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Ok so I haven't been playing long about a month or so and have been messing around with armies trying to decide what I want to play. I'm pretty sure I finally decided on playing chaos marines and this is the army I came up with it seems to be running well in the few games I have tried it out on. Was wondering what you guys think. I know I'm probably going to get calls of no fluff and cheese and everything, but I know nothing really about the 40k universe yet that will come in time. Its over by 22 points and I keep fluctuating on cutting a Plague Marine or a Thousand Sun. So far I have tried it against Tyrnads and Orcs smashed the Tyrnad and beet the Orc but it was verry close. I also beet a Space Marine player but he was just a little kid so not sure if it was my army or his bad play.
2 Chaos Sorc with Lash 250 points
10 Chaos Marines in Rhino 185 Points
10 Plague Marines in Rhino with melta and flamer and personnel Icon 285 points
9 Thousand Suns with Sorc doombolt 277 Points
2 Defilers stock build 300 Points
3 Obliterators 225 points
Last edited by jcmead; February 16th, 2009 at 22:53. Reason: Fixed some spelling
you might not want 2 hqs for 1500 pts. and maybe give the 1st csm squad some weapons.
Well I ran the second HQ to keep the monsterous creatures and huge mobs of orces from getting in melee with my marines since I would win the shooting game. Also to make sure my Orc oponent runs like a 700ish point Nob squad with Grazgel?? the orc leader guy mob that he runs into me and I sometimes need to double lash it to keep it out of melee range since he has that 18" prophet move. Do you think the extra weapons would do the same thing if needed?
HQ: Lash princes would be more useful but vulnerable to fire compared to a sorceror in a squad of PMs or 1K Sons.
Troops: Squad 1 needs an IoCG and 2 meltas. A PF champion would also be good. The
PM squad should use 2 plasmas as their FNP protects them from overheats. Again a PF champion would be nice and you can safely drop the squad size to 7 of 8 to free up points and alow you to fit a sorceror in the unit inside the rhino. The thousand Sons can be dropped to 9 strong to free up points.
Heavy: Defilers should get CCWs as their weapons. If the battle cannon is shot off just fleet into combat. Oblits are fine.
Quorn! - Protein for the Protein God.
stick the thousand sons in a rhino you will love the slow and purposeful for rhino rushing.
your oblitz are going to be a target for everything. maybe drop one and kit one of your tropps for tank hunting with melta guns your sorcerers should be replaced by lash princes with wings. you will need the mobility and when the stuff hits the fan you ahve 2 good cc units instead of 2 squishy sorcerers. and get some icons for your non cult troops IoCG is good and cheap.
for fluff. write up some story about your hqs and how the found their troops and make a story about their stronghold. I'm sure you can think up something cool
your list is a wee bit top and bottom heavy.
2 Lash princes at 1500 is going to get the word "cheese" thrown at you more than if you lived in Wisconsin.
1 Lash prince is fine, you can use the points for more troops or for upgrades for squads.
Wings on your DP will make him an even larger threat for enemy units.
your CSM squad could use an icon and some special weapons, an AC with powerfist and 2x meltaguns for the squad would give you a mobile tank busting squad. Also good for removing pesky IC and elite troops.
10 Plague Marines is very costly. drop them to 7 or 8, give them a Plague Champ with a fist, and give the squad some plasmaguns and a Rhino. this will let you move them quickly into cover or onto an objective that they can hold and gun down anything that comes at them.
i cannot comment on your Thousand Sons as i play Death Guard and do not use anything that is not a Plague Marine, they are too good to not use them exclusively.
i think you have a wee bit too much going on in your Heavy Support choices.
2 Defilers with extra CCW will be plenty for your long range needs. the Demonic Posession allows you to move and shoot without much worry to taking hits, and once you get close enough you can charge in and assault squads.
3 oblits and the extra points from taking fewer Plague Marines would give you enough points for an extra Troop choice that you could outfit with a champ/wfist, 2 special weapons and a transport.
May the "Nurgley Goodness" protect you!
If I assault squads with the Defilers wont they just rip through his back armor with grenades and such since his init is only 3 or am I overestimating the prevalence of grenades I just know that my guys come auto equip with them.
You don't get to attack a walker's back armour in close combat as it has a weapon skill. Grenades only hit walkers on a 6 and krack grenades can only ever glance you. Also you ignore most hits on the glancing table due to possession.
Quorn! - Protein for the Protein God.
Thanks I had forgotten about the walker back armor thing and don't think I ever knew the need a 6 to hit part that does make them much more viable in melee.