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In the last 'dex i used iron warriors and i loved them, i didn't loose very often and i was very shooty. But as i have a 2kpts battle on thursday i was thumbing through the new codex and a thought hit me. Why not use CC? Chaos seem amazing in the new codex for CC, my mind was buzzing with tactics and strategies. Ok, these are some tactics i thought of (pretty basic but seem cool)
I was wondering, what tactics do you use for your CC chaos army? what tips and tricks would you suggest?
Some of mine:
* Have 2 squads of 10 lessers and a greater demon waiting to be summoned into the fight, give each squad an icon and have fast moving troops for first/second turn combat domination. (Providing i can make the reserve rolls)
*Rhino rush, 'nuf said
*Have a fast/good close combat squad that needs to get to the fight, e.g deamon prince sided with some raptors. Then buy a landraider with termies inside and choose a flank. Run up the flank very close to the board edge and use the land raider as a shield, that way when you hit the enemies lines you can strike with 2 squads and a monsterous creature. Maybe even use the first tactic alongside it.
*Variation of the above tactic: Use a assault shooty squad like noise marines instead of raptors, the nosie marines will weaken up the opposing squads and the termies will mop up whats left.
chaos are awesome, no doubt.
the great thing about them is flexibility, with chaos you get a full toolbox to utilize to the best of your abilties.
my measly 2 games have gone something like this:
2x10 csm's footslogging under cover.
a rhino with zerkers and lord rush forward under cover.
possessed rumble forward in plain sight and usually draw fire.
*rush up rhino further, disembark zerkers behind it if not in charge range,, and pop smoke.
*csm's continue to advance under cover.
*possessed are usually down 1 or 2 models by now, but close enough to start pushing the enemy's line with cc/charge-threat
my rhino is probably down by now, so zerkers do what they do best.. CHAAAARGE!
Lord breaks off from the unit to keep ic status and trails behind them.
csm's pop out of cover and either rapid fire at the flanks or charge in.
Reserves usually turn up by turn 3 and just in good range to do some damage.
in goes 2 obliterators, one from zerkers, one from a csm squad.
they fire on the most expensive units they can find before they get popped next turn.
usually zerkers are half strength, csm's doing attrition to the flanks.
oblit's taken out at least one heavy target before getting popped.
now comes the surprise (dice-gods willing) last csm squad sacrifices their champion in a blaze of damned glory and summons a greater demon, which promtly proceeds to sweep through the opponents flank, rolling them up like an old rug.
and thats how both my first games turned out.
DS rolls pretty much make or break it as im a bit limited on model choices (this is all i have)
Fun times, as the opponent im playing has brought tau both times and is a pretty experienced player.
and im a total nooblet
Next on my shopping list: a sorcerer and a bike squad :happy:
Yeah i was planning on using 20 lessers in squads of ten and a greater demon for my army. On a fast unit tho, like raptors.
the cool thing is, imo, you can have decent cc and good shooting and good mobility in one squad of chaos marines at a quite low points cost. try this:
10 csm: 2 plasma, champ: power fist, rhino, icon of khorne (285 points)
drive into rapid fire range, double tap a squad of anything, wait.
if they charge you, you get 3 attacks a guy and 4 power fist attacks, f they shoot you, you got 7 relatively useless ablative wounds in power armour, if they run, follow, repeat.
seriously that squad can really do it all, but what's best: it can do it all good. not just a little of everything, but a lot of everything. hell you can even put them into cover should your opponent advance and use them as defense on an objetive or the like, cause they got quite some firepower.