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Well how do I? Do they die in turn 1 when infiltrated and getting shot at by everything? Should they specialise? Can they be close combat monsters who cause carnage from the first turn? I haven't a clue.
The plan for mine who do not yet exist was to use them to irritate the enemy enough to make them concentrate firepower on them and not my tanks. If they survive, then to pick on any unit that has heavy AP3 or better weapons that can hurt PMs, or weapons that can hurt tanks. The rest of my line of 3x7 PMs, 2 Vindicators and Predator then stay unharmed and advance up the field.
What I worry about is not getting first turn and having the whole unit obliterated.
If you can infiltrate behind cover, you can also get closer to the enemy. Also, its good to either theme them around CC or ranged combat. For my chosen, I have a squad of 5, small enough to hide behind cover, and I give them all meltas. If I dont get first turn, they should be safe until my turn, where I can jump out and unleash the meltas on an unsuspecting command squad or similar. You can also so the same with plasma guns, but there is a high risk of overheating there.
If you know there wont be much cover for them on the battlefield, making them a 10 man squad and giving them a mark of Tzeentch for a 5+ unvulnerable save. Then you can take out the bolters, ensuring the survival of the special weapons. Also, on a bare battlefield try to infiltrate them on a flank, out of range of much of the enemy army. This way, they will probably take much of the heavy fire, leaving your tanks alive to blast them back.
Last edited by Alienid; March 23rd, 2008 at 18:49.
I like chosen but there expensive so if they do get shot up it hurts, what I would suggest is use there infiltrate ability to get out of site (at worst decent cover) then move up and shoot, I think they would be best with 4 plasma guns or meltas and specilise in certain role, I would use them as fire support rather then for combat. I like your ideas for them. If you put them out of site in deployment, if you get the first turn you can move them out of cover so they can shot, if you don't the opponent will try to manovure to draw line of site, but only if there persived as a main threat. Basically what I'm saying is be careful where you put them and you can't go far wrong, make sure you specilise and have some sort of plan for them, don't just put them in for the sake of it, try and have in your mind what you realisticly eant them to achieve, and support them as quick as possible. Finally remeber if your opponent gets first turn and fires everything he's got at them at least the rest of the army is safe.
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I always liked to use a small unit of chosen as bodyguard for my non terminator armor lord. The point is not to invest too heavily in them, they are a jack of all trades and should be armed as such with an emphasis on close combat. Should you decide to infiltrate them get a larger unit as some will die before they get into close combat, the more you get however, be sure to lighten up their equipment load since you dont want to lose so many points when the unit dies.
If your talking about taking them as apart of a static (like a competitive list) list, keep them small and invest points in other kinds of marines.
I'll take a different approach to these guys. Chosen fill so many roles, and I don't have the opportunity at this moment to go through the list, other than to say that in my experience, larger units perform better than smaller ones. A five man squad with four to five special weapons becomes an obvious target, since it's very easy to start grinding into the meat of the fire power. In other words, every wound costs you a special weapon, so there's no saving grace or staying power. You can get around this by having more wounds in the squad, but then again, at this point, the unit changes function.
Larger chosen squads tend to act as support infantry for an advancing rhino wall or a line of marching troops. They also take the heat off your raptors (assuming), since the chosen are significantly closer to the enemy line, and thus, require more immediate attention. Here's my favored chosen squad:
8x chosen with IoK
*2x melta guns
*1x a.c. with power fist
It's a highly versatile unit, with sufficient bodies to sustain incoming ranged hate. The IoK provides solid c.c. management, even when they are charged. They can tank bust, and have the champion for dealing with any unexpected monstrous creatures, as well as adding more punch to the heft of c.c. It's also very reasonably priced.
Spambot kill tally. . .337
Also against MEQ's - a unit with four or five plasmaguns becomes invaluable. They can devastate entire units with a single rapid fire volley. They are even more destructive against terminators and can take down light vehicles in a pinch.
"If you can wait til I get home, then I swear we can make this last."
Mostly I use them as an under-strength Lascannon squad; it's fairly pricey but I can place them after standard deployment. They're good to contest table quarters, too. I tried giving them meltabombs but vehicles can usually avoid footsloggers without trouble. What I don't recommend is using them as tooled-up CC squads. The average CSM squad is good enough and aggressive infiltration will put them too far forward to be supported by the rest of your army, not to mention how hard it is to infiltrate close with a large squad size.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I personally run
3 Plasma Guns
Icon of the week (it changes)
they usually do very well
My friend with his alpha legion runs this interesting thing:
And thats all they have, they just go for the enemy while the rest of the army charges in. Oddly enough, it works.
I like the small 5 man squad tooled up for an assault role. Twin claws, powerfist, Power weapon a flamer and a combi melta. That way I know whoever I assault, man or machine, ive got a good chance of taking them out.
As has been said, if you want to infiltrate, make sure theres plenty of terrain, otherwise, hang them back and have them act as a bodyguard/objective grabber.