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Alright, so, just before the new codex became rumored I had started to use a list that I called the "Tear Out the Throat" list. The whole point was to make a fun, but very competitive list that balances good support fire with nasty CC units that get up in the enemy's face with infiltration or deep strike. Then I also had a nice termie unit that could do some real damage.
This new list, my first with the new codex, needs some serious help, because with the new codex I am finding myself out of the know with good builds and also have no idea what to take sometimes. Unless my math is off, it's sitting right at 1500. Please add any comments or builds you think should be included, I don't own many models yet, so it all can be rearranged.
Here we go. Sorry for the long explanation.
Sorcerer - Force Weapon, Terminator Armor, Combi-Bolter, Mark of Tzneetch, Wind of Chaos, Warp Time
Terminators - (x5) 2 have Double LC's, Two have combi-meltas, and one has a Reaper Autocannon, Icon of Chaos Glory
Chosen (x10) - Champion with 2x Lightning Claws, Bolters x5, Heavy Bolter, Plasma Gun x3, Icon of Chaos Glory
Chaos Marines (x10) - Champion with a Powerfist and Bolter, 1x Heavy Bolter, 1x Plasmagun, 7x Bolters, Icon of Chaos Glory
Khorne Beserkers (x10) - Skull Champion with a Powerfist and Bolt Pistol, mounted in a Dedicated Rhino Transport
Obliterator Cult (x2)
Predator - Autocannon Turret, Lascannon Sponsoons, Daemonic Possession
(Sorry, it's a little disorganized)
Anyway, all comments are welcome, please do tear it apart so I can pwn some pplz.
"If you can wait til I get home, then I swear we can make this last."
Nice List! Few changes though
Sorcerer: Is it striking with the termies? If so , give it a slaneesh mark, and a lash of submission so as that you dont get assault when you strike down.
Termies: Reaper Autocannon and Combi-Meltas! If you have meltas, you can most likely charge, so get rid of the reaper cannon.
Chaos Space Marines: Give them a rhino. In 4ED , they need rhinos so that they can be maxim effective.
Zerkers: Change fist to sword. With strength five, you will probably wound most things on a 2 anyway, and it takes advantage of furious charge. Give rhino D.P so that it can continue moving
Preadator: Drop the Daemonic Posession. It reduces its effectivness
Great list, but needs a few chanes!
The Only Pyscho Doll
Hello Mindraked. It takes a while to get used to the new codex. 8Y
Mindraked, to be honest, your list appears as though it really does need a great deal of improvement. Each unit in turn:
Sorcerer: Generally, the only reason to have termi armor on an hq in forth edition is when you have him join a termi squad and then mount up in a land raider. Otherwise, it's much more advantageous to have upgrade the hq with a movement modifier. Termi armor leaves the hq either footslogging or deep striking; the earlier takes forever, and the later is very risky without a retinue to protect him.
Second, drop the combi-bolter, unless you're just filling points. He has WoC, which will always take precedence, AND, IMHO having the extra ranged shot of the combi-bolter isn't worth much.
I think doombolt will serve your sorcerer a little better and allow you the added range to be affective a round earlier. It's also significantly cheaper.
Termis: We now have access to combi-plasmas for our termis, which is a good thing to be sure :party:. Combi-weapons are now only 5 points, which does seem to be the question why we should take the reaper, which is more than 5 times the cost. Plus, now that termis don't scatter when used in conjunction with icons, you can pretty much coordinate a rapid fire deep strike round for your termis. This makes combi-plasmas a superb choice! Here's a good termi configuration that corresponds roughly to your own:
5x termis w/ IoCG
*2x dual lightning claws.
The heavy flamer is the same cost as the combi-plasma and is substantially better against swarms, and only slightly less effective against marines. For this reason, I've included it in your build.
Here's another termi build that I've found to be extremely effective:
5x termis w/ IoCG
*1x heavy flamer
This unit can pretty much manage any enemy unit when it deep strikes, followed by a rapid firing session. It works wonders on everything from swarms, to marines, to monstrous creatures, to light vehicles, etc...
Chosen: Due to their slow nature, I generally prefer to outfit these pups in a similar fashion as the 3rd edition infiltrating chaos squads. Something like this:
8x chosen w/ IoCG
*2-4 plasma guns
*a.c. with power fist.
I've found that having multiple power weapons makes them an enormous target that has issues reaching c.c.; whereas having up to 4 plasma guns is still effective at the standard infiltration range.
Heavy weapons have proven problematic for a number of players, mainly due to the inability to move and fire. Against superior ranged armies, chosen undoubtedly will advance upon the enemy lines. What's more, in my experience, there are plenty of times when an enemy squad sits just outside of rapid fire range, away from my chosen. With plasma guns, I can easily close the distance and then rapid fire. Not so with the heavy bolter. Just a thought.
Chaos marines: In 4th edition, chaos marines are designed for special weapon use, more so than heavy weapons. We're pretty much required to take rhinos now, what with, no more infiltrate. Additionally, it's hardly worth taking 10 men for a single lascanon or missile launcher, so sniper squads are also out of the question now. While the heavy bolter isn't a bad choice, it's useless any time the chaos marines are required to move towards the enemy. For this reason most players are taking dual special weapons. Something like this:
10x chaos marines with IoCG
*2x special weapons
*a.c. with fist
*rhino (with or without one of the following upgrades: havoc launcher- much improved, or extra armor)
Berzerkers: Like Chachazero said, use the power weapon in order to take advantage of furious charge, and give them a rhino
Predator: Chachazero covered the issues here.
Best of luck, buddy! ;Y;Y;Y;Y;Y
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