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Made in us
Nurgle Predator Driver with an Infestation





Buffalo, NY

So I searched around Dakka and found other Chaos Chosen tactica, but it was all previous to 6th edition and the new codex. I just picked up Abaddon and was thinking of running a squad of either 5 chose with 5x plasma or 10x chosen with 5x plasma, just for extra bodies, in a rhino. Abaddon will be safely tucked in a blob of cultists, but making the Chosen troops will come in handy for camping on objectives.

How does everyone else use them, if they are used at all?
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

I like 8 with 5 plasma
7 with 5 melta
6 with 5 flamers

MoN goes a long way on the plasma

Abby can go with cultists or with plasma chosen. PE SM is awesome.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

This was discussed in another thread about a week ago.
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Chosen look awesome on paper. 5 chosen cost only 5 more points than CSM with extra CCWs. This is because chosen do not pay the 'champion' tax that other units do. This makes them strong candidates for MSU.

A lot of people are tempted on loading the chosen up with a bunch of power weapons. That's generally a bad idea as it makes them extremely expensive for what they deliver.

Its tempting to load a 5 man chosen squad up with 5 PGs. Well, if a rhino had 5 fire points that would be a good idea, but chosen are not IG vets. They don't have the right platform to load up on PGs.

Yet one of their best advantages is that you can bring 4 special weapons + 1 heavy/special weapon per squad. In order to help maximize that benifit, this is what I have been trying with my chosen squads.
2 bolters
2 flamers
2 PG/MG
1 AC
The idea is to try and keep the costs low. The autocannon is 10 points, which gives some good flexability to the squad. The PG/MG do the heavy lifting. The flamers provide good anti-hoard and also help detur assaults. The bolters are just bullet catchers.
If your bringing 5 man squads, I would pack 3 special/heavy weapons per squad. Again, keep it cheap. Don't take 3 PGs.

Throwing MoN on the models is worth it if your facing lots of bolters. It increases the resilience-per-point to bolters by 30%, yet decreases the resilience-per-point to high str weaponry by 15%. If your expecting lots of bolter fire, give them MoN. If your expecting more flamers/poisoned/high str weaponry, leave em bare.

If you take chosen, Abbadon is a natural choice to make them scoring. Abbadon is his own reward, as he can go "Fruit Ninja" on most opposing units. Abbadon is one of the gems of the CSM codex.

The thing about chosen is they are not very durable. They are also not fearless, nor do they have ATSNKF. I've had my chosen swept before. However, they do have 4 attacks on the charge, which can be very good when combined with Abbadon's ability to grant PE : SM.

I am not guru on how to use chosen. Ive tried them thus far in 2 games with the formatting mentioned above, and had decent success with them. There is still a lot of tweaking involved, and you may have luck with different formats.

This message was edited 1 time. Last update was at 2013/02/20 15:20:43


 
   
Made in us
Battleship Captain




Oregon

Besides plasma spamming which is what they do well, I like 3:2 melta and flamer. Most people don't like to mix but 3 melta shots averages 2 hits which is typically enough for a kill and dual flamers helps kill cover huggers or threaten as overwatch.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Flamers are a real gem for chosen. At 5 points per upgrade, they give a squad lots of flexability.
- They can detur overwatch
- They do the damage of 4 bolters in shooting up close. (since you don't need to roll to hit)
- As assault weapons they also can be used before charging.

That's why I like sticking 2 in each 7+ man squad.
   
Made in us
Regular Dakkanaut




SC

I'd been looking to run a Chosen squad + Abaddon in a LR to do some damage. Deck them out with an icon and maybe MoK and make them a melee beatstick.

I think they bring a lot of flexibility to a list especially if you have an idea of what you're going to be playing against. Flamers for hordes, plasma for marines, or MG for IG mechanized armies.

 
   
Made in br
Savage Khorne Berserker Biker






Another vote here ofr the 3 melta/2 flamers combo. It gives you a horde-thinning option, and a way to put more wounds on the passengers of the transport your melta blew up last turn.

Though if you are going Abaddon, having two scoring, separate squads for AT and anti-horde is more efficient.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
Lurking Gaunt





Maryland

I plan on running them in a 9man with 5 flamer squad carrying a Lord with the Brand with either MoN or MoS+IoE. Rush the rhino upfield as fast as possible, and when it eventually blows up just melt things. 6 flamer template (One that's AP3) plus a possible 7th from a champ with a combi-flamer. And if they're dumb enough not to pop the rhino, you can add in another, and then Dirge caster into combat. Or just waltz around flaming things daring them to charge into 6d3 auto overwatch hits.

Good bye horde units, and puts a ton of wounds on that a 2+ save can fail.

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