Welcome to Librarium Online!
I am very interested in tourney play. Especially of the GT kind. The scene is dominated by "taudar" skimmer heavy madness.
MEQ lists do well when they have a lot of fire power. Having a singular goal of destroying in close combat is not very effective. Neither is sitting back and shooting the whole game. Balance is where our consistency is, the balanced lists are what we should aim for. Our troops choices are sturdy and worth there points. We play chaos for different reasons but our strength lies in quality.
Mobility rules the day. The rhino is just about or only consistent way of early game mobility in our troops units. Without mobility we get ripped apart by fast armies. What are your favorite ways of overcoming our infantry based speed?
One of the funny things about having every unit in your codex a "good" choice, means finding the "better" units and the "best" ones harder. Look at our heavy support for instance, everyone of our heavy support units is good. What are your favorite units?
Some of my favorite units for tourney play are;
Sorceror MoS Lash Wings
You know, he's almost irresistible.
6 Chosen 2+plasma guns
They used to be great and feared by just about every list, turns out the configuration is still good.
6 Chosen lascannon/autocannon +/- plasma guns to taste
One of our cheapest accesses to heavy weapons support. This type of support unit is really dependent on the rest of the list's composition.
10 CSM special weapons fist and rhino
They are the go to troops choice now. I worry that the rhino and it's limitations will be outclassed, only time will tell.
6 Plague Marines 2 plasma guns+/- rhino, depending on composition
They are hardy. Two foot range with the plasma guns can buy you shots on av12, fairly reliable when you use 2 of these squads. Like all marine units you need to visualize at least 1 turn ahead, learn to predict your opponents moves and the rapid fire weapons will become less of a hindrance.
8 Havocs 4 autocannons
I know, they lost tank hunters=(. Hard to find a more anti skimmer unit in game though. With the weight of fire they can reliably lock down fire lanes. For the cost I wonder if 2 cheap predators are a better choice.
I would love this to be a topic where we can discuss your chaos tactics and list selections in tournaments. Why did you lose to that guy at the last tournament? Any epiphanies recently?
Thanks for the read, I look forward to interesting discussions.
The problem with two dakka predators over autocannon havocs is:
1. it takes double the slots
2. oddly enough, predators are much more fragile than 8 havocs.
I still use autocannon havocs.. although i'm not a tournament player, they're still incredible, and dominate any fire lanes they're in.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
I am gaining new respect for autocannons in heavy weapon slots. I've always kind of thought of heavy support as a place to put anti-tank weapons, but now I'm starting to accept that a fast-moving or deepstriking meltagun or two really is the best route for anti-tank.
The other day, I went up against a scout heavy space marine army and my dakka predator cleaned house, taking out a 6 man scout squad all by itself almost every turn. Havocs are kind of out of the question right now as I'm running a pure mechanized list, but when I get around to making an infantry list, they will definately get serious consideration (along with my old favorite - 4 Heavy Bolter Havocs).
I also am very fond of the new obliterators, even if they were nerfed as I'm told.
The Raptors and Terminators are very nice these days as well.
Has anybody put much consideration into a terminator squad that looks like this -
3 Terminators - 115
Kind of an expensive way to get an autocannon, but they can also function as counter-charge units for a firing line.
Yeah man. I keep running that terminator configuration through my head, I can't shake that it may have some use in the right list.
Speaking of deep striking units for anti tank....
What units do you find can continually be valuable after their initial deep strike turn? They hit hard when they land, then continue to be valuable after the turn they land, that kind of unit.
I think you are dead on about those havocs. The choice is always going to be down to army composition for me=).
Yeah, I tried that against Tau. There simply weren't enough wounds in the unit...two Fireknives and a Firewarrior squad ended the silliness quickly. Just take Oblits unless your Heavy is full.Has anybody put much consideration into a terminator squad that looks like this -
3 Terminators - 115
Without Tank Hunters I prefer missile launchers in my Havoc squads. Instakilling strength, much better AP and results against 'Taudar' skimmers feels about the same. Neither weapon seems to work on those cursed Falcons anyway. I can stop them shooting at me and that's all I expect.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Something you could do is take 3 squads of 3 Terminators w/ a reaper autocannon - it's cheaper than taking a 10 man terminator squad and taking 2 autocannons and tactically a bit more flexible although it eats up all your elites.
Hmmm. I think without tank hunters, I prefer to use meltaguns for anti-vehicle, which is a bit tricky, I'll admit. But even with a lascannon, you're still looking at a 5+ to penetrate the front armor of a predator and I don't like those odds.