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First of my I do not use Orks like my username might say.
Abaddon the Despoiler 275 Points
Chaos Sorcerer = 200 Points
Bolt of Change
Mark of Tzeentch
10 Chaos Terminators = 375 Points
2 Combi Weapons
5 Possessed Marines 130 Points
Chaos Dreadnought = 105 Points
15 Chaos Marines = 330 Points
Icon of Khorne
5 Noise Marines = 160 Points
4 Sonic Blasters
8 Khorne Berserkers = 198 Points
3 Chaos Spawn 120 Points
3 Obliterator Cult 225 Points
Chaos Defiler 150 Points
Last edited by Rabbit; July 24th, 2011 at 07:52.
1st thing please remove all points cost as this is against the rules, only the total points of the unit may be posted
2nd ont hte army- drop the chaos spawn and use 3 bikes they be cheaper and faster or use raptors chaos spawn are ok but not that fast imho
do you have any rhinos as you will need them for your possessed and your khorne otherwise they will get ripped to shreds by lots of gun fire (trust me i know )
oblits are better in groups of 2 or if you want make it into 2 squads of 2 oblits and 1 oblit and space them apart so they can cover each other
personlay i prefer my skull champ to have a power fist rather than power sword.
drop the 5 marines and add 3 more noise marines with sonic masters as this will increase your shooting by double if on move if not trebble if they stay
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving.
Ouch, this might be hard to take apart but i'll try my best to help. Oh and make sure you post your army list in the actual army list section, no need to worry though, a mod will move it. Ok first things first, remove the spawn, the possessed and the noise marines, they aren't very good. Get rid of 5 marines, take the plasma pistol off the champ (it's not worth overheating for), take two melta guns and stick them in a rhino, if your gonna use chaos space marines either double up on the flamer, melta gun in your case or plasma gun as they aren't effective otherwise, also remove the plasma pistol off the sorceror for the same reason, also if the sorceror is going with the bezerkers, give him wind of chaos, it works a charm with an amazing assault unit! I'd get rid of some of the terminators, 10 is a bit overkill, 7-8 will do and if I guess right Abbadon is tagging with them so give them tzeentch instead of glory (since Abbadon makes them fearless) and the same with these as with the marines, as their gonna be up close and mashing stuff, just go for 2 heavy flamers, then you could get a couple more powerfists and combi weapons, plauge marines would also be very useful for sitting on an objective with 2 plasma guns, 7 guys is enough to survive. shange has got heavy support pretty much summed up, just get another obliterator and have 2 squads of 2, so your list should look like this.
Abaddon the Despoiler xxx Points
Chaos Sorceror with mark of tzeentch, warptime, wind of chaos, melta bombs 190pts
8 Chaos Terminators inc icon of tzeentch, 1 with heavy flamer and a fist, 1 with heavy flamer, 1 champ with a combi-weapon and chain fist, 1 with chain fist, 1 with power fist and combi-weapon, 1 with a combi-weapon, 1 with nothing and 1 with twin lightning claws 370pts
Chaos Dreadnought with a multi-melta and heavy flamer 105 Points
10 Chaos Marines inc a champ with a power fist, icon of khorne and 2 melta guns 240Pts
7 Plague Marines inc a champ with a power fist and 2 plasma guns 231pts
8 Khorne Berserkers inc skull champion with a power weapon198 Pts
2 Obliterators 150 Pts
Chaos Defiler xxx Pts
2 Obliterators 150pts
Ideally another troops choice would be good but see how you get along with this
One shall stand, and one shall fall.
Point costs removed.
Moved to army list section.
Spambot kill tally. . .337
I think you can optimize the Terminators a bit more. 10x Terminators w/IoT, 2 Heavy Flamers, 4 Combi-Melta, 2 Power Fists -385 This this type of build you can drop them by an icon and unload the 4-Combi-melta in to a near by tank or flame and bolter a nice horde. If you Melta a tank then take casualties on your opponents turn try to take out the Meltas first as they have now lost their effectiveness. The next turn you can still go after troops with the flamers and bolters or vehicles with the 2 power fists that you have. You also keep your combat effectiveness against troops as you only have 2 weapons that hit at init 1.
Don't forget you can only take 2 of the RAC/HF at a unit of 10.