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okay my names mike and i run chaos but :/ kinda suck with them and i need to learn how to work with what i have, i would love your comments on this list oh and this is for beating orks
hq- chaos lord - terminator armor -85pts
troops- two squads -- 10 berserkers- 210 pts each... one squad with a rhino transport
elites- terminator squad with a land raider transport with demonic possession -270pts for land raider -250pts for the terminators-500 all together
dreadnought- power fist and plasma canon-185pts
land raider -270pts with demonic possession
defiler- auto cannon, battle cannon, and havic launcher -150 pts
the pts dont really matter to me, id just like to know how to improve on this.
Hello Mike. First welcome to Librarium Online.
Second, army lists go in the army list section, which can be found (by link) at the top of the chaos home page.
*thread punted to the army list section*
Spambot kill tally. . .337
Okay i'll work through your options with improvements that i would take and then other suggestions of squads etc that could be useful for you.
Chaos lord - Okay just being in terminator armour gives him some mobility issues, he is just footslogging, in your current set up i'd suggest removing a terminator, and placing him inside that squad with the dedicated land raider so he has some mobility.
Alternative set ups, would be power armour with an unmarked daemon weapon and a jump pack, that would eliminate your mobility issues as well as give him some nice power, a combi weapon (melta or plasma) also isn't a bad choice.
Alternative choices, are daemon princes, they are just beastly, most set ups either revolve around Warptime, which is just fun on a CC monster, or Lash of submission. Any questions concerning these i can give you some specifics if wanted.
Or you could try a sorceror, not as effective as a daemon prince in CC but does come with a nice force weapon, and can also be blended into squads of other models, which is nice. He can also be given wings or a jump pack to help with mobility. Once again ask if you want some set ups.
Okay next are you troops, 20 berserkers isn't bad, but it does limit your fire power which depending on what you are playing could become an issue.
Within your current set ups, i would continue on the with 10 man squads, give the second squad a rhino, and then give both squads a skull champion with a power fist or a power weapon, depends on your preference, both can be effective.
The rhinos give them a bit more survivability from small arms fire, and increases their mobility as well.
Alternative options are your standard Chaos marine squad, they are incredibly versatile, coming with a bolter, a bolt pistol and a close combat weapon, they are quite able to handle any situation providing some descent mid range support and being able to hold in close combat.
10 marines with two of the same special weapons, an Aspiring Champion with a powerfist, an Icon of Glory and a rhino transport, sit up like 265 points at the most expensive and holds out against most enemies.
Your other options being your other cult troops. Plague marines and Thousand Sons are good at objective holding and have a fair amount of survivability, noise marines can provide excellent mid range fire support, and berserkers are fantastic at their close combat roles. If you want set ups for the other squads, i'd be happy to write em out for you.
Terminators are absolutely fantastic, they are brilliant at their job and have so many jobs, they make a brilliant unit for their price.
A landraider is one good way of getting them to where they need to be while surviving and the assault vehicle rule is good. In this instance you need to keep the squad to a squad of 5, which isn't as bad as it may seem, just take a second squad if you feel like you need more, that also allows some more tactical flexibility.
Another option is to use them deep striking, they can hit behind enemy lines, taking out tank support, or head hunt some key figures if needed. The set ups generally revolve around a 5 man squad with 4 combi weapons (generally plasma for AI or meltas for AT) a heavy flamer and a chainfist. This allows them to get out a good turn of shooting upon landing and then hopefully they can land an assault the next turn.
Dreadnaughts are a kind of tough option, depends on the player, not alot of players like to take them, they find the Crazed rule and the Fire frenzy on the roll of 1 is often to damaging to your own troops, and with a plasma cannon, you will do a fairly large amount of damage to both your troops due to the AP and it also runs the risk of taking out light to medium armour with its strength.
Set ups for dreadnaughts normally involve a missle launcher the choice of a frag missile or a krak missile allows you to tone down the damge done to your own troops, but also gives you some flexibity of AI or light to medium AT with the krak missle, this launcher is then combined with a close combat weapon for the prowess.
Also most people run them in pairs together if they do run, allowing each of them to fire frenzy at each other, negating damage to the rest of the force.
An alternative set up is the double Close combat weapon dread, which you just need in combat immediately, but without drop pods, it sometimes can be a bit of a slow process.
Righto lastly, your heavy support, a land raider isn't a great option, its real only use is for a transport for terminators which when in combination with the terminators makes the points worth while, alone, its a bit of a waste.
Defilers are a good choice, although i would swap at least the havoc launcher out for the close combat weapon, another attack is nice, defilers are incredible in close combat, and that often becomes an option if the battle cannon is taken out. You could also swap out the autocannon as well, as really the only weapon you will fire will be the battle cannon.
Alternative options would be a predator tank, they are good fun in pairs. Set ups inclue the dakka pred (autocannon turrets, heavy bolter sponsoons) the combo pred, (autocannon turret, lascannon sponsoons. Most people generally go with this one, allows some decent AI and AT in both, and very cheap, definately makes their points back) lastly is the all Las pred (TL lascannon turret, las sponsoons) Most people generally avoid this, they can be used, but generally in combo with an Combo pred or a dakka pred, alot of people say they dont return their points, i have never used one so can't really make a personal statement.
Then their is vindicators, the whole vindicator vs defiler debarkle is a personal choice. You either get range or strength, vindicators i find can become a little inflexible, the short range, only allows them a few options and they can often be popped while getting to range. But the strength 10 cannon definately has its perks. Once again usually run in pairs to allow multiple targets to help split fire and increase survivablity of your tanks.
And lastly, Obliterators, they are great fun, much larger survivability then tanks, two wounds is always nice. Their major perk is their ability to choose weapons per turn, they get some great options and have great flexibility. They can also be deep striked for decent pincer movements and unexpected AT/AI roles.
Mk now lists for orks, i would go with a decent number of flamers/heavy flamers as well as melta guns.
Put some squads of standard marines with the set up above in the troops section, they will give you some nice fire power to whittle down boyz squads first, you can then charge and eliminate the boyz with berserkers or the marines themselves.
Dakka preds would be nice, as well as obliterators or defilers. Some shooty terminators also wouldn't go astray.
Basically you want to eliminate their mobility and whittle numbers so you can best them in combat
If you want a more specific list, give me a points value and i'll see if i can knock one together for you.
Hope that all helps.
Last edited by Winter; June 27th, 2009 at 10:08.
The lord needs a Daemon weapon. Undivided or Khorne work well on infantry. Tzeentch for ranged. Nurgle or Slaanesh for Mosterous Creatures.
Last edited by Chaos Sorcerer Gir; June 27th, 2009 at 11:23.
Just a man.... with a chainsword.......
You could try for a list something like this, I tried to keep the theme you were going for. Was the list you posted just the models you currently have? If so you may want to tweak my list a bit to include them.
4 Terminators - Icon of Khorne, 3 with lightning claw and combi melta, 1 with powerfist and heavy flamer @210pts
Land Raider @220pts
9 Berzerkers - Skull Champion, Power fist, rhino, extra armour @279pts
10 Berzerkers - Skull Champion, Power fist, rhino, extra armour @300pts
2 Obliterators @150pts
2 Obliterators @150pts
thanx alot for all of the advice, okay so what im gonna do is...
1st put a squad of normal marines in for fire power equip them all with flamers and burn his boyz
2nd get 4 Obliterators, 2 in each squad
3rd drop the land raider as a heavy support choice and take up more rhinos with extra armor
4th get a predator
5th drop the havic launcher and the auto cannon on the defiler for 2 close combat wepons
6th put a jump pack on my chaos lord and loose the terminator armor oh and give him a demonic weapon
and 7th get another dreadnought if im going to run one at all, and run them in a pair, or give one two close combat weapons
so my new army list would be...
hq- chaos lord - jump pack
troops- two squads -- 10 berserkers- 210 pts each... both squads with a rhino transport both with extra armor
Space marine squad of 10, 9 with flamers and one champion - 150pts
terminator squad with a land raider transport with demonic possession -270pts for land raider -250pts for the terminators-500 all together
dreadnought- with two close combat weapons
2 Obliterators- 150pts
2 Obliterators- 150pts
defiler-battle cannon two close combat weapons -150 pts
about a 2000 pt force
Instead of extra armor on your Rhinos, try equiping Havoc Launchers to them. For the same amount of points you get cannons that rip through ork armor saves. Just something to think about.
Not a bad list for 2000 pts but i wouldnt keep the two dreads in a pair on the feild. You would have to roll twice for the crazed rule and the close combat dread arms are meant for killing vehicles and tough infantry.
just food for thought, nurgle marine blight grenades in tandem with a subsequent bezerker charge could help to stave off the impressive ork charges