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Hi guys, As an attempt to get some major discussions going on i would like to start fresh a 5th ed chaos tactica article, everyone with some experience in chaos we need your input here hopefully we can get this stickyed but in the mean time come on guys lets get this started!!!
fine i guess ill have to kick things of ill start with termies
Termies are brilliant they get the job done, they dont cost much to run decently,my favourite builds include the karmoon special 4 termies with 3 combi plasmas,heavy flamer, powerfist.another favourite works really well 3 termies with 3 combi plasmas plus a fist only 115pts, they land of an icon they take 6 anti meq,termie shots then bolster assault in following turns hard as nails really worth the points, but remember to land them of icons thats the key they are used as an support unit not a single unit.
Alright higher number termie sqauds being 6+ termies with an icon of your choice 1 out of every 3 or 4 termies having a fist then with spare points adding combi weapons to your liking, watch out for larger squads creating area denial and get walked around, deploying these guys where most needed is vital in if they get the job done or not.
Alot of people tend to use them as footsloggers to draw fire away from the rest of the army but i find that the daemon prince better suits that role, deepstriking these bad boys of an icon is a must, having them deepstrike and landing on models these days is to much of a gamble now.
Termies can be given a wide range of weapon load outs which can be experimented with and suiting everyones taste they just have so much flexability and are relatively cheap, all in all i favour the smaller sqauds over the larger ones as there really cheap and effective, they never dissapoint, and people will fear them, termies are one of those units a chaos army shouldnt look over.
Last edited by Ice_Cube; September 10th, 2008 at 15:25.
nice start on terminators. i have something formal to say, however.
please, for the sake of your post, edit it with some punctuation and paragraphs. it's so hard to read, i'm sure many people will just skip it after the first line. make one paragraph about the small termie squad, one about the bigger ones and one for the summation.
since 5th edition is pretty new still, it may not be time for such a thread yet. people are still trying out the new rules and nothing is set in stone yet. i think the new tactics will start rolling in soon but i'd give it some more time.
Perhaps, the forum has been fairly...quiet? lately it seems. I know I could use the help, I'd love to get some new strategies for 5th Edition, I've been out of the game for some time.
The casualty rule is killing me, Grey Knights with Stormbolters rip me apart these days. Whenever I have to roll for somebody important I fail!
"If you can wait til I get home, then I swear we can make this last."
Well, let's work on compiling the ideas at least.
Currently, none of this is Chaos forum FAQ standard, however, we might be able to get something
Good start so far.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
After playing the 13thbc campaign one unit stood out for me as simply amazing so heres the tactica for them from my own experience.
For the extra points your unit becomes fearless and has +1 I. Not a bad bonus but if your going to use these guys as upgraded marines, Id suggest that Plague Marines were a better buy for the +T, Fearless, Blight Grenades and Feel no Pain special rules.
Where Noise Marines shine is in their exclusive weaponary.
The Blastmaster is usually the weapon of choice for Noise Marines. The tactic most suggested is to sit back and hold an objective whilst using the single frequency mode of the weapon. I found this a very expensive way of buying what is basically a krak missile with a blast and ended up using the varied frequency in most of my games. Also, Noise marines should NEVER be held back anywhere. Youve just paid for +1 I, and your weapons all have the option to be ASSAULT weapons.
In short, avoid the blastmaster. Its far too expensive for what it does and will only kill one or two enemy models per turn. If your using it to take out tanks, invest in some proper Anti-Tank weaponry somewhere else.
The Sonic Blasters are basically just a boltgun with better stats right? WRONG. Its that assault rule again that makes this weapon very scary in the hands of your NM's. Firing as if a rapid fire weapon but then giving your the chance to assault can devastate any unit on the board.
Finally my weapon of choice. The Doom Siren. The new template rules mean hitting at least 6-7 enemy models is childs play now, and with a decent strength and AP3, those that are hit usually dont stand a chance. Anyone left in the unit are soon finished off in combat with all but the fastest being slain before they even get a chance to strike back. Dont leave home without one.
To back up my findings, here is the kill tally from 5 games, ranging from 1500-6000(6k using apoc rules) point games. This tally was from two 8 man units.
8 Terminators, 1 Terminator Librarian, 24 Space marines, 1 Predator (lucky shot from the blastmaster), 10 Scouts, 20 Eldar Guardians, 10 Harlequins, 5 banshees, 32 Imperial guard, 17 Kasrkin, 1 sentinel.
OK lets start on the bones of the force.
Chaos Space Marines
Basically, these guys are the bread and butter of the Chaos force. They are rock hard, good at shooting and great in close combat to. They can be mobile and work well statically too. With both assualt and AT grenades they are a serious threat to all but the most hardy opponants.
The unit strength of your chaos marines is somthing that you should consider. Most people use squads of 10 strong, this number allows you your two speical weapons or heavy weapons and it still allows you to utilise a rhino transport. Static and walking forces should consider using squads that are larger than 10 strong, these are useful for ensuring they will still hold objectives at the end of the game, but most often its better to have more squads than less with larger body counts. Squads of less than 10 are sometimes used but its not common. They are still a strong unit but will lack the punch of a larger squad. If these are mounted in a rhino they could work well as a mobile support unit running up and down your line.
Special and Heavy weapons. Are slightly more limited in the new codex than the previous, the second special weapon and the heavy weapon are only available at 10 strong. For me this is a slight deterent for taking the heavy weapon. I like to have my squads moving towards objectives and I feel the heavy weapon acts like a nail, keeping my squad in place to shoot it.
Dual Special weapons work very well and are a popular choice throughout the chaos forum. Two plasma guns are great for those people aiming at anti meq and perhaps hordes too, they have great synergy with the rest of the squads bolters and work very well when disembarking from rhinos at rapid fire range. The plasma gun is proabley the best specail weapon to mix with a heavy weapon of any kind, it has a longer range than all the other special weapons, keeping the enemy at arms length for a shooting sqaud is a must. Two meltaguns are another popular choice for chaos players, these are usually used for either anti tank roles or for toasting MEQs before charging due to there 'assualt weapon' status. Two flamers are a less common choice although very cheap and there brilliant template. These are great for using against hordes and for causing saves against armoured targets with the high rate of hits and the new wound allocation system.
Heavy weapons work well in forces that are static, that sit a shoot the enemy into submission before sprinting for the objectives. Heavy bolters are a good choice for anti horde as are autocannons and missile launchers, but these are also a nice choice for targetting medium armour vehicles. Lascannons are the chaos space marines main long range anti tank weapon and if purchased, should be used to target the enemies vehicles and MCs.
Aspiring Champions are another common choice for the units. Most units that are moving forwards should have a champion in them for the envitable close combat. The champion is a nice addition as he is the only member of the unit that can take a speical close combat weapon being power sword and power fist. Both have good uses but many people favour the powerfist over the power sword as it allows a more versitile and reliable close combat unit being able to attack MCs, vehilces and infantry, and posible threaten to Instant kill independant characters too. Aspiring champions can also take combi weapons, plasma pistols and melta bombs. Combi weapons are a good choice for aspiring champions but an expensive one. It is prefferable that the combi weapon matches the special weapons of the unit to improve focus, but a combi melta or flamer could add extra versitilty to a dual plasma unit, providing it with ranged anti tank and horde powers respecitivly.
Icons. There are multiple icons available to chaos marines. Each provide different buffs for the squad. Khorne and Slaanesh Icons add extra strength to the units close combat prowess while Nurgle and Tzeentch icons add extra resileicnce. The icon of chaos glory makes the unit tougher to break. All the icons have the ability to aid deep strikers and summon daemons, this ability is FANTASTIC in combination with terminators and such. Defiantely somthing to consider.
Rhinos are a common choice among chaos players in the new codex due to there drop in points. Mobility is less of an issue with all infantry units being able to run, but its still great. A unit can move forwards in the rhino, disembark within 12 inch of an enemy and rapid fire them to pieces before getting back in and going somewere else. Rhinos benefit mobile shooting armies the most, close combat armies cant charge from them which is the only downfall for them. Chaos Space marine squads without heavy weapons do well with rhinos as they can move disembark and fire off all there shots while, obviously, heavy weapons can not fire.
Ok, there are many ways of using youre troops on the board so I will start people off and then leave others to fill some more in.
Flying V. This was described a few months back in WD by christian Bryne. Basically you have two Chaos marine squads in rhinos moving forwards towards an enemy assualt unit. You place the rhinos at the end of there movement in a V shape, the point pointing towards the enemy unit, with a gap of two inches or less between them. Now disembark all of your troops into the gap between the rhinos so as many models can see the enemy unit in total as possible. Now, you can shoot the enemy, but the enemy can not pass through the gap between the rhinos as they will move within one inch of an enemy unit, and so they have to walk all the way around the rhinos to get to your unit, which more than likley will be to far in one turn. Next turn you should either finish of the squad or pack up and move out of there leaving the enemy unit floundering and wounded.