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		<title><![CDATA[Latest posts for the thread "Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines."]]></title>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ So there's a problem in Codex: Chaos Space Marines and you'll notice it if you try to apply Fabius Bile's Enhanced Warriors rule. Specifically what is a Chaos Space Marine? There is a problem with the amphiboly of this term in the rules, although the context makes it clear that it refers to #2 out of:<br /> <br /> 1. Chaos Space Marines, all the units in the book<br /> 2. Chaos Space Marines, the entry including Chosen, Havocs, and Bikers in the Forces of Chaos Section<br /> 3. Chaos Space Marines, the entry in the Army List section<br /> <br /> So I'm going to propose an alternative nomenclature that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> can use the next time they publish this book. Firstly, the book should be renamed "Codex: Chaos Marines". Whereas Loyalist Marines fight for the order and righteousness of the Imperium, a human realm in real space, the Renegades and Traitors fight for their own selfish aims and for the interests of Chaos, an inhuman realm beyond reality.<br /> <br /> Plus it means that the abbreviation <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> can mean "Codex: Space Marines" exclusively rather than also Chaos Space Marines, and we can ue the abbreviation CCM for "Codex: Chaos Marines". <br /> <br /> So that covers the book. <br /> <br /> Secondly, the entry in the Forces of Chaos section should be renamed "Renegades", denoting those Chaos Marines that have turned away from the Imperium but have yet to fall fully into the clutches of Chaos. What are currently referred to as the Cult squads would be grouped as Traitors; those who have actively turned to the Dark Powers and fight for the Dark Gods rather than themselves. <br /> <br /> Finally, the entry in the Army List section should be renamed "Battle Squad". This would make Chaos Marine Renegades be composed of Chaos Marine Chosen Squads, Chaos Marine Terminator Squads, Chaos Marine Havoc Squads, Chaos Marine Biker Squads, Chaos Marine Raptor Squads*, and Chaos Marine Battle Squads. <br /> <br /> Fabius Bile's Enhanced Warriors would then refer to Renegades, as he may enhance Renegades, but performs different tasks for the Legions, such as lobotomising Berzerkers, re-wiring Noise Marines, amputating mutations for the Iron Warriors, etc. In general Enhanced would confer Fearless and +1S.<br /> <br /> Traitors would be unlocked by an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice with the same Mark: <br /> <br /> Possessed<br /> All have Scout, Fearless, standard profile.<br /> <br /> If Mark of Khorne (+1A), then Power Weapons, Furious Charge<br /> <br /> If Mark of Tzeentch (+1Iv), then Psykers, Doombolt<br /> <br /> If Mark of Nurgle (+1T), then Feel No Pain, Poison (4+)<br /> <br /> If Mark of Slaanesh (+1I), then Rending, Fleet<br /> <br /> Cult Marines would be upgrades of regular Renegade units:<br /> <br /> Plague Marines<br /> As Renegades, but Mark of Nurgle, -1I , Feel No Pain, Defensive Grenades, and Stubborn<br /> <br /> Berzerkers<br /> As Renegades, but Mark of Khorne, +1WS, Furious Charge, and Rage, and Stubborn<br /> <br /> Rubric Marines<br /> As Renegades, but Mark of Tzeentch, Relentless, Runic Weapons (as Space Wolves), Fearless<br /> <br /> Noise Marines<br /> As Renegades, but Mark of Slaanesh, +1BS, Fleet, Sonic Weapons (as current Codex), and Stubborn<br /> <br /> Obliterators<br /> As Renegade Terminators, but Mark of Chaos Glory, +1W, Obliterator Weaponry, and Stubborn<br /> <br /> Daemons would now take up space in the Force Organization Chart, would be able to charge on the turn they're summoned as before , but would be limited to entering via summoning as before so Greater Daemons would possess Champions and Sorcerers or basing off Icons, and would need one mortal unit (Renegade or Traitor per unit in Force Org), so no all-Daemon armies. <br /> <br /> Lesser Daemons <br /> As Codex: Chaos Daemons except Chaos Marine Psychic Powers replace equivalent Daemonic Gifts.<br /> <br /> Greater Daemons<br /> As Codex: Chaos Daemons except Chaos Marine Psychic Powers replace equivalent Daemonic Gifts.<br /> <br /> Daemon Princes<br /> As Codex: Chaos Daemons except Chaos Marine Psychic Powers replace equivalent Daemonic Gifts. <br /> <br /> Finally, Traitors would require a similarly Marked <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice. You could only take Berzerkers if you have a Chaos Lord with the Mark of Khorne, a Chaos Lieutenant with the Mark of Khorne, a Greater Daemon, or a Daemon Prince with the Mark of Khorne. Other Marks would include a Chaos Sorcerer and an Aspiring Sorcerer. All Chaos Sorcerers would be able to cast two powers and select two from either the generic Chaos powers or the appropriate Marked powers. <br /> <br /> The Chaos Lieutenant and Aspiring Sorcerer would be a minor two-for-one <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices, with the Lieutenant adding a select rule to the unit he joins such as: Tank Hunters, Infiltrate, Hit and Run, or Stealth. The Chaos Demagogue would be a minor Psycker, like a W2 version of the current Chaos Sorcerer with the option to cast a single power (two with the Mark of Tzeentch), and otherwise Aspiring Sorcerer stats. Character models would have the same Path of Chaos options to either be recent Renegades, or further down the path to outright Traitors and Daemonhood by taking particular Marks which would unlock the options available to them, as well as Traitor units of the same Mark. Daemonic Possession upgrades, and vehicles with Daemonic Possession such as Defilers, would require a Sorcerer of some capacity in the army.<br /> <br /> Fabius Bile would count as a Chaos Lieutenant. <br /> <br /> Psychic powers would as like they are <a href="http://www.dakkadakka.com/dakkaforum/posts/list/272449.page#1228523" target="_new" rel="nofollow">here</a>.<br /> <br /> So the list structure would be:<br /> <br /> Headquarters:<br /> 1/Slot: Chaos Lord, Chaos Sorcerer, Summoned Greater Daemon, Daemon Prince<br /> 2/Slot: Aspiring Sorcerer of Chaos, Chaos Lieutenant<br /> <br /> Elites:<br /> Chaos Marine Terminator Squad <br /> Chaos Marine Chosen Squad <br /> Chaos Marine Possessed<br /> Chaos Dreadnoughts <br /> Summoned Lesser Daemons<br /> <br /> Troops:<br /> Chaos Marine Battle Squad<br /> Summoned Lesser Daemons<br /> <br /> Fast Attack:<br /> Chaos Marine Biker Squad<br /> Chaos Marine Raptor Squad<br /> Summoned Lesser Daemons<br /> <br /> Heavy Support<br /> Chaos Marine Havoc Squad<br /> Chaos Marine Predator<br /> Chaos Marine Vindicator<br /> Chaos Marine Land Raider<br /> Chaos Marine Defiler<br /> Summoned Lesser Daemons]]></description>
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				<pubDate><![CDATA[Sun, 10 Jan 2010 22:20:27]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ I don't think Lesser Daemons should be selectable as TRoops otherwise I like it <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> I'd also reduce the number of lesser daemons available to 1 per deity otherwise the Daemons Codex becomes redundant.<br /> <br /> So lesser daemons are:<br /> <br /> Bloodletters, Daemonettes, Horrors or Plague Bearers.]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 00:50:46]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ You may notice that the number of Lesser Daemons units is fixed at six, three as Troops, one as Elites, Fast Attack, Heavy Support. Greater Daemons would need a matching Daemon Prince, Sorcerer, or Lord (or Lieutenant or Aspiring Sorcerer). <br /> <br /> So there's very much a reason for the Chaos Daemons Codex: all Daemon armies, special characters, Daemon rules (Daemonic Assault, etc).  ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 01:20:18]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Allow them to take as many <span class="glossaryitem" onmouseover='gp(35);'>FA</span> and <span class="glossaryitem" onmouseover='gp(555);'>El</span> Daemons as they want. I don't like them as troops in a CCM <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> army. Chaos Marines have the best troops choices in the game without needing Daemons anyway. Also reducing eth flavours available again stops the Daemons codex from become largely redundant. I know it would still be the only way to field all daemon armies and to get Sp Characters, but is that all the Daemon Codex should be for?]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 01:27:13]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ no dreads?   <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> <br /> <br /> doing away with or toning down the crazed rule would be a boon.<br /> <br /> something like:<br /> <br /> roll of a 1: dread is at minus 2 <span class="glossaryitem" onmouseover='gp(149);'>ws</span> & <span class="glossaryitem" onmouseover='gp(14);'>bs</span> this round<br /> roll of a 6: gets to reroll any to-hit rolls this round.<br /> roll of a 2-5:  sane<br /> <br /> the fire frenzy rule as it is, is just a mess and a false interpretation of the rule has been taken for granted almost everywhere making using dreads a socially risky idea.<br /> <br /> Other than that there are some really neat ideas in your list.<br /> <br /> edit:<br /> <br /> Fast attack looks just as weak as before.<br /> <br /> some ideas:<br /> <br /> bikers need a little extra to justify their cost, maybe +1s and a free special weapon ?<br /> (would be cool if they could tank shock non-vehicle models, but meh)<br /> <br /> Raptors: hit and run would be nice, the relentless <span class="glossaryitem" onmouseover='gp(136);'>usr</span> would be good making plasmaguns useful. more than 2 special weapons?<br /> <br /> Spawn.... Anything but what it currently is..<br /> swap fearless for stubborn, +1w and a 5+ save.<br /> No longer a <span class="glossaryitem" onmouseover='gp(316);'>kp</span> ?<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 01:42:39]]> GMT</pubDate>
				<author><![CDATA[ arachnid]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ FlingitNow:<br /> <br /> They don't need the Daemons. The Daemons are there for flavour: you may have noticed that the list is pretty heavily balanced against taking them. If you want an actual Daemon army then you'd need to use the Chaos Daemons codex. This list just lets the Chaos Space Marines use a unit or two of Daemons that have the same Marks of Chaos as the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and with matching mortal units. A Chaos Daemon army not only lets you take more than one, but lets you mix and match more chaotically.<br /> <br /> arachnid:<br /> <br /> I cannot believe I forgot them. I've added them. Regarding Chaos Dreadnoughts I would keep the Crazed! rule as it is but re-word it to emphasize that the Dreadnought's line of sight is the same as the arc of fire from its weapons, so that it turns towards the closest unit within its weapon's arc of fire. <br /> <br /> In addition: <br /> Right Arm can be: <br /> Dreadnought Close Combat Weapon w/Twin-Linked Bolters <br /> Twin-Linked Heavy Bolters<br /> Twin-Linked Lascannons<br /> Twin-Linked Autocannons<br /> Plasma Cannon<br /> Multi-Melta<br /> <br /> Left Arm can be:<br /> Dreadnought Close Combat Weapon w/Twin-Linked Bolters<br /> Thunder Hammer w/Twin-Linked Bolters<br /> Power Scythe: +1D6 Power Weapon attacks<br /> Cyclone Missile Launcher <br /> Twin-Linked Autocannons<br /> <br /> Options:<br /> Extra Armour<br /> Twin-Linked Bolters may be upgraded to Heavy Flamers or Melta Guns<br /> May have Marks of Chaos (matching <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> -Mark of Khorne: +1WS, +1A<br /> -Mark of Tzeentch: 5+ Invulnerable<br /> -Mark of Slaanesh: Sonic Weapons<br /> -Mark of Nurgle: As Venerable (re-roll damage)<br /> <br /> Regarding Fast Attack:<br /> <br /> If you want Hit and Run Bikers or Raptors, that's what the Lieutenant is for, to give them that "Veteran Skill" - Give that model a Bike or a Jump Pack and have them accompany the unit. I think Bikers would have their points reduced, but they're just not that bad at their current level: Remember that they have the same equipment as their ground-pounding brethren and thus the same advantage over Loyalist Bikers: Pistols and Close Combat Weapons and the ability to use them. Still, 25 points a model would be more appropriate.<br /> <br /> Plus both units would have the capacity to be upgraded to Traitors should the player so choose. ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 03:23:39]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> They don't need the Daemons. The Daemons are there for flavour: you may have noticed that the list is pretty heavily balanced against taking them. If you want an actual Daemon army then you'd need to use the Chaos Daemons codex.</div></blockquote><br /> <br /> Fair enough but I still think it is redundant for Chaos Marines to be able to field 90% of the Daemons army list. I like how it works but I still think 4 types of lesser Daemon is fine but hey I'd rather have CMM have all the daemons as in Chaos Daemons than the dumb way it works now!<br /> <br /> I also think Chaos Marine Legionaires (the ones that can take marks of choas, please no more stupid icons) should all get +1 attack for being veterans or a veteran skill. They should be a seperate squad, renegades work as you've listed as 1 troops choice but no choice to get marks. Legionaires get +1A or a Veteran skill (which you think is best) and can take marks <span class="glossaryitem" onmouseover='gp(600);'>fo</span> chaos (giving you your bezerkers, plague marines etc) but are all veterans because they've been fighting the Imperium for 10,000 years...<br /> <br /> I also think summoning and icons should work as they did in the 3rd Ed Codex the only difference being the icon <i>only</i> carries the mark of the model carrying it. Unmarked uicons can be used to help DSing Daemons but don't allow any daemons to be fielded (in the Daemons can only be come on if there is an icon of their god restriction). Also if every model in the army bears the same mark (not this does not preclude characters from bearing multiple marks) then every MODEL (not unit) gets an icon for free.<br /> <br /> What do you think?]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 10:22:39]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Fling It Now:<br /> <br /> The Chaos Marine Renegades wouldn't need to get +1A for being veterans because they would get the standard Close Combat Weapon, Bolt Pistol, and Bolter. <br /> <br /> Renegades get upgraded to Traitors according to the scheme I've laid out, so long as they have an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice with a matching Mark of Chaos. <br /> <br /> They can have so-called "Veteran Skills" by being accompanied by a Chaos Lieutenant, as I've described. <br /> <br /> I prefer the way Icons work now, except that they'd just be general Icons like Personal Icons rather than conferring a Mark of Chaos. If you wanted the Mark, then you'd need an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> of a similar Mark. The Mark of Chaos would then confer the various options, and taking all the options would give you the various Cult Troops as we know them. In addition Sorcerers would have access to a "Summon Daemons" psychic power as detailed in the link to my psychic power wishlist. <br /> <br /> Possessed are a choice in the list, unlike the other Traitors, because they can only be taken if they have a Marked <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, and then with all the bonuses associated with that Mark. <br /> <br /> That would make Abbadon special in that only armies including him could freely mix and match Marks of Chaos]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 16:36:38]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> That would make Abbadon special in that only armies including him could freely mix and match Marks of Chaos </div></blockquote><br /> <br /> So all non-abbadon armies would be single God? Surely any chaos lord should be allowed to take all 4 marks should he so choose?]]></description>
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				<pubDate><![CDATA[Mon, 11 Jan 2010 16:49:16]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Lieutenants conferring Veteran Skills is an interesting way of bringing them back. Would this mean that full Chaos Lords cannot confer them, though?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>FlingitNow wrote:</cite><blockquote class="uncited"><div><br /> That would make Abbadon special in that only armies including him could freely mix and match Marks of Chaos </div></blockquote><br /> <br /> So all non-abbadon armies would be single God? Surely any chaos lord should be allowed to take all 4 marks should he so choose?</div></blockquote>By my reading, you could still mix marks, so long as you had an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with a mark of every god's mark being used.<br /> <br /> Thus, an army with a Chaos Lord of Tzeentch and a Sorcerer of Slaanesh could take both Rubric Marines and Noise Marines, etc.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jan 2010 03:30:39]]> GMT</pubDate>
				<author><![CDATA[ Orkeosaurus]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Orkeosaurus:<br /> <br /> I think that Chaos Lords should confer army-wide benefits, rather than to just to the units they are accompanying, as well as remaining wreaking machines. The Lieutenants would be like Space Marine Chaplains and Librarians are currently, W2 Veterans Sergeants. I figure something like the Icon of Chaos Glory effect (re-roll to Leadership tests) for all units so long as they survive, and perhaps the ability to take squads of Chosen as Troops.    <br /> <br /> Also, you are correct: A player could have four Chaos <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, say four Lieutenants, with different Marks enabling you to take units with each Mark. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jan 2010 03:52:03]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ See, I thought that Fabius Bile only applied to the unit Chaos Space Marines. I mean, I can see how it would make sense for other units, but I mean, I'm sticking with <span class="glossaryitem" onmouseover='gp(111);'>RAW</span> in this particular case.<br /> <br /> Anywhoo, it does suck that Chaos Daemons and Chaos Marines cannot be included in the same army, barring Apocalypse. However, I am liking your current suggestions Nurglitch. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jan 2010 04:53:52]]> GMT</pubDate>
				<author><![CDATA[ Cryonicleech]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Yeah I get better now so it is quite restrictive in many ways but you have far more choice. I like it now that I understand it better <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 12 Jan 2010 09:55:32]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <a href="http://pix.motivatedphotos.com/2008/10/1/633584502784383285-muchwin.jpg" target="_blank" rel="nofollow">http://pix.motivatedphotos.com/2008/10/1/633584502784383285-muchwin.jpg</a><br /> <br /> Seriously, this is far better than the currant C:<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>. Can you write this up in a word document, please!]]></description>
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				<pubDate><![CDATA[Wed, 20 Jan 2010 07:17:55]]> GMT</pubDate>
				<author><![CDATA[ sevend3f]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ I'll work up a PDF.]]></description>
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				<pubDate><![CDATA[Sat, 23 Jan 2010 23:48:46]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite>Chaos Marines have the best troops choices in the game without needing Daemons anyway. </div></blockquote><br /> <br /> <br /> <br /> You haven't READ the grey hunters entry in the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codex, have you?<br /> <br /> Same cost, <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, counterattack, cheaper [WAY cheaper] special weapons [which they too can take two of], banner that re-rolls 1's, Mark of the Wulfen upgrade for same [or was it cheaper?] cost as aspiring champion upgrade.  Still have <span class="glossaryitem" onmouseover='gp(260);'>bp</span>/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and bolters.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 00:37:35]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>You haven't READ the grey hunters entry in the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> codex, have you?<br /> <br /> Same cost, <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span>, counterattack, cheaper [WAY cheaper] special weapons [which they too can take two of], banner that re-rolls 1's, Mark of the Wulfen upgrade for same [or was it cheaper?] cost as aspiring champion upgrade. Still have <span class="glossaryitem" onmouseover='gp(260);'>bp</span>/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and bolters. </div></blockquote><br /> <br /> What is your point? Grey Hunters are better than Choas Space Marines? Chaos Space aren't the only troops choice available. Bezerkers would tear <span class="glossaryitem" onmouseover='gp(390);'>GH</span> a new one, Plague Marines would out last them, then you have thousand sons and noise marines...<br /> <br /> Name another army that has such tactical flexibility and <span class="glossaryitem" onmouseover='gp(111);'>raw</span> hitting power in their troops choices? The 'Nids now possibly in terms of hitting power, but little to no tactical flexibility.<br /> <br /> Space Wolves maybe Grey Hunters are awesome as are bloodclaws when used correctly. But neither has the <span class="glossaryitem" onmouseover='gp(111);'>raw</span> hiiting power of the zerkers or survivability of the plague marines or fire power of the other 2 options.<br /> <br /> You say <span class="glossaryitem" onmouseover='gp(390);'>GH</span> can have 2 special weapons but only if they number 10 which means they can't have a champion (wolfguard) in their squad (presuming they have a trasnport). They have some other good options too but just not the flexibility or hitting power available to <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 00:59:09]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <b>Dreadclaw Assault Boat</b><br /> The Dreadclaw Assault Boat is an after-market modification combining the traditional Mars-Pattern Land Speeder with the traditional Mars-Pattern Astartes Drop Pod, creating a heretical combination that functions as an all-purpose assault boat for both planetary raids and boarding actions. While it may strike the observer as odd that every Chapter or Company that goes renegade eventually cannabalizes all of the Drop Pods and Land Speeders in their motor pools to create this highly-mobile hybrid, the design is a logical extension of both those standard template constructions in the context of a raiding force, which is what renegade Marine become when cut off from the industrial might of the Forge Worlds. Just as the steps down the path of damnation are inevitable, so is the noble purposes of the Astartes' proud war machines perverted in the cause of selfishness and spite.<br /> <br /> Unit Type: Vehicle (Immobile), BS4, AV11/11/11<br /> <br /> Transport: <br /> The Dreadclaw has a capacity for 12 models in Power Armour or 6 in Terminator Armour. It can transport a single Dreadnought. <br /> <br /> Fire Points: 0<br /> Access Points: 1 (underside)<br /> <br /> Special Rules<br /> Melta-Afterburners<br /> The Dreadclaw is designed to cut through the hulls of enemy spacecraft before disgorging its cargo of howling madmen. Therefore when it enters the board via Deep Strike place a blast marker and anything under or touching the blast marker is hit by a S8 Melta hit at half-range. Roll to hit with the Blast marker as normal, and then the Dreadclaw is placed with its base centered on where the blast marker was placed, after all casualties are removed, and then mishaps are worked out as normal. Since it is not an open-topped vehicles, a unit arriving from reserves by Dreadclaw cannot assault in the turn it arrives, though they may still disembark and shoot or run.<br /> <br /> Orbiter<br /> The Dreadclaw is designed to be a light orbital craft to deliver and retrieve troops making raids. If a Dreadclaw has not executed a Deep Strike that turn, then it may be removed from the board at the end of the movement phase, along with any passengers that have boarded it, and placed in reserves. ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 05:13:41]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ That would have to be 250 Points at least. It implies no <span class="glossaryitem" onmouseover='gp(471);'>DS</span> scatter but I presume that is not the intention (otherwise 350+ points). It is effectively a Mawloc (170) that hits harder AND transports troops around, so those troops can drop shoot and evacuate!!!<br /> <br /> To <span class="glossaryitem" onmouseover='gp(280);'>OP</span> if you ask me.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 13:48:09]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ 12 units in power armor AND 6 Terminators? Am I reading that right?<br /> <br /> Can the troops disembark and\or assault the same turn they drop in? This one is HUGE in determining the points value, if I can pop it + crew with a Lascannon the turn after it drops then I personally don't care how many units it can carry or if it scatters! Otherwise you're dropping a large chunk of killing power anywhere you want with no penaltiy and I think it's too <span class="glossaryitem" onmouseover='gp(280);'>OP</span>.<br /> <br /> Why does it have a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> but no weapons?<br /> <br /> EDIT: Clearification]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 15:52:39]]> GMT</pubDate>
				<author><![CDATA[ ComputerGeek01]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ FlingitNow:<br /> <br /> The Melta is a blast weapon, and there's nothing similar to the Inertial Guidance system. Unlike the Mawloc nothing is moved out of the way: if you don't kill whatever its landing on, then a mishap is certain to occur. You trade off the Melta blast against the certainty of a Drop Pod. <br /> <br /> ComputerGeek01, "12 models in Power Armour, and 6 in Terminator Armour" is supposed to imply that you can have either 12 models in Power Armour or 6 in Terminator Armour. I'll change it to clarify.<br /> <br /> It has a weapon: the Melta Blast that it uses when it arrives on the board from reserves. Hence the BS4. This also requires clarification.<br /> <br /> I probably should have iterated that a unit arriving from reserves by Dreadclaw cannot assault in the turn it arrives. ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 16:22:12]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ So the normal blast template not the Large blast? Well that does make a difference not sure why they need a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> though? Unless they are using <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to redirect their own landing point which is similar to the "Inertial Guidance system" rules?<br /> <br /> Please clarify the exact steps taken when this arrives as I'm quite confused now (though i managed to guess how the Terminators and/or Power armour transport capacity worked).]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 17:04:50]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ FlingitNow:<br /> <br /> Upon 3rd look I was still unclear: I'd managed to use the term "template" instead of marker. That's been corrected.<br /> <br /> For the exact steps taken using the Melta-Afterburners<br /> 1. Successful reserve roll<br /> 2. Place blast marker<br /> 3. Roll to hit for blast marker (Scatter dice, if miss then <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>-BS4)<br /> 4. Resolve hits, wounds, and saves from blast markers final position<br /> 5. Centre Dreadclaw on the position of the blast markers final position<br /> 6. Resolve Mishaps as normal<br /> 7. Passengers may or may not disembark, may not assault if they do so.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 17:23:29]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Cool I get it now that does greatly reduce it's effectiveness as a transport as you are unlikely to wipe out whatever it lands on. I can see people taking them empty and suiciding them taking their chances on the mishap table dependiong on points cost of course.<br /> <br /> Now I'd say around 50 points seems fair.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 17:46:46]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Well, you are likely to wipe out whatever it lands on, just not guaranteed, so the notion is that people could try using them as suicide units but they'd be inefficient. The rules are written with the intention that Chaos players play Chaos because they like taking risks, and will enjoy burning a few enemy troops when they land to get close and deploy their squads up close and personal.<br /> <br /> The Dreadclaw's ability to re-deploy is also supposed to emphasize the high-risk, high-reward mentality. ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 18:05:52]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ I think the question still remains, what is the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for?<br /> <br /> On the third step it says roll to hit for blast marker. so is it assumed you minus ballistic skill then? In any other situation i would say yes, but for all clarification it should be stated as it is both the weapon and the landing spot for the drop pod. Since with blast you minus <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and for deep strike you don't, specific wording should be included for clarity.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 18:55:20]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(14);'>BS</span> is for the roll to hit with the blast marker, yes. ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 18:57:34]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ I like the idea, but just a few questions....<br /> would it be roughly the same model as a drop pod?<br /> what would happen regarding the melta blast if you got the "misplaced" result on the <span class="glossaryitem" onmouseover='gp(471);'>DS</span> mishap chart?<br /> with the ability to go back into reserve would it be able to use the melta attack each time it re-deployed (roughly like swooping hawks and their grenade packs)?<br /> surely if it is like a drop pod you would never be able to disembark the vehicle if it landed in the middle of a large squad, even if a small blast is enough space to accommodate the vehicle?<br /> if the answer to my second question is yes, surely 50 points is too cheap, as it could just be used and repeatedly redeployed just to get melta blasts with ap1 + <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> pen to pop heavy armour? ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 20:05:27]]> GMT</pubDate>
				<author><![CDATA[ Gorechild]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Gorechild:<br /> <br /> Regarding the dimensions of the Dreadclaws, go see Forge World because they already have a model. I think it's drop-pod size.<br /> <br /> Considering the Melta blast is resolved prior to any rolls being made on the Mishap table, I'd say nothing.<br /> <br /> You're quite right in noting that while the Dreadclaw could land in the middle of a large squad, having used the Melta Afterburners to clear enough space, it may be the case that the passengers cannot disembark. That's okay, because unlike a Drop Pod the passengers don't have to disembark. Indeed, they can disembark, shoot, and then in their next turn re-embark and take off in the Dreadclaw. <br /> <br /> I don't see a problem with the possibility of the Dreadclaw being repeatedly redeployed to take advantage of its Melta Afterburners. These vehicles don't have Drop Pod assault, so the earliest one can come in would be T2. Once arrived on T2, it would take until T3 to take off again. That gives the enemy a full turn to shoot it up. Once taken off, it could return on T4 if it makes the reserve roll. Then it could take off again on T5, and return on T6. <br /> <br /> All that is presuming it doesn't mishap, isn't Immobilized or Destroyed, and has perfect reserve rolls. Seems balanced to me. ]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 20:39:49]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Well, you are likely to wipe out whatever it lands on,</div></blockquote><br /> <br /> I'd say very unlikely to wipe out whatever you land on. Say you land on a squad of 5 marines small blast template can only cover 3 max in most situations so that means at least 2 survive and of course he'll take the 3 casualities from not under template to ensure you misshap. A large unit of infantry and forget it. Likewise a vehicle you are pretty likely to penetrate but then only have a 50% chance of wrecking it so again the odds are against you.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 21:03:21]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ I said you are likely to wipe out whatever it lands on, not that the subsequent landing would be safe!]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 21:08:56]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ Well, landing on things is very risky in itself. <br /> <br /> If you are trying to pop vehicles a 1,2,3 or 4 on the damage table will cause mishap. and on a 5 you are deepstriking into difficult and dangerous terrain.<br /> <br /> As for squad killing, if anything has an invulnerable, you run the risk of mishap or if you happen to roll a 1 on the wound roll you will mishap. <br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, if you target the weak things on the board, you are unlikely to mishap. Any thing with high armor value or an invulnerable and you are likely to mishap.]]></description>
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				<pubDate><![CDATA[Sun, 24 Jan 2010 21:48:55]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite><br /> What is your point? Grey Hunters are better than Choas Space Marines? Chaos Space aren't the only troops choice available. Bezerkers would tear <span class="glossaryitem" onmouseover='gp(390);'>GH</span> a new one, Plague Marines would out last them, then you have thousand sons and noise marines...<br /> <br /> Name another army that has such tactical flexibility and <span class="glossaryitem" onmouseover='gp(111);'>raw</span> hitting power in their troops choices? The 'Nids now possibly in terms of hitting power, but little to no tactical flexibility.<br /> <br /> Space Wolves maybe Grey Hunters are awesome as are bloodclaws when used correctly. But neither has the <span class="glossaryitem" onmouseover='gp(111);'>raw</span> hiiting power of the zerkers or survivability of the plague marines or fire power of the other 2 options.<br /> <br /> You say <span class="glossaryitem" onmouseover='gp(390);'>GH</span> can have 2 special weapons but only if they number 10 which means they can't have a champion (wolfguard) in their squad (presuming they have a trasnport). They have some other good options too but just not the flexibility or hitting power available to <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.</div></blockquote><br /> <br /> <br /> Each of those things you mentioned really doesn't matter much since the grey hunters cost so much less.<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(390);'>GH</span> with 2 meltaguns and a mark of the wulfen WITH their special banner is 180 points.  That's 9 noisemarines with NO special upgrades whatsoever, so they're really just paying for high initiative, and if the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> wanted they could sit at range and win just with more guys.  Or they could close to 12" and have superior weapons.  For only 5 points more, they could have 2 plasmaguns and win the ranged fight easily.<br /> <br /> They would also outnumber berserkers, especially if those berserkers chose to bring a champion of any sort armed with any decent weapon.  We're talking 10 guys versus 7 or even 6, and they'll take casualties on the way in [not to mention the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> could charge, and be superior].<br /> <br /> Plaguemarines are probably the best bet, but are again outnumbered.  Drop the wulfen and the banner and that 10 <span class="glossaryitem" onmouseover='gp(390);'>GH</span> squad with 2 special weapons costs only 155 points.  That's 6 or 7 basic plaguemarines with nothing and the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> have weapons that get past their <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  1ksons have the best shot with their marine-killing guns, but for the cost of the 1ksons squad the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> could just be in a rhino, and if the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> ever made it to <span class="glossaryitem" onmouseover='gp(19);'>cc</span> the 1ksons would be horribly mauled, and in the metagame the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> are way more equipped to deal with a variety of targets than the 1ksons.<br /> <br /> Due to points cost, the only unit that compares with <span class="glossaryitem" onmouseover='gp(390);'>GH</span> in the chaos codex is the basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  And when you compare the two, the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> has only one leadership up on the <span class="glossaryitem" onmouseover='gp(390);'>GH</span>, and that's completely negated by the fact that the <span class="glossaryitem" onmouseover='gp(390);'>GH</span> auto-rally, CAN rally below half, and can't be chased down from combat.<br /> <br /> <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> vs <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is a balanced comparison.  <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can't have 2 special weapons and don't have 2x <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>.  <span class="glossaryitem" onmouseover='gp(119);'>SM</span> depent on sergeant for the same leadership as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, though, have the options of combat squadding and falling back automatically [handy when you auto-regroup] but <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> can have 20 man squads if they want, which has its own uses.<br /> <br /> <span class="glossaryitem" onmouseover='gp(390);'>GH</span> though?  Far, far superior to both.]]></description>
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				<pubDate><![CDATA[Mon, 25 Jan 2010 04:13:17]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> vs <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is a balanced comparison. <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can't have 2 special weapons and don't have 2x <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>. <span class="glossaryitem" onmouseover='gp(119);'>SM</span> depent on sergeant for the same leadership as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>. <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, though, have the options of combat squadding and falling back automatically [handy when you auto-regroup] but <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> can have 20 man squads if they want, which has its own uses.<br /> <br /> <span class="glossaryitem" onmouseover='gp(390);'>GH</span> though? Far, far superior to both. </div></blockquote><br /> <br /> A <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> marine is also more expensive, sorry they are the worst of the bunch and some way behind the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and <span class="glossaryitem" onmouseover='gp(390);'>GHs</span> are definitely the best I'm not arguing there. But they are not as tactically flexible on their own, nor do they have the punch available to a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> player through the shear weight of troops choices available.]]></description>
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				<pubDate><![CDATA[Mon, 25 Jan 2010 08:32:32]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Chaos Space Marines, Chaos Space Marines, and Chaos Space Marines, but not Chaos Space Marines.</title>
				<description><![CDATA[ So let's suppose Berzerkers are 21pts each (don't have my codex here for points values and I don't use them enough to be that familiar with their point-breaks). That means 8 Berzerkers could charge 180pts of 10 Grey Hunters (two Meltaguns, Mark of the Wulfen, Banner of Scything Talons). <br /> <br /> So the Berzerkers go first at I5. Each one has four attacks on the charge, hitting on 3+, wounding on 3+, and saving on 3+. So 32 attacks, 21 hits, 14 wounds, 9 saves, 5 dead Space Wolves.<br /> <br /> The Grey Hunters Counter-Assault 72% of the time thanks to their Ld8. <br /> <br /> So 72% of the time we'll see four Grey Hunters attack with 3 attacks each for 12 attacks, and one with 1D6 Rending attacks, hitting on 4+, wounding on 4+, and saving on 3+. Re-rolling 1s to hit. The four non-wulfen get 7 hits, 4 wounds, and 4 unsaved wound, for one dead Berzerker. If the Wulfen gets 6 attacks, and hits with 4, and wounds with 2, supposing that one is Rending we'll see another dead Berzerker. <br /> <br /> So that's the Berzerkers won the combat by a margin of 3, on average and with the Mark of the Wulfen added in and sweetened. So there's a 28% chance of the Grey Hunters heroically standing their ground to a squad of Berzerkers that now outnumbers them. Otherwise they have a 72% chance of attempting to evade a Sweeping Advance (say they have a 1/3 chance of evading it, someone else explain the calculation for figuring the chance of rolling higher than someone on 1D6!).<br /> <br /> And 28% of the time the Grey Hunters won't counter-assault and attack back with 8 attacks and 1D6 Rending attacks. So 5 hit, 3 wound, one unsaved wound, while assuming 6 hits from the Wulfen, 3 hits, 2 wounds with 1 Rending, then another unsaveable wound. Same deal, Berzerkers win by 3. <br /> <br /> If the Grey Hunters charge, then the Berzerkers don't get the benefit of Furious Charge, and so all 8 hit at the same time as the charging Wolves. So 24 hits, because they'll only have 3 attacks each, hitting on 3+, wounding on 4+, saving on 3+. 16 hits, 8 wounds, 5 saves, 3 unsaved wounds. So the Berzerkers would only win by 1 if they were charged by the Grey Hunters. Grey Hunters now have a decent 56% of not running away. <br /> <br /> Of course, you could argue that your Grey Hunters could shoot on the way in, but so could've the Berzerkers, and both could have removed casualties in such a way as to prevent a charge. <br /> <br /> But supposed the Grey Hunters don't run, and don't suffer any No Retreat! wounds. <br /> <br /> So six Berzerkers hit at the same time as five Grey Hunters, 18 attacks, 12 hits, 6 wounds, 2 unsaved wounds resulting in two dead Grey Hunters. Two Grey Hunters have 4 attacks, 2 hits, 1 wound, 0 unsaved wounds. One Grey Hunter with the Mark of the Wulfen: 6 attacks, 3 hits, 2 wounds, 1 unsaved wound. Again the Berzerkers win by 1. <br /> <br /> Unless something moves in to save the Grey Hunters, they're not going to survive a sustained melee with a similar value in Berzerkers. <br /> <br /> Counter-Assault won't even work against Plague Marines, and Noise Marines will use their I5 to beat the hash out of the Space Wolves. Against the Thousand Suns, yeah, it just might work, so long as they let you charge and didn't simply walk away and shoot the Grey Hunters to poop in a firefight.<br /> <br /> Anyhow, this is not the place for such a discussion. How about we take it else where.]]></description>
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				<pubDate><![CDATA[Mon, 25 Jan 2010 17:20:06]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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