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		<title><![CDATA[Latest posts for the thread "[1850] - Chaos Space Marines"]]></title>
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				<title>[1850] - Chaos Space Marines</title>
				<description><![CDATA[ Evening all,<br /> <br /> Just looking for some feedback on a list I'm mulling over. It's Nurgle heavy, with a bit of Slaanesh thrown in (not very fluffy, but never mind). Goes as follows:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Typhus<br /> <br /> Elites: 10x Noise Marines (8x Sonic Blaster, 1x Blastmaster, Champion with Doom Siren and Power Sword), Rhino with Dozer Blade and Havoc Launcher.<br /> <br /> Troops: 2x 10x Plague Zombies<br />              8x Plague Marines (flamer, plasma gun), Rhino with Dozer Blade and Havoc Launcher.<br /> <br /> Fast Attack: Heldrake (baleflamer)<br />                     5x Chaos Spawn, Mark of Nurgle<br /> <br /> Heavy Support: 3x Obliterators, Mark of Nurgle<br /> <br /> Formation:<br /> <br /> Mayhem Pack: 3x Helbrutes with Multimeltas, Power Fists and Heavy Flamers.<br /> <br /> Tactics-wise, the zombies and Plague Marines are robust objective takers. The Rhinos will get the Plague Marines and Noise Marines where they need to be, and can act as mobile walks for the spawn. Typhus will footslog with the Spawn and try to slingshot into combat as soon as possible. The heldrake will do what it does best for as long as it's able. The obliterators will be on from the start, providing covering fire and anti-tank. The Mayhem Pack will come in at the opportune moment and do as much damage as quickly as possible. The Noise Marines will hopefully give jinking jetbikes and units in cover a reason to be fearful,<br /> <br /> Any tips much appreciated!<br /> <br /> Cheers,<br /> <br /> A.]]></description>
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				<pubDate><![CDATA[Thu, 4 Aug 2016 20:46:06]]> GMT</pubDate>
				<author><![CDATA[ amimmortal]]></author>
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				<title>[1850] - Chaos Space Marines</title>
				<description><![CDATA[ The noise marines do nothing for you <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, the basters are a waste of points if you want tot use the blastmaster since they'll be out of range, likewise for the champ, if you want to use the blastmaster or the blasters, he's going to be out of range for the doom siren, and you can't charge after firing salvo weapons, so he's not going to use his power sword. If you want to sit back with the rhino and use the havok launcher, then the champ and the blasters are out of range, if you want to drive forward, then the havok launcher is a bit of a waste. you can have 2 blastmasters in a 10 man squad so it's either 2 or 0 in a 10 man.<br /> <br /> I don't think typus does much for you either, though that will depend on if you can drag him into combat. Still, adding him means no sweeping and your spawn are probably going to have to carry the combat for 2 rounds before typus gets there, meaning target selection is going to be important.<br /> <br /> The plagues should have 2 of the same special (and that special shsould be either plasma or melta)<br /> <br /> 10 zombies is not durable at all (especially in 1850), they're not going to hold anything unless they're out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> (and possibly not even then).<br /> <br /> Oblits, drake and spawn are fine and staples, I've always been disapointed with my mayhem pack (geared exactly as yours is), but hopefully you might find them performing better for you.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2016 01:12:14]]> GMT</pubDate>
				<author><![CDATA[ Drasius]]></author>
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				<title>Re:[1850] - Chaos Space Marines</title>
				<description><![CDATA[ I think Typhus gives verylittle for the price you pay. Shave of some toys on the marines and drop typhus, you should be able to fit a Chaos lord with <span class="glossaryitem" onmouseover='gp(450);'>LF</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span> on a bike with 3-5 bikers all with MON. Very trusted and competent beat stick. My experaince with Mayham pack is varid, with no help  to get them on the board, it is sad to wait til turn 3 or maybe even turn 4 to get 300 PT on the table. but when they do come in Turn 2. and they dont scatter to much, and you do get a decent crazy roll. They pop Land Raiders and kill <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> on the first turn. and they are always a threat. They are risky, but can realy make themself worth it.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2016 09:02:48]]> GMT</pubDate>
				<author><![CDATA[ heavybtakingowa]]></author>
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				<title>Re:[1850] - Chaos Space Marines</title>
				<description><![CDATA[ Thanks guys,<br /> <br /> Typhus has proven very durable with the Spawn, using the "slingshot" to get him into combat. I did build a nice Nurgle biker lord with power fist and burning brand of skalanthrax (see photo), but I don't think I have time to paint him.<br /> <br /> <a href="http://s104.photobucket.com/user/amimmortal/media/WP_20160614_00_05_15_Pro_zps9g9itz2u.jpg.html" target="_new" rel="nofollow"><img src="http://i104.photobucket.com/albums/m170/amimmortal/WP_20160614_00_05_15_Pro_zps9g9itz2u.jpg" border="0" /></a><br /> <a href="http://s104.photobucket.com/user/amimmortal/media/WP_20160614_00_05_38_Pro_zpspsxn20nz.jpg.html" target="_new" rel="nofollow"><img src="http://i104.photobucket.com/albums/m170/amimmortal/WP_20160614_00_05_38_Pro_zpspsxn20nz.jpg" border="0" /></a><br /> <br /> The plague zombies have also proven, in the last two tournaments I used them, to be very durable and great for sitting on objectives in my deployment zone. Losing typhus downgrades them to cultists with the <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, which isn't quite as good...<br /> <br /> I only recently assembled and base-coated my noise marines, but again in the few games I've tried them out (against Eldar and Dark Angels) they have proven devastating against Jetbikes, Land Speeders, Vypers and other soft units in cover. They have good range (when stationary) - the Rhino is just to get them somewhere useful, although depending on the terrain they might just deploy on the board.<br /> <br /> Being a chaos player, I don't approach tournaments in the competitive sense - if the mayhem pack arrive in turn 4, do one useful or hilarious thing before they die, then that's fine :-)<br /> <br /> Cheers,<br /> <br /> A.]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2016 22:36:54]]> GMT</pubDate>
				<author><![CDATA[ amimmortal]]></author>
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				<title>[1850] - Chaos Space Marines</title>
				<description><![CDATA[ play that biker lord he looks gr8]]></description>
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				<pubDate><![CDATA[Sat, 6 Aug 2016 04:47:44]]> GMT</pubDate>
				<author><![CDATA[ axisofentropy]]></author>
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				<title>Re:[1850] - Chaos Space Marines</title>
				<description><![CDATA[ Slight tweak to the list, based on the models I have available and a minimal amount of painting to do this week..<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Typhus<br /> Biker Lord, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, Power Fist, Burning Brand of Skalanthrax, Aura of Dark Glory<br /> <br /> Troops:<br /> <br /> 2x 17 Plague Zombies<br /> 8x Plague Marines, Plasma Gun, Flamer (only have these models unfortunately)<br /> <br /> Fast Attack:<br /> <br /> 5x Bikes, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span><br /> 5x Spawn, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span><br /> Heldrake<br /> <br /> Heavy Support:<br /> <br /> 3x Obliterators, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span><br /> <br /> Formation: Mayhem Pack<br /> <br /> 3x Helbrutes with Multimeltas, Power Fists and Heavy Flamers<br /> <br /> - Biker Lord runs with the bikes, burning brand does the job of taking out units in cover, unit is very hard to kill, fast and a good mix of shooty/ close combat.<br /> - Typhus is with the spawn, as before.<br /> - Obliterators are on the board from the beginning, providing ranged covering fire (I might hold them in reserve if the situation needs it)<br /> - Plague Zombies sit on objectives or provide a moving meat shield for the Plague Marines.<br /> - Plague Marines hold objectives and support Plague Zombies<br /> - Mayhem Pack come in, hopefully turn 2, and cause, ahem, mayhem. Hopefully...<br /> <br /> I don't expect to win much - there's not much here to trouble a wraithknight or other <span class="glossaryitem" onmouseover='gp(123);'>Str</span> D weapons, but the hope is that the obliterators and helbrutes can dish out enough durable firepower to cause some concern, with the bikes and spawn being able to quickly get into assault and cause problems.<br /> <br /> Comments, as usual, welcome :-)<br /> <br /> Cheers,<br /> <br /> A.]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 20:13:49]]> GMT</pubDate>
				<author><![CDATA[ amimmortal]]></author>
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