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1k Pts Chaos tournament builds


CaptKevofett

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Well In one months time i have a tournament of 1 thousand points. It has been an escalation league thus far starting at 500 pts. 500-750 pts were restricted Armor and tougness values making list picking easier.

 

I have been running a basic Deamon prince/lash combo as my HQ, supported by Zerkers in a rhino and plagues. at 750 i added a nurgle Chosen squad with 2 flamers.

 

As the compation goes ive had a solid list thats gotten me great results 3-0-1

 

Now at 1 thousand points all armor is allowed and will be present.But the main forces im playing currently are swarm groups. there are around 6-7 nids, 3-4 orks, 2 eldar a couple space marines, greyknights and around 2 chaos, sisters and IG somethin like that i dont know exact statistics.

 

but i would love to hear your thoughts on a good list well rounded for fighting and lots of anti heavy such as drop pods vinds and walkers.

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I have actually been playing quite a few practice games around 1000 pts with my part of a 2000 pt team force. I use Abaddon, Landraider, about 6 Berzerkers and 8 Deathguard with 2 meltas and Champ with powerfist in a Rhino.

 

Against horde armies you have a huge advantage, so it will be difficult to go wrong. You can keep going with the Lash Prince and go for some early charges, lash away units you fear, and move units off objectives.

 

Deathguard are great to take and hold objectives. Berzerkers can usually enjoy a round or two of INT 5 infantry killing. Noise marines can throw out tons of firepower and are also great at holding objectives. Rhinos are still cheap enough at 1000 pts and can block movement and LOS to your troops.

 

I suggest trying some crazy stuff at 1000 pts before you start to get into more competitive higher-point games. Chaos Dreads, Possessed. Hell, try a big unit of Spawn!

 

We have a similar escalation of free tournaments at the Chicago Battle Bunker. Last one was 1000, next is 1250. I usually just paint up what I think is interesting to paint and try out.

 

- Blackbone

Hey,

 

I have been running a basic Deamon prince/lash combo as my HQ, supported by Zerkers in a rhino and plagues. at 750 i added a nurgle Chosen squad with 2 flamers

 

So, in essence, zero Anti-tank?

 

at 1 thousand points all armor is allowed and will be present.But the main forces im playing currently are swarm groups

 

Add 3 Units of one Obliterator and a 25pt Fist for the Rhino Champ.

If the Champ already has a Fist, swap one Chosen Flamer for three Meltas.

That would lower your original AP ratio somewhat, but Obliterators cover all the bases.

 

 

Playa

For 1k I run with two khorne lords with daemon weapons, a simple 280 points could wipe entire units if they dare come close. Give them lightning claws if you dislike daemon weapons, or go with warptime sorcerers instead. The Tzeentch Daemon Weapons are also wonderful (the same additional 2D6, just different phases because they're ranged)

 

Obliterators are also a prime choice, and then there are defilers filling BOTH pie plates and dreadnought roles all in one model, and not even that but all those extra attacks included with additional DCCW's.

 

 

As for infantry I cant tell you where to start. I always run themed infantry, and you seem to work on a balanced sum. If you add expencive icons, though I highly suggest that the units are made larger to capitalize its presence to number ratio for its cost.

 

Although, Terminators being so cheap they are probly the best unit for 1k in the chaos arsenal. To be honest. Ready for anything and as cheap as two marines worth. If you go with 1 rhino, dont make it go alone.

thanks for all the input so far, i would love to hear more.

 

im really leaning towards the melta chosen and power fist in the zerkers.

 

but termies are cheap and could potentially be a great armor popper.

 

i made a temporary list throwing around ideas

 

Sorcerer lord slaanesh/lash with melta bombs

 

attatched to 9 plague marines one plasma gun

 

10 berzerkers in a rhino 1 champ with a power fist

 

3 obliterators

 

Vindicator with a havoc

 

that makes me 1003 points which is acceptable they give u 5 points to throw around

 

i like the kiling power of the list but i feel as though id be seperating to much and not enough support since my whole army would be moving for different things and at different speeds.i also dont really like the lack of troops to capture and hold multiple objectives. The plague/lash sorc is awesome at holding objectives good luck getting those things off anything they hold, with feel no pain 5 tough and a lash to throw ppl they dont wanna fight away like banshees or deamons. berzerkers are always a killing/capturing backbone. oblits can pop almost anything plus have the survieability to last specially in cover, and have the vind taking firepower and mowing things down with the demo cannon..... thoughts??

I noticed the list above doesn't include your Lash Prince. Is this not a true escalation campaign, where you must always bring the same thing you brought last time + any new units/gear?

 

I agree with much of the above advice. Obliterators really shine in the 1K point range. Though CSM in general really struggle to shine at anything smaller than 1500.

 

Good luck!

Might I change the list a little for a bit more bendable feel? Chaos units are not numerous and specialists that are tough can be made smaller.

 

The lash sorcerer is a good run with, but Im afraid the main reason they are so good is that the mark gets their higher initiative force weapon attacks in for character slaying. (Same ideal with daemon weapon slaanesh lords). So you may want to reconsider making it a lash prince. Several reasons.

1: The lash prince draws firepower that saves obliterators from instant death.

2: Obliterators follow him and peek around him to shoot at things.

3: Monstrous creatures in general have far too many useful side abilities especially with eternal warrior, 5+ inv save and 4 wounds with 3+ armor save.

 

I would stick with lash prince's below 1500 when your units can be chewed up by anti marine lists. Unless you expect to face 2 badass characters you absoloutly must instant death in melee, he is your best bet.

 

Next is the plague marines and zerkers. The zerkers get the charge and run 10 strong, they have a limiter. I find 8 is the best number, because you DONT want them to run the turn they charge into combat! The reasons are being re-charged AND being shot up. So take two out of the unit, and that makes fewer tests when the rhino is popped, fewer models to fiddle with when inching for space deploying them out of the rhino and just enough to hide behind the rhino(cover) when its dead so the entire unit isnt in danger(all out of view). Trust me 8 will be the size.

 

Second reason, is that you need points to pull the plague marine unit into TWO units of 5 with 2 special weapons in each unit. 10 men with 4 weapons = a havoc sqaud as a troops choice. They are durable, and being able to shoot two different directions will save you headaches. Also, make one unit meltas, the other plasma. The plasma unit following the front unit.

 

Also, split the obliterators into two different units. Thats one of their strengths, splitting to fill ALL the heavy support slots they can. Shift fire where its most needed. Pop a transport with a lascannon, then lay down two plasma cannon blasts on the troops that disembarked.

 

 

Tourniment play is itching and milking things for victory. Though chaos does this easy. If you want to smooth the list for power play, though you may be against it I still suggest the above. Good luck.

 

(Take the oblits out if you want to pack in terminators)

 

-Edit: Saw the havoc launcher on the vindicator. Put it on the rhino instead so that you actually use it when the vindicator lives. When the vindi weapon dies off, rush it and tank shock. Abuse the tank shock! (Or put a combi-melta on the rhino to help the zerks)

  • 2 weeks later...

Defilers work for three things. If you dont pick to use one of the three, your not using a defiler. Just a dreadnought that looks scary.

 

One, defilers pie plates and range, it severely spreads units and makes him scared to do certain things. If you can manage to get a defiler in a safe corner out of lascannon range (lance range) then you can blast away with it and never get hit, might as well be using a leman russ.

 

Second, its melee role. Fleet is a major bonus, and charging a defiler in is a good way to get attention. This is vital to help transports get in safe with their cargo, even acting as an obscuring piece of terrain alive or dead.

 

Third, its multi-role. Use one to help guard a havoc squad sitting back and blasting away, to deter any units that may swoop in and stop them from firing. Even to sack a tank that rushes in too close. Its a fear factor to maintain.

 

 

If you dont use any of those three uses, your basicly trying to use a vindicator, that isnt a vindicator.

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