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				<title>1750 Chaos Space Marines, looking for a review</title>
				<description><![CDATA[ Been redesigning my Chaos since the new book came out, still on a bit of a stump in a few places. Also, 14 points short of the target, so it usually ends up being played with Veterans of the Long War somewhere.<br /> <br /> <u><b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b></u><br /> <b>Chaos Lord</b> (<span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, Lightning Claw, Bike) - 115<br /> &gt;&gt; Goes with the <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> Bikers.  <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> unlocks the Noise Marines and makes him able to kill almost anything that doesnt have a 2+ in a challenge. Being in a bike unit means i can usually avoid the 2+ guys.<br /> <br /> <b>Sorcerer</b> (Lv 3) - 110<br /> &gt;&gt; Goes with Noise Marines. Theya re usually close enough to the rest of the marines to give out buffs, close enough to the enemy to debuff and he doest get a fearless and extra bodies when his rhino gets wrecked.<br /> <br /> <u><b>Troops</b></u><br /> <b>Chaos Space Marines </b>(5 Extras, 2x Plasmagun)<br /> - Rhino - 205<br /> <b>Chaos Space Marines</b> (5 Extras, 2x Plasmagun)<br /> - Rhino - 205<br /> <b>Noise Marines</b> (Doom Siren)<br /> - Rhino - 145<br /> <b>Noise Marines</b> (Doom Siren)<br /> - Rhino - 145<br /> &gt;&gt; Presence on the middle of the board. Bolters, anti-marine fire and anti-terminator fire. Geared to shoot down infantary.<br /> <br /> <b>Chaos Cultists</b> (Heavy Stubber) - 55<br /> &gt;&gt; Back campers. There to sit onto a objective, go to ground if shot at.<br /> <br /> <br /> <u><b>Fast Attack</b></u><br /> <b>Chaos Bikers</b> (3 Extras, <span class="glossaryitem" onmouseover='gp(101);'>MoS</span>, Lightning Claw, 2x Meltagun, Icon of Excess) - 212<br /> <b>Chaos Bikers</b> (4 Extras, <span class="glossaryitem" onmouseover='gp(99);'>MoK</span>, Lightning Claw, 2x Meltagun) - 199<br /> &gt;&gt; Main melee units. Fast and get a mean charge. Also, carry meltas because sometimes dealing with high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> is necessary.<br /> <br /> <u><b>Heavy Support</b></u><br /> <b>Havocs</b> (4 autocannons) - 115<br /> <b>Havocs</b> (4 autocannons) - 115<br /> <b>Havocs</b> (4 autocannons) - 115<br /> Can openers. Triple up as anti-air and anti-infantary. <br /> <br /> <br /> The list is playing reasonably well, but i have problems dealing with 2+ saves and high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> long ranged units. The first i can do a reasonable job when pumping every shooting i get into the army to them - it takes a while, but can be done. The second, i need to divert a full bike squad to the backfield to deal with it.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2012 14:55:16]]> GMT</pubDate>
				<author><![CDATA[ Wyrmnax]]></author>
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				<title>Re:1750 Chaos Space Marines, looking for a review</title>
				<description><![CDATA[ scrap culists get the rest of the bikers and if you can scrap anything for a hel drake youll be ok ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2012 14:56:59]]> GMT</pubDate>
				<author><![CDATA[ jbsnv]]></author>
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				<title>Re:1750 Chaos Space Marines, looking for a review</title>
				<description><![CDATA[ Doomsiren is nice, but if your taking a lord to unlock them, think you should go all the way and get the sonic blasters.<br /> <br /> Nothing to deal with flyers also.  24 auto cannon shots arnt gonna cut it, especially if they use a helldrake with balefire. ]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2012 15:20:13]]> GMT</pubDate>
				<author><![CDATA[ str00dles1]]></author>
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				<title>1750 Chaos Space Marines, looking for a review</title>
				<description><![CDATA[ I was taking the biker lord anyway to go with the bikers, so giving him a <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> to unlock Noise Marines wasn't much of a expense. And with I6, he can kill most of the chanllenges before they strike.<br /> <br /> I am, however, not sold on sonic blasters. They force the squad to disembark, and kill its mobility. But they do give a nice firebase at longer range. I guess i will have to experiment.<br /> <br /> Yeah, i have nothing to deal with flyers. Chaos doesn't really have a answer to that except for overly expensive flakk missile launchers. And those give me twice the hits the <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> give, for a 50% increase in the cost of the unit.<br /> <br /> The autocannons can put a couple wounds per round on a <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 flyer, but the plan was to deal with the ground forces and them survive whatever the flyers bring in. Will not work against a Necron Flyer Circus, but might be enough to deal with a couple flyers from other codexes. Also, if anything presents their <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 behinds, well, then <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> should be enough. Also, as a last resort, also have a couple plasmaguns that can fire up if needed. It is not much, but will be far from the havocs and might be enough to get a flyer from the back angle.]]></description>
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				<pubDate><![CDATA[Tue, 23 Oct 2012 16:38:11]]> GMT</pubDate>
				<author><![CDATA[ Wyrmnax]]></author>
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