2000pt astral claws list from hell; need help for game tommorrow. - Warhammer 40K Fantasy
 

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  1. #1
    I'm Back! Koss's Avatar
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    2000pt astral claws list from hell; need help for game tommorrow.

    Hi, I have my third game ever with my chaos marines tomorrow. slaped together this list.


    2000pt


    HQ

    1 Sorcerer lord 255pt
    Wind of chaos
    Master crafted Power weapon
    Strength
    Aura
    Essence
    Ruin
    Speed
    Resilience
    Furious charge
    Infiltrate
    Spiky bits

    Elite

    2 x obliterators 140pt

    Troops

    15 x chaos marines: 283pt
    AC w/ power fist
    Infiltrate

    15 x chaos marines: 283pt
    AC w/ power fist
    Infiltrate

    8 chaos marines: 171pt
    1 melta-guns
    AC w/ power-fist
    Furious charge

    Rhino transport 88pt
    Mutated hull
    Extra armor
    Smoke

    8 chaos marines 169pt
    One meltagun
    AC w/ power weapon
    Furious charge

    Rhino transport 88pt
    Mutated hull
    Extra armor
    Smoke

    HV

    Chaos dreadnought 153pt
    Plasma cannon
    Mutated hull
    Extra armor
    Smoke

    Chaos dreadnought 153pt
    Plasma cannon
    Mutated hull
    Extra armor
    Smoke

    Defiler: 213pt
    Mutated hull
    Parasitic possession
    Smoke

    That is not dead which may eternal lie,
    for in strange aeons even death may die.

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  3. #2
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Hopefully made it in time.

    Quote Originally Posted by Kossolax_the_Foresworn View Post
    1 Sorcerer lord 255pt
    This guy needs some serious help. Way too expensive, even for a 2K points game, and has no defined role. He's trying too hard to be a jack of all trades, yet can't do any one job very well.

    Just some examples: You have two rerolls on the guy, but only three attacks. On average, this means you'll waste a reroll every round. (Hitting on threes means you should miss only once, hence only one reroll).

    Aura, Resilience, Rune, and Essence all denote you want him to live, but to do what? 4ish attacks a round at S5 is nice, but nothing to really be afraid of.

    Speed doesn't match with Wind of Chaos, since they both require usage in the Shooting Phase.

    Instead of one 'Uber Lord', consider taking two smaller, appropriately priced Lts. Maybe something similar to such:

    Lt.: 137
    Power Weapon; Bolt Pistol; Frags; Spiky bits
    Infiltration; Furious Charge
    Speed; Strength; Resilience

    Lt: 105
    Kai Gun
    Infiltration
    Daemonic Flight

    The first Lt. is your typical Glass Cannon. Designed to hit a single unit as hard as possible on turn one and go out in a blaze of glory. Try to aim for something expensive and important, like a Devastator squad or some Terminators.

    The second Lt. is your standard Kai Flyer. Infiltration is optional. Kai Gun is chosen over Wind of Chaos for survivability and reliability.

    Optionally, you could give the Glass Cannon a Darkblade, putting him at S8 on the charge, which makes him an assassin for T4 characters. Doing so will require you to change out the Kai Flyer, though you could consider taking a Bolt of Change + Flight Tzeentch Lt. in his place.

    Quote Originally Posted by Kossolax_the_Foresworn View Post
    2 x obliterators 140pt
    Good, though I'd like to have seen three at this points level.


    Quote Originally Posted by Kossolax_the_Foresworn View Post
    15 x chaos marines: 283pt
    AC w/ power fist
    Infiltrate
    Too large for Infiltration. Drop it down to eight to ten men, and think about beefing up the Champion just a little bit. It's rather amazing what +2 attacks will do for a PFist Champion for such a cheap expenditure of points.

    You'd also be well off in taking the MoCU. For important CC units, it's an extremely cheap and potent upgrade.

    Quote Originally Posted by Kossolax_the_Foresworn View Post
    8 chaos marines: 171pt
    1 melta-guns
    AC w/ power-fist
    Furious charge
    These are good, though drop Furious Charge (pointless out of a Rhino). Try to up the squad size to a full ten, but that's not really important. Think about taking Plasma guns instead of the Meltas, as they synergize with the Rhinos better. The Infiltrating units should have the Meltaguns, as they'll be in a position to get close to enemy tanks.

    Also, again consider taking the MoCU.

    Quote Originally Posted by Kossolax_the_Foresworn View Post
    Rhino transport 88pt
    Mutated hull
    Extra armor
    Smoke
    Drop the Mutated Hull. Too expensive on an already expensive transport, and doesn't provide enough protection against the most common Rhino killers: Lascannons and Missile Launchers.

    Quote Originally Posted by Kossolax_the_Foresworn View Post
    Defiler: 213pt
    Mutated hull
    Parasitic possession
    Smoke
    I find Parasitic Possession to be way too expensive for Defilers. So what if the Battle Cannon is blown off? You have two other weapons, and are still somewhat effective in CC. Immobed? Meh, Battle Cannon them. Immob and the Battle Cannon destroyed? Consider yourself lucky that you just didn't get blown up in the first place.

    My point is, you can find better places to spend those 40 points.

    Quote Originally Posted by Kossolax_the_Foresworn View Post
    Chaos dreadnought 153pt
    Plasma cannon
    Mutated hull
    Extra armor
    Smoke
    Like right here! Daemonic Possession would be a very good upgrade for these two Dreads. Even to the point of dropping Mutated Hull in favour of it.


    I find that your list is rather light on the anti-tank, especially for a 2K points list. Only four weapons in the entire list that can reliably hurt tanks... that's going to severely hurt you. You might consider dropping one (or both?) of the Dreads in favour of Lascannon Predators.

    Another thought is that you can save a boatload of points by going with Alpha Legion rules instead of standard Black Legion. Your already self-imposing the restrictions, so might as well reap the benefits as well. Just a thought.


  4. #3
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    176 (x6)

    HQ

    Lieutenant 85pt
    Sorcerer
    Wind of chaos
    Power weapon
    5 x chosen = 145
    3 x power weapon AC

    Land raider 258
    Extra armor
    Smoke

    Elite

    2 x obliterators 140pt

    Troops

    15 x chaos marines: 238pt
    AC w/ power fist

    15 x chaos marines: 238pt
    AC w/ power fist

    8 chaos marines: 150pt
    2 melta-guns
    AC w/ power-fist

    Rhino transport 50pt
    Extra armor
    Smoke

    8 chaos marines 155pt
    One meltagun
    AC w/ power weapon + combo melta

    Rhino transport 50pt
    Extra armor
    Smoke

    HV

    Chaos dreadnought 153pt
    Plasma cannon
    Mutated hull
    Extra armor
    Smoke

    Chaos dreadnought 153pt
    Plasma cannon
    Mutated hull
    Extra armor
    Smoke

    Defiler: 183pt
    Mutated hull
    Smoke
    That is not dead which may eternal lie,
    for in strange aeons even death may die.

  5. #4
    Member Redtwin's Avatar
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    12 (x1)

    8 chaos marines: 150pt
    2 melta-guns
    AC w/ power-fist


    8 chaos marines 155pt
    One meltagun
    AC w/ power weapon + combo melta

    Why did you set up the second squad like this? The only difference I see is paying a lot more for a single shot melta, and losing a CC attack from the AC who has the PW. With an increased point cost.

    Is there some very clever Machiavellian reason for this that I'm just not seeing?
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  6. #5
    I'm Back! Koss's Avatar
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    176 (x6)

    Quote Originally Posted by Redtwin View Post
    8 chaos marines: 150pt
    2 melta-guns
    AC w/ power-fist


    8 chaos marines 155pt
    One meltagun
    AC w/ power weapon + combo melta

    Why did you set up the second squad like this? The only difference I see is paying a lot more for a single shot melta, and losing a CC attack from the AC who has the PW. With an increased point cost.

    Is there some very clever Machiavellian reason for this that I'm just not seeing?
    I don't own a second melta gun guy and i happen to own an ac with a combi melta:cry::x
    That is not dead which may eternal lie,
    for in strange aeons even death may die.

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