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Curse you, Karmoon.
Anyways, here's my 1000 points idea for a new Chaos army... it's either this or an Eldar army, depending on whether or not I like the playstyle, so feel free to comment.
1 Daemon Prince with Wings
3 Chaos Terminators with Combi-Plasma
1 Chaos Terminator with Reaper Autocannon
8 Chaos Marines
1 Chaos Marine with Plasma Gun
1 Chaos Marine with Lascannon
4 Plague Marines
2 Plague Marines with Plasma Guns
1 Chaos Biker
2 Chaos Bikers with Flamers
1 Biker Champion with Power Weapon
1 Chaos Vindicator with Daemonic Possession
Army Total: 1000 points
You're lacking tank-busting weaponry altogether, except for the reaper autocannon on your termis. This is the biggest concern I see.
H.Q: Nice and streamlined. The verdict is still out for me, whether it's worth having Warp Time on a model that hits on 3+ and wounds most models on 2+. Of course, in a 1000 point army, Warp Time is a luxury upgrade.
Termis: Looks good. Very exciting times for us, now that we can use comb-plasmas. It pretty much makes termis worth taking, since they can now dole out immense amount of firepower. I take it these pups will deep strike onto the battlefield. Have you considered giving one of your units a personal icon in order to facilitate the deep strike?
Also, I tallied the point cost at 160.
10 man troop squad: Why do you need 10 in this unit? Six would be ample and allow you to increase your plague marine squad. Ten becomes especially problematic against opponents, where your best tactic is to advance upon their lines (i.e., I.G. and static Tau). Against these types of opponents, you're faced with either firing the lascanon at long range (which begs the question of the remainder of the squad) or moving forward in order to make use of the plasma gun and the bolters (which in turn renders the lascanon useless). Honestly, I just can't see the reason for taking more than 6 marines, if you're not going to add an a.c. with a fist.
Alternatively, you could switch this squad to an 8 man chosen squad with duel wielding plasma guns. It would have much better versatility with regards to their deployment and crowd control. OR, a 7 man chosen with 3 plasma guns. Of course, this would leave you with only 1 troop option. Just a thought.
Another option would be to reduce the squad size to 8, taking two plasma guns and a rhino. This would provide you with much needed mobility and easily put these guys within rapid-fire range by round 3.
Plague marines: These pups are a pretty good mobile platform against enemy infantry. However, without a plague champion toting his beloved fist, you're going to have problems against your opponents' c.c. units, unless you plan on remaining in the rhino and only using the fire hatches.
You could also strip points from your first troop choice and add a plague champion with a fist. This would work particularly well, if you changed your first troop squad to a 6 man chosen unit with duel plasma guns. Eh, this puts you over your point limit, so additional changes would have to be made.
Bikes: Paying 172 points for 2 mobile flamers seems a right bit expensive. Since your army lacks tank-busters, you could switch these pups to melta guns. Another options would be to swap them for raptors, which would allow you to take another model.
Heavy: Looks good. I'm curious to see how the possessed Vindicator performs.
Spambot kill tally. . .337
Thanks for the comments, but I'm not sure if I want to change anything yet..
Spambot kill tally. . .337
Even against Marines and the likes, I think the squad can still be useful in inflicting some pain, taking objectives, tying units up in CC, soaking fire with their higher Toughness, supporting the DP in CC, being a counter assault unit... etc.Originally Posted by Rabbit