Chaos [1250] - Warhammer 40K Fantasy
 

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Thread: Chaos [1250]

  1. #1
    Member Grim Psyker's Avatar
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    Chaos [1250]

    Hello, I was hoping for some feedback on this list before I invest in more models. Thanks for your time.

    Chaos Sorcerer, MoS, Lash, icon
    130 pts

    4x termis, 3x combi plasma, heavy flamer
    140 pts

    7x plague marines, 2x plasma, PC w/ Fist + Rhino
    266 pts

    6x noise marines, 3x sonic blasters, Noise champ w/ PW, doom siren + Rhino
    215 pts

    6x noise marines, 5x sonic blasters, 1x blastmaster
    185 pts

    6x noise marines, 5x sonic blasters, 1x blastmaster
    185 pts

    Predator, AC/ Las sponsons
    130 pts

    Tactical breakdown: The predator and blasmaster squads are fire support and will hopefully be able to handle any armor or big nastiness before turning on infantry. The plague marines are the initial wave in a rhino charge and will hopefully set up in rapid fire range. The sorcerer will likely ride with the plague marines and lash squads in good position to be charged by the doom siren squad coming in behind them. The terminators will depstrike off of the sorcerer’s icon and hopefully turn the tide in my favor. This build is intended to be balanced and make full use of the lash with 2 blast templates, 2 flamer templates, and a lot of power weapons /rapid fire plasma love.


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  3. #2
    Relive Revive Return Soul Reap's Avatar
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    I like this list a lot. Tactically I think its interesting and I like the noisemarines being anti infantry support as well as tank.

    Just an idea, consider losing the terminators in favor of a raptor squad with meltas. Then give the sorcerer wings. Your sorcerer could then join this squad for protection, plus it adds to the body count. Either way terminators or raptors, I think the overall stragedy will work.

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    Aesthete honorableSimon's Avatar
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    I have a few minor problems with you rlist, overall it should work fine, there are just some things you could fine-tune.

    Your Sorcerer should probably have wings. Lash only works when he's in range of the squads the Sorcerer wants to move, and it's hard to get a footslogger in range of a strategic squad.

    You should also try to grab another Icon. It's not exactly easy to pick out ICs to kill your Icon, but it is certainly possible not you don't want to have to rely on that one guy, not to mention the fact that he would have to simultaneously be in a good position for deep striking and for using the Lash. It's certainly possible to play like this, you'll just have a better chance if you throw in some more.

    Finally, I'm really not a fan of your mixed purpose Noise Marine squads. Logically it seems like the right thing to do, but you have to remember that you have a limited amount of points and turns. Each turn you spend shooting the Blastmaster at a tank, you waste the points you spent on the Sonic Blasters as they probably won't do a lot of damage if they're even in range. It also causes mobility/strategy issues because you have to be in range of tanks the turn before you want to shoot at them (remember, the tank hunting half of it is Heavy) and at the same time be in a good position to take quite a few shots at infantry. I think to solve this dilemma you should either make dedicated BM squads (which would probably be 5 people, a BM, and maybe an Icon for some additional fun/usefulness) or cut one of the Noise Marine squads to grab some extra dedicated Anti-Armor.

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    Member Grim Psyker's Avatar
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    Thanks for the feedback guys. Soulrep I really considered raptors because they are a tempting escort for the sorcerer to lash and charge but in the end that’s not the role I intend for my sorcerer. I want to keep him with the mounted infantry to make sure there are always targets for the template weapons. Besides I am a fan of terminators. Honerablesimon, I thought about wings but they seem unnecessary because the sorcerer has a ride in the rhino. I intend to use his IC status to keep him safely lashing away so I don’t want him to stray from the mounted infantry. As far as icons go I think I will play around with shuffling a sonic blaster for an icon here and there. Finally I really like the blastmaster squads both for fluff and the versatility they bring. I am hoping the long range of the blastmaster will help mitigate wasted shooting potential on tanks because the blasters wouldn’t be in range anyway. I am counting on the lash to help keep up good lanes of fire on infantry.

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    LO Zealot Ironangel256's Avatar
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    I agree that I would not rely on the blastmasters for AT purposes, they are much better at offing MEQs though if the need does aris feel free to do it. That one shot from the blastmaster has the potential to make more than half of the units pts cost back depending on the tank.

    I like the list though I would consider dropping one noise marine from each squad in order to fully outfit the squads with sonic blasters and grab icons.
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    Member Grim Psyker's Avatar
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    Thanks for your comments iron. I am not sure I understand what you mean by fully outfitting squads with sonic weaponry. Only the assault squad has noise marines without some sonic weapon upgrade and I thought this best because they are intended to be doomsirening squads then charging so the sonic blasters wouldn’t really get a chance to shine like they would in a shooty squad. I am starting to think I would benefit from more icons though, I think I will play around with outfitting the two mounted squads with icons at the expense of a sonic blaster from the assault squad. I am counting on doomsiren being their most potent ranged weapon anyway.

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