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After a long time out of the hobby (blame college and girlfriend), I ended up playing a game of 40k against an old friend. I really enjoyed it, and after playing the new Space Hulk, I’m really starting to get back into it.
My army is pretty much the same as it always was – my play style, if I have one, is to have a strong core of Marines which can do any role I want them to. I like being flexible, hence why I insist on having 3 Troops choices. I even had these back in 3.5 Chaos, as it always gives a balanced army with plenty of options. I also wanted something quite “fluffy” – the army background was that their home system was caught in a warpstorm while half the Chapter was away fighting in the 13th Crusade. When the other half of the Chapter returned, the warpstorm disappeared, to find the planet overran with Daemons and Death Guard. What was left of the Chapter’s home forces had recanted their oaths to Chaos, and Chief Librarian had stepped up to lead the forces of Chaos to fight off the returning fleet.
Chaos Sorcerer @ 145
My HQ, obviously chosen for his part in my army’s background. He’s also about as cheap as you can make a foot HQ, coming just 5 points cheaper than a Daemon Weapon-wielding Lord. I had a Nurgle Daemon Prince with Wings, but he never stuck around long – he was always shot at. He also didn’t dish out as much as I’d like to. He goes in with the Plague Marines, jumping between the 3 squads, lending his close combat skills to wherever I need it.
10 Chaos Space Marines @ 255
- 2 Meltaguns
- Icon of Chaos Glory
- Aspiring Champion with Power Fist
The main assault unit, however, it can hold its own at mid-range with its bolters. The Meltaguns also give me another option to busting any tanks that I need to, although its main use is obviously to help assault with. I had to make room for the Aspiring Champion, as I had to drop the single Obliterator to make room for it. This meant I could include a 3rd Rhino though on Lascannon squad.
7 Plague Marines @ 226
- 2 Plasma Guns
Again, this unit basically can do anything I want it to. This was chosen over a standard 10-man squad because if I really want to stick them in the Rhino, I can have the Sorcerer go in there with them. That and they fit the background.
10 Chaos Space Marines @ 195
- Plasma Gun
- Icon of Chaos Glory
Probably the unit which will cause the most controversy. It’s basically a jack of all trades unit, and can do whatever I need it to. Mostly, this will be to sit and keep the home objective, while also possessing a second function of dealing with enemy armour. Yes, people will disagree with me, but I’ve found this unit to be pretty helpful, particularly in smaller games where it’s hard to have enough anti-tank and enough boots on the table.
As I said before, the main objective of this unit is to sit on the home objective, and deal with enemy armour. If I feel I need to, they can move up closer and assist the other 2 units.
I’m considering different heavy weapons for this unit to help it fit different roles. I tried the Heavy Bolter, but that didn’t help against tanks, nor did it help much against Space Marines, but it really helped against horde armies. The Autocannon is the sort of balance – it helps against hordes while still doing something to tanks, but it doesn’t have the AP of the Lascannon. The Missile Launcher is probably the only other alternative, although I like the Lascannon’s higher strength to take out vehicles with. I’ll probably give a ML ago at some point.
Rhino @ 50
- Havoc Launcher
Mostly filler, as I had 49 pts leftover, and this will leave me a point over, which is fine. Basically, it has 2 roles. Firstly, it is to act as mobile cover for the Lascannon unit. Secondly, it can help deal with hordes with its modest blast template, which is better than nothing.
Predator @ 130
- Turrent mounted Autocannon
- Lascannon Sponsons
This adds more anti-armour to the army, and rounds the number of vehicles up to 4. Standard stuff, but I like it. May see if there is anything I could change it too – possibly a Dreadnought or an alternative, as he can’t move and fire all of its weapons, which is annoying at times.
Total – 1,001
- Changing the Lascannon on squad 3 to a Missile Launcher or an Autocannon.
- Changing the Melta guns to Plasma Guns on Squad 1, as it gives them more range.
- Dropping the Predator and finding another unit to take up the anti-tank role, or changing the role entirely.
Tactics on the battlefield:
Usually, I deploy my units out of the Rhinos, positioning the Rhinos to help block line of sight. The first two CSM units are deployed up front, looking to capture and hold a central piece of scenery from which I can defend and use as cover, with the 3rd being in a position of good line of sight, usually kept near the Predator at the back. The Rhinos are basically mobile cover, as too many times I’ve had my squads taken out by the enemy’s heavy weapons. Having 4 vehicles often forces the opponent to spread their anti-tank fire, which often means they can move freely and block a lot of lines of sight.
Thanks in advance.
It looks mostly solid but there's a few things. Drop your Havoc Launcher to free up points, you need a PF in every Marine unit. It's a must have. I'd switch your Plasma over to Meltaguns, Melta is the new bets gun in the game, there's just so much armor. Drop the Lascannon as well, it won't be firing much.
I'd drop your Predator, as Predators got hit very hard in 5th Ed. Str 5 not being defensive made them pointless, they can't move and fire all their guns. Defilers, Vindicators, and Obliterators are all more flexible, reliable things you can run. I would do so.
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ok, but one problem - you need an Aspiring Champion to put the Power Fist on, which is alot more than the Havoc Launcher. The only possibly way is to drop that Rhino, which I don't think is really worth it.Originally Posted by The Prince of ExcessThat mostly personal preference - Meltaguns are better on assualt based units, as it means they can charge while shooting imo. Plasma Guns give me great range and better Marine killing power, as I'd rather get into cover and shoot. Plague Marines also benefit from Feel No Pain on those Plasma overheats too.Originally Posted by The Prince of ExcessOriginally Posted by The Prince of ExcessOriginally Posted by The Prince of ExcessEh? That doesn't make a whole lot of sense. On one hand, there's alot of armour, then you go onto to suggest that I drop all of my Anti-Tank weapons? Relying on just Meltaguns for my anti-tank isn't great idea, unless:Originally Posted by The Prince of Excess
a) they're mounted on something fast (Raptors, Bikes)
b) they're on a Deep Striking unit (Terminators, Obliterators)
c) they're on Infiltrators (Chosen)
d) The tank comes to you (i.e., Transport, Hellhound).
Overall, the Lascannon's have been very important, especially seeing as I have 1 unit holding the home objective, so it gets to fire it quite alot. Because of the amount of opportunities they get to shoot, itst probably going to remain a heavy weapon. The Predator I'm sort of iffy with at the moment, as it can only sit there - however, its alot more resilient and cheaper than a pair of Obliterators. A Vindicator will reduce the amount of solid anti-tank I have, which leaves the unreliable Dreadnought (speaks for itself). Therefore, unless I take a Biker unit with Meltaguns, which'll shave 11 points off my army list, the Predator is the best I can get.
Thanks anyway though.
Looks good so far. Another thing to consider may be to drop the predator and the second CSM squad for two oblits and a slightly smaller CSM squad that don't sit at the back. You'll have anti-tank from the oblits (still two lascannons, or the option of switching to multi-meltas or tl meltaguns if you'd prefer at the time) with the flexibility of flamers or other roles, and a CSM squad that won't arrive late to the fight. I can't help but feel that two oblits would be far more effective than the predator, and the extra 20 points are worth it. Give them a try, and see what you think. Playtest with vassal or proxies before you buy.
I would change you first group of csm with the meltas to this
7 Plague Marines
Th is gets you under 1000 points, adds a little more fluff, FnP, Blight grenades, and T 5 so thats better i think other than that looks like a solid
Also i would maybe remove that extra rhino if needed to add that daemon prince, if someone is shooting at that they are not shooting at your rhinos and pred. Daemon Princes allow more than just hard hitting