While it is in the post below, I'll go ahead and throw up my latest and greatest in terms of my 2,000 pt build for the Venom Guard Chaos Space Marines (with some tasty pictures too, oh my!)
It's seen one game thusfar, hopefully will be increasing the amount of tabletop time I have so we'll see how the record progresses.
HQ
Kharn the Betrayer
-165 pts
Troops
Khorne Berzerkers x10
Skull Champ w/PF
Personal Icon
Rhino
- 290 pts
Khorne Berzerkers x9
Skull Champ w/PF
Personal Icon
Rhino
- 269 pts
Plague Marines x 7
Plasma gun x2
Personal Icon
- 196 pts
Chaos Space Marines x10
Icon of Chaos Glory
Meltagun x2
Asp. champ w/PFist
Rhino
-255 pts
Fast Attack
Raptors x6
Chaos Glory
Melta x2
Raptors x6
Chaos Glory
Melta x2
Heavy Support
Obliterators x3
- 225 pts
Defiler
Extra CCW instead of TL-HF
- 150 pts
Defiler
- 150 pts
Total: 2000
General Plan
The idea is to go balls to the walls assaulting with all three rhinos, moving up flanked by the defilers for support. Head towards the objectives, while leaving the plague marines covering the home objective/camping a claimed objective.
Oblits cover the plague marines from *ideally* an elevated position, nuking anything that gets close enough to be a threat as well as pew pew shit as it advances.
Raptors are armour hunters, deepstrike in w/e needed, ideally pop the transport then kill anything inside.
So yes...there it be.
As I said, it worked out fairly well today.
I still want to experiment around with a noise marine squad loaded up with sonic blasters or Thousand Sons instead of the plague marines, but mine still aren't completely painted and I'm one of those chotch-bags that plays with a fully ready army (it looks more intimidating, I don't know).
I'm also still flirting with the idea of lesser daemons as some quick ways to deal with stragglers (packs of 5 to deal with 1-2 marines that I don't want to waste a squad attacking) or something along those lines.
Showing posts with label Chaos List. Show all posts
Showing posts with label Chaos List. Show all posts
Monday, November 8, 2010
Friday, October 16, 2009
1850 Kharn Remix
Okay I've slacked off hard core in the past months, but I'll post something I've been contemplating before I have to actually work today (gasp!)
I've been running pretty much the same chaos lineup for...well...a fairly long time (at least in the # of games played) and have come to a realization: raptors really, really shouldn't be used as anti-troop marauders.
They've had a bad habit of getting bogged down in a single melee for significant portions of many games (i.e. Kroot fight lasting 4 turns) which completely negates their mobility. Although I do love the MoK attack-output, it just isn't turning out to be worthwhile.
Here's a list that I've been looking at (may need some tweaking as this computer doesn't have army buildier and I don't exactly have my codex with me):
Khorne 1850
HQ
Kharn the Betrayer
Troops
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Khorne Berserkers x7
Skull champion w/ Power fist
Personal Icon
Rhino (Kharn with them)
Plague Marines x5
Personal Icon
Plasma gun x2 (hey I still need objective sitters...)
Fast Attack
Raptor x5
Chaos Glory
Melta x2
Raptor x5
Chaos Glory
Melta x2
Heavy Support
Vindicator
Daemon Possessed
Havoc Launcher (if I have the points...I used it last game and it worked rather well)
Obliterator x3
Defiler
Extra CCA replacing the Autocannon
The basic lineup would work the same was as before, however keeping both squads of raptors in reserve. The icons would work for deepstriking them in accurately and hopefully cover a significant chunk of landscape. I've had a habit of popping my marines out of their vehicles to pop tanks, having a highly mobile devoted anti tank unit or two would free them up and allow me to focus more on capping objectives with my troop choices.
I'll ponder more on this later, time for work.
I've been running pretty much the same chaos lineup for...well...a fairly long time (at least in the # of games played) and have come to a realization: raptors really, really shouldn't be used as anti-troop marauders.
They've had a bad habit of getting bogged down in a single melee for significant portions of many games (i.e. Kroot fight lasting 4 turns) which completely negates their mobility. Although I do love the MoK attack-output, it just isn't turning out to be worthwhile.
Here's a list that I've been looking at (may need some tweaking as this computer doesn't have army buildier and I don't exactly have my codex with me):
Khorne 1850
HQ
Kharn the Betrayer
Troops
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Khorne Berserkers x7
Skull champion w/ Power fist
Personal Icon
Rhino (Kharn with them)
Plague Marines x5
Personal Icon
Plasma gun x2 (hey I still need objective sitters...)
Fast Attack
Raptor x5
Chaos Glory
Melta x2
Raptor x5
Chaos Glory
Melta x2
Heavy Support
Vindicator
Daemon Possessed
Havoc Launcher (if I have the points...I used it last game and it worked rather well)
Obliterator x3
Defiler
Extra CCA replacing the Autocannon
The basic lineup would work the same was as before, however keeping both squads of raptors in reserve. The icons would work for deepstriking them in accurately and hopefully cover a significant chunk of landscape. I've had a habit of popping my marines out of their vehicles to pop tanks, having a highly mobile devoted anti tank unit or two would free them up and allow me to focus more on capping objectives with my troop choices.
I'll ponder more on this later, time for work.
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