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So, I'm one of those people that is determined to play Chosen/Terminators because of their enjoyable options (taking tons meltas/special weapons, or taking reaper autocannons, well, ever) and I was wondering at what point levels you thought it was realistic or at least.... less wasteful to play Chosen (aka at what point level are are you not simply throwing points away)
I would like to play some Tank Hunting Termintors w/ Reaper Autocannons (6 with 2, presumably, although 9 with 3 would totally get me like 20 cool points, which I don't have very many of at the moment) and I would also like to play a (probably rather large) army with giant-ish squads including one squad of 20 chosen build something like TwoHats.
PS. Sorry I've had so many posts recently, I've just had a slump in the amount of school work I've been assigned and have had a large amount of time on my hands and a large desire to spend (probably too much of) it here, it'll probably die down soon.
Last edited by honorableSimon; March 17th, 2007 at 03:28. Reason: post stamp
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I have only played Tzeenchian terminators, so take this how you will.
I think that six-man termie squad would be risky at 1500, and fine anything higher than that. Two of those squads would probably be risky at 1850. Maybe still a bit risky at 2000, but I would play it.
Just make sure that you dont go crazy :w00t: witht he options. Chaos terminators have so much freedom, and freedom of course really just means restraints. Keep it modest (as modest as chaos termies can get at least), and try not to make a "I can kill anything ever" unit. Thats where the inefficiency comes in. If you're going for tanks with one squad, then ignore infantry threats when equiping them. If you want a swarm killer, then dont melta it up, you get the idea.
I have seen chaos termies do dreadfully bad as well as amazingly good, and it seems to come down to efficiency of equipment. Good Luck!
And also, dont worry about the posting, its what keep L.O. going after all! We are happy to hear from you and give advice!
I'm with you on the Chosen thing. Fluffwise I think they are awesome. In game terms, well, they certainly don't match the fluff. I'm still experimenting with them, but props for trying them out. I love termies, but my luck with them specifically is atrocious. For example, last game, I had to roll four armor saves against bolters. I rolled three ones.
"If you can wait til I get home, then I swear we can make this last."
ok here goes with my view on termies YEEEE HAHHHH cough splutter for the snot god!!!
If your asking how many termies it takes to change a lightbulb its none, they send a thrall!!
lame jokes aside go for the favoured number its just cooler.
start with nurgle, what i play: my unif ot chosen termies comes in at 403 points i think, 7 termies, with free asp champ, 2 reapers 4x combi bolter fists, champ with fist, plague sword, rot, spikeys and mutation i think... dont quote that points cost as i change it to fit lists its in the 400 pt region
now they work awesome for me, them and my meaty as termie lord with LC's or man reaper is the stated nemesis of my oponents.
how you kit them and how many points you throw into them is entirely up to you dependant on how you play your games and how many points you have and what else is in your army.
lets say for simplisity that we are talking about a 1500 point game, the standard for 40k.
the one asp champ is all i need in conjunction with my lord because lets face it they are slow combat machines that i mostly use to take out those nasty monsters that are lying in wait, no 5 wound T7 carnifex has ever lasted a round agains my 7 and lord.
as for the other powers termis and thousand sons (TS) work sooo well, take lots especially as you can have them as troops but are obviously costly.
A uniit of 10 asp champ termie sorcerors is a sight to behold trust me, load them up with a spawn each and magic powers to make more span and who need an army to back them up t hey just make their own, not to mention the spawn then become the maajority so they have to be taken out first!!
khorn: this is a tough one, i would tend to take not termies but power armour with speed, a unit of 8 of these beasties can rampage through 15 blood claws like butter, load them with fists, power weapons, talismans and an invulnerable and your away, plus mutation giving them an unholy number of attaacks. or take 5 termies or 4 and temie lord and a Land raider... termi armour means even more attacks.
as for slannesh im not so sure havnt encourtered them in my experience as the initiative bonus wont mean sqwat for a fist.
about asking how many points to spend on asp champs in a game my 7 for 400ish in a 1500 pointer is about rite, i win 75 - 80% of the time, and tend to win more using them.
fora rule of thumb you could say 150 points per 500 in the game could be spend on termies if you wanted to keep them effective.
remember though keep your units built for a purpose for example in a 1500 pt game i may have something like this:
cant remember exact points so im being rough
250 pt termie combat lord of doom
400 pt termie unit
150 greater daemon of nurlge
200 pt unit for him to hide in (7man)
173 pt unit of troops
173 pt unit of troops
pred/defiler filling in the rest
all in all: 3 troops, termis, god, lord, tank = 1500 pts and thsoe are termies not asp champs.
everything in that army is built to serve a purpose in that game rangiine from anti tank, anti troops objective holders character smashers or fire magnets
Chosen rock in close combat. Their offensive capabilities can be tailored to be pretty much the best in the game.
The only problem is .. delivery. How do you get them where they're needed?
Wings/speed is brilliant (especially when coupled with infiltration for all you Alpha Legion Commanders our there), but it pushes up the cost of the squad to impractical levels.. as you have to buy the aspiring champion upgrade first.
Rhinos... are only usefull when you invest points globally for the entire army (see Rabbit's post about the in the OMGZ new chaos codex thread).
Land raiders.. once again massively expensive, and very easy to destroy.
Infiltration.. probably the most reliable, although takes up a vital veteran skill slot which could be spend on furious charge - which is important in protecting your chosen.
Deep striking - with teleport homers, very safe, and you're guaranteed to get some shots in.
Naturally this really favours Slaaneshi Terminators (or Lust Wing) with sonic weapory. Also.. the Slaaneshi Banner is a great combination with this too, as it makes them much harder againt the inevitable counter attack.
Also very good for nurgle.. where terminators have two massive bonuses of instant deployment and reaper autocannons.
Basically.. chosen aren't a particularly solid, reliable or easy unit type to use.
CSM squads are a lot like a broad sword. Reliable smashing power, easy to use, resilient and cheap (for what we get).
Chosen are a lot more like say a Katana. If used properly, they have insane destructive capability. But using them against the wrong opponent can result in a dulled blade, and taking a blow from something heavy is likely to result in the blade snapping.
So... the questions are:
What do you need your chosen to do?
How do they add to your army?
How do you get them safely to where they need to be?
You need guile, knowledge of the game and cunning to use them properly.. but, as with so many things in life - practise makes perfect.
You'd do well to note that chosen are probably the biggest firemagnet on the board at any given time. Unlike shooting at terminators or a Deamon prince, chances are you will actually kill some of these marines relatively efficiently.
With that being noted: Chosen excel in CC where they can bring their numbers/attacks/pure strength down on a target without being as vulnerable to return fire.
Lets say: 245
It's my personal belief that they are not to be used as a giantslayer kind of unit. They are there to efficiently dispatch rank and file troopers. That's quite a few attacks on that charge which should put more than a few dents into MEQ but then throw in str5 (6 if you wanted to be spendy) power attacks and you can probably dub what ever squad they charged to be minced.Nurgle/khorne chosen do this ridiculously effectively (Nurgle for 5+, Khorne for meq) but they all are hindered by the fact that they are vulnerable to fire and they are a juicy target.
I love chosen. In my thousand Son army i have two types.
Tzeentch Aspiring Chosen-
Wind of Chaos
This unit of 4 with a lord equiped in the same way is devastating. I give the lord Daemonic Rune and Essence, he takes all of the hits for squad from big weapons.
Tzeentch Chosen Aspiring Terminator
Bolt of Change
One member in the squad is equiped with a chain fist. I would have them all be chain fists but the list their in won't allow for it. I also give one Deamon chains and remove him as the first casualty so my Lord of CHange pops out.
Edit: sorry about listing the point values, my bad.
Last edited by jecjackal; March 27th, 2007 at 14:44.
"Drop emergency bulkheads! Activate compression rams! Set internal bracing! Issue brace for impact alert! I repeat, brace for impact!"
welcome to LO!
Nice idea on the chosen (a touch expensive though) but just to say that we're not allowed to state exact points costs for wargear, units or exact stats for models or weaponry on the forum, as it breaches copy right, so if you could please edit your post matey
Total points cost for the unit are fine though.
If you don't know how to do that (it's the small grey button at the bottom of the post) then just report your own posts using the telephone and a friendly mod will come and do it for you.
If you have any other questions or what not - just gimme a PM.
Last edited by Karmoon; March 26th, 2007 at 07:54.
[QUOTE=jecjackal;895946]I love chosen. In my thousand Son army i have two types.
Tzeentch Aspiring Chosen-
Wind of Chaos
um you cant give tweentch bikes tho....