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Need a fast attack choice for turny


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Ok so im going to be attending a turnoment on july 3rd and both of the possible missions for round one require fast attack choices or I give away points. As the idea is to be compeditive im going to try and drop my dreads for a fast attack choice.

 

First off let me give you the core of my list. i have been playing this core list for a year and a half and it is tryed and true so if we can keep the CnC to the area of what to add as far as fast attack that would be best = ).

 

 

HQ prince mark of khorn and wings. ( only thing with a mark in the list but 10 points for a extra attack was too good to pass up).

 

Troop- 10x chaos space marines with flamer and plasma mark of chaos glory champ with fist.

- Rhino with extra armor

 

troop- 10x chaos space marines with flamer and plasma mark of chaos glory champ with power weapon and melta bombs

-Rhino with extra armor

 

Troop- 10x chaos space marines with plasma and las cannon mark of chaos glory

-Rhino with extra armor and havoc launcher

 

Troop- 10x chaos space marines with plasma and missel launcher mark of chaos glory

-Rhino with extra armor and havoc launcher

 

Heavy- 2x obliterators

 

Heavy- 2x obliterators

 

Heavy- vindicator with deamon hull and twin linked bolter

 

Ok so thats the core that i have been playing for a while. I have tryed summening lesser deamons and greater deamons and although i liked the list it just was not as good as the two dreads i have scine added to the list the dreads have extra armor and 2x close combat weapons. and top out at about 115 points a pop. So i have 230 points to spend on a fast attack choice to get something in the slot for this turny. But i have no idea what to add or how to add because I have never used a fast attack choice from the chaos book at all.

 

thanks

yes flamer plas i get no end to people telling me its stupid but I have a vary small loss rating with this army and i put most of that into having both plas and flamers. termis tyranids and feel no pain beware the plas and horde armys fear the flamer + assault combo. mock if you like but it works out vary well for me.

I am not mocking the set up , I view it as stupid thats all . using a rapid fire/assault special does to a an army that tends to end up in hth and why the meta game how it is now doesnt need for chaos to counter nids or orks with flamers and how FnP is also countered by melta . your effectivly playing with a one special per csm again other armies . against horde you wont be using plasma [and again it is not like chaos builds need flamers to beat horde units or horde armies] because it wont let you charge , against meq or termis the flamer both doesnt do much and a single plasma doesnt kill enough . both flamer and a plasma do absolutly nothing to help a chaos list with its main concernt , poping transports and tanks as fast as possible . both flamer and the plasma do nothing to help against MC [plasma doesnt have enough shots and flamers are ...well..flamers str 4 one wound].

 

 

god you even run lascanons and rocket launchers in csm squads , it as if you were trying to play a sm army only with the csm dex .

i dont really need to defend myself as the list wins 90% of the time. I built a list that I feel represents the iron warrior fluff the most. having the number of plasma shots i have from the overall list is what kills people the most and the flamers just add to the number of potential wounds i can get before a hth with the two units that have them. as i have found that the one flamer gets a avrage of at least 3 to 4 hits before a assault and that only helps sofften up a unit even going againest space marines it helps keep my squad around longer in the game.

 

I have had people all over every forum tell me its bad and stupid. but i feel it give each of my squads a unique and versitile role in every game as i can count on them being able to deal with any list that shows up on the table from biker nobs, leaf blower or blood angles. And i have play tested it with all of them and aside from giveing up alot of kill points the list is sound.

 

But this post is not about the core of my list its about what to take for a fast attack slot. so lets keep on topic.

I'll just say that flamers and plasma are both fine, but you're hurting the list a little splitting the weapons up like that. 2x flamer and 2x plas would at least allow you to deploy both specials to full effect vs a given target. That is you could BBQ a scout unit in cover with the flamer unit while the plasmaguns fired at terminators. Split specials is nice though if you're taking a "every squad can handle any target" jack of all trades approach, but that dilutes your specialist firepower. That and a squad with a plasmagun and flamer can't fire the plasma gun and assault. Personal preference, I guess, and I'm not going to comment on the heavies.

 

But on topic, 5x raptors with 2x meltaguns and chaos glory if you can afford it would give you a little fast melta which could help vs that heavy armor. At 130 pts it would be a free KP and suicide squad, but since your only other choice is chaos bikers, why not?

Bikers could also work though, 3x with 2x meltagun would clock in at 119, 11 pt and 2 bodies shy of the raptors. T 4(5) and faster though.

3 man bike squad with two meltas and an icon of tzeentch. Turbo boost on from reserve for a 2+ invulnerable save then melta something the next turn

 

Can't do that cause the save you get from Turbo Boosting is an cover save and not an invul save.

Tzeentch only enhances your invul save.

3 man bike squad with two meltas and an icon of tzeentch. Turbo boost on from reserve for a 2+ invulnerable save then melta something the next turn

 

Can't do that cause the save you get from Turbo Boosting is an cover save and not an invul save.

Tzeentch only enhances your invul save.

 

You're right, well caught. Perhaps best not to use this tactic then as any SM army worth it's salt will have a land raider redeemer which will laugh mirthfuly as it burns right through your 3+ cover save.

the problem with spawns is that they run at the oppenet. and so im ganna give away the fast attack points anyways might as well not even take a fast attack choice. im considering that more then any of the other options. Bikes were what i was thinking about as well.

A three man squad of bikers with two meltaguns and an IoCG comes in at 129 and could be used to summon in the obliterators. Either that or the five man raptor squad with twin meltaguns to help pop tanks or tie up a unit in hand to hand for a turn.

 

JG

I would probably go bikes with melta guns, as they will be able to cope with more firepower aimed their way than the raptors.

Slightly off the point- I like your list, and was wondering how good you found the vindicator during your games.

Also, the problem with Spawn is that they are not a Fast Attack choice as they don't occupy the FOC, they are merely "treated as a Fast Attack unit" (but depending on your tournament organiser that might be good enough)

 

The melta bikes or melta raptors would be your best bets.

The Vindicator always dose well. It normally always gets one shot off most times 2 or 3 but it mostly soaks up alot of fire from my opponets. this in of itself is why I think it dose well. Sometimes it will do vary well for me and kill a hole squad of bikes like it did at the last turny I went too when i stole the first turn and guned them down before they could get there invuln. he had about 400 or more points tied up in the unit so it was down hill for me the rest of the game even though he blew off the cannon next turn. I have thought about droping oblits just to add the other ones I have but decided not too as the oblits give the list alot of the versitility I like from the army. Not to mention that the vindi soaking up the fire lets my oblits do more damage for longer in the game and thats really handy.

 

After reading the rest of the missions it turns out that each round rewards points for not having one slot or anouther missing from a list. and although I am going to play test running the bike squad I think I might end up just leaveing the fast attacks out as I think the dreads are way too useful in a pair.

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