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HQ- Chaos Lord w/ deamonic strength, deamonic mutation, power weapon, bolt pistol, teleport homer....106
HQ- 2 Aspiring Champions w/ power fist, deamonic strength, teleport homer, Mark of Chaos Undivided....144
Elites- 3 Obliterators....210
Troops- 8 Chaos Space Marines w/ lascannon, plasma gun....137
Troops- 8 Chaos Space Marines w/ lascannon, plasma gun.....137
Troops- 14 traitors w/ heavy stubber, heavy bolter
Agitator w/ plasma pistol, teleport homer.........165
Troops- 14 traitors w/ heavy stubber, heavy bolter
Agitator w/ great weapon, bolt pistol, teleport homer .....159
Troops- 24 mutants , led by Aspiring Champ
Mutant boss w/ power fist..........175
Troops- 25 mutants , led by Aspiring Champ
Mutant Boss w/ power fist.......181
Fast Attack- 6 Traitors w/ flame thrower
Agitator w/ great weapon, teleport homer
- Chaos Rhino w/ dirge caster
Heavy Support- Leman Russ Battle Tank, hull lascannon, sponson bolters....173
extra armor, smoke launchers
Heavy Support- Defiler, indirect fire, ..............175
Heavy Support- 5 Chaos Spawn.........100
Well, this is my list. I already played a game with it and did some optimization. This is the more optimized version, but I am sure there are still more things that can be done. In general though, the overall structure seems to be effective. But, any advice will be most helpfull. Thanks.
Last edited by Ekranoplan; October 24th, 2005 at 20:59.
Not a bad list at all. Some suggestions I'd make:
If the ACs are going with the mutants, give them MoK and D Mutation so they get 5 powerfist attacks on the charge. In that squad of mutants there would then by 9 powerfist attacks, and no-one with a powerfist can be singled out.
I'd also remove the defiler and put in a basilisk. It's a much better option for a lot cheaper.
I like the Spawn. They always did a very nice amount of damage for me in my games.
Beasts of Chaos (4000)
Chaos Marines (3000)
This is a nice list but it should be in the chaos army lists sub-forum not here!
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Nice list. As said before I would recommend changing the defiler to a bassie. Get some massive damage going.:yes:
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Hi there !
Here's my comments, some may be harsh, but I have no intention to hurt you in any way.
1th : Your HQ are Cost-Effective, that's good.
2nd : I don't know against what kind of army you usualy play, but If you play a lot against Space marines, I would recommand to equip your 2 CSM Squads with close combat weapons and 1 meltaguns. Otherwise, they are a good choice as they are.
3rd : It looks like an army built to stand and wait. But you have mutants and a fast attack choice and chaos spawn that are Close action oriented. I don't know how you play, but as many other lists, this one seems to lack of focus (no offence). Since firearms are free for Mutants, I would recommand to give those to all you mutants, they won't loose any close combat ability, but they will gain long range capacity. I've never used chaos spawn, are they good ?
4th : I'm definitly not sure about your fast attack choice. Are they good ? In this kind of army, fast attack is best used to get close and assault. 6 IG troopers won't do any good in assault. I would recommand the use of sentinels instead, or if you want to burn everything, use the hellhound, it might be better. But, after looking to your list more closely, I suspect you might put your lord in the rhino with the traitor squad and that's a good idea.
5th : Your templates must be very destructive. That's good. And since your army is configured to stand and shoot, those are good heavy support choices. But I have to agree with the other guy on this thread that said that a basilisk would be more cost effective. Yet, a Defiler is more fluffy.
6th : It's a good idea to put your ACs in mutants squad as they will need the extra leadership if they ever face close combat.
7th : Do you sincerely plan to use the lascannon and the sponsons on the Leman Russ ? I've never saw a leman russ battle tank use any hull mounted weapon. If you were allowed to use the Demolisher version, the plasma cannons sponsons would have been usefull at long range, but since you can't, it looks like a waste of points to me.
8th : Why would you want to deep strike your obliterators ? Since you got three of them, they should begin the game on the table. Otherwise, you'll loose a turn waiting for them to be availlable for deepstriking. Meanwhile, some ordinance weapon that you would have killed with the oblit will have a the time to blow one of your CSM squad. In this kind of Stand and shoot army, I believe that deepstriking is not a valid option, IMHO. You could save 25 points by droping the Teleport Homers.
Well, I might be wrong. And since I don't have that much experience with LaTD, others might give you better advices. Good Luck !!!
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Why not split one of the Traitor squads into two smaller and gain quite some more infiltrating heavy weapons? Even if they will drop early they'll take fire that could get your mutants.
And I've had great succes with a Traitor recon cimera that includes a Champion of Tzeentch using Thralls and Wind of Chaos- if you have not tried this I stronly recomend it
I agree with the other comments, except while firearms are free and have no drawback to have, be very carefull about actually shooting them. make sure that it is statistical probable that you take out more points than you're loosing to get's hot! (doing the math it isn't vs most MEQ's) I found that it's so rare that you come ahead that I don't at all feel bad about not taking firearms on my mutants (modeling convienience). On the other hand I reccomend taking 2 flamers, they're very cheep, and can really soften up your target should you get the assault.
I don't reccomend big traitor squads, they're overpriced guard with bad leadership if you use them as normal troup blocks, on the other hand at min squad size the're cheap heavy weapon platforms that can be an infitrating nusance, sure if they fire at you you are destroyed, but with the same firepower thrown at a full sized squad the're more than likely to break. (without help.) On the note of help good call on the dirge caster. They do a lot more for a Lost army than a standard Chaos. . .
also of you're deadset on deapstriking your obliterators and want to get them in more effectivly I reccomend spending those points you set aside on teleport homers to be used on improved comms for your russ (or potential bassie) instead. I find not getting my unit when I want is a bigger handycap then having it scatter a few inches.
Over all a nice army.
I agree those mutant squad sizes are way to big for how easily they break...
Love the rest though, specially the mutants, I hardly ever see them and they are often extremely underated.
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