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		<title><![CDATA[Latest posts for the thread "Chaos Space Marines community opinion"]]></title>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ I have yet to actually play a game of 8e yet, however after reading over the index I can't help but feel like Chaos in general got the shaft. No more marks for undivided infantry, daemon engines with their already low <span class="glossaryitem" onmouseover='gp(14);'>BS</span> getting -1 to hit with heavy weapons, T-sons and death guard losing access to half the codex. Can someone who has already played 8e with chaos chime in? I want to hear how things are looking on the table top.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 05:20:30]]> GMT</pubDate>
				<author><![CDATA[ sykl]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ The indexes are more of a placeholder until the actual codexes come out. <br /> <br /> All of the Chaos stuff will probably be split into individual books. So first release will be Death Guard and eventually you will have each dedicated Chaos Legion with it's own unique rules and stuff. <br /> <br /> It sucks that they gave us all Legion rules just last year and now they're gone, but at this point it's more of a waiting game. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 06:12:51]]> GMT</pubDate>
				<author><![CDATA[ Brutus_Apex]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce53b56efb2300a8b37eaab13ee7098e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451459.page"><b>sykl wrote:</b></a><br/>I have yet to actually play a game of 8e yet, however after reading over the index I can't help but feel like Chaos in general got the shaft. No more marks for undivided infantry, daemon engines with their already low <span class="glossaryitem" onmouseover='gp(14);'>BS</span> getting -1 to hit with heavy weapons, T-sons and death guard losing access to half the codex. Can someone who has already played 8e with chaos chime in? I want to hear how things are looking on the table top.</div></blockquote><br /> <br /> I can tell you tomorrow. I am playing my first game of 8th with a buddy then.<br /> <br /> I am playing <span class="glossaryitem" onmouseover='gp(528);'>DG</span> he is playing <span class="glossaryitem" onmouseover='gp(10);'>BA</span>. 1500 points. Friendly game, as always, but I am curious how it will go <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 06:33:43]]> GMT</pubDate>
				<author><![CDATA[ Vaxx]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ I think traditional <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> have a poor stats vs cost ratio.<br /> <br /> Consider the Forgefiend: 197 pts with 3 ectoplasmas will put out 6 plasma shots on average at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4+ and 24" range. A Nid Exocrine is 32 pts more, has the same output on the move, standing still it goes to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3+ and 12 plasma shots, more than twice the firepower, and has a 36" range base and +1 Toughness - it's actually the equivalent of AV14.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 07:41:34]]> GMT</pubDate>
				<author><![CDATA[ lord_blackfang]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ I've been having some good success with my Thousand Sons army, though I'm using brimstone horrors for chaff instead of cultists/tzaangors so take that as you will. People dread the psychic phase when they play with me because they inevitably drown in Smites.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 07:48:33]]> GMT</pubDate>
				<author><![CDATA[ Arachnofiend]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Having been away since 3rd Edition,  and dipping my toes back in the water earlier this year, the Chaos Index feels very...well...ordered. Bland options abound, the Marks of Chaos is a huge let down in particular but even just the wargear options are just making the list look like Spikey Imperials. <br /> <br /> Obviously there's a lot of legion specific stuff that will come with each Codex, but whereas Blood Angels I can see maybe getting some <span class="glossaryitem" onmouseover='gp(19);'>CC</span> buff, even the more generic Chaos Legions are going to need a big overhaul to rules to feel properly Chaos-y to me. <br /> <br /> I pulled out all my old models the other day to see what I had to play with in 8th and it was quite disappointing.  I'd started off just painting squads in different legion colours in 2nd, but 3rd giving good reasons to stick to one legion or another had got me focused on a Black Legion army, for their "little but of everything"  vibe. I have a custom Slaanesh Terminator with a needle weapon and a squad of Possessed converted from the old(ish) plastic Chaos Warriors who've got Bolt Pistols. Stuff that just doesn't exist now. Even the official Possessed models have some with wings, but that's not an option in 8th.<br /> <br /> Marks are the big one though. They don't mean anything, unless you're buying an Icon, and then that only affects that unit. The only reason I can see to take a Mark on a character is to restrict what type of demon you can summon and exclude some units from re-rolls. <br /> <br /> There are a lot of nice options, I'm glad I've got a big gang of Berserkers, for example,  and definitely looking to run Cypher and some Fallen at some point (where at least the less Chaos-y aspects of the rest of the list are more welcome) and the 4 cult specific armies get their bare minimum Elites are now Troops option and the 3 new Psychic power sets. Which I suppose is nice. But overall it feels like a much larger step back than the other armies I've looked at. ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 13:28:11]]> GMT</pubDate>
				<author><![CDATA[ craggy]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/22c911076cab533e6705251b886057a7.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451540.page"><b>lord_blackfang wrote:</b></a><br/>I think traditional <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> have a poor stats vs cost ratio.<br /> <br /> Consider the Forgefiend: 197 pts with 3 ectoplasmas will put out 6 plasma shots on average at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4+ and 24" range. A Nid Exocrine is 32 pts more, has the same output on the move, standing still it goes to <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3+ and 12 plasma shots, more than twice the firepower, and has a 36" range base and +1 Toughness - it's actually the equivalent of AV14.</div></blockquote><br /> <br /> The Nid however doesn't have a 5++ invulnerable nor base healing per turn, nor can it be healed by a Warpsmith (ancillary benefit I know, but can be useful with synergy bonus), get's rerolls of 1 from the Chaos Lord, and can gain +1 to hit from the Sorcerer.<br /> <br /> I do love that Daemon Engines hit on 4+ rather then the usual 5+ thanks to WS3 no longer being a thing however.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 13:34:48]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ After playing a handful of games thus far and going to play some more today, I feel <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> are fine. Lots of different strats work now you just have to find the one for you. My massive drop pod with 16 zerks, kharn, and an apostle is hella fun. I'm grabbing some Blood Slaughterers for anti-everything, but mostly antitank.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 13:42:22]]> GMT</pubDate>
				<author><![CDATA[ andysonic1]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Deamon engines can also be healed by nurgle heralds as long as they are nurgle ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 13:43:04]]> GMT</pubDate>
				<author><![CDATA[ darthryan]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ I wish there was more overlap with the "Nurgle" keyword for buff bubbles between Nurgle Daemons and Death Guard but otherwise I've been enjoying my new Plague Marines.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 13:54:42]]> GMT</pubDate>
				<author><![CDATA[ CthulhuDawg]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I do love that Daemon Engines hit on 4+ rather then the usual 5+ thanks to WS3 no longer being a thing however.</div></blockquote><br /> What? Unless you were fighting WS6 or higher (or WS2 or lower), daemon engines always hit on 4+ in 7th.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 14:49:35]]> GMT</pubDate>
				<author><![CDATA[ McGibs]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/25d34811858c474803fb3612b84a747b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451993.page"><b>McGibs wrote:</b></a><br/><blockquote class="uncited"><div>I do love that Daemon Engines hit on 4+ rather then the usual 5+ thanks to WS3 no longer being a thing however.</div></blockquote><br /> What? Unless you were fighting WS6 or higher (or WS2 or lower), daemon engines always hit on 4+ in 7th.</div></blockquote><br /> <br /> Also note, most weapons are Heavy, so you're hitting on 5s if you moved. <br /> <br /> Ah sorry, thought you meant <span class="glossaryitem" onmouseover='gp(14);'>BS</span>]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 15:46:02]]> GMT</pubDate>
				<author><![CDATA[ Nightlord1987]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ I'm not going to bother unpacking my iron warriors until we get a dex.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 16:05:20]]> GMT</pubDate>
				<author><![CDATA[ hobojebus]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/25d34811858c474803fb3612b84a747b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451993.page"><b>McGibs wrote:</b></a><br/><blockquote class="uncited"><div>I do love that Daemon Engines hit on 4+ rather then the usual 5+ thanks to WS3 no longer being a thing however.</div></blockquote><br /> What? Unless you were fighting WS6 or higher (or WS2 or lower), daemon engines always hit on 4+ in 7th.</div></blockquote> WS7 and higher I believe actually, but it seems like when I tried to use Melee ones they either got shot down or they had someone really fightworthy in their ranks.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 16:50:33]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ After a couple of games with them I'd say the balance is pretty good. Just a couple of changes here and there I would make (Plague Marines need Pistols and Obliterators need their gun to be Assault 3) but I'm pleased with what we got until the Codices start rolling out. ]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 17:42:44]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ It's worth mentioning that while Marks don't do anything, neither does Chapter or anything else for sub-factions. It's basically just putting Chaos and Space Marines on an even playing field with everyone else (at least until Codices come out and Chaos gets our Marks and Necrons get special rules for individual Dynasties).]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 22:25:55]]> GMT</pubDate>
				<author><![CDATA[ Arachnofiend]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ played 3 times vs space marines and won, played once vs another chaps buddy and lost! <br /> I'd say that our index is fine. The 'dex i hope will give me more toys and options to play with. but the basics are here already and are good.]]></description>
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				<pubDate><![CDATA[Sun, 25 Jun 2017 22:47:02]]> GMT</pubDate>
				<author><![CDATA[ Neferhet]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9452680.page"><b>Arachnofiend wrote:</b></a><br/>It's worth mentioning that while Marks don't do anything, neither does Chapter or anything else for sub-factions. It's basically just putting Chaos and Space Marines on an even playing field with everyone else (at least until Codices come out and Chaos gets our Marks and Necrons get special rules for individual Dynasties).</div></blockquote><br /> I don't see how. There's already the Chaos faction keyword and Legion keyword. These are equivalent to the Imperium and Chapter keywords. <br /> <br /> As it stands now there are more things you lose out on by taking a Mark. Characters can only buff Legion units with the same Mark, and only summon Daemons with the same Mark. Unmarked these default to the Legion and Chaos keywords. Unless I'm missing something in summoning rules and your character has to have say the Khorne keyword to summon Khorne units, you basically lose 4 lists worth of potential summoned units unless you go "unmarked" (would love it if they just said this was Undivided). <br /> <br /> I closest I can see in Imperium armies, and I'll be honest I've only really looked at regular Marines and <span class="glossaryitem" onmouseover='gp(10);'>BA</span> is that the Death Company keyword lets some characters give extra buffs to Death Company units, I'd have to check but I don't think Lemartes Chaplain buff stops working on non-<span class="glossaryitem" onmouseover='gp(349);'>DC</span> Blood Angels. Though thinking about it, maybe Tycho The Lost's buff does only affect <span class="glossaryitem" onmouseover='gp(349);'>DC</span>. I'm assuming there's no similar shenanigans with Dark Angels characters, since they're mostly Deathwing so stopping them buffing non-<span class="glossaryitem" onmouseover='gp(412);'>DW</span> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> would seriously do them.<br /> <br /> Although, to be fair, for squads, the Marks used to be charged,  now they're free, so you could say the Icon cost replaces that, and those Icon rules could be pretty handy. There's nothing to say your unmarked Lord can't buff a marked unit so unless you're going dedicated to one God or another, (in which case you'll probably be using the World Eaters, Death Guard, etc legion specific lists) Marks on characters seem pointless. Which is a shame. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 09:55:42]]> GMT</pubDate>
				<author><![CDATA[ craggy]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ As someone put it nicely: Water is wet, fire is hot, Chaos space marines still suck.<br /> <br /> I've got to give <span class="glossaryitem" onmouseover='gp(50);'>GW</span> props though, there're a lot of models already that I don't intend on getting off my shelve anymore until a codex drops and I'm looking at buying laspreds instead.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 11:09:25]]> GMT</pubDate>
				<author><![CDATA[ DaPino]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9453698.page"><b>DaPino wrote:</b></a><br/>As someone put it nicely: Water is wet, fire is hot, Chaos space marines still suck.<br /> <br /> I've got to give <span class="glossaryitem" onmouseover='gp(50);'>GW</span> props though, there're a lot of models already that I don't intend on getting off my shelve anymore until a codex drops and I'm looking at buying laspreds instead.</div></blockquote><br /> <br /> Played five games last week as Death Guard - didn't win a single one.<br /> <br /> Two just weren't even close (vs. Necron silver tide and Cawl/Mechanicum with triple-phos kastellans).<br /> <br /> Just not even comparable in power.<br /> <br /> Plague Marines cost too much, terminators are ok but need to be melta-cide or have a sorcerer in termie armour to cast warptime. Heldrake did work some games but others just died fast (two is better, but they are a bit expensive). Helbrute is slow, and gets negs to hit when moving (duh). Bikers are ok, bit expensive again, but they can fire special and combi-bolters (and have bolt pistols for <span class="glossaryitem" onmouseover='gp(19);'>cc</span> - which can switch out for chainswords).<br /> <br /> Oblits are... ok, being able to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in is good, but when you roll three 1's on the D3's for the turns shooting you know it's gonna go bad for you.<br /> <br /> Compare - double kastellan with triple heavy phos, 220 pts. 12W T7 3+, puts out 36 shots S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 D1 if you stay still. Add cawl nearby for re-rolls to hit(!)<br /> <br /> oblits, 195 points. 9W T4 2+, puts out 6 shots S6+D3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> D3, D D3.<br /> <br /> Now tell me this game is balanced.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 13:08:21]]> GMT</pubDate>
				<author><![CDATA[ zerosignal]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> have same leadership issues, which now extend to the elite units as well.  (Joy!)<br /> <br /> If you decide to play thousand sons or death guard then you have NO OPTIONS to increase your leadership.  You have super expensive, elite, ageless warriors that run like babies as soon as they start dying.<br /> <br /> Daemon engines are fantastic so I'm not sure what the complaints are about, quit moving, and if you do advance so you can sit still the next turn.<br /> <br /> I think a ton of players (Most of which do not play Age of Sigmar) have zero understanding of how close combat works.<br /> Positioning of assaults, using units in the right order, getting into combat, ensuring you have cover, making sure you have a flanking unit so your opponent has to decide who gets into combat, when to fall back, falling back torwards objectives, etc....<br /> <br /> My only complain so far is with <span class="glossaryitem" onmouseover='gp(528);'>DG</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span>, and that should be fixed soon enough in a codex.  (One can hope....)]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 13:16:23]]> GMT</pubDate>
				<author><![CDATA[ sfshilo]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce53b56efb2300a8b37eaab13ee7098e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451459.page"><b>sykl wrote:</b></a><br/>I have yet to actually play a game of 8e yet, </div></blockquote><br /> <br /> Maybe try playing a game before decrying the faction?<br /> <br /> <blockquote class="uncited"><div>however after reading over the index I can't help but feel like Chaos in general got the shaft.</div></blockquote><br /> <br /> See above<br /> <br /> <blockquote class="uncited"><div>No more marks for undivided infantry, </div></blockquote><br /> <br /> All Mark abilities are gone, same as chapter tactics for Marines and most other factions in the game. They'll be back in the Codexes. You do have an undivided icon.<br /> <br /> <blockquote class="uncited"><div>daemon engines with their already low <span class="glossaryitem" onmouseover='gp(14);'>BS</span> getting -1 to hit with heavy weapons,</div></blockquote><br /> <br /> Same as every other vehicle and monstrous creature in the game in the game. They've not been singled out<br /> <br /> <blockquote class="uncited"><div> T-sons and death guard losing access to half the codex. </div></blockquote><br /> <br /> Other stuff can go into another detachment just fine. No-ones models have been Squatted here.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 13:21:27]]> GMT</pubDate>
				<author><![CDATA[ MaxT]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ On a plus, plague marines in a ruin (hopefully sat on an objective) are hard to shift. Add in the plaguecaster for the lovely -1 to hit power and you're very durable.<br /> <br /> Autocannon havocs put in some work, pretty happy with them.<br /> <br /> Land Raider was an absolute beast, though he got blown up t1 versus the Admech player. Pretty brutal.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 13:22:07]]> GMT</pubDate>
				<author><![CDATA[ zerosignal]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3bb9a5e38ab75dfb3bb6d1084aa20505.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451922.page"><b>CthulhuDawg wrote:</b></a><br/>I wish there was more overlap with the "Nurgle" keyword for buff bubbles between Nurgle Daemons and Death Guard but otherwise I've been enjoying my new Plague Marines.</div></blockquote>There is a good amount of synergy between daemons and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.<br /> <br /> This is the list of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> units that can benefit from heralds, etc... This was put together by <a href="/dakkaforum/jforum.page?action=findUser&module=user&username=Wyrlock">Wyrlock</a> <br /> As you can see, there a lot more options than just daemon engines. Your tzeentch lord on a disk can benefit. Your nurgle mutilators can benefit from Epidemius' tally, etc... <br /> In some of these cases, the +1 <span class="glossaryitem" onmouseover='gp(123);'>STR</span> from a herald is not much, but in others is significant. Warp talons with +1 <span class="glossaryitem" onmouseover='gp(123);'>STR</span> are much better. The forgefiend is not so much. <br /> You can also apply daemon spells to these units. You can have your herald not only boost Magnus' <span class="glossaryitem" onmouseover='gp(123);'>STR</span> to 9, but also hit him with 'boon of change' <br /> I would argue that there is more synergy between daemons and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> than imperial units. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Lord on Chaos God Mount <br /> Sorcerer on Chaos God Mount <br /> Daemon Prince <br /> <br /> <font color='yellow'>Elite:</font> <br /> Possessed <br /> Mutilators <br /> <br /> <font color='yellow'>Fast Attack: </font><br /> Warp Talons <br /> Foetid Bloat Drone <br /> <br /> <font color='yellow'>Flyer: <br /> </font>Heldrake <br /> <br /> <font color='yellow'>Heavy Support: </font><br /> Obliterators <br /> Forgefiend <br /> Maulerfiend <br /> Defiler <br /> <br /> <font color='yellow'><span class="glossaryitem" onmouseover='gp(787);'>LoW</span>: </font><br /> Khorne Lord of Skulls <br /> Magnus the Red<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ce53b56efb2300a8b37eaab13ee7098e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9451459.page"><b>sykl wrote:</b></a><br/>I have yet to actually play a game of 8e yet, however after reading over the index I can't help but feel like Chaos in general got the shaft. No more marks for undivided infantry, daemon engines with their already low <span class="glossaryitem" onmouseover='gp(14);'>BS</span> getting -1 to hit with heavy weapons, T-sons and death guard losing access to half the codex. Can someone who has already played 8e with chaos chime in? I want to hear how things are looking on the table top.</div></blockquote>In regards to the initial question, chaos is doing just fine.<br /> It's a different beast than imperial.   Yes, there are units that are less efficient than others, but it also has some extremely good options.   If you want to check it out, I did a ton of <a href="https://docs.google.com/spreadsheets/d/1HYepc-QOHk1i1Mj3eX9Xee7shpE9UtexQyheQuzD5FY/edit?usp=sharing" target="_new" rel="nofollow">mathhammering here</a> to show the most effective units for damage output.<br /> <br /> It's important to stop thinking of your army as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, but overall as Chaos.   You can throw a renegade knight into your army with no problem at all.   <br /> In this regard, Chaos has a lot of options -- the second largest selection in the game.   ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 13:52:30]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> You can also apply daemon spells to these units. You can have your herald not only boost Magnus' <span class="glossaryitem" onmouseover='gp(123);'>STR</span> to 9, but also hit him with 'boon of change'<br /> I would argue that there is more synergy between daemons and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> than imperial units.<br /> </div></blockquote><br /> <br /> The Changeling is incredible for Tzeentch Daemon units, given the 9" -1 to hit in all phases thing, but say a Warp Talon squad at S5 -1 to hit and boosted by Boon of Change would be the sort of interesting synergy I like to see. <br /> <br /> For now though I am disappointed by the lessened synergy alongside pure <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> which will harm our undivided brothers, but for now we will make due. We always do. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 14:50:33]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e88f0764335a063ef93db0f72942da4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454101.page"><b>ZebioLizard2 wrote:</b></a><br/><blockquote class="uncited"><div><br /> You can also apply daemon spells to these units. You can have your herald not only boost Magnus' <span class="glossaryitem" onmouseover='gp(123);'>STR</span> to 9, but also hit him with 'boon of change'<br /> I would argue that there is more synergy between daemons and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> than imperial units.<br /> </div></blockquote><br /> <br /> The Changeling is incredible for Tzeentch Daemon units, given the 9" -1 to hit in all phases thing, but say a Warp Talon squad at S5 -1 to hit and boosted by Boon of Change would be the sort of interesting synergy I like to see. <br /> <br /> For now though I am disappointed by the lessened synergy alongside pure <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> which will harm our undivided brothers, but for now we will make due. We always do. </div></blockquote>There are other nice things as well.<br /> For example, Nurgle Daemon Engines can benefit from the tallymaster....]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 15:00:08]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c3395dd46c34fa7fd8d729d8cf88b7a8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454126.page"><b>labmouse42 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e88f0764335a063ef93db0f72942da4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454101.page"><b>ZebioLizard2 wrote:</b></a><br/><blockquote class="uncited"><div><br /> You can also apply daemon spells to these units. You can have your herald not only boost Magnus' <span class="glossaryitem" onmouseover='gp(123);'>STR</span> to 9, but also hit him with 'boon of change'<br /> I would argue that there is more synergy between daemons and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> than imperial units.<br /> </div></blockquote><br /> <br /> The Changeling is incredible for Tzeentch Daemon units, given the 9" -1 to hit in all phases thing, but say a Warp Talon squad at S5 -1 to hit and boosted by Boon of Change would be the sort of interesting synergy I like to see. <br /> <br /> For now though I am disappointed by the lessened synergy alongside pure <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> which will harm our undivided brothers, but for now we will make due. We always do. </div></blockquote>There are other nice things as well.<br /> For example, Nurgle Daemon Engines can benefit from the tallymaster....</div></blockquote><br /> <br /> There's at least something for everyone, though Khorne has the least benefits then comes Slaanesh. A pity that the Masque and Skulltaker don't boost X Daemons instead. Khorne's generally stuck with the Greater Daemon and Herald Boosts while Slaanesh does have the extra fight in psyker phase with ability.<br /> <br /> Nurgle and Tzeentch have amazing options when it comes to boosting friendly <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> daemons. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 15:24:46]]> GMT</pubDate>
				<author><![CDATA[ ZebioLizard2]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5e88f0764335a063ef93db0f72942da4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454186.page"><b>ZebioLizard2 wrote:</b></a><br/>There's at least something for everyone, though Khorne has the least benefits then comes Slaanesh. A pity that the Masque and Skulltaker don't boost X Daemons instead. Khorne's generally stuck with the Greater Daemon and Herald Boosts while Slaanesh does have the extra fight in psyker phase with ability.<br /> <br /> Nurgle and Tzeentch have amazing options when it comes to boosting friendly <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> daemons. </div></blockquote>Khorne and Slaanesh both have beatstick heralds.    Having a herald on a Jugg next to 3 maulerfiends is very doable.   Running it behind a rhino full of possessed is also possible.<br /> <br /> Slaanesh also has beatstick heralds that go well on a seeker chariot.   (8 wounds and a character)<br /> The slaanesh psychic power of Hysterical Frenzy is off the hook.   It gives an extra fight attack from a unit during the psychic phase.    So your maulerfiend, possessed, warp talons, etc can double their damage output.  <br /> <br /> Tzeentch is amazing.   The Changling is awesome.  Fast moving heralds are fantastic.    <br /> <br /> Nurgle heralds are slow, which is a big drawback for assault armies.   However, they can use Epidemius  (who is hard to kill) to get really good physical benefits to the entire army.    Once you kill 2 units, every nurgle unit effectively has a daemon prince next to them.  (rerolling 1s)   The other bonus' like a <span class="glossaryitem" onmouseover='gp(123);'>STR</span>, Toughness and move bonus are pure gravy.  Going form <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 6 to <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 7 on a mauerfiend is a big deal.  If you have a herald nearby they go to a <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 8.    Lasher tendrils suddenly become a serious threat to vehicles.   The fists start wounding knights on a 2+, etc...]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 16:13:48]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Generally it's not any worse than post legion except for <span class="glossaryitem" onmouseover='gp(528);'>DG</span> and I assume tsons. Tsons is even fairly workable if you rely on demonic support to help out (such as getting an actual chaff unit). <br /> <br /> The biggest advantage over normal space marines is the relative ease with which we can use deepstriking. The Khorne icon of wrath and warptime can both make charging out of deepstrike much more likely and chaos can actually manage deepstrike melta without needing drop pods thanks to raptors/terminators (even without the melta damage reroll this is nice). Even rapid fire plasma/inferno combi bolters can really leave an impact. <br /> <br /> The cult units are also pretty nice. Noise marines are good for clearing normal infantry, zerkers are brutal in combat. Rubrics... well they need to be fielded in large units to avoid the sorcerer tax (and get soulreapers). If you do that, the unit is suddenly more vulnerable to morale. Plague marines are just too expensive.<br /> <br /> The biggest issue so far is the lack of snipers which really hurts against some armies. The only removal options are deepstriking, units with fly, and psychic powers (infernal gaze from <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and bolt of change from demons). None of these options are very good sadly, but they are there. <br /> <br /> The other issue with a "pure" <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> army is the lack of affordable chaff. Cultists are weirdly overpriced compared to what other armies can field. On the other hand, brimstone horrors are cheap, tough, and can be more dangerous than you might think, filling this niche rather nicely. <br /> <br /> Oh and demon princes are apparently made of win from what I hear. Haven't tested them out yet.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 16:46:15]]> GMT</pubDate>
				<author><![CDATA[ SilverAlien]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Guys <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> daemon units do not have the right faction and this was ruled on by the "naming a regiment blood angels" nonsense in the developer guide.<br /> <br /> Daemon in <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> is a keyword not a faction keyword so they don't mix unless <span class="glossaryitem" onmouseover='gp(50);'>GW</span> puts out a specific <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that says so...]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 17:03:48]]> GMT</pubDate>
				<author><![CDATA[ sfshilo]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/cd0627130d433420f873d759b855a45b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454374.page"><b>sfshilo wrote:</b></a><br/>Guys <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> daemon units do not have the right faction and this was ruled on by the "naming a regiment blood angels" nonsense in the developer guide.<br /> <br /> Daemon in <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> is a keyword not a faction keyword so they don't mix unless <span class="glossaryitem" onmouseover='gp(50);'>GW</span> puts out a specific <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that says so...</div></blockquote><div style="margin-top:5px; margin-bottom:10px;">
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Q: If I can choose a keyword for a unit, such as<br /> &lt;Regiment&gt; for Astra Militarum, could I choose<br /> that keyword to be, for example ‘Blood Angels’ or<br /> ‘Death Guard’?<br /> A: No.<br /> In the example above, ‘Blood Angels’ is a Chapter of the Adeptus<br /> Astartes and ‘Death Guard’ is a Legion of the Heretic Astartes<br /> – neither of which are Regiments of the Astra Militarum.<br /> <br /> Q: If I create an Astra Militarum Regiment of my own<br /> and name them, for example, the ‘Emperor’s Finest’,<br /> and I then also create an Adeptus Astartes Chapter of<br /> my own choosing, and also call them the ‘Emperor’s<br /> Finest’, do the abilities that work on the &lt;Regiment&gt;<br /> and/or &lt;Chapter&gt; keywords now work on both the<br /> Astra Militarum and Adeptus Astartes units?<br /> A: No.<br /> The intent of naming Regiments, Chapters, etc. of your own<br /> creation is to personalise your collections and not to enable<br /> players to circumvent the restrictions on what abilities affect<br /> what units. It is also not intended to circumvent the restrictions<br /> on which units are able to be included in the same Detachment.
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</div>Both of those examples are clear cases were people are trying to game the system.<br /> Mark of Chaos is written as "you simply replace the &lt;Mark of Chaos&gt; keyword in every instance on that unit's datasheet with one of the following : Khorne, Tzeentch Nurlge or Slaanesh.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> is designed to prevent someone from naming their &lt;Legion&gt; <font color='green'>Nurgle</font> giving these keywords  for a warp talon : Chaos, <font color='violet'>Slaanesh</font>, Heretic Astartes, <font color='green'>Nurgle</font>, Infantry, Daemon, Jump Pack, Fly, Warp Talons <br /> The <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> would not let a person claim the benefits from both a herald of Nurgle and Herald of Slaanesh.  (duh)   In this case, they would only have the first keyword from the &lt;Mark of Chaos&gt; apply.<br /> The reason is that &lt;Legion&gt; is a variable that can have any input associated with it.  &lt;Mark of Chaos&gt; is a radio button that only has 4 settings.<br /> The RoI seems pretty clear to me.<br /> <br /> I'll forward this to the ITC to add to the questions to be FAQed.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 17:42:00]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c3395dd46c34fa7fd8d729d8cf88b7a8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9453956.page"><b>labmouse42 wrote:</b></a><br/><br /> It's important to stop thinking of your army as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, but overall as Chaos.   You can throw a renegade knight into your army with no problem at all.   <br /> In this regard, Chaos has a lot of options -- the second largest selection in the game.   </div></blockquote><br /> <br /> As an old 2nd and 3rd edition player, it seemed weird to me coming back in that they were split in the first place. <br /> <br /> Thinking if I do get buying any new stuff for Chaos it'll be a little Start Collecting Khorne Daemons set. Herald looks beefy and like the option for putting him on the Thingy or running it as the Other Slightly Different Thingy. Bloodletters to summon and a couple of those lovely looking new Juggernauts will be nice. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 18:43:35]]> GMT</pubDate>
				<author><![CDATA[ craggy]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <br />   I think you're off the mark and simply attached to particular units, which is never going to work out because what is good switches from edition to edition. <br /> <br />   Vanilla <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> aren't very good, but the codex more broadly is full of very strong units. Try out a game with a mix on any of the following:<br /> <br />    Khorne berserkers, preds, defilers, renegade knights, havocks, scarab termies, daemon princes, hellturkies, daemonettes(+masque and herald), rapier weapon batteries, fire raptors and heck even rhinos. All of them range from some of the best units out there to very good units. <br /> <br />    If you want to focus on possessed, oblits, <span class="glossaryitem" onmouseover='gp(22);'>csms</span> or mutilators....I guess have a day? If that's what your army looks like, then the codex doesn't favor you. But I (and plenty of other folks) actually think chaos is upper middle and maybe even top tier for the first time in a decade. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 19:28:41]]> GMT</pubDate>
				<author><![CDATA[ drakerocket]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9454330.page"><b>SilverAlien wrote:</b></a><br/>Generally it's not any worse than post legion except for <span class="glossaryitem" onmouseover='gp(528);'>DG</span> and I assume tsons. Tsons is even fairly workable if you rely on demonic support to help out (such as getting an actual chaff unit). <br /> <br /> The biggest advantage over normal space marines is the relative ease with which we can use deepstriking. The Khorne icon of wrath and warptime can both make charging out of deepstrike much more likely and chaos can actually manage deepstrike melta without needing drop pods thanks to raptors/terminators (even without the melta damage reroll this is nice). Even rapid fire plasma/inferno combi bolters can really leave an impact. <br /> <br /> The cult units are also pretty nice. Noise marines are good for clearing normal infantry, zerkers are brutal in combat. Rubrics... well they need to be fielded in large units to avoid the sorcerer tax (and get soulreapers). If you do that, the unit is suddenly more vulnerable to morale. Plague marines are just too expensive.<br /> <br /> The biggest issue so far is the lack of snipers which really hurts against some armies. The only removal options are deepstriking, units with fly, and psychic powers (infernal gaze from <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and bolt of change from demons). None of these options are very good sadly, but they are there. <br /> <br /> The other issue with a "pure" <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> army is the lack of affordable chaff. Cultists are weirdly overpriced compared to what other armies can field. On the other hand, brimstone horrors are cheap, tough, and can be more dangerous than you might think, filling this niche rather nicely. <br /> <br /> Oh and demon princes are apparently made of win from what I hear. Haven't tested them out yet.</div></blockquote>Just take some Mutant Rabble. 4 points per model, 50 models max per unit. 200 points for 50 models. Sure they will die by the handfuls but with an Enforcer they'll live a while. Renegades and Heretics may not be good on their own but as support for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> they are awesome for filling in slots.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 19:44:24]]> GMT</pubDate>
				<author><![CDATA[ andysonic1]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Something to remember a detachment does not need to have all matching faction keywords, just one. <br /> <br /> You can (and should) build a multi-legion/deamon/knight list within 1 detachment. The only thing you lose out on are the buffing abilities. you can take havocs at no disadvantage in a thousand sons list they just won't have the Thousand sons keyword. Need something to deal with chaff? One khorne berserker squad please.<br /> <br /> Kinda sucks that possesed and basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> are still bad tough.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 19:56:23]]> GMT</pubDate>
				<author><![CDATA[ Earth127]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9454769.page"><b>drakerocket wrote:</b></a><br/>   If you want to focus on possessed, oblits, <span class="glossaryitem" onmouseover='gp(22);'>csms</span> or mutilators....I guess have a day? If that's what your army looks like, then the codex doesn't favor you. But I (and plenty of other folks) actually think chaos is upper middle and maybe even top tier for the first time in a decade. </div></blockquote>Have you tried them out in play?   I'm just curious.   Often units look 'ok' on paper -- like nurglings, but play out much more effectively.<br /> I've not tried out oblits or <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> yet, and I'm honestly curious as to your experiences.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/730228/9454847.page"><b>Earth127 wrote:</b></a><br/>Kinda sucks that possesed and basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> are still bad tough.</div></blockquote>I'm actually going to give possessed a fair shake.   If you have a herald nearby they are <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 6.     They can benfit from the tallymaster.  You can transport them in a rhino.   ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 20:01:52]]> GMT</pubDate>
				<author><![CDATA[ labmouse42]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Someone mentioned this to me, but deep strike + warptime combo virtually guarantees deep strike assaults whenever you want them.  Magnus is apparently pretty great too what with his smite spam. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 20:06:03]]> GMT</pubDate>
				<author><![CDATA[ Kap'n Krump]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/02c02f3dd2869f268e400ed24772288d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454817.page"><b>andysonic1 wrote:</b></a><br/>Just take some Mutant Rabble. 4 points per model, 50 models max per unit. 200 points for 50 models. Sure they will die by the handfuls but with an Enforcer they'll live a while. Renegades and Heretics may not be good on their own but as support for <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> they are awesome for filling in slots.</div></blockquote><br /> <br /> Honestly... brimstone horrors are probably better. Mutant rabble are better than default cultists price wise, but still a direct downgrade compared to the chaff imperium can field. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 20:27:55]]> GMT</pubDate>
				<author><![CDATA[ SilverAlien]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9453865.page"><b>zerosignal wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/730228/9453698.page"><b>DaPino wrote:</b></a><br/>As someone put it nicely: Water is wet, fire is hot, Chaos space marines still suck.<br /> <br /> I've got to give <span class="glossaryitem" onmouseover='gp(50);'>GW</span> props though, there're a lot of models already that I don't intend on getting off my shelve anymore until a codex drops and I'm looking at buying laspreds instead.</div></blockquote><br /> <br /> Played five games last week as Death Guard - didn't win a single one.<br /> <br /> Two just weren't even close (vs. Necron silver tide and Cawl/Mechanicum with triple-phos kastellans).<br /> <br /> Just not even comparable in power.<br /> <br /> Plague Marines cost too much, terminators are ok but need to be melta-cide or have a sorcerer in termie armour to cast warptime. Heldrake did work some games but others just died fast (two is better, but they are a bit expensive). Helbrute is slow, and gets negs to hit when moving (duh). Bikers are ok, bit expensive again, but they can fire special and combi-bolters (and have bolt pistols for <span class="glossaryitem" onmouseover='gp(19);'>cc</span> - which can switch out for chainswords).<br /> <br /> Oblits are... ok, being able to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in is good, but when you roll three 1's on the D3's for the turns shooting you know it's gonna go bad for you.<br /> <br /> Compare - double kastellan with triple heavy phos, 220 pts. 12W T7 3+, puts out 36 shots S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1 D1 if you stay still. Add cawl nearby for re-rolls to hit(!)<br /> <br /> oblits, 195 points. 9W T4 2+, puts out 6 shots S6+D3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> D3, D D3.<br /> <br /> Now tell me this game is balanced.<br /> <br /> </div></blockquote><br /> <br /> It's not that chaos is weak.<br /> <br /> Cawl is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. All characters with blanket reroll-auras need to have their points cost increased fairly significantly.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 20:27:56]]> GMT</pubDate>
				<author><![CDATA[ Arandmoor]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f4da6757171ffe982fbb41a06ebf9811.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454913.page"><b>Arandmoor wrote:</b></a><br/>It's not that chaos is weak.<br /> <br /> Cawl is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. All characters with blanket reroll-auras need to have their points cost increased fairly significantly.</div></blockquote><br /> <br /> Well first off, he was playing Death Guard. Death Guard is arguably the weakest chaos faction currently, as it lacks any of the things that makes chaos good currently in return for... nothing, Death guard will likely overtake tsons once they get terminators, but as it stands he is correct, they are utter garbage across the board. <br /> <br /> Chaos as whole is also... not strong. It is probably mid tier at best. Unified chaos might be top tier. Maybe. But that's gonna be mostly demons with a little <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> support. ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 20:33:36]]> GMT</pubDate>
				<author><![CDATA[ SilverAlien]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9454926.page"><b>SilverAlien wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f4da6757171ffe982fbb41a06ebf9811.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9454913.page"><b>Arandmoor wrote:</b></a><br/>It's not that chaos is weak.<br /> <br /> Cawl is <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. All characters with blanket reroll-auras need to have their points cost increased fairly significantly.</div></blockquote><br /> <br /> Well first off, he was playing Death Guard. Death Guard is arguably the weakest chaos faction currently, as it lacks any of the things that makes chaos good currently in return for... nothing, Death guard will likely overtake tsons once they get terminators, but as it stands he is correct, they are utter garbage across the board. <br /> <br /> Chaos as whole is also... not strong. It is probably mid tier at best. Unified chaos might be top tier. Maybe. But that's gonna be mostly demons with a little <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> support. </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, Chaos have an enormous secret weapon in their summoning rituals, and a single week isn't enough time to figure out how to properly use them.<br /> <br /> I think mixed <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>/Chaos Daemons armies will prove to be exceptionally powerful unless your opponent brings enough snipers to make JFK roll in his grave.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jun 2017 21:04:19]]> GMT</pubDate>
				<author><![CDATA[ Arandmoor]]></author>
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				<title>Re:Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/730228/9454769.page"><b>drakerocket wrote:</b></a><br/><br />   I think you're off the mark and simply attached to particular units, which is never going to work out because what is good switches from edition to edition. <br /> <br />   Vanilla <span class="glossaryitem" onmouseover='gp(22);'>CSMs</span> aren't very good, but the codex more broadly is full of very strong units. Try out a game with a mix on any of the following:<br /> <br />    Khorne berserkers, preds, defilers, renegade knights, havocks, scarab termies, daemon princes, hellturkies, daemonettes(+masque and herald), rapier weapon batteries, fire raptors and heck even rhinos. All of them range from some of the best units out there to very good units. <br /> <br />    If you want to focus on possessed, oblits, <span class="glossaryitem" onmouseover='gp(22);'>csms</span> or mutilators....I guess have a day? If that's what your army looks like, then the codex doesn't favor you. But I (and plenty of other folks) actually think chaos is upper middle and maybe even top tier for the first time in a decade. </div></blockquote><br /> <br /> It isn't clear who you're replying to, but since I posted immediately before you:<br /> I'm definitely glad I have some Berserkers. Gonna stick em in a Rhino and keep going til the tracks are stuck with corpses, then disembark and choppy choppy. Looks like fun. I've a very mixed Havoc squad that's definitely getting called up too. Once I paint them. When I read that they've gotten around to editing the Renegades and Heretics list I'll probably stick those guys in as troops choices, but until then I'm okay using regular <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> as mandatory troops choice, unless I proxy them as Cultists or get that Start Collecting Khorne Daemons box for the Bloodletters. <br /> <br /> I can see the merit in a lot of Chaos units. It's just I'm quite fluff-focussed and feel that right now a lot of the stuff we've got isn't really doing justice to that fluff. I suppose I can "Counts As" some of my customised things easy enough, but looking through the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> list, their Combat Drugs and Power From Pain rules are more in line with the kind of thing I'd have liked to see in the Chaos list. Then again, for all the good of the Drukhari, at least your average <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> isn't going to turn up to a fight all kitted out for close combat and somehow forget that they're only T3. So at least we have that going for us.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2017 00:34:49]]> GMT</pubDate>
				<author><![CDATA[ craggy]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f4da6757171ffe982fbb41a06ebf9811.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730228/9455006.page"><b>Arandmoor wrote:</b></a><br/> <img src="/s/i/a/1772e261fe9321e183cfa662dbdc3291.gif" border="0"> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, Chaos have an enormous secret weapon in their summoning rituals, and a single week isn't enough time to figure out how to properly use them.<br /> <br /> I think mixed <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>/Chaos Daemons armies will prove to be exceptionally powerful unless your opponent brings enough snipers to make JFK roll in his grave.</div></blockquote><br /> <br /> The problem is people have already identified the many shortcomings of the ability. It is a thoroughly mediocre ability. <br /> <br /> It isn't versatile. It's deepstrike... but within 12" of a character that didn't move. That also has to be of the same God. With a random value based on the fairly inflexible power level. That you still have to pay for.<br /> <br /> Can you use it to list tailor mid game? Not really, each character will have a small pool of potential choices further limited by the random die. Not to mention the majority of choices will be varying flavors of melee anti infantry, particularly if you don't roll well. You don't even gain the tactical benefits of deepstrike.<br /> <br /> The potential isn't really there. It's unreliable, weak, and doesn't even give you much of a toolbox.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2017 01:17:53]]> GMT</pubDate>
				<author><![CDATA[ SilverAlien]]></author>
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				<title>Chaos Space Marines community opinion</title>
				<description><![CDATA[ Personally? My overall opinion is that Chaos got interesting. For the first time in 6 years we get to have mixed builds. Things you wouldn't have even considered before are actually quite interesting.<br /> <br /> Plus there's a lot of subtle differences I have noticed.<br /> <br /> The normal <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad actually has the option to take 2 Heavy Weapons in a 10 man squad.<br /> <br /> Fabius Bile has become a universal buffer of sorts - a gamble but capable of augmenting far more units than he was before - including Terminators, Obliterators, Raptors and Warp Talons.<br /> <br /> Princes have a lot more utility - buffing both Daemons and their respective Legion.<br /> <br /> Plus the fact we're very broad as a faction - yes, I'm one of those who is displeased that his Death Guard have ltierally had half their numbers trimmed and culled but until we see anything more factions are largely meh. <br /> <br /> Right now I'm just playing with ideas for lists. Fabius Bile running around with a whole lot of Death Guard -buffed Poxwalkers are quite amusing when also affected by Typhus.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jun 2017 01:28:49]]> GMT</pubDate>
				<author><![CDATA[ DarkStarSabre]]></author>
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