Mutt-Man! Posted August 29, 2009 Share Posted August 29, 2009 Alright we've been through several editions, getting our codex tossed at us prematurely three times now. Inviting new blood while shunning the old bloods. I will attempt a half decent tactica where I should have completed it in the past. Could say I'm just damn lazy. :) Oh damn, I forgot how messed up the new codex is, I should stop trying to staple this thing back together and re-bind it. Stupid new codex makers forgot to pay the company an extra 1% to make sure the books don't fall apart. To the tactica before I start whizzing razorblades at the developers. I'm going to skip special characters, legion stuff and all fluff. Special Notes: +Lash is a very potent power that often angers people and for good reason. You can: 1) Force them to stay out of melee and in prime shooting range // 2) Rush them closer to be within melee range as quick as turn 1 // 3) Force them in unfavorable situations by dragging them out of cover, forcing dangerous terrain tests pushing them through cover, and bunching them together to be blasted by area effect weapons. To be fair, people intend to only have one lash user in the army at any one time while highly focused armies may have two. This lash only works if you have something to advance on its ability. It does not work well against armies with lots of vehicles to stop your lash. (Added note, if you want to use the newer Codex: Chaos Daemons pavane of slaanesh in stead of Lash of Submission, be sure to make it known before hand, I'm sure they would rather face that version.) +Chaos Space Marines entry applies mostly to all marines of similar equipment in the other entries below at any place they are similar. For example, a Khorne Berzerker unit will have roughly all the weapons they do except for the 2 special weapons and the bolters. They still have krak grenades to break open a Leman Russ Demolisher if they needed to. +I made sure to make this as un-bias as possible with generic easy to understand descriptions for new and old players alike. Please use the search function to read further into anything of interest or search manually and even ask in a new question thread. Everyone here is nice and willing to welcome new dark brothers to the warp. +All entries will be in order of how you find them in the codex starting from HQ and not discussing special characters. Please refer to the codex for rules and allocation. ::Daemon Prince:: #Weaknesses: None, its wounded normally and blast weapons cause only 1 wound per. #Strengths: Melee oriented, marks change the role very little but psychic powers change certain effectiveness'. Monstrous Creature. #Powers: Warptime is the best choice as it supports all variations, melee and ranged(tzeentch marked). Wind/Gift/Doom are ranged choices that will be used, maybe twice during the game when considering their cost. #Notes: You get a higher buyback for the points in most versions (or perhaps best to say any version) of the daemon prince. ::Chaos Lord:: #Weaknesses: Can be instantly killed, should remain with other models of similar speed or inside a transport. Daemon Weapon self wound chances, requiring backup. #Strengths: Mark bonus stats are cheap for what they do. Daemon Weapons are powerful, but are unreliable at times. #Ranged: Combi-Weapons make good use of BS5 or the lone speed of the model. Deathscreamer has good potential firepower. #Notes: Controversial when compared to the Daemon Prince in cost to point ratio. Decent range potential with the deathscreamer, and a good squad assistant character when using various daemon weapons. ::Chaos Sorcerer:: #Weaknesses: Can be instantly killed, should remain with other models of similar speed or inside a transport. #Strengths: Melee oriented, marks change the role very little but psychic powers change certain effectiveness'. #Powers: Warptime is the best choice as it supports all variations, melee and ranged(tzeentch marked). Wind/Gift/Doom are ranged choices that will be used, maybe twice during the game when considering their cost. Though Nurgle's Rot having the character hidden inside a unit may see better use. #Notes: An easy choice to bring a lash inside a unit, the more durable choice compared to a lash Daemon Prince. ::Chosen Chaos Space Marines:: #Weaknesses: Can become too expensive for their durability quickly. Mix units are ineffective. Area effect weapons. Terminators are superior in most melee layouts. #Strengths: Able to pack 4Special+1Heavy weapons or 5Special weapons. Can infiltrate or outflank with a Rhino. Does not require a model count to take weapons. #Notes: Theme the unit and you will get results. Popular unit makes are: 5Flamer/Melta Guns; Heavy Weapon+4Plasma Guns; 5 Twin Claws+Icon Outflanking. ::Chaos Terminators:: #Weaknesses: AP2/AP1/High Initiative Armor Ignoring. Mix units are ineffective. Area effect weapons. #Strengths: Can upgrade any model to force wound allocation benefits on 2+. Nice layout of weapons and backup of bolters. Cheap cost to what they do. Large base size(in notes). Variety of weapons. Deep Strike. #Notes: Theme the unit and you will get results. Base size for deep striking makes it easier for termicide and getting the short range guns slightly closer or abusing small areas in melee when removing models and forcing him to pile in at the end of his assault phase. Popular unit makes are: Small Melta/Flamer/Heavy Flamer 1Fist/Chainfist Termicide; Larger unit of combi-plasma and reaper; bare bones unit with 1 chainfist (to rival storm bolters in point to gun ratio); melee+icon inside Land Raider; 3 Terminators to get the elite transport Land Raider. ::Possessed Chaos Space Marines:: #Weaknesses: Cannot rely on the random table. No special weapons or champion upgrades. Lacks powerfist. Area effect weapons. No ranged weapons. #Strengths: Melee oriented. +1 strength and 5++ save is similar to having two icons. Fearless. Purchasable Icon bonus. #Notes: Nobody seems to like them, however their statistics stack up to having as many kills as a Khorne Berzerker unit with a powerfist skull champion point for point without the random table over 2+ melee rounds, with a ++ save added. ::Chaos Dreadnought:: #Weaknesses: Cannot rely on the random table. Possibly shoot your own models making hard hitting guns a gamble. Anti-Tank weapons. #Strengths: Cheapest dreadnought. Superior melee dreadnought. Vehicle, ignoring most low end weapons. #Notes: Use the Missile Launcher for its ranged weapon or have dual Dreadnought Close Combat Weapons for the most common reliable makes. ::Chaos Space Marines:: #Weaknesses: Must have 10 models to take 2 gun upgrades, disallowing a character to join them in a rhino. Area effect weapons. #Strengths: All purpose unit. Upgrade options to take down anything in the game. Works effectively in most situations for their cost. Efficient when compared to all troops in the game considering all situations. #Notes: Theme the unit and you will get results. Icons taken in larger units of 10 with two assault weapon upgrades and a champion inside a rhino is as basic as it is top tier. ::Chaos Rhino:: #Weaknesses: Few weapons. Light armor. Anti-Tank weapons. Being stunned/destroyed while transporting. Dangerous Terrain. #Strengths: Cheap transport. Can kill its own points worth eventually. Fire two weapons from the hatch. Being a type of mobile terrain that is worth more then its cost. #Notes: *Look for tips on how to use rhinos. You can take the rhino even if the unit is 11+ models to be used as terrain or transport for something else. Combi-weapons get good use out of the vehicle because it can tank shock for better conditions. ::Plague Marines:: #Weaknesses: AP2/AP1/Armor Ignoring Melee removes feel no pain benefits. Area effect weapons. Lower initiative. #Strengths: All purpose unit. Upgrade options to take down anything in the game. Works effectively in most situations for their cost. Efficient when compared to all troops in the game considering all situations. Does not require a model count to take weapons. Higher toughness with feel no pain. Fearless. #Notes: Theme the unit and you will get results. Icons taken in larger units of 10 with two assault weapon upgrades and a champion inside a rhino is as basic as it is top tier. You pay roughly 50% of a normal marine's worth to get the benefits of Feel No Pain and+1 Toughness -1 Initiative. ::Noise Marines:: #Weaknesses: Higher cost per marine. Area effect weapons. #Strengths: Sonic weapons are high end weapons. Initiative 5 and hitting most walkers with grenades first. Advanced anti infantry ranged unit and mobile firepower unit. Fearless. #Notes: Taking noise marines without any gun upgrades will be sub-par. Taking a Blastmaster is not required, but is also a decent weapon. The unit fits "water style" tactics very well using sonic blasters. ::Khorne Berzerkers:: #Weaknesses: Higher cost per marine. Requires being in melee to be effective. Area effect weapons. Higher initiative melee units. Now allowed to charge. No decent special guns. Relies on transports. #Strengths: Melee unit on par with HQ stats when charging. Strength 9 Powerfist when charging. Able to stack up to nearly any other unit in melee point for point. Fearless. #Notes: The unit requires better then decent transport tactics. One of the few troop choices worthy to be transported by a Land Raider. ::Thousand Sons:: #Weaknesses: Melee. Difficult to move around without a rhino. Expensive unit. Area effect weapons. #Strengths: Removes 3+ and 4+ models for cheap while remaining effective for bolter-horde control. Sorcerer and Force Weapon to take down special targets. Small units for easy special tactics unique to other armies. Fearless. #Powers: Doombolt for cost effective theme; Warptime for melee prowess near same to a HQ; Gift of Chaos for being like a short range mindwar with benefits; Bolt of Change for making the firepower well-rounded. #Notes: A unit that grabs a lot of attention that can be abused. Great unit on foot in front of your other units, 4++ in front with 4+ cover behind them. Their sheer firepower at 12" range can remove enough enemy marines to make any charge ineffective making their melee inability almost invisible. ::Chaos Bikers:: #Weaknesses: Low model count for their cost. Dangerous Terrain tests with low model count. Area effect weapons. High strength weapons. #Strengths: Fast durable small unit with turbo boost. Icons can reduce some of the model count drawbacks. Toughness 6 possible unit. Does not require a model count to take weapons. Long bases/long models makes it easier to hinder LoS to your rhinos for obscurity. #Notes: Very out-dated unit for points cost. However, lacking what loyalists lack, our bikes have +1 attack and icons to pick from and the ability to daemonbomb/teleport bomb very nasty units on the second turn after a turbo boost+durability icon. ::Chaos Raptors:: #Weaknesses: Costs slightly more then loyalist assault marines. Dangerous Terrain tests. Area effect weapons. #Strengths: Fast unit that ignores intervening terrain. Deep strike. Does not require a model count to take weapons. Icons inside units not restricted by transport limit to allow a higher ratio of marines per point spent on icon benefits. #Notes: Can similarly daemonbomb/teleport bomb like bikes, however the icon of nurgle finds a better place in this unit when compared to loyalist bikes. ::Chaos Spawn:: #Weaknesses: Massed fire/attacks. Cannot control them. Small unit size. Small units are an easy killpoint. Area effect weapons. Instant death weapons. #Strengths: Able to catch the opponent off guard with random rolls. Str9 and under cannot instantly kill them. High AP guns make no difference killing them or Plague Marines. Fearless. #Notes: This unit is highly regarded as being useless other then being models for Gift of Chaos. I hate to say it, but do not take spawns as a choice. (Sorry!) ::Chaos Havocs:: #Weaknesses: Can become too expensive for their durability quickly. Mix units are ineffective. Area effect weapons. #Strengths: Able to pack 4 heavy/special weapons. Does not require a model count to take weapons. #Notes: Theme the unit and you will get results. Popular unit makes are: 4 of the same heavy weapon; 4 plasma guns; 4 flamers/melta guns and champion in a rhino. ::Obliterator Cult:: #Weaknesses: AP1/AP2/Armor Ignoring weapons. Instant Death. Limited mobility. No transportation. Area effect weapons(2+ models). #Strengths: The right weapon for any situation. Mobile heavy weapons for abusing terrain/vehicle LoS. Deep Strike. Fearless. #Notes: A popular unit with lash. Capable of firing powerful short range weapons and charge for greater damage. Able to fit into nearly any style of chaos marine army. ::Chaos Predator:: #Weaknesses: Stationary Vehicle. Anti-Tank weapons. #Strengths: Guns for every purpose. Additional Havoc Launcher option for infantry which loyalists lack. Cheap lascannons compared to havocs. Vehicle immune to most low strength weapons. Dirge caster can be abused. #Notes: Predators are a common take, they do not require special upgrades unless you have a particular goal that they must perform. (AC+Dirge+Dozer for example). ::Chaos Vindicator:: #Weaknesses: Short ranged scatter ord. Anti-Tank Weapons. Only one primary weapon. #Strengths: High damage potential. Armor of a predator. Makes good use of Daemonic Possession. Can move and fire at full effect. #Notes: This is an attention grabber and is easily used as bait. Do not fret over not having siege shield options, our codex is older. This vehicle works well in mech armies. ::Chaos Defiler:: #Weaknesses: Mixed role walker for difficult choices. Lower front armor value then the other vehicles in heavy support. Anti-Tank weapons. Lesser stats compared to dreadnoughts in weapon skill, ballistic skill and initiative. Big model. #Strengths: Capable of high damage in nearly all types of combat. Stands tall enough to fire over another vehicle and be obscured when shot at. Great melee model with Fleet of Foot. Capable of obscuring a Land Raider behind it. Battle Cannon. #Notes: A good model for all purpose combat and your longest range unit with a battle cannon. Range easily abused when you have long table edge deployment/reserves/dawn of war. ::Chaos Land Raider:: #Weaknesses: High end Anti-Tank weapons. Mixed weapons. Inefficient for any one specific role other then transport. #Strengths: AV14 all around. Transports almost anything including winged HQs. 30 or so points cheaper then loyalist versions. Can be put in as elite transport for terminators, allowing certain heavy support armies "extra's". Two Twin-Linked Lascannons are enough to kill most vehicles. Havoc Launcher with Twin-Linked Heavy Bolter allows extra leverage against infantry. Assault ramp allowing models to assault after disembarking. #Notes: A very efficient vehicle for multi-role and diverse army lists. Very popular in "spear" style lists with powerful melee units. Highly effective when facing strength 8 and under melee lists. ::Summoned Greater Daemon:: #Weaknesses: Must consume a champion to come into play and perishes if there is none. No special form of movement. No ranged weapons. #Strengths: Pick from any champion when the model arrives for optional arrival locations. Cheap model compared to the daemon codex, even after eating a 60+ point champion. Free HQ slot. May assault the turn it arrives, even out of a transport. Fearless. Monstrous Creature. #Notes: This model is arguably underrated and not used often. Adds punch to mech armies that focus on melee or requires melee deterrent mid-game. ::Summoned Lesser Daemons: #Weaknesses: Must be summoned from an icon to come into play or perishes if there is none. No powerfist. No ranged weapons. No 3+ save. Area effect weapons. No grenades. #Strengths: Arrives off an icon even if its inside a transport. Never scatters when they arrive. Does not take up troop slots. 5++ save for rough melee adversaries. Fights equally with melee scouts for the same points cost. May assault the turn they arrive. Fearless. #Notes: Paying for 10 upgraded marines inside a rhino costs about the same as 20 lesser daemons. Two wounds at 5++ is similar to one wound at 3+. Being able to rely on their invulnerable save rather then have it reduced to no save is a tactic few power armored armies can employ. Things to remember: +You may run the turn you deep strike in to avoid being blasted/flamed if its not wise to fire with the unit that turn. +Armies like marines where hording is not an option relies on putting more pressure in one location rather then pressuring everywhere at once. (More powerful models, smaller space, higher return value) +All models in the army has some sort of melee value along with any shooting they have. Be sure to capitalize on their diversity when facing foes with a superior outlet that bests your force in one way, to try and best them the other way. +You can use vehicles to block line of sight to 50% of one of your units, that can give them cover saves. Best to normally leave the champion hidden with some other marines while keeping the best short range guns closer and in view of the enemy. +Be clever with the use of your units, vehicles and casualty removal to deny them the charge. +If you fire at the enemy, which is common, be sure you dont give the opponent the chance to remove all the models in charge range if you intend to charge into melee. +Make sure the army can work in harmony and be able to work split up as holding objectives is important for most games. +Higher model counts and less units makes less killpoints, so spamming siz 5-size chaos marine units with 1 special weapon each isn't as viable as 3x10 units of marines with the same number of special weapons. +Rhinos are very high value tools and offers a way to play in many venues not available to a ground trudging force. Invest in a few or more. +Having variety is alright as long as you make each unit playable. Having 5 flame chosen for example just because you have some flamer models left over doesnt mean you should field them without some sort of purpose, for example putting them in a rhino. Basic rules of thumb: ++Powerfists are worth the points in units of marines on a champion. They will let you take down a wraithlord or dreadnought and instant kill targets that otherwise will remove the entire unit. Do not skip on these if you plan on melee. ++Keeping a fair number of scoring units in your lists, naturally 1 troop per 500 points is prime but you can vary it depending on what you pick. Such as using lots of lesser daemons with plague marines and lots of terminators, you may only need 2 plague marine units for it. ++Every turn a unit is doing nothing is a turn its not existing. Unless its keeping an objective clean or otherwise is a part of a plan such as keeping deep strikers away from something then you need to do something with that unit. ++Themed armies naturally will have drawbacks, so if you want a chaos space marine army then be prepared to have the basics around when your theme is not doing so well. ++You will lose lots of games if your new to chaos or new to the game. Its only natural, chaos space marines is a very aggressive codex and to squeeze every ounce of potential out of it is near impossible for a newcomer. Even seasoned players with a new idea to follow will suffer failures from time to time. ++Practice deployment and dont dwindle because your afraid of something, psychological warfare is also a part of the game. ++Learn how to spread your units properly due to blast weapons. I find keeping a unit in a line and curling one side more then 4" away from the main line allows my guns to be closer and easier use to abuse that blast hole being centered on one model. Allowing 3 at max for 1 unit to be hit by a big blast, and at most 2 for the small blast. ++Be careful how you place your icon+special weapons+characters+champions inside a unit, be prepared to take casualties and remain in coherency. Also be weary of wound allocation rules. *My annoying komrade 'Corpse.' has made a tactica on a bunch of different things. Many of them based off what I taught him so nag him about it. Final rule: Have Fun! Alright fellas if I missed anything or you feel things are incomplete to a degree as I move along with small updates and checking for typos/making things look a little neater please make it known in this thread. Anything to add will be nice on your part. I will be working on this a bit more, still not quite finished but far from perfect. 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Corpse. Posted August 29, 2009 Share Posted August 29, 2009 You forgot to add something on the Chaos Rhino. You could be more specific on psychic powers and that gift of chaos making spawns that die in game will be killpoints. Also, add nurgle's rot and bolt of tzeentch in the HQ sorcerer part. So far it looks alright. Get your :lol: out of the demon codex and play marines again punk... You could at least post some in the liber malfictorum area you zerg lurker. Also get on skype more often punk. Link to comment https://bolterandchainsword.com/topic/177084-revisiting-chaos-tactica/#findComment-2093788 Share on other sites More sharing options...
Mutt-Man! Posted August 29, 2009 Author Share Posted August 29, 2009 You forgot to add something on the Chaos Rhino. Will do it tomorrow. You could be more specific on psychic powers and that gift of chaos making spawns that die in game will be killpoints. Also, add nurgle's rot and bolt of tzeentch in the HQ sorcerer part. I don't need to. So far it looks alright. Get your ;) out of the demon codex and play marines again punk... You could at least post some in the liber malfictorum area you zerg lurker. Also get on skype more often punk. Check spelling. You mistook skype for AIM again. Its spelled Malficorum with no t. Don't email me so late and ditch. I won't do the apocalypse and planetstrike tactica, go do it yourself. Link to comment https://bolterandchainsword.com/topic/177084-revisiting-chaos-tactica/#findComment-2093920 Share on other sites More sharing options...
Firenze Posted August 30, 2009 Share Posted August 30, 2009 A very good tactica. I agree with nurgle bikers, they are evil and just dont die unless you unload krak rockets or plasma at em. Link to comment https://bolterandchainsword.com/topic/177084-revisiting-chaos-tactica/#findComment-2094753 Share on other sites More sharing options...
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