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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ Aside from the termies and noisemarines this may be your typical <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> list, but ah well.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Daemon Prince, Mark of Slaanesh, Wings, Lash - 155<br /> Daemon Prince, Mark of Slaanesh, Wings, Lash - 155<br /> <br /> Troops<br /> 5 Noisemarines, Noise Champion w/ Doomsiren, Personal Icon, Power Weapon, Rhino w/ Combi-Meltagun - 195<br /> 5 Noisemarines, Noise Champion w/ Doomsiren, Personal Icon, Power Weapon, Rhino w/ Combi-Meltagun - 195<br /> 5 Noisemarines, Noise Champion w/ Doomsiren, Rhino w/ Combi-Meltagun - 175<br /> 10 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Icon of Chaos Glory, 2 Meltaguns, Aspiring Champion, Rhino w/ Combi-Meltagun - 240<br /> 10 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Icon of Chaos Glory, 2 Meltaguns, Aspiring Champion, Rhino w/ Combi-Meltagun - 240<br /> 10 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Icon of Chaos Glory, 2 Meltaguns, Aspiring Champion, Rhino w/ Combi-Meltagun - 240<br /> <br /> Elites<br /> 10 Chaos Terminators, "Icon of the Gladiator" (Counts-as Icon of Khorne), 3x pairs of <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, 2x heavy flamers w/ chainfists, 3x combi-meltaguns w/ powerfists, 2x combi-meltaguns w/ power weapons - 455<br /> <br /> Heavy Support<br /> 3 Obliterators - 225<br /> 3 Obliterators - 225<br /> <br /> Total:  2,500<br /> <br /> <br /> Against lists that significantly outnumber me, I'll usually have the terminators marching down the field.  Dawn of War Missions usually see them and the oblits deepstriking.  <span class="glossaryitem" onmouseover='gp(75);'>IoCG</span> are to help me with morale tests - the army's fairly well divided into "hard" and "soft" targets and unfortunately my troops are all the softies.<br /> <br /> Despite being disappointed with crappy S4 power weapons [and missing the old days of S5 power weapons with an extra attack and 2 re-rolls to hit], I find my noisemarines always unable to clear people off objectives completely, and failing horribly versus terminators.  The addition of power weapons to 2 of the squads isn't an end-all solution, but it does enable me to more reliably charge a lone terminator or maybe a pair and finish them off, rather than what usually happens - charge and die 3 combat rounds later.  The list used to feature 2x squads of melta chosen in rhinos and a dreadnought or greater daemon, but the advent of the amount of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> available between orks, tyranids, and now <span class="glossaryitem" onmouseover='gp(10);'>BA</span> makes it almost vital that I have a hard-hitting squad with power weapons to take them down.]]></description>
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				<pubDate><![CDATA[Fri, 7 May 2010 20:13:08]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Re:Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, Azrael can take them... the entire thing.]]></description>
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				<pubDate><![CDATA[Mon, 10 May 2010 01:21:30]]> GMT</pubDate>
				<author><![CDATA[ Rashim]]></author>
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				<title>Re:Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ If you are disappointed with your <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> try taking them in larger sized squads.<br /> <br /> A ten man squad of <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> with sonic blasters and a doom siren/power weapon champ are devastating on the charge.  Put them in a land raider with demonic possession and they will get where they need to go unmolested and absolutely butcher their foe.  They get to roll up, disembark, everyone shoots, then they all assault at a higher initiative than most units out there.<br /> <br /> You might also consider a powerfist over the power weapon on the champ.  This gives the squad the ability to take out dreads or armor.  I know the champs high initiative is wasted but I like having the fist in the squad.]]></description>
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				<pubDate><![CDATA[Mon, 10 May 2010 01:32:24]]> GMT</pubDate>
				<author><![CDATA[ augustus5]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ 250 points for 10 <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> with sonic blasters.  Add aspiring champion with powerfist and you have 290 points.<br /> <br /> That's 9 terminators with an icon of Slaanesh that shoot the same number of shots [when in assaulting range] that are twin-linked and charge with the same number of attacks with power weapons no less at the same initiative, with a better armour save and a 5+ invulnerable save.  Drop a terminator to add 2 chainfists and now the squad can deal with anything.<br /> <br /> The only thing that sets noisemarines apart from better options [see terminators, that can do their job much better] is the Doomsiren, so that's what they're there for.  They aren't supposed to, per se, charge anything but I keep thinking "hey, they're <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>" and that they should be able to handle equal numbers of marines or a pair or single terminator.  The power weapon is just to give a bit more help with that.]]></description>
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				<pubDate><![CDATA[Mon, 10 May 2010 04:51:35]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Re:Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>lol</span>, did rise to the bait I see =P]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 00:31:29]]> GMT</pubDate>
				<author><![CDATA[ Rashim]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ Why one large unit of Terminators rather than multiple, smaller units?  It's nearly 20% of your force and other than <span class="glossaryitem" onmouseover='gp(471);'>DS</span>'ing, which is risky with such a large unit, it has to walk towards your enemy while the rest of your army rides in Rhinos.]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 00:49:51]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <blockquote><div><cite>Ozymandias wrote:</cite>Why one large unit of Terminators rather than multiple, smaller units?  It's nearly 20% of your force and other than <span class="glossaryitem" onmouseover='gp(471);'>DS</span>'ing, which is risky with such a large unit, it has to walk towards your enemy while the rest of your army rides in Rhinos.</div></blockquote><br /> <br /> From what I've seen him do (I play with him @ our LFGS), he deep strikes them in from reserves. He also has 4-5 Icons in his army if I remember correctly. So he will Deep stirke them safely on the board.]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 00:51:16]]> GMT</pubDate>
				<author><![CDATA[ Rashim]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ Oh right, the icons.  Still, why wouldn't you break them up into smaller units?]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 00:53:12]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>Re:Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ Dunno, I might ask him.]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 02:50:48]]> GMT</pubDate>
				<author><![CDATA[ Rashim]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ Well this is <i>his</i> thread.]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 03:00:04]]> GMT</pubDate>
				<author><![CDATA[ Ozymandias]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <blockquote><div><cite>Spellbound wrote:</cite>250 points for 10 <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> with sonic blasters.  Add aspiring champion with powerfist and you have 290 points.<br /> <br /> That's 9 terminators with an icon of Slaanesh that shoot the same number of shots [when in assaulting range] that are twin-linked and charge with the same number of attacks with power weapons no less at the same initiative, with a better armour save and a 5+ invulnerable save.  Drop a terminator to add 2 chainfists and now the squad can deal with anything.<br /> <br /> The only thing that sets noisemarines apart from better options [see terminators, that can do their job much better] is the Doomsiren, so that's what they're there for.  They aren't supposed to, per se, charge anything but I keep thinking "hey, they're <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>" and that they should be able to handle equal numbers of marines or a pair or single terminator.  The power weapon is just to give a bit more help with that.</div></blockquote><br /> <br /> Those twin linked bolters are rapid fire weapons and thus can't shoot and then charge.  Sonic blasters are assault weapons and can shoot twice, then charge.  This makes <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> a really tough shock unit.  Also you can't stuff 9 terminators into a land raider.  ]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 03:09:33]]> GMT</pubDate>
				<author><![CDATA[ augustus5]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <blockquote><div><cite>Ozymandias wrote:</cite>Well this is <i>his</i> thread.</div></blockquote><br /> <br /> I also know him <span class="glossaryitem" onmouseover='gp(281);'>IRL</span> =P. I'll just ask him as I pound his list to dust <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> MUAHUAHUAHUHAUHAUHA <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0">  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0">  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0">  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0">  <img src="/s/i/a/9576fdd015edbd19edbaabd1556a4944.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 03:15:28]]> GMT</pubDate>
				<author><![CDATA[ Rashim]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <blockquote><div><cite>augustus5 wrote:</cite><blockquote><div><cite>Spellbound wrote:</cite>250 points for 10 <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> with sonic blasters.  Add aspiring champion with powerfist and you have 290 points.<br /> <br /> That's 9 terminators with an icon of Slaanesh that shoot the same number of shots [when in assaulting range] that are twin-linked and charge with the same number of attacks with power weapons no less at the same initiative, with a better armour save and a 5+ invulnerable save.  Drop a terminator to add 2 chainfists and now the squad can deal with anything.<br /> <br /> The only thing that sets noisemarines apart from better options [see terminators, that can do their job much better] is the Doomsiren, so that's what they're there for.  They aren't supposed to, per se, charge anything but I keep thinking "hey, they're <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>" and that they should be able to handle equal numbers of marines or a pair or single terminator.  The power weapon is just to give a bit more help with that.</div></blockquote><br /> <br /> Those twin linked bolters are rapid fire weapons and thus can't shoot and then charge.  Sonic blasters are assault weapons and can shoot twice, then charge.  This makes <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> a really tough shock unit.  Also you can't stuff 9 terminators into a land raider.  </div></blockquote><br /> <br /> Chaos Terminator Armor have their own special rules about this.<br /> Simply...they can charge after they double tap...they just can't shoot at maximum range when moving as they are not relentless.<br /> <br /> ____________________<br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>'s list.<br /> <br /> Why the campios on the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squads with no special combat/ranged weapons?<br /> 10 Termies: too much in that squad, split up is much better.]]></description>
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				<pubDate><![CDATA[Tue, 11 May 2010 14:01:26]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <blockquote><div><cite>Sanctjud wrote:</cite>Chaos Terminator Armor have their own special rules about this.<br /> Simply...they can charge after they double tap...they just can't shoot at maximum range when moving as they are not relentless.</div></blockquote><br /> <br /> My mind escapes me Sanctjud.  I apologize for mispeaking.<br /> <br /> I still say the <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> are better than the terminators as a shock unit as Spellbound pointed out it takes nine terminators to equal the shootiness of the <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> and you can't jam that many into a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>.  You can put the full <span class="glossaryitem" onmouseover='gp(526);'>NM</span> squad in there though.<br /> <br /> I know it comes down to a matter of taste.  I just wanted to point out that you can have great success with a full squad of <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>.]]></description>
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				<pubDate><![CDATA[Wed, 12 May 2010 00:26:51]]> GMT</pubDate>
				<author><![CDATA[ augustus5]]></author>
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				<title>Revised Chaos 'Ard Boyz list</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(526);'>NMs</span> in <span class="glossaryitem" onmouseover='gp(87);'>LR</span> that stay in there longer than their first movement phase have an oppurtunity cost...in which case a rhino would serve them better.<br /> <br /> Certainly the Termies wouldn't be as effective as <span class="glossaryitem" onmouseover='gp(526);'>NM</span> in their role, they are completely different units that do different things.<br /> <br /> When it comes to close range fire and follow up assault, the Termies do it better.  The <span class="glossaryitem" onmouseover='gp(526);'>NM</span> play the kiting game better...you can't compare these two that well.<br /> <br /> Both have uses but <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> neither are that great as other options one could take...]]></description>
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				<pubDate><![CDATA[Wed, 12 May 2010 14:05:07]]> GMT</pubDate>
				<author><![CDATA[ Sanctjud]]></author>
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