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After a couple of games of 10th at 1000 points getting used to our new rules, I thought I’d build a 2000 point list. What do you guys think? 
 

General game plan is to pick the noise marines up to try and hold the mid field/ outside of deployment zone, cultists for backfield objectives/ screening, legionaries to go upfield and harass the enemy and the terminators with abbadon take the other flank/ deep strike in. Daemon allies to deep strike to help claim objectives. 

The one thing I’m mainly unsure on is the rhino for the noise marines. Is it useful to help them push up the field or a waste of points? 
 

Spoiler

1990 points

CHARACTERS

Abaddon the Despoiler (join terminators) 

    • Warlord

 

Exalted Champion (join chosen)

    • Mark of Chaos: Tzeentch

 

Sorcerer (join chosen)

    • Mark of Chaos: Tzeentch

 

BATTLELINE

Cultist Mob 

    • Mark of Chaos: Tzeentch

    • 1x Cultist Champion

        • 1x Bolt pistol

          1x Brutal assault weapon

    • 9x Chaos Cultist

        • 9x Close combat weapon

          6x Cultist firearm

          1x Cultist grenade launcher

          1x Flamer

          1x Heavy stubber

 

Cultist Mob 

    • Mark of Chaos: Tzeentch

    • 1x Cultist Champion

        • 1x Bolt pistol

          1x Brutal assault weapon

    • 9x Chaos Cultist

        • 9x Close combat weapon

          6x Cultist firearm

          1x Cultist grenade launcher

          1x Flamer

          1x Heavy stubber

 

DEDICATED TRANSPORTS

Chaos Rhino (for chosen)

    • Mark of Chaos: Tzeentch

      2x Combi-bolter

      1x Havoc launcher

 

Chaos Rhino (for noise marines)

    • Mark of Chaos: Tzeentch

      2x Combi-bolter

      1x Havoc launcher

 

OTHER DATASHEETS

Chaos Terminator Squad 

    • Mark of Chaos: Slannesh 

    • 1x Terminator Champion

        • 1x Combi-weapon

          1x Power fist

    • 9x Chaos Terminator

        • 2x Accursed weapon

          2x Chainfist

          6x Combi-bolter

          3x Combi-weapon

          5x Power fist

 

Chosen 

    • Mark of Chaos: Tzeentch

    • 1x Chosen Champion

        • 1x Accursed weapon

          1x Bolt pistol

          1x Chaos Icon

          1x Combi-weapon

    • 9x Chosen

        • 7x Accursed weapon

          9x Bolt pistol

          6x Boltgun

          3x Combi-weapon

          2x Power fist

 

Forgefiend 

    • Mark of Chaos: Nurgle

    • 1x Armoured limbs

      3x Ectoplasma cannon

 

Forgefiend 

    • Mark of Chaos: Nurgle

    • 1x Armoured limbs

      3x Ectoplasma cannon

 

Noise Marines 

    • 1x Noise Champion

          1x Doom siren

          1x Chaos Icon

          1x Sonic blaster

    • 4x Noise Marine

        • 1x Blastmaster

          3x Sonic blaster

 

Noise Marines 

    • 1x Noise Champion

        •1x Chaos Icon

          1x Doom siren

          1x Sonic blaster

    • 4x Noise Marine

        • 1x Blastmaster

          3x Sonic blaster

 

ALLIED UNITS

Flamers 

    • 1x Pyrocaster

        • 1x Flamer mouths

          1x Flickering Flames

    • 2x Flamer

        • 2x Flamer mouths

          2x Flickering Flames

 

Nurglings

    • 3x Nurgling Swarm

        • 3x Diseased claws and teeth

 

The Changeling 

    • 1x Infernal Flames

      1x The Trickster’s Staff

 

Edited by strawberry fist
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My theory is deep strike them in on objectives, or in the corner. The changeling has lone operative so can only be targeted within 12” and then has some defensive buffs if he gets attacked within 12”. My main problem is trying to get hold of the model! 
 

Got any thoughts on the rest of the list? 

I'm inclined to think you don't need the rhino for the noise marines, as with assault weapons my understanding is that in the new rules you can advance and shoot with them without penalty - and with 24" range, they'll likely get some targets to shoot at even before arriving at the midfield objectives.

 

Additionally, if you have the ability to field the model (either by owning one or by playing in games that aren't strictly WYSIWYG), I would swap the bolt pistols on the noise marine champions for power fists.

Edited by Dr_Ruminahui
7 hours ago, Dr_Ruminahui said:

I'm inclined to think you don't need the rhino for the noise marines, as with assault weapons my understanding is that in the new rules you can advance and shoot with them without penalty - and with 24" range, they'll likely get some targets to shoot at even before arriving at the midfield objectives.

 

Yeah, Assault no longer has a -1 to hit attached to it,

 

@strawberry fist Sonic Blasters let you Advance + Shoot, and therefore also Advance + "Action" for Secondary Objectives like Cleanse and Deploy Teleport Homers.  Noise Marines don't really need a transport to cover ground unless you really want to fire the Blastmaster every round.

Ok so no rhino for the noise marines, with the 10 points already left and the ones from the rhino that gives me 95 points. which could either be a squad of accursed cultists or upgrade the nurgling squad to a flamer squad instead and add in a warpsmith for one of the forgefiends. 
 

Sorry I put the wrong unit before, I’ve edited it now to say chosen. The exalted champion and sorceror are with the chosen and their in a rhino.

95 points is also exactly what you need to get Lucius... just saying.  :biggrin:  And, actually, I am just saying as I think the choices you list are probably better unless you have a melee oriented noise marine squad to put him in - though, fights first is better this edition, as it now allows you to go before the unit that charged you (unlike last edition, the person whose turn it isn't selects is the first to select the unit to fight for the whole combat phase).

  • 2 weeks later...

Managed to attend a tournament the other weekend although I had to alter the list above due to not having the models yet. 

 

List:

Abaddon

Sorcerer

Exhalted Champion

Noise Marine (5 man)

Noise Marine (5 man)

Cultists

Cultist

Predator

Predator

Forgefiend

terminators (10 man)

Chosen (10 man)

obliterators (2 man)

Rhino

 

Game 1 - Loss vs Tyranids (47-83)

Main frustration for this game was the barbed hierodule killing the block of terminators and Abaddon in one round of shooting and I was unable to use the nurgle strat as one of his characters made it become 2CP which isn't helpful when all you have is 1CP! The FNP save that the tyranids get is quite irritating as they get a 6+++ save and then he played a strat to make it go off on a 5 and then proceeding to make a lot of 5+++ saves. For example, the forgefiend managed to do 5 wounds to the Hierodule but through armour saves and FNP only one wound went through, which ended up being the story of the game really. 

 

Game 2 - Win vs Guard (100 - 57)

This was a good game, didn't feel one-sided until turn 3, after Abaddon had finished carving up the Rogal Dorn and a leman russ over turn 2 and 3. For this game I found that the best form of anti-tank in my army was the chosen and terminators (with Abaddon) hitting them in combat as the predators were not really doing anything. It took 3 turns of shooting from two predators to destroy 1 leman russ where as Abaddon had killed two tanks in that amount of time!

 

Game 3 - Loss vs Knights (73-93)

Abaddon is a boss, he went around carving up knights for fun. The main problem was that I lost a lot of my army to return fire in his first turn so I didn't have a lot of units to go around and score on primary. In my turn I did a grand total of 1 wound to a crusader with all my long range shooting (predator, predator, forgefiend and obliterators) there was a lot of misses (predator) and 5++ saves made against the ectoplasma cannons! 

 

My main takeaways from this list is that the predators were to swingy, they either failed to hit/wound or do a minuscule amount of damage and against the tyranid player the forgefiend did more damage to himself then the the opponent! The noise marines surprised me with how much damage they can do in combat, I miss remembered that they have accursed weapons so when they were charged by a scythed hierodule and survived the charge, they dealt 9 damage to it (the noise champion had a power fist which helps!) Terminators, Abaddon and Chosen all brilliant if they can get into combat. 

 

Still waiting for the changeling to come back in stock and to aquire a couple of the other models so I can try out the original list above!

IMG_5813.jpeg

Edited by strawberry fist
10 hours ago, Tallarn Commander said:

Sounds like you had fun! That is a nice-looking EC Army. What Mark did you take on the Chosen?

It was fun, just need to improve the list before I go to the next tournament in October.

 

I gave them the mark of Tzeentch with the intention of using the skinshift strat to bring a guy back, plus its helpful if you need to try and ping a wound off something tough. In the 1000 point game I've enjoyed running them as khorne as they've blended 2 squads of 4 custodes in 2 seperate fight phases. I'm thinking of taking out the sorcerer for a lord so then i could make the chosen mark of korne again

I ran 10 chosen in my 1000 point list with a lord and champion attached. I’ve not ran a 5 man chosen squad only ran legionaries and noise marines as 5’s. I prefer noise marines as they can advance and shoot and do actions, plus they’re cheaper at the minute than legionaries. 

  • 3 weeks later...

With the new balance data slate my list hasn't been hit too badly, the latest iteration of it ended up being 60 points over. I've removed the lord and managed to sneak in a squad of nurglings, what do people think to it?

 

General plan is to keep the nurglings, flamers, obliterators and possibly a squad of cultists in reserve to land on objectives/ backfield objectives. Noise marines try and go and hold the midfield objectives and the terminators and chosen harass and push forward to the enemies deployment.

Spoiler

2000 points

CHARACTERS

Abaddon the Despoiler  (joining the terminators)

 

Exalted Champion (joining the chosen)

    • Mark of Chaos: Khorne

 

BATTLELINE

Cultist Mob x10

    • Mark of Chaos: Tzeentch

    • 1x Cultist Champion

        • 1x Autopistol,  1x Brutal assault weapon

    • 9x Chaos Cultist

        • 6x Autopistol, 9x Brutal assault weapon, 1x grenade launcher, 1x heavy stubber, 1x flamer

 

Cultist Mob x10

    • Mark of Chaos: Tzeentch

    • 1x Cultist Champion

        • 1x Autopistol,  1x Brutal assault weapon

    • 9x Chaos Cultist

        • 6x Autopistol, 9x Brutal assault weapon, 1x grenade launcher, 1x heavy stubber, 1x flamer

 

DEDICATED TRANSPORTS

Chaos Rhino (for the chosen and exalted champion)

    • Mark of Chaos: Nurgle

      2x Combi-bolter, Havoc Launcher

 

OTHER DATASHEETS

Chaos Terminator Squad x10

    • Mark of Chaos: Tzeentch

    6x Power Fist, 2 Chainfist, 2 Accursed Weapons, 4x combi weapons, 6x combi bolters

 

Chosen x10

    • Mark of Chaos: Khorne

        1x Chaos Icon, 4x Combi-weapon, 8x Accursed weapon, 2x Power Fist

 

Forgefiend 

    • Mark of Chaos: Nurgle

    • 3x Ectoplasma Cannon

 

Forgefiend

    • Mark of Chaos: Nurgle

    • 3x Ectoplasma Cannon

 

Noise Marines x5 

    • 1x Blastmaster, 4x Sonic Blaster

 

Noise Marines x5 

    • 1x Blastmaster, 4x Sonic Blaster

 

Obliterators x2

    • Mark of Chaos: Chaos Undivided

 

ALLIED UNITS

Flamers x3

 

Nurglings x3 

 

Edited by strawberry fist

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