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Rules Questions


Requiemnex

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1st question. - I was reading a battle report the other day where someone was using winds of chaos from inside of a land raider. Could someone explain to me how this works? No one contested it and infact someone confirmed it. I was just curious what hole in the rule or if it was intended to work that way? Clarity?

 

2nd question - Not so much about rules. More about advice. So we get these cool guys called chosen. We can give them a Rhino.. They can outflank with the rhino is my understanding. So what the heck do we gear them out as.. Whatever I will be fighting odds are its in power armor and will probably have counter attack.

 

3rd question - So I picked up a pack of raptors and understand the basics on how to use them. I was curious if many people are running icons on them or just running the strait pack of 10 with flamers or meltas.

 

4th question - Bikes.. The amazing ride of a lifetime. At what number does Mark of Nurgle really become helpful with them. I see toughness six and it makes me giggle. Bolters wounding on 6s is pretty amazing in my opinion.

 

5th question - Sorcerers in terminatior armor. What are good outfits and how are they used properly. This may revert back to question one a bit. Point ranges will probably be around 1400ish.

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1. you can not use Winds of Chaos while in a land raider. There are no fire points on the Land Raider.

 

2. haven't tried chosen yet. I'd go for a couple meltaguns/flamers, a power weapon and a fist champion if I want a combat version, or a bunch of plasmaguns and a fist for a shooty one.

 

3. I run 9 (for reasons of its Tzeentch's number) with 2 meltas and Icon of Chaos Glory (to keep them from running off the table).

 

4. For the cost, it would have to be a whole bunch of bikes to make it worth it.

 

5. I like Warptime or Wind of Chaos on sorcerors. (or both if you play Tzeentch).

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1st question. - I was reading a battle report the other day where someone was using winds of chaos from inside of a land raider. Could someone explain to me how this works? No one contested it and infact someone confirmed it. I was just curious what hole in the rule or if it was intended to work that way? Clarity?

 

A mistake, you need fire points to fire out of anything and a land raider has none. It was probably a combi-flamer, and if it is not one, then it was a cheat/mistake.

 

 

2nd question - Not so much about rules. More about advice. So we get these cool guys called chosen. We can give them a Rhino.. They can outflank with the rhino is my understanding. So what the heck do we gear them out as.. Whatever I will be fighting odds are its in power armor and will probably have counter attack.

 

Oh man, where do I start.

Rhino is for shooty chosen, and/or chosen you want to contest an objective using the rhino for cover. Because of the outflank rule, you must start inside the transport and the transport must move to get onto the table so that means no disembark and charge which is the whole purpose of outflank melee units. So, you arm rhino squads with plasma guns, or melta guns, or flamers. The only weapons you might mix are: 4PG 1F / 2F 3MG / 1F 4MG / 4PG+Heavy Weapon(your choice) best if you just infiltrate the plasma+heavy into cover IMO.

 

Aside from that, the melee chosen often run at 8-10 models with icon of slaanesh or khorne. Lightening claws are some of the better deals you get with 1 flamer. Higher initiative to strike ahead and whittle them down or rely on your extra bodies and go for killing power with icon choices. Only the shooty chosen should be taken in squads of 5-7 if you wanted to go that low.

 

My favorite version recently has been the 5 flamer, 5 meltabomb chosen squad for 140 points. If you have trouble with outflanking you can change it up with teleporting terminators to get at them near the middle if chosen don't get the job done.

 

3rd question - So I picked up a pack of raptors and understand the basics on how to use them. I was curious if many people are running icons on them or just running the strait pack of 10 with flamers or meltas.

 

Raptors are great. Though many will advise against this, I like running a large squad of them. Powerfist, and icon of Nurgle. They are as tough and as rough as bikes in melee, but for the whole squad before the fist/special weapons costs 22.5 points a raptor. Thats cheaper then regular bikes, and bikes often only get a second turn charge just like raptors. (and the same charge distance of 18" move+charge range as bikes) Otherwise run khorne or glory. If you want them to take a role as melee counter charge (like for terminators/genestealers etc) use icon of tzeentch.

 

However, the main reason to use a squad of 20 is to abuse the icon. Take one icon for 20 and be forced to take 1 champ and 2 guns, or spend double the points on two icons and be allowed to take the extra champ+guns. Large squads charging make for powerful hammers. Squads of 10 do not take much advantage of being like a squad of 5 raptors when traveling past terrain easily. But if you got 20 raptors you can line up the extra models around the terrain while some jump over it. Smaller squads are more for tank hunting and harassment. Squads of 20 don't need 2 rhinos to transport such a powerful unit, and can hide a HQ with 20 bodies to shoot down.

 

4th question - Bikes.. The amazing ride of a lifetime. At what number does Mark of Nurgle really become helpful with them. I see toughness six and it makes me giggle. Bolters wounding on 6s is pretty amazing in my opinion.

 

Ok bikes are not bikes here. They are something else entirely in the chaos list. They aren't what loyalists use, these guys are a delivery system or a hard core unit. Want 10 T6 wounds with no instant death and 9 krak grenade attacks+Powerfist+2 meltaguns? That's bikes. You want to turbo boost a bunch of bikes for 60 lesser daemons, greater daemon and 5 terminators to use teleport homer off of? That's bikes.

 

They are a hard core unit that has a limited range of abilities above the other choices. They also work great as a 3 man team abusing turbo boost to get behind perfect cover(means they cant be seen by anyone). Also seen a guy use a unit of rhino chosen to get 3 bikes behind it after waiting a turn to move them forward and cleverly abuse the thin/long bases to cover nicely.

 

 

5th question - Sorcerers in terminatior armor. What are good outfits and how are they used properly. This may revert back to question one a bit. Point ranges will probably be around 1400ish.

 

I would have to say this works well with icon users that move fast in the first turn to home the sorcerer in. Maybe with 3 terminator buddies to help a termicide with combi-meltas and teleport homer with wind of chaos. Otherwise, give him a combi-melta and get similar results if you're willing to go that far. He also is a great warptime buddy if you plan on using him that way. The only two powers I say are worthwhile on a teleport sorcerer. Otherwise give him wings/disk of tzeentch. (disk gives him an extra attack)

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Amazing feedback guys thanks. Yeah I re-read that forum post and it looks like he was using Gift of Chaos not winds. Either way...

 

I really like the idea of the three bikes with an icon. Deep strike 3 terminators with combi melta and a sorc with WT, MoT. 2+/4+ h2h rockstar. The chosen with a rhino is a really great idea as well. I will need to read up on that rule so that I can use it right.

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2nd question - Not so much about rules. More about advice. So we get these cool guys called chosen. We can give them a Rhino.. They can outflank with the rhino is my understanding. So what the heck do we gear them out as.. Whatever I will be fighting odds are its in power armor and will probably have counter attack.

I think that loading up on Plasma in a Rhino is probably the best option. Hop out and perform a super rapid fire after you Outflank. Chances are you should be within range to target something.

 

3rd question - So I picked up a pack of raptors and understand the basics on how to use them. I was curious if many people are running icons on them or just running the strait pack of 10 with flamers or meltas.

I haven't run them yet but the easiest way would be very similar to your CSM squads. You're basically trading Jump Packs for a Rhino and non scoring. Squads of 5-6 with 2 specials is the most efficient way to use them.

 

4th question - Bikes.. The amazing ride of a lifetime. At what number does Mark of Nurgle really become helpful with them. I see toughness six and it makes me giggle. Bolters wounding on 6s is pretty amazing in my opinion.
. Same as the Raptors, the best option is probably a 3 man/2 special weapon squad. If you want to make the most out of IoN, I'd consider a 6-8 man squad with 2 specials and a Power Fist Champion. Having said that, its still not that scary because pie plates will be your doom, so you have to make good use of Turbo Boosting's save and get into assault ASAP where T6 means more.

 

5th question - Sorcerers in terminatior armor. What are good outfits and how are they used properly. This may revert back to question one a bit. Point ranges will probably be around 1400ish.

A hard unit to use well. My money is on giving them a shooting power, since you can't assault if you're deepstriking. Wind of Chaos plus a Heavy Flamer (from a Terminator escort) wouldn't be too shabby at killing a squad. When in doubt though Doombolt is always a decent choice.

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Well.. I am thinking about running two squads of terminators one with the sorc attached.. Either run the chosen with plasma guns in a rhino. Move them on drop them out rapid fire plasma into something..

 

Following Turn use an icon on the chosen to deep strike terminators.

 

OR! Run a three bike squad with icon of glory turbo boost in and attempt to get them up there to deliver a 3 man and 5 man squad of terminators?

 

I am also tossing the idea around of taking gift of chaos even against marines. It only needs to work once to earn its points back unless its kill points.

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If your Sorcerer + Terminators are expecting to get into a lot of combat, or just want to go HQ/heavy weapon hunting then why not. There are better options, but none of them are as satisfying as watching an HQ unit or a Special character burst into tentacles.

Imo, warptime is better for its consistency. Even with MoTz its better to get warptime and another power than rattling off gift of chaos twice a turn. Although, GoC is cheaper in that aspect.

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