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This is my first go at making a Chaos army, so any help would be greatly appreciated!
HQ (160)- Daemon Prince: Dark Blade, Mark of Khorne (MoK), Collar of Khorne, Feel No Pain, Daemonic Stature, Aura, Speed
3x 8 man Berserker squads all the same (209 each):
MoK, Khornate Chainaxe, Furious Charge
Aspiring Champion - Melta Bombs, Axe of Khorne, Talisman of Burning Blood
5x Bikes (230) - 2x Plasma Gun, Furious Charge, MoK
2x Predator (150 each)- Lascannon turret, Heavy Bolter sides, Daemonic Possession
1x Defiler (180)- Mutated Hull
Pretty easy, just move and assault. Use the bikes and Predetors to take out heavier targets and the Defiler to soften troops. Thanks for looking and for any help you can give!
Overall, you have enough anti-vehicle options, but you are lacking numbers. You need at least one more troop squad.If you're going to use a statured prince, then you need to give him daemonic resilience.Originally Posted by farnolaNot bad. You really don't need melta bombs. Axe of Khorne is ok, but a power fist would allow these squads to manage dreadnoughts and monstrous creatures. As it stands, the axe of khorne will be usefull against troops, but your aspiring champions still lack strength modifiers to take advantage of the potential attack increase.Originally Posted by farnolaEh, drop plasma guns and take melta guns. Plasma guns are a nightmare on bikes, due to the 'gets hot' rule. Why furious charge? These bikes have no way of really laying into your opponent. If you have a power fist on an a.c., then it would make sense. Where's the chain axes?Originally Posted by farnolaPretty good. Overall, an auto-cannon turret w/ lascannons sponsons is superior. Statistically, you're potentially able to fire twice as many lascannons (better for tank popping) and only losing on average 1 casualty, when trying to take out the swarm. Sacrificing 1 swarm casualty to double your potential lascannon shots against vehicles is worth it.Originally Posted by farnolaDrop mutated hull and take indirect fire. It is by far the better choice. Honestly, though, you should drop this vehicle altogether and take another zerker squad. Three units just is not enough. If you're needing points to get the 4th zerker squad, I'd drop furious charge on one of your current zerker squad.Originally Posted by farnola
Finally, where are your bloodletters? These daemons are amazing, especially against other 3+ armies.
I originally had the Bloodletters in there instead of the bike squad but I wasn't sure if the Letters would be as versitile. I will certainly swap the Meltas onto the bike squad, I forgot about the gets hot, I usually play Eldar. I will work out a list that has Bloodletters in place of the bikes (w/ PF and Chainaxes added - good point) and see how they play. For the Bloodletters I wasn't sure, does the MoK in each squad count for summuning purposes?
The Defiler was in there for some more firepower, but I see your point in dropping it.
The reasoning for the Predator setup is that I like to move and fire everything, although losing the Defiler and changing the configuration will probably work better.
I will make some changes tonight when I have my Codex handy. Thanks for the advice!
Against other 3+ armies (especially Nercons...especially) Bloodletters are just plain brutal. An 8 horde member of letters will take out on average 8 necron warriors. You may lose one, due to the necron's low initiative.Originally Posted by farnola
Against other armies, they are pretty good to, though not quite as effecient for their points. If you are facing genestealers, you really have to be clever whenver you assault. I usually take down genestealers with a brood of letters, accompanied by a zerker squad. I lose alot of models, but there's really not other way for Khorne to take down stlealers in c.c.You have to take a Khorne Icon, but they are free. Just make sure you rep it in every squad you can.Originally Posted by farnola
On a side note: Bikes are excellent summoning stations for bloodletters. A potential second turn daemon summoning is down right amazing.
You have to remember though, you can summon daemons in the second turn whenever you want to, its just being able to turbo boost the bikes and get them where you want them that is so great. Just had to clarify that for so many people who overlook the 24" movement option in their rulebook.
This is one of the main reason to take bikes. Still, they aren't that hard to take down, even considering the 3+ inv save.Originally Posted by Mutuus
That is my biggest reason to take bikes, the only other thing they do is tie up units, at least in my army.
One of the biggest mistakes a 40K player can make is taking someone elses army to battle. Remember its your army, play it how you play it.