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Hi, well i'm planing on going to the GT this year (UK heat 2 if anyones wondering) and was fliping threw the chaos codex for ideas on what to take.

 

Thats when i suddenly realised chaos marine squads are still 5-20. This being the case has anyone tried taking an army with a few 20 man squads in?

 

My thinking being as such

 

+Chaos marines are rock hard, not as good as cults but still hard.

+Chaos marines are veristile with both bolters and ccw weapons

+Lastly- given how much emphasise there is on keeping troops chices alive how good would 20 man marine squads be? Serriously, they can claim objectives, throw out ALOT of firepower and need to be killed to the last in order for them to not be a scoring unit or to give your oponent a kill point!

 

I know it sounds like alot of points (your looking at 300 plus) but how much does a decent squad of thousand sons cost?

 

Anyone any thoughts?

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I think it might be pretty good for taking objectives close to home, but a unit that large is going to be unwieldy around/through terrain. Also they will probably have to bunch up to fit in/through open terrain, and an ord template would have a hard time missing and when it did hit, it would kill ALOT.

I think 12 or 13 might be the max squad size you would want to wk with.

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Don't forget that the average CSM squad can still fail morale checks. A glory icon would really help, but then you're also missing one of the greatest advantages of such a large squad: Cultist marks that can beef up everybody for comparatively cheap points. Toughness 5 marines or 5+ invul marines can be really hard to displace, but they're very vulnerable to a bad morale roll.

 

In my opinion, it's just too many points tied up in one unit. A single dreadnought could keep it tied down the entire game, and may likely break their morale and sweep them. Not to mention a defiler or multiple flamer templates.

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id probably say go for between 12-15 man squads, but no more than 2-3 at a push. using 35 point rhinos as shields. possibly sit all 3 horizontally, blocking 18" of LOS and stick your squads behind it till you reach objectives.

 

though that is NO fun really.

 

 

so i myself would field, 3 14 man squads. bolters, 2 specials weapons. and then bulk out your firepower with defilers/dreads and oblits

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i way always gring one squad of max size to objetive sit. give them a cover save oran invun saiv when and if you can, go to ground if you must, thier job is to shore up and objetive, leave the killing to your combats specialest, give them plasma guns or heavy bolters.

 

My two cent.

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You know, there's something utterly terrifying looking at an opponent who has huge 20-man squads of power armoured troops, backed up with devastating dreads, gun-blazing obliterators and rightously feared Terminators.

 

as aioannou said; What you could do is to compensate for their lack of speed and give the 20 man squad a rhino that can be used as a moving shield. For 35 points, it's worth it...

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Well after reading the comments put on here i'm thinking of doing 1 squad of 20 and 2 or 3 squads of 12-15.

 

The 20 man is there to do 2 things,

1) hold objectives in my deployment zone and

2) look scary!

 

I think psycological warefare in 40k is underated. End of the day the 20 man squad is going to attract firepower even it's of no use to me what so ever and theres better targets. People always want to get whats scares them off the table asap.

 

Thanks for the replys so far, any more?

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scares them ? the IRS can scare me not a unit in a fictional game . A vet wont fall for that . and big units [aside for the harder to move/hide , easier to shot at ] are only 1 scoring unit . 2 x10 man squads are 2 scoring units . 2/3 of the scenarios are about taking objectives .

 

also one big squad is easier to CC , then two . all is needed is a single eldrad /calidus/lash etc . more 10 man units are harder to counter.

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