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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ Hi all,<br /> <br /> Please review the following list for use in a competitive setting. I would ideally like to take it to a tournament with Riptides, Grav-Guns and Wave Serpents and expect to stand my ground.<br /> General theme is overwhelming turn-2 assault, right in your face aggression.<br /> <br /> Sorcerer- Mastery 3, Terminator Armour, Last Memory of Yuranthos, Spell Familiar, <span class="glossaryitem" onmouseover='gp(644);'>VotLW</span><br /> <br /> Cultists- 10, Flamer<br /> Cultists- 10<br /> <br /> Heldrake- Baleflamer<br /> Chaos Spawn- 5, Mark of Nurgle<br /> Chaos Spawn- 5, Mark of Nurgle<br /> <br /> Maulerfiend<br /> Maulerfiend<br /> Maulerfiend<br /> <br /> Herald of Tzeentch- Mastery 3, Exalted Reward, Disc of Tzeentch<br /> Daemonettes- 10, Icon<br /> Plaguebearers- 10, Icon<br /> Flesh Hounds- 15<br /> <br /> Aegis- Comms Relay<br /> <br /> 1850pts<br /> <br /> <br /> <br /> Basic plan is to deploy the Maulers, Spawn, Flesh Hounds, Herald and Daemonettes at the start of the game, behind the Aegis. Sorcerer and Plaguebearers Deep Strike, Heldrake and Cultists Reserve.<br /> Aegis is simply to provide cover for everyone first turn. Doesn't do a whole lot except save wounds.<br /> <br /> Assuming I either go first, or survived second, ground force rushes over the Aegis and everyone ignores cover. Full sprint across the field. Herald likely takes the Grimoire which goes on Hounds, hopefully Forewarning on some Spawn.<br /> Single turn of close-range firepower and probably lose some wounds, maybe a walker or 2.<br /> My second turn, the Spawn, Fiends and Hounds should all be in assault range. Biiiig old charges going on here. Sorcerer Deep Strikes and uses Memory at whatever power level is required to kill things, plus hand out some Telepathy debuffs. Heldrake flames some people and Cultists/Plaguebearers find a nice rock to hide under.<br /> Game is then largely a case of smacking people about with fistfuls of dice and Magma Cutters, Presience support if the Herald is still alive.<br /> <br /> <br /> Strengths of the list:<br /> - 7 lightning-fast melee juggernauts that are fully capable of a turn-2 assault<br /> - Melee melee melee<br /> - Speed and melee seem like reasonable bets against Wave Serpents, losing the effects of Shields and being able to catch them. Riptides are likewise huntable.<br /> - 2 big psykers with a reasonable amount of support between them. Invisibility, Forewarning and Grimoire all help survivability, Presience and general Telepathy for support<br /> <br /> Problems that I am already aware of:<br /> - Minimal shooting ability obviously makes some things difficult. I have the Sorcerer and a Heldrake, everything else is stabbing.<br /> - Minimal anti-aircraft ability. I have the Heldrakes Vector Strikes. If I have enough ground-cover I might even consider the Hades Cannon.<br /> - Light on Scoring. I'm hoping my opponent will be more concerned with the PAINTRAIN than my Cultists<br /> <br /> I am obviously open to suggestions regarding improvement. I have considered dropping the Plaguebearers for more Cultists, perhaps swapping the Heldrake for a Soulgrinder to keep up the aggression.<br /> <br /> Many thanks for any help.]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 21:00:34]]> GMT</pubDate>
				<author><![CDATA[ Mozzamanx]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ I feel like this list would be better if it was flipped as daemons as primary and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> as allies.<br /> The Sorc can go on a bike with nurgle spawn and follow a horde of khornedogs if the daemons are primary.<br /> There's not really much you would sacrifice if the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> were allies instead, except for maulerfiends, which are pretty terrible and would be way outperformed by 2 soul grinders.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 21:56:42]]> GMT</pubDate>
				<author><![CDATA[ herpguy]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/555721/6110738.page"><b>herpguy wrote:</b></a><br/>I feel like this list would be better if it was flipped as daemons as primary and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> as allies.<br /> The Sorc can go on a bike with nurgle spawn and follow a horde of khornedogs if the daemons are primary.<br /> There's not really much you would sacrifice if the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> were allies instead, except for maulerfiends, which are pretty terrible and would be way outperformed by 2 soul grinders.<br /> </div></blockquote><br /> <br /> <br /> 2 Soulgrinders in place sounds pretty beasty.. any left over points should go to beefing up cultists at least to 20. This list is so awesome and diverse. I can't help but dig the fast theme of it. There's no way you can table this list in 1 turn. The opponent will have no choice but to deal with something in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.]]></description>
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				<pubDate><![CDATA[Wed, 2 Oct 2013 23:28:25]]> GMT</pubDate>
				<author><![CDATA[ zaak]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ I would consider changing the sorcerer to something different, maybe nurgle lord on a bike? his primary ability will be wasted when units are locked in combat and it's a lot of points in a lone deep striker that can be insta jibbed (herald suffers from this same problem <span class="glossaryitem" onmouseover='gp(72);'>imo</span>)]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 06:02:47]]> GMT</pubDate>
				<author><![CDATA[ ScabiusBile]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ I dont think you need the Aegis since Daemons bring their cover with them. It also gets in the way of your moving if you are deploying behind it. Smart opponents will move back or to the flanks. It seems really hard to get a turn 2 charge like you describe.]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 08:53:27]]> GMT</pubDate>
				<author><![CDATA[ Julnlecs]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ Many thanks for the comments, they are extremely useful to have.<br /> <br /> Regarding the Aegis, everything in the ground force is either a Beast or has Siege Crawler, and so I can simply jump it with no difficulty or slowing. I considered it as a simple tax for an army-wide, one-use Cover save. If the points are better allocated I will consider it of course.<br /> <br /> The Sorcerer's role is to land exactly as the main wave is about to hit and slam the entire enemy army with Blind. Anything else over that is a bonus but the whole point of the army is a massed assault, all at once, and the Blind can go a long way towards helping that.<br /> That said he is quite expensive. I am not terribly interested in the Nurgle Bikers unfortunately but I would certainly be interested in subbing him for a Juggerlord with Axe?<br /> <br /> I considered Daemons as the primary, but the biggest concern was the inability to take both a Heldrake and Spawn. If it came down to it I'd probably prefer the Spawn but the Heldrake is really, really hard to turn down. That said I'd probably be more popular among my opponents for it...<br /> <br /> Many thanks again!]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 10:33:29]]> GMT</pubDate>
				<author><![CDATA[ Mozzamanx]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ I agree with the decision to stay Chaos primary, without fateweaver daemons are at the mercy of the warp storm table and if you were unfortunate enough to roll -1 invul first or second turn it could be game. I faced a similar decision between the spawn and heldrake, I personally went with a unit of plague drones for reliable poisoned attacks, 1 baledrake and 5 <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> spawn. Nice list, I like it!]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 10:45:38]]> GMT</pubDate>
				<author><![CDATA[ ScabiusBile]]></author>
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				<title>Re:Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ What is the Last Memory?  It sounds like the grenade the Swooping Hawks carrry that causes bline to everything within X"<br /> <br /> I worry about the maulerfiends as well, as they can be taken out with a little bit of luck  ( I have none, and my opponent has some)  You're springing forward and maybe he has bikes with meltas or  deepstriking meltas or gets lucky lascannon blow up result.  I've had very poor results with deamos as they  can go wonky on you in a hurry.  You've probably played them more than I have though.<br /> <br /> I think the tactics are fine, you would know your possible opponents better than I, I just think the mauler fiends are a risk, because if you lose them, all you have is spawn and  hounds to assault with, which may leave you in a lurch.if you lose combat.]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 13:29:57]]> GMT</pubDate>
				<author><![CDATA[ buckero0]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ U have no where to hide your characters.  A tau player will murder them.  I'd do horrors with the hearld. ]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 13:44:20]]> GMT</pubDate>
				<author><![CDATA[ theblessing8386]]></author>
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				<title>Chaos Marines / Daemons 1850pts- Maximum Threat Overload</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a975f50cf170e521687edf075de3993e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/555721/6112504.page"><b>theblessing8386 wrote:</b></a><br/>U have no where to hide your characters.  A tau player will murder them.  I'd do horrors with the hearld. </div></blockquote><br /> <br /> I just assumed they played on boards with tons of terrain, Although I agree that a Nurgle <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> biker lord adds another threat, but the blinding deepstrike character may have to be a sorcerer.  I like the beatstick lord better though, because he can take on units by himself a lot of the time and overrun them.<br /> <br /> Level 3 sorcer will come down and mishap if it was me or get plasma'd to death and then you lose your Warlord points and are already down a point.]]></description>
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				<pubDate><![CDATA[Thu, 3 Oct 2013 13:59:54]]> GMT</pubDate>
				<author><![CDATA[ buckero0]]></author>
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