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Ive not actually got any Chaos marines yet so id like to test out some lists before i commit to buying anything. I have never made a chaos list before so go easy
Chaos Lord - 195
Mark of Tzeench
Disc of Tzeench
Bolt of Change
is this too expensive? i made this guy cos i love the idea of a sorceror flying around on a disc casting bolt of change.
9 Thousand Sons - 271
9 Thousand Sons - 271
5 Flamers - 115
Chaos Predator - 175
I need to trim 27 points off from somewhere so any help with that would be appreciated.
Also i got a question about thralls, once you sacrifice them are they dead? ie can you sacrifice them every turn because i have heard people talking about 'machine gunning' bolt of change with thralls?
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Alright, I'm not a TS guru, but I can make some general observations that may help you.I think 195 points is a bit steep for 1000 points.Originally Posted by Niezck
I try to keep my HQs at about 150 at most for this point level.
Lieutenant, M. of Tzeench, power weapon, d. Aura
B of C., Disc of Tzeench, B.Pistol 106 pts.
Or, even give him a DarkBlade instead of the power weapon for a few more points.(116)
Which makes him S6 in CC.
This makes him mobile, cheap and effective.TS marines look good. I don't know about the thralls since I'm not familiar with them and how effective they are.Originally Posted by Niezck
I haven't heard good things about the flamers though, You might consider changing them out for the screamers, they will lend some very nice mobile CC support for your army.I don't like giving predators any more than Ex.Armor, and smoke.Originally Posted by Niezck
My favorite config for predators are TLLC turret with Heavy bolter sponsons.
Move 6'' and shoot all weapons is very nice and tactically flexable.
It also saves you some points.With those suggesions I've given you should be under points now, and perhaps try to see if you can't cut the TS marine squads down to 7 each and see if you can't squeeze another squad of them in.Originally Posted by Niezck
Hope this helped.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
First I'd like to congratulate you on your choice of army, then to bid you welcome to the world of magic annihilation and animated armours.
The Sons behave quite different on the board then other armies, their entire concept is a bit...unusuall. Your army will consist of a number of Champions one or two HQ's and some Daemons and vehicles. The troopers (Rubrics) are there only to protect the others. They are hard to kill and...well that's about it. OK, they can move and shoot but that's not such a big deal. Your army should evolve around the Champs.
I'm glad to see so good champs and even more glad to see the Thralls. Those little ones are much better friends then any dog could ever be. Sorry dogs.
Anyhow, enough of the cold talk, let's see what the yak has not already said.
Chaos Lord It's a good lord, on paper, and he is cool indeed, very fluffy (if that's your cup of tea, by all means- keep him) but in your army he would be the only thing with mobility and that would be the death of him. You better hide your HQ in a rubric squad of gear him out to be a cruel CC-monster.
I'm a hider of HQ's by the way.
The thing is your other units are slow, if moving at all, this guy would be facing hostile fire and die by turn two. If he is in a position to use that Bolt of Change, he is also in a position to be shot at by any survivers.
In my experience the HQ's are best utilised as shooters. They have a fantastic BS and when this is combined with the protection of the Rubrics and bolts of change supported by thralls they outshoot even Tau. When the Champ in the squad also helps out you'll have a unit dishing out some serious fire power.
I recommend a Lt with BoC, thralls and a powerweapon. That's usually enough for a 1000 pts game.
The Rubric squads are great, but they do lack mobility. You'll need to get to places from time to time, and belive me it can be a pain to get those dusty old legs to where they should. You could spend a game to come as far as even the slowest of guards men get in a turn. Rhinos or Chosen of Ahriman (aug WD (UK)) is the medicine. The rhinos work well as mobile shields as well.
Flamers are great daemons but you'll need more then five. They'll be gone before they appear. Smabacka! Shave some points from you HQ to add more.
Caluin claims to have mathematical evidence on the superiority of Daemonic Possession over Mutated Hull, and I belive him. If you change you'll also free up a few more points for Flamers or mobility. (Try to get both)
I'm not sure you'll need the Pred, it's really good when your facing AV 14, but how many tanks are there really in a 1000 pts game? One should not underestimate the Bolts of Change when it comes to tankhunting. Waste of Bolter-shots is often not an excuse to let a tank live.
I think you should choose either the Daemons OR the Pred and go all the way on whichever you choose.
Once again welcome.