.

I think I'm gonna try to work in the ten extra cultists. Dunno about the power fist. I was thinking about it and it seemed like a good idea, but I am not sure I really want them in close combat too much, and if they are forced to fight, the pistols pack enough punch.

This message was edited 1 time. Last update was at 2018/06/03 02:19:31


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Epidemius lists might not be pleased to face Knight armies. It’ll be an opposing force that’s low on CP, but we’ll have to stick near our daemon princes for most of the battle if we want rerolls as unit kills will be low and all anti-infantry guns will be peashooters.

I think non-DG CSMs will become more important elements of an Epi list as they’ll give access to Death Hex. Thing is, those krak missiles that ignore LOS & invulnerable saves and can pick out characters... even a DP is going to have an egg timer on him. Two CSM psykers minimum, I think - Familiar stratagem can give the surviving one the spell you need to accomplish titanfall.

I suppose the various buffs to Nurgle melee damage will also be important.

Plague Drones will probably take at least four stomps each to kill. A big unit of them could envelop a Knight base and prevent it falling back & shooting.

   
Made in gb
Slaanesh Havoc with Blastmaster




UK

Am I the only one having trouble dealing with Drucharii?

My opponent and I typically play 1250pts on a 4x4 table, and he has the luxury of not having to worry about horde armies in the metagame (it's him on Drucharii, my Emperors Children, 2 SM opponents, and a Necron player), so he basically just loads up with Ravagers/Raiders in full disintegrator loadouts, with some bikes, talos, and wyches, to tarpit.

Recent games I've basically just been trying to load up on as many Butcher Cannon wielding dreadnought chassis as I could get my hands on, with some Daemon Prince support for counter charge and the re-roll aura. A squad of Oblits normally drops in with some variety of Lord to hopefully alpha strike a vehicle off the table.

Between his mobility, and being able to negate that first use of Endless Cacophony via the Agents of Vect stratagem, most games generally result in him being able to pick his fights, while controlling the table (which makes for more freedom when it comes to tactical objectives), while I'm fruitlessly just trying to shoot down as much as I can before he collapses on top of me.

It feels a lot like I just can't use Noise Marines at all, since they just get decimated by his 30 disintegrator shots, plus whatever the talos are throwing out when it comes to mortal wounds, or they get tarpitted by bikes/wyches. Non-flying anti-vehicle assault units seem pointless since anything I charge can just back off and unload into the charging unit the following turn.

I'm somewhat restricted by my available units, which probably isn't helping matters either. Essentially the sum total of my collection is:

A variety of Lords/Sorcs
2 Flying Princes
30 Noise marines
2 Rhinos
10 Cultists and 30 Daemonettes (which are being proxied as Cultists for the time being)
The Masque (who can proxy as a Herald if needs be)
10 Havocs (4 autocannon, 4 lascannon, 2 champs)
2 Decimators
1 Contemptor
1 Helbrute
1 Leviathan (en route, only ordered it a couple of days ago, will be a month or so before it arrives and I don't really have an appropriately sized proxy available)
1 Defiler (lol)
1 Fire Raptor
4 Oblits
5 Terms
5 Raptors
3 Spawn
15 Palatine Blades with jump packs (can proxy as Possessed or Warp Talons)

And that about covers things. It's a lot of stuff, but it feels like basically 75% or more is completely worthless running into the Drucharii list styles that I end up playing into. Though I'm also willing to concede that a 4x4 table probably isn't helping me much either, since it doesn't give me much of an opportunity to spread him out and pick elements off from range.

What have other people been finding success with?

This message was edited 1 time. Last update was at 2018/06/03 19:10:54


   
Made in it
Contagious Dreadnought of Nurgle





i doubt pure chaos have great chances against a strong drukari list, their units costs too few and they are too efficient, to be competitive with chaos im afraid you must mix demons (nurgle) and chaos, that gives you resilent mass and some elite units well screened, i still didn't play against a drukari but i watched a match with nurgle+Ts and that went pretty equilibrated.

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Slaanesh Havoc with Blastmaster




UK

I hadn't really considered Nurgle Daemons to be honest. I guess the idea would be to just bring a bunch of efficient tarpits and have them bodyguard the important killy units?

   
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Huge Hierodule






Nottingham (yay!)

 Ap0k wrote:
I hadn't really considered Nurgle Daemons to be honest. I guess the idea would be to just bring a bunch of efficient tarpits and have them bodyguard the important killy units?


That seems to be popular. Myself, I’ve been fielding a force of Epidemius Battalion, Word Bearers Oblits Spearhead, DG Drones & Haulers Outriders. Stay bunched up a bit around DPs at the start to get rerolls, after killing a couple of units scatter around to pick targets. Going t,o treat myself to a Decimator for a Soulburner Petard to finish off near dead units

   
Made in us
Contagious Dreadnought of Nurgle





 lindsay40k wrote:
 Ap0k wrote:
I hadn't really considered Nurgle Daemons to be honest. I guess the idea would be to just bring a bunch of efficient tarpits and have them bodyguard the important killy units?


That seems to be popular. Myself, I’ve been fielding a force of Epidemius Battalion, Word Bearers Oblits Spearhead, DG Drones & Haulers Outriders. Stay bunched up a bit around DPs at the start to get rerolls, after killing a couple of units scatter around to pick targets. Going t,o treat myself to a Decimator for a Soulburner Petard to finish off near dead units

yes more or less that's the idea, Nurgle battalion can put lot of cheap and durable bodies on the table, Dp's/oblys bloated drones deliver some punch, it works i will try a close setup like that this weekend, playing a Nurgle battalio+Ts supreme command made me 2nd place at 30 person tournament, and i won both with Tau and Eldar so for me Nurgle is a good answer.

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Hardened Veteran Guardsman




Warrington

Greetings to all my fellow heretics!

I have an idea for a chaos army but I haven't run my traitors in 8th yet (been mostly playing IG and Templars) so I come seeking your advise.

The idea I have is to run a Chaos-tide list. I want to run about 100 chaos space marines in multiple blobs. So where has this idea come from? Well I have been running a Templar Black-tide list for the last 4-5 months and it has been doing really well. Now obviously I haven' been doing great against top tier lists, but I haven't done that badly either and against mid tier armies I have had a lot of success, winning nearly all my games.

I have found that many solid mid tier armies struggle vs 100 MEQ., due to high toughness and a good save. However, in my Templar army I have only 50 3+ save guys and the other 50 are 4+ save guys, crusader squads being made up of both marines and scouts. But CSM can take 20 3+ save models in a unit, making the army much tougher (thats the theory anyway).

I have a pretty good idea of how I want the list to look like:

Battalion 1:
Chaos Lord
Sorcerer
17 Chaos Marines with 2 x special weapons, champion has a plasma pistol + power weapon or a combi weapon
17 Chaos Marines with 2 x special weapons, champion has a plasma pistol + power weapon or a combi weapon
17 Chaos Marines with 2 x special weapons, champion has a plasma pistol + power weapon. or a combi weapon

Battalion 2
Chaos Lord
Sorcerer
17 Chaos Marines with 2 x special weapons, champion has a plasma pistol + power weapon or a combi weapon
17 Chaos Marines with 2 x special weapons, champion has a plasma pistol + power weapon or a combi weapon
17 Chaos Marines with 2 x special weapons, champion has a plasma pistol + power weapon. or a combi weapon

All the regular marines are going to have bolters. Now I am thinking that the special weapons should be plasma as it is really good this edition. I was also thinking of giving the champion in each squad a combi plasma or melta to essentially have 3 special weapons in each squad. Is this a good idea or would it be better to go plasma pistol + power weapon?

The big question I have is what legion to go for? In my mind Battle shock is major weakness of the army. I think there are 4 good choices:
1) Iron Warriors: Their warlord trait would be really good for stopping battleshock, (this armies main weakness). However, it only has a 6" range so it might be hard to cover the whole army.
2) Black Legion: +1 ld naturally and all +1 if combined with the icon of vengeance for Ld 10 should help with battle shock.
3) Word Bearers: Reroll battleshock + IoV makes for Ld 9 rerollable. Not too bad
4) Alpha Legion: Rely on the -1 to hit to reduce causalities and maybe IoV to get +1 LD too.

Another idea is to go Black Legion and take Abaddon to give everyone in 12" fearless, that should cover the whole army. But it seems over the top to spend 240 points just for fearless!

I really appreciate any feedback from my fellow brothers of darkness and if anyone has any idea on how to get this concept working I would really appreciate it

This message was edited 1 time. Last update was at 2018/06/04 14:28:20


6000 pts of Foot Guard

"I once gave the order to one of my platoons to fix bayonets and charge a squad of genestealers. If they believed in the emperor hard enough they could win... I don't think they believed enough..." 
   
Made in gb
Crazed Spirit of the Defiler





Abaddon is also giving you reroll all failed hits, you can drop the 6 banners which gets you back 30 points and means you can think about giving your marine squads a mark (slaanesh) to take advantage of endless cacophony.
This strat also makes me think taking the Combi plas on the sergeants rather than power weapons is more useful. That's a lot of firepower to shoot again if you're in double tap range. 12 plasma and 68 bolter shots total. Combine it with votlw and Abaddon's rerolls so you can overcharge and you're doing serious damage


Automatically Appended Next Post:
Oh and 2 extra CP for Abaddon means one of those endless cacophonies is free.
The shooting rapid fire when you advance is situational but can be useful considering your entire army will be carrying RF weaponry too.

This message was edited 1 time. Last update was at 2018/06/04 14:45:05


   
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Regular Dakkanaut




You will have a decent number of CPs, so don't be afraid to make the odd unit fearless at a crucial moment in the game (and then maybe alpha legion for the -1 to hit - each casualty it saves you is better than a +1 LD for that unit...although you will be aiming to get into 12" I imagine a lot of the time, in which case Black Legion will get you there faster while being able to shoot on the way)

I like the idea of your army as a huge horde of MEQ - it's the last thing most people expect, and makes their anti-tank a bit redundant...

Mark.

This message was edited 2 times. Last update was at 2018/06/04 14:51:49


 
   
Made in it
Contagious Dreadnought of Nurgle





after two top 3 tournaments and couple of extra tests i got a list i would try next tournament

Spoiler:

++ Outrider Detachment +1CP (Chaos - Death Guard) [33 PL, 654pts] ++

+ HQ +

Daemon Prince of Nurgle [9 PL, 180pts]: 1. Revoltingly Resilient, Malefic talon, The Suppurating Plate, Warlord, Wings

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

++ Battalion Detachment +5CP (Chaos - Daemons) [42 PL, 756pts] ++

+ No Force Org Slot +

Chaos Allegiance: Nurgle

+ HQ +

Epidemius [5 PL, 100pts]

Poxbringer [4 PL, 70pts]: Virulent Blessing

Spoilpox Scrivener [4 PL, 75pts]

+ Troops +

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Nurglings [3 PL, 54pts]: 3x Nurgling Swarms

Plaguebearers [12 PL, 199pts]: Instrument of Chaos, 26x Plaguebearer, Plagueridden

+ Fast Attack +

Plague Drones [11 PL, 204pts]: 5x Plague Drone, Plaguebringer

++ Spearhead Detachment +1CP (Chaos - Chaos Space Marines) [33 PL, 595pts] ++

+ No Force Org Slot +

Legion: Alpha Legion

+ HQ +

Chaos Lord with Jump Pack [6 PL, 94pts]: Bolt pistol, Chainaxe, Mark of Slaanesh

+ Heavy Support +

Havocs [7 PL, 106pts]: Mark of Slaanesh
. Aspiring Champion: Boltgun, Chainsword
. Havoc w/ boltgun
. Havoc w/ heavy weapon: Autocannon
. Havoc w/ heavy weapon: Autocannon
. Havoc w/ heavy weapon: Autocannon

Obliterators [10 PL, 195pts]: Mark of Nurgle, 3x Obliterator

Obliterators [10 PL, 195pts]: Mark of Nurgle, 3x Obliterator

i played Ts supreme command, lot of psy powers are good but some long range fire is more useful,im planning to add a 4th autocannon, 16 str7 d2 hits each turn are juicy, Nurgle give me resiliency an lot of cheap bodies, any suggestion?


This message was edited 2 times. Last update was at 2018/06/04 16:51:20


3rd place league tournament
03-18-2018
2nd place league tournament
06-12-2018
3rd place league
tournament
12-09-2018
3rd place league tournament
01-13-2019
1st place league tournament
01-27-2019
1st place league
tournament
02-25-2019 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

@FatBoyNoSlim

I main Word Bearers and I rarely bother with IoV. If I’m running MEQ horde, I want Icons of Wrath or Excess to maximise reach or output, and a Dark Apostle’s rerolls aura - which also grants Ld 9. @Abaddon303’s quite right to point to Black Legion as doing all of that much better than Lorgar’s kids and Iron Warriors being a solid runner up, though tbh I think Alpha Legion have the best game at this - starting most of a century within spitting distance is soooo much better than having them walk there, fearless or no.

And then, if you’re drowning your opponent in bodies on turn one, may as well pay a little more for Berzerkers and stomp, stomp for all you’re worth. Or at least until an FAQ decides commandos need to have a scintilla of sanity, a notion of silence, a cloud of flies or oiled joints, and bans the specialist Cults from being Forward Operatives.

   
Made in de
Hellacious Havoc





Hamburg

After 5 years of playing in a very casual way, i've decided to go to my first tournament with a list probably best described with the sentence "What the fork?"
But i actually didn't ended up in last place, and had actually a real good time playing. And some people were even stumped when facing my army, which led
to me winning 2 games! Here's the madness called 'the fast & the fabulous'

Spoiler:

++ Vanguard Detachment +1CP (Chaos - Daemons) ++

+ No Force Org Slot +

Chaos Allegiance: Slaanesh

+ HQ +

Herald of Slaanesh on Steed: Pavane of Slaanesh

The Masque of Slaanesh

+ Elites +

Fiends of Slaanesh: Fiend of Slaanesh

Fiends of Slaanesh: Fiend of Slaanesh

Fiends of Slaanesh: Fiend of Slaanesh

++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) ++

+ No Force Org Slot +

Legion: Renegade Chapters

+ HQ +

Daemon Prince: 4. Hatred Incarnate, Intoxicating Elixir, Malefic talon, Warlord
Slaanesh: Delightful Agonies

Sorcerer on Bike: Combi-bolter, Combi-bolter, Death Hex, Force axe, Mark of Slaanesh, Warptime

+ Troops +

Chaos Cultists: 9x Chaos Cultist w/ Autogun, No Chaos Mark
Cultist Champion: Autogun

Chaos Cultists: 9x Chaos Cultist w/ Autogun, No Chaos Mark
Cultist Champion: Autogun

Chaos Space Marines: 4x Marine w/ Boltgun, No Chaos Mark
Aspiring Champion: Bolt pistol, Boltgun

+ Elites +

Possessed: Icon of Wrath, Mark of Khorne, 15x Possessed

+ Fast Attack +

Chaos Bikers: Mark of Khorne
Chaos Biker: Chainsword, Combi-bolter
Chaos Biker: Chainsword, Combi-bolter
Chaos Biker: Chainsword, Combi-bolter, Plasma gun
Chaos Biker: Chainsword, Combi-bolter, Plasma gun
Chaos Biker Champion: Combi-bolter, Combi-bolter

Chaos Bikers: Mark of Khorne
Chaos Biker: Chainsword, Combi-bolter
Chaos Biker: Chainsword, Combi-bolter
Chaos Biker: Chainsword, Combi-bolter, Plasma gun
Chaos Biker: Chainsword, Combi-bolter, Plasma gun
Chaos Biker Champion: Combi-bolter, Combi-bolter

Chaos Bikers: Mark of Khorne
Chaos Biker: Chainsword, Combi-bolter
Chaos Biker: Chainsword, Combi-bolter
Chaos Biker: Chainsword, Combi-bolter, Plasma gun
Chaos Biker: Chainsword, Combi-bolter, Plasma gun
Chaos Biker Champion: Combi-bolter, Combi-bolter

+ Heavy Support +

Maulerfiend: Lasher tendrils, Mark of Slaanesh

Maulerfiend: Lasher tendrils, Mark of Slaanesh

Maulerfiend: Lasher tendrils, Mark of Slaanesh



The first game i've won was against Tau, i basically overran him turn 1. I had 3 out of 4 advance rolls of 5+, two Maulerfiends of 6. Coupled with some very, very lucky charge rolls & bad saves against the combi-bolter fire
from my bikes, after T2 he conceded. The second game was a bit better for me - it was a Smurf army. The Tau gave me the problem of having so much 'fly', which made my Fiends of Slaanesh useless. The Smurf though
didn't had any flyers. He started though, killed 1 of my Lasherfiends and some bikes but didn't degrade 2 of the Lashers. He also moved up just a smidge. He also didn't knew that the Maulerfiends could advance & charge
and that the Masque gives the +1 to hit. So, in the possessed & the fiends went absolute ham on the forward units of his & the Fiends of Slaanesh locked 2 Razorbacks in combat for 4 turns. With some heavy weapons
out of the picture i was able to win by points due to him not being able to get away with his vehicles.

Overall, i liked this style of playing. And even my list was fun. Maybe dropping the prince & getting a bike lord instead. Also, Fiends of Slaanesh & 26 inch moving&charging maulerfiends are just awesome. Maybe i'll drop
the Possessed for something else, dunno. Have to think about it.
   
Made in us
Thrall Wizard of Tzeentch




It's awesome so many chaos lists are doing well
   
 
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