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Made in us
Decrepit Dakkanaut




Flamers aren't worth it. Just stick to the Combi-Bolters you already got.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Pulsating Possessed Space Marine of Slaanesh





mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.
   
Made in us
Warp-Screaming Noise Marine




So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?

Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
   
Made in de
Nihilistic Necron Lord






Germany

 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.
   
Made in gb
Regular Dakkanaut




 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


190 points plus 3cp to prevent shooting for all the non vehicle units you are touching for a turn, and prevent any nasty overwatch. (Assuming night lord)

That seems pretty strong to me, imagine doing this on a tau gun line.

   
Made in gb
Pulsating Possessed Chaos Marine






 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Yeah there's always turn 3 if you're still chewing on guardsmen!


Automatically Appended Next Post:
macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


I was just thinking that I might proxy some combi botler chosen with my csm. For 14 points that seems like a solid unit in a gunline list!

This message was edited 1 time. Last update was at 2019/12/08 09:00:32


 
   
Made in us
Warp-Screaming Noise Marine




 small_gods wrote:
 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Yeah there's always turn 3 if you're still chewing on guardsmen!


Automatically Appended Next Post:
macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


I was just thinking that I might proxy some combi botler chosen with my csm. For 14 points that seems like a solid unit in a gunline list!


Dirt put cheap 20 Bolter shots... I like it! I am currently in the process of turning bolters into combibolters with a file and glue.

Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
   
Made in pt
Journeyman Inquisitor with Visions of the Warp




 small_gods wrote:
Yeah there's always turn 3 if you're still chewing on guardsmen!

Do you expect that gunline players are not going to protect their big pieces?

This is a tactical problem. Warp Talons can multi-charge without getting shredded by OW, they have fly, they have charge bonuses, they can fight twice and consolidate into shooting units. Guard players want you to get stuck on their screens and dump a bunch of power weapon attacks into 4pt models. It’s a complete waste of potential when you decide to follow their gameplan.
   
Made in gb
Pulsating Possessed Chaos Marine






Yoyoyo wrote:
 small_gods wrote:
Yeah there's always turn 3 if you're still chewing on guardsmen!

Do you expect that gunline players are not going to protect their big pieces?

This is a tactical problem. Warp Talons can multi-charge without getting shredded by OW, they have fly, they have charge bonuses, they can fight twice and consolidate into shooting units. Guard players want you to get stuck on their screens and dump a bunch of power weapon attacks into 4pt models. It’s a complete waste of potential when you decide to follow their gameplan.


I think you've misunderstood what I was saying, you should be able to down 60-100 guardsmen in 2 turns or you're in trouble. One squad of RCC havocks should down 41 with a lord and 3 cp. Stick in the other 1850 points in a 2k list and there shouldn't be a screen turn 3. And if you tie up half of the tanks and artillery for a turn it should be game over for the guard player.


Automatically Appended Next Post:
macluvin wrote:
 small_gods wrote:
 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


Yeah there's always turn 3 if you're still chewing on guardsmen!


Automatically Appended Next Post:
macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


I was just thinking that I might proxy some combi botler chosen with my csm. For 14 points that seems like a solid unit in a gunline list!


Dirt put cheap 20 Bolter shots... I like it! I am currently in the process of turning bolters into combibolters with a file and glue.


Nice, I have mk IV 30k alpha legionaires so their bolters already look kinda like combi bolters. Think I can get aways with it. Already stuck all my spare combi bolters on lords and aspiring champions!

This message was edited 1 time. Last update was at 2019/12/08 11:40:34


 
   
Made in pt
Journeyman Inquisitor with Visions of the Warp




Oh yeah maybe I meant to respond to the other poster.

I see the capabilities of WT as what you’re buying more than their CC attacks. You will still supporting units to remove screens, but shutting down VFC overwatch and locking up more expensive units is harder to put a price tag on. That’s a much better use than mulching Guardsmen.
   
Made in ch
The Dread Evil Lord Varlak





macluvin wrote:
So 11 ppm csm and 12ppm chosen... its the best power armor outside berserkers and noise boys have been in quite some time. I picked up chaos space marines to play with power armor csm... how are y’all using the chaos space marine squad kit?


Mass assault list, as in Red corsair battalions 2x and a legion battalion for the big mean guns.
Recycling 10 man squads with equipment isn't that bad and with some sorcerer/ da Support neither too slow nor too brittle.

Ofc it's a skew list, but 60 csm for 660 pts isn't terrible and can hide a lot guns if need be.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in qa
Fresh-Faced New User




So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?
   
Made in gb
Pulsating Possessed Chaos Marine






Yoyoyo wrote:
Oh yeah maybe I meant to respond to the other poster.

I see the capabilities of WT as what you’re buying more than their CC attacks. You will still supporting units to remove screens, but shutting down VFC overwatch and locking up more expensive units is harder to put a price tag on. That’s a much better use than mulching Guardsmen.


I have only got to use WT against tau once but that is very fun. It's like an auto win button!

This message was edited 1 time. Last update was at 2019/12/08 17:42:36


 
   
Made in ch
The Dread Evil Lord Varlak





Qyleterys wrote:
So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Termites, either chainaxe+ cb. Or combiplas full squad.

Termite lord depends on your Legion/trait.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Deranged Necron Destroyer






 small_gods wrote:
Yoyoyo wrote:
Oh yeah maybe I meant to respond to the other poster.

I see the capabilities of WT as what you’re buying more than their CC attacks. You will still supporting units to remove screens, but shutting down VFC overwatch and locking up more expensive units is harder to put a price tag on. That’s a much better use than mulching Guardsmen.


I have only got to use WT against tau once but that is very fun. It's like an auto win button!


My primary opponent is a Tau player and from experience, Warp Talons are the best counter to the gunline. I've been running a big blob with a single jumpack sorcerer for the specialist detachment warlord trait. The downside is that it's not really possible to get a reliable flank off, because without the aura you're still going for the 9 inch charge. Now with Night Lords that seems like it might be a better option.

My painting log is full of snakes
Have any retro, vintage, or out of print models? Show them off here!
Games I play: 40k (CSM, Necrons); AoS/Fantasy (Seraphon/Lizardmen); Warcry; Marvel Crisis Protocol; Wargods of Olympus/Aegyptus; Mythos 
   
Made in us
Longtime Dakkanaut




UK

Not Online!!! wrote:
Qyleterys wrote:
So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Termites, either chainaxe+ cb. Or combiplas full squad.

Termite lord depends on your Legion/trait.



Am I the only one that gets triggered when someone calls a Termi a 'Termite'? I mean... it's a longer abbreviation for no reason, and I've seen so many posts of "I'm going to take some termites, how would you field them".

Probably wouldn't bother me, except that a Termite is an actual unit all on its own. And I only ever started seeing termite being used -after- the termite model was created, it never used to be used. Back in my day.

Get off my lawn.
   
Made in us
Been Around the Block




Niiru wrote:
Not Online!!! wrote:
Qyleterys wrote:
So I’m gonna start a CSM army (even though I already have a space marine army) with the Christmas Battleforce set and I was wondering what the best build option for Terminators and Terminator Lords was?


Termites, either chainaxe+ cb. Or combiplas full squad.

Termite lord depends on your Legion/trait.



Am I the only one that gets triggered when someone calls a Termi a 'Termite'? I mean... it's a longer abbreviation for no reason, and I've seen so many posts of "I'm going to take some termites, how would you field them".

Probably wouldn't bother me, except that a Termite is an actual unit all on its own. And I only ever started seeing termite being used -after- the termite model was created, it never used to be used. Back in my day.

Get off my lawn.


Autocorrect does that on phones- at least on Android
   
Made in au
Regular Dakkanaut




Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.
   
Made in gb
Pulsating Possessed Chaos Marine






saint_red wrote:
Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


My thoughts exactly, plus with points drops I've been testing an Alpha Legion Brigade and a Night lords outrider for buckets of CP, including 6 oblits and 10 warptalons!

7 inch charge on 3d6 also allows you to more often than not (adverage 12.5 inch charge) getall the way to juicy targets!
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 small_gods wrote:
saint_red wrote:
Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


My thoughts exactly, plus with points drops I've been testing an Alpha Legion Brigade and a Night lords outrider for buckets of CP, including 6 oblits and 10 warptalons!

7 inch charge on 3d6 also allows you to more often than not (adverage 12.5 inch charge) getall the way to juicy targets!

Sounds decent! More power to anyone who makes a Brigade work. (Do you make it a specialist detachment?)

How about NL WTs in Daemonkin lists?

I can see Khorne benefitting from charge rerolls, and maybe Crimson Crown.

Nurgle will dig the various damage buffs, from Loci and spells.

Slaanesh can get extra hits from Locus of Grace, plus Locus of Swiftness means a Defiler or such will find it easier to join the charge.

Not sure about Tzeentch. Changeling aura can mitigate their squishiness, but it’s so slow, it’s not really going to happen. Boon of Chage and Gaze of Fate will be handy. Disc and Chariot heralds can keep up and get them to S5, which I guess will help when they’re countering Aggressor hell or trying to sandpaper like a Knight.

   
Made in gb
Pulsating Possessed Chaos Marine






 lindsay40k wrote:
 small_gods wrote:
saint_red wrote:
Warp Talons are best with Night Lords and it isn't even close. We Have Come For You and Vox Scream are incredibly good stratagems and you have Raptor Strike for the 3D6 charge as well. Emperor's Children might be marginally better in combat but they have far less utility.


My thoughts exactly, plus with points drops I've been testing an Alpha Legion Brigade and a Night lords outrider for buckets of CP, including 6 oblits and 10 warptalons!

7 inch charge on 3d6 also allows you to more often than not (adverage 12.5 inch charge) getall the way to juicy targets!

Sounds decent! More power to anyone who makes a Brigade work. (Do you make it a specialist detachment?)

How about NL WTs in Daemonkin lists?

I can see Khorne benefitting from charge rerolls, and maybe Crimson Crown.

Nurgle will dig the various damage buffs, from Loci and spells.

Slaanesh can get extra hits from Locus of Grace, plus Locus of Swiftness means a Defiler or such will find it easier to join the charge.

Not sure about Tzeentch. Changeling aura can mitigate their squishiness, but it’s so slow, it’s not really going to happen. Boon of Chage and Gaze of Fate will be handy. Disc and Chariot heralds can keep up and get them to S5, which I guess will help when they’re countering Aggressor hell or trying to sandpaper like a Knight.


Yes I have devestation battery on AL brigade and host raptorial on NL outrider.

Here's the list:
Spoiler:

++ Brigade Detachment +12CP (Chaos - Chaos Space Marines) [108 PL, 12CP, 1,872pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [12CP]

Field Commander [-1CP]

Gifts of Chaos (1 Relic) [-1CP]

Legion: Alpha Legion

Specialist Detachment [-1CP]: Devastation Battery

+ HQ +

Chaos Lord in Terminator Armour [6 PL, 108pts]: Chainfist, Combi-bolter, No Chaos Mark

Chaos Lord with Jump Pack [6 PL, 93pts]: Armour Bane, Bolt pistol, Chainsword, No Chaos Mark, The Daemon's Eye

Sorcerer with Jump Pack [7 PL, 122pts]: Bolt pistol, Force axe, No Chaos Mark

+ Troops +

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 50pts]: No Chaos Mark
. 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

+ Elites +

Chosen [6 PL, 80pts]: Mark of Slaanesh
. Chosen Champion: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter

Chosen [6 PL, 80pts]: Mark of Slaanesh
. Chosen Champion: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter

Chosen [6 PL, 80pts]: Mark of Slaanesh
. Chosen Champion: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter
. Chosen w/ Combi or Special weapon: Chainsword, Combi-bolter

+ Fast Attack +

Bikers [4 PL, 71pts]: No Chaos Mark
. Biker: Chainsword, Combi-bolter
. Biker: Chainsword, Combi-bolter
. Biker Champion: Combi-bolter, Combi-bolter

Bikers [4 PL, 71pts]: No Chaos Mark
. Biker: Chainsword, Combi-bolter
. Biker: Chainsword, Combi-bolter
. Biker Champion: Combi-bolter, Combi-bolter

Chaos Spawn [2 PL, 25pts]: Chaos Spawn, No Chaos Mark

+ Heavy Support +

Havocs [7 PL, 152pts]: Mark of Slaanesh
. Aspiring Champion: Chainsword, Combi-bolter
. 4x Havoc w/ reaper chaincannon: 4x Reaper chaincannon

Obliterators [18 PL, 345pts]: Mark of Slaanesh, 3x Obliterator

Obliterators [18 PL, 345pts]: Mark of Slaanesh, 3x Obliterator

++ Outrider Detachment +1CP (Chaos - Chaos Space Marines) [22 PL, , 395pts] ++

+ No Force Org Slot +

Detachment CP [1CP]

Legion: Night Lords

Specialist Detachment [-1CP]: Host Raptorial

+ HQ +

Chaos Lord with Jump Pack [6 PL, 105pts]: Claws of the Black Hunt, 2x Lightning Claw, Mark of Slaanesh, The Tip of the Claw, Warlord

+ Fast Attack +

Chaos Spawn [2 PL, 25pts]: Chaos Spawn, No Chaos Mark

Chaos Spawn [2 PL, 25pts]: Chaos Spawn, No Chaos Mark

Warp Talons [12 PL, 240pts]: Mark of Khorne
. 9x Warp Talon: 9x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)

++ Total: [130 PL, 12CP, 2,267pts] ++


Obviously the points are wrong but still should come in under 2k with CA 2019.
   
Made in us
Warp-Screaming Noise Marine




I used to joke that if they just gave us Horus heresy books for our codex/army rules I would be happy... and now we got 11 ppm tactical squads, all the forge world HH models (bar the HH terminators) and these specialist detachments almost seem suspiciously like the special Horus heresy Rites of War... if they made chosen like HH veteran squads and gave us the darn heresy terminator armor, I would be so happy. Especially since loyalists really didn’t need them what with their storm shields... still, this is probably as good as it is going to get until loyalists get another new shiny toy that does something stupid like reroll the entire armies hits for a turn or one shots a titan... or they accidentally buff a Xenos army to taudar levels again.

Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. -Kurt Vonnegut 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

macluvin wrote:
I used to joke that if they just gave us Horus heresy books for our codex/army rules I would be happy... and now we got 11 ppm tactical squads, all the forge world HH models (bar the HH terminators) and these specialist detachments almost seem suspiciously like the special Horus heresy Rites of War... if they made chosen like HH veteran squads and gave us the darn heresy terminator armor, I would be so happy. Especially since loyalists really didn’t need them what with their storm shields... still, this is probably as good as it is going to get until loyalists get another new shiny toy that does something stupid like reroll the entire armies hits for a turn or one shots a titan... or they accidentally buff a Xenos army to taudar levels again.

Well we still don't have the hh legion traits and some of the vehicles are priced at drunken intern levels but yeah we're getting close.

Just give me my night raptors!
   
Made in us
Haemonculi Flesh Apprentice






 grouchoben wrote:
Nightlords do it better - not killing, but disabling and disrupting. We have come for you & Vox scream are two great abilities for talons, and they have 3d6+2" charges themselves. They tie in CC much better and can shut down auras (chapter masters, synapse, invuln bubbles, you name it). They can also, if they survive a turn, disengage 12" over their opponent into their backlines and charge again at a juicy target.


Why not both?

Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.


Automatically Appended Next Post:
mrtomski wrote:
 p5freak wrote:
 Rydria wrote:
mrtomski wrote:

This sounds like it has legs.. so 10 is 190 points and you get 31 attacks with rerolls to wound. So the idea would be drop them in, charge everything and try and wrap one guy/model to keep them alive for another turn. Which should be relatively easy to do since you dont need to worry about overwatch.
You just slaughter them, since every model you kill gives you an extra attack, so you keep attacking until you get really unlucky and fail your 2+ reroll to hit/wound or they all die.


190 pts. +3CP (plus sorcerer, plus daemon prince/lord) to kill 2x10 guardmen, for 80 pts.


190 points plus 3cp to prevent shooting for all the non vehicle units you are touching for a turn, and prevent any nasty overwatch. (Assuming night lord)

That seems pretty strong to me, imagine doing this on a tau gun line.



While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

This message was edited 1 time. Last update was at 2019/12/10 01:38:32


   
Made in au
Regular Dakkanaut




 Red Corsair wrote:
*snip*

Why not both?

Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.

*snip*

While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

You are missing a lot of the picture here. We Have Come For You means units with FLY cannot fall back. That is the whole point. It lets your otherwise extremely fragile Warp Talons grab any units without needing to tri-point and be completely safe from shooting in your opponent's turn. Additionally, NLs have access to a +1 to hit strat (Prey on the Weak) if they have greater leadership than the unit they are fighting. Because we are marines we have high LD and the NL legion trait effectively means that you win ties. The only armies that will have higher leadership than you will be Necrons and Orks with Mob Rule.

Let's recap. Night Lords bring the following to the table:
  • 3D6 charge
  • Strat to turn off auras
  • Almost always available +1 to hit
  • Trap non-vehicles in combat
  • Fall back and charge
  • Legion trait that's kinda useful

  • Emperor's Children bring:
  • Turn one charge dice into a 6
  • Combat drugs - good but expensive and maybe better used elsewhere
  • Legion trait that's not useful

  • I can't really see how you can present the case that EC have better jump infantry. Their charge strat is actually lower odds to get you into combat than 3D6 is too.
       
    Made in gb
    Longtime Dakkanaut




    UK

    saint_red wrote:
     Red Corsair wrote:
    *snip*

    Why not both?

    Just take an air wing of hellblades for vox scream, it's easier to pull off/harder for them to shut down especially with the mobility. I actually think Emperors children have better warp talons and jump lords.

    *snip*

    While it's fun to imagine boning those fish folk, kroot are criminal at 4ppm and with their pregame 7" scout your probably never touching anything worth while, and even if you somehow pile in and do, all their heavy lifting comes on flying platforms

    You are missing a lot of the picture here. We Have Come For You means units with FLY cannot fall back. That is the whole point. It lets your otherwise extremely fragile Warp Talons grab any units without needing to tri-point and be completely safe from shooting in your opponent's turn. Additionally, NLs have access to a +1 to hit strat (Prey on the Weak) if they have greater leadership than the unit they are fighting. Because we are marines we have high LD and the NL legion trait effectively means that you win ties. The only armies that will have higher leadership than you will be Necrons and Orks with Mob Rule.

    Let's recap. Night Lords bring the following to the table:
  • 3D6 charge
  • Strat to turn off auras
  • Almost always available +1 to hit
  • Trap non-vehicles in combat
  • Fall back and charge
  • Legion trait that's kinda useful

  • Emperor's Children bring:
  • Turn one charge dice into a 6
  • Combat drugs - good but expensive and maybe better used elsewhere
  • Legion trait that's not useful

  • I can't really see how you can present the case that EC have better jump infantry. Their charge strat is actually lower odds to get you into combat than 3D6 is too.



    Not the person you're talking to, but a couple things stand out here -

    1) You list all the NL strats that improve the Warp Talons, but not all the EC ones. You missed out the one that gives you bonus attacks for every kill you make, for a start, which seems like it would murder hordes and pretty much any infantry screens. There's also the ability to get -3AP on some of your attacks, but not sure if that works out as worthwhile.

    2) I can't remember the exact maths, but I'm pretty sure that the EC roll of an auto 6 works out as better odds of getting into charge range than 3D6. I think 3D6 gets you up to ~72%? and the auto6 gets you up to at least 83% (possibly higher, not sure how to work it out beyond that).

    Edit - 3) You say the EmpChil legion trait isn't useful, but it's actually very useful for warp talons. Means that in the enemy turn, when the enemy fight back (especially if they're forced to remain in combat with tri or whatever), the warp talons get to attack first. Which means the enemy will get a bunch less attacks to throw back at them. Best defence is murder. Can save a lot of lives.

    Night Lords seems more resilient and tactical, EmpChil seems more killy. (Edit - I wrote this before I realised about the legion trait. EmpChil is probably more resilient in combat because of it, but Night Lords may win out depending on what aura they shut off. Both situational.) I think both have their uses. I certainly think both are the most viable uses for jump troops out of all the current options.

    Although if you're planning to use a lot of jump / assault units.... why not do what I do and take both? 2CP gets you two units into combat on turn 2. Just a thought.

    This message was edited 1 time. Last update was at 2019/12/10 05:06:39


     
       
    Made in au
    Pestilent Plague Marine with Blight Grenade





    the endless attacks strat I can see being FAQ'd very soon. I'm very sure the intention was to not generate attacks forever and I fully expect it to get the same cavaet as all other rules of it's type "these attacks can not generate more attacks"


    "Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
    There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

    To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
    And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
    - Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


    5300 | 2800 | 3600 | 1600 |  
       
    Made in us
    Regular Dakkanaut




    Something I've been playing around with.

    What if instead of being sneaky, we got khorney (and little metal)

    Spoiler:

    Batallion - Iron Warriors
    +Discordant (Daemonsmith)
    +Discordant (technovenous mechadentrites)
    +Cultists x3

    Battalion
    +Sorcerer/Master of Possession (use chaos familiar to give him warp time)
    +Warpsmith
    +Cultists x3

    Superheavy
    +Khorne Lord of Skulls x3
    (Hades gatling, ichor)


    This nets you 16cp.


    Optional uses:
    Spend 1 for Soulforged pack on the Lord of Skulls to get an advance and charge stratagem.

    Extra relic for your warlord of your choice (Fleshmetal Exoskeleton would let the discordant regen 2 wounds per round.)

    Mandatory uses:
    - Daemonforge (use on your LoS going after your primary target)
    - Tank Hunters (reroll wounds vs a specific vehicle)
    - Dour Duty (worsen ap coming at one of your big boys by 1)
    - Unholy Vigor (keep your boy in the 2nd wound brack sweet spot)


    Notes
    Daemonsmith could go to the warpsmith if you wanted to keep him safe, but your footprint for the aura would be much smaller, and likely only impact 2 LOS turn 1, and 1 thereafter. But if your opponent is shooting at your disco lord... they may have bigger problems.

    What I Like About It
    Everything is good at Shooting
    Everything has Long Range
    Everything has High Strength
    Everything is good at CC
    Everything is tough as nails
    Have some sneaky mortal wounds
    No single KLOS is more important than another, and due to how they degrade they are always dangerous
    Lots of CP, with good ways to use it
    Challenges your opponent in ITC. If they somehow kill more than you, then they are probably shooting your cultists. Makes secondaries outside of Headhunter also a little tricky.


    What I Dislike
    Low psychic presence
    No Fly keyword
    Cultists only are good for objective camping and screening
    No LoS ignoring
    Difficult to maneuver on the table top
    Would be nice to fit in 1 sorc + 1 MoP

    And...
    Spoiler:
    I wish Brass Scorpions were as good as LoS. I love my scorpion model so dang much. If the points would allow me to take one of those plus the two KLoS I would.


    Thoughts, comments? I am still brewing up Alpha Legion/Nightlords lists, but right now this concept is my favorite.


       
    Made in gb
    Combat Jumping Rasyat




    East of England

    Great post saint red, my thoughts exactly. Honestly, termies seem better suited to EC than talons.

    One of the biggest things nl bring is 1) very easy charge into 2) tying up units like riptides for a turn into 3) falling back in your turn 12" over units and charging again.

    That combo is easy to do, tactically flexible and, really, can decide games on its own.
       
    Made in gb
    Pulsating Possessed Chaos Marine






    weaver9 wrote:
    Something I've been playing around with.

    What if instead of being sneaky, we got khorney (and little metal)

    Spoiler:

    Batallion - Iron Warriors
    +Discordant (Daemonsmith)
    +Discordant (technovenous mechadentrites)
    +Cultists x3

    Battalion
    +Sorcerer/Master of Possession (use chaos familiar to give him warp time)
    +Warpsmith
    +Cultists x3

    Superheavy
    +Khorne Lord of Skulls x3
    (Hades gatling, ichor)


    This nets you 16cp.


    Optional uses:
    Spend 1 for Soulforged pack on the Lord of Skulls to get an advance and charge stratagem.

    Extra relic for your warlord of your choice (Fleshmetal Exoskeleton would let the discordant regen 2 wounds per round.)

    Mandatory uses:
    - Daemonforge (use on your LoS going after your primary target)
    - Tank Hunters (reroll wounds vs a specific vehicle)
    - Dour Duty (worsen ap coming at one of your big boys by 1)
    - Unholy Vigor (keep your boy in the 2nd wound brack sweet spot)


    Notes
    Daemonsmith could go to the warpsmith if you wanted to keep him safe, but your footprint for the aura would be much smaller, and likely only impact 2 LOS turn 1, and 1 thereafter. But if your opponent is shooting at your disco lord... they may have bigger problems.

    What I Like About It
    Everything is good at Shooting
    Everything has Long Range
    Everything has High Strength
    Everything is good at CC
    Everything is tough as nails
    Have some sneaky mortal wounds
    No single KLOS is more important than another, and due to how they degrade they are always dangerous
    Lots of CP, with good ways to use it
    Challenges your opponent in ITC. If they somehow kill more than you, then they are probably shooting your cultists. Makes secondaries outside of Headhunter also a little tricky.


    What I Dislike
    Low psychic presence
    No Fly keyword
    Cultists only are good for objective camping and screening
    No LoS ignoring
    Difficult to maneuver on the table top
    Would be nice to fit in 1 sorc + 1 MoP

    And...
    Spoiler:
    I wish Brass Scorpions were as good as LoS. I love my scorpion model so dang much. If the points would allow me to take one of those plus the two KLoS I would.


    Thoughts, comments? I am still brewing up Alpha Legion/Nightlords lists, but right now this concept is my favorite.




    I like it, lord of skulls is now a solid alternative to a knight. You'd struggle against flyer spam and dense terrain could be a problem but otherwise a tough list to deal with.

    Couple of thoughts:

    This isn't a CP heavy list, your main strats will cost 1 or 2cp and you can manage fine with none. Why not drop 3x cultists and upgrade a warpsmith to a 3rd lord discordant. Give him the master of soulforges will help 1st turn charges and draw fire from your daemonsmith LD.

    Master of possession over sorcerer in this list. So many useful options!
       
     
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