Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

[40k] Chaos Night-Lord army for overview... long.

0 views
Skip to first unread message

Acheron

unread,
Feb 13, 1998, 3:00:00 AM2/13/98
to

Greets. I'm new and frightened of this place. I'm also looking for
opinions on my Chaos army, since there's a gap I'm clawing my head
at, trying to figure out something to fill with. Anyway, I welcome
any comments...


Chaos Lord - 91
Termi-armor w. Lightning Claw/Bolter melta - 59
Wargear:
Daemon Weapon - 25
Storm Shield - 10
Praise of Khorne Chaos reward - 20
Marks of Chaos:
Khorne - 30
Nurgle - 20
Slaanesh - 10
----
265 pts.


Chaos Space Marine Veteran Squad
1 Chaos Space Marine Aspiring Champion - 30
4 Chaos Space Marine Veterans - 140
3 Power Fists - 30
2 Chainswords - 4
1 Sword - 1
1 Boltgun - 3
All have kraks... - 15
1 Plasma grenades - 3
1 Post-heresy H. Bolter w. Hellfire - 30
1 Post-heresy Multimelta - 98
1 Bolter-flamer combiweapon - 15
----
368 pts.

Note: This squad may seem obscenely expensive with it's weapons, but
they work miracles most of the time, paying for themselves with a 150%
point return in devastated units :)


Chaos Space Marine Squad
9 Chaos Space Marines - 225
3 Power Fists - 30
3 Chainswords - 6
2 Post-heresy Plasma Pistols - 15
4 Boltguns - 8
1 Plasma Gun - 8
Kraks aplenty... - 27
----
319 pts.


Chaos Space Marine Squad
3 Chaos Space Marines - 75
1 Lascannon - 35
1 Missile Launcher w. Plasma/antiplant - 45
1 Autocannon - 20
1 Chainsword - 2
----
177 pts.


Chaos Space Marine Terminator Squad
3 Chaos Space Marine Terminators - 153
2 Reaper Autocannons - 50
1 Bolter-melta - 6
1 Power Fist - 8
1 Chainfist - 10
----
227 pts.


Chaos Space Marine Dreadnought - 135
2 Twin-linked Heavy Bolter arms - 40
Ablative Armour - 15
----
190 pts.
(8 sustained fire dice... eesh. Sure, it jams for two turns the first
time it fires, but point those things at something fast and valuable,
aka Space Marine Assault squads, and it'll be worth it's weight in
reinforced titanium)


Chaos Space Marine Dreadnought - 135
1 Twin-linked Heavy Flamer (!!) arm - 50
1 Power Scourge - 20
1 Havoc Missile Launcher - 30
----
235 pts.

Now... I have 1781 points' worth of Chaos-infested death, but at
this point I am lost. I am striving for a force of 2400 points,
which leaves me 619 points to fill. I don't want to use Daemons
quite yet, and I'm not looking to the specialized troops like
Berzerkers or Noise Marines, since I'd prefer this segment of
the army to be all-Night Lords, considering that an average Chaos
army would be consistent mostly of standard marine types.
Anyway, I was thinking of...

A.) Chaos Space Marines, about 15 of them, equipped similarly
to the first one, with a blend of special and assault
weapons, and a Rhino to cart some of 'em around the field.
Not sure about this, since Rhinos are barrels and the
marines are fish, where a Devastator squad with lascannon
is concerned... but it would be nice to disgorge those 10
marines INTO a devastator squad...

B.) Bikes. With 600 points to eat, and each bike costing around
50 pts, I'd manage to clump a five-man squad of them, including
an Aspiring Champion with some sort of pesky wargear card,
maybe a Teleport Jammer to piss off Warpspider Jim :) There is
of course, a downside, and that is with my prior experiences with
bikes, they seem to get eaten up pretty quickly. Any tips to make
them last longer than 3 turns? (big table, yes)

C.) Terminators. Of course, someone shall shriek now, but I would only
increase the size of the existing squad, not shove in two more 3-man
squads, each with 2 reapers. Even I have some taste :P
I'd figure I could manage to make a 9-man squad, which would survive
to cause much death indeed. This may sound cheesy, but most would
carry their standard chainaxe-twin bolters, and other light stuff.
And it would give them a bit longer staying power, unlike my current
squad which fell to a perfectly executed 3-shot pulse laser salvo
from the aforementioned Jim.

D.) Cultists. Hordes and hordes of unarmoured, pistol-toting, ugly,
snowball's-chance-in-hell-to-hitting humans with dirty shirts and
ugly war trophies. I like this idea the most, considering a basic
cultist is only 4 points, and would be good to fit in with the
scheme of the army, as Night Lords often enlist slaves/cults in
their battles. Such a horde of cultists would of course be
a major soft-spot for a wacko with a Virus grenade, but after
all, they are there to die, and perhaps clog up the enemy's plans
with sheer numbers and unpleasant hand-gestures. The downside is,
I'd have to do a LOT of painting. 600 points' worth of 4-point
units? I won't even bother to check how many points that is.

Okay, that's it for my daydreaming. If you read this far, I commend you for
not falling over. The options above are just my ideas, feel free to post
your own if I've not thought of something. Must... kill... all... that... moves.

Riviasain

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

A few things about your Dreads...



> Chaos Space Marine Dreadnought - 135
> 2 Twin-linked Heavy Bolter arms - 40
> Ablative Armour - 15
> ----
> 190 pts.

I'm pretty sure that a chaos Dread has to take a ranged weapon and a HtH
weapon instead of taking 2 ranged or 2 hth weapons unlike loyal marines...


> (8 sustained fire dice... eesh. Sure, it jams for two turns the first
> time it fires, but point those things at something fast and valuable,
> aka Space Marine Assault squads, and it'll be worth it's weight in
> reinforced titanium)
>
>
> Chaos Space Marine Dreadnought - 135
> 1 Twin-linked Heavy Flamer (!!) arm - 50
> 1 Power Scourge - 20
> 1 Havoc Missile Launcher - 30
> ----
> 235 pts.

I'm also pretty sure that the SoB have a monopoly on twin-linked heavy
flamers
Unless there's been some White Dwarf article about it....
I could be wrong about both of these points
But ohwell


Michael Nielsen

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

On Fri, 13 Feb 1998 21:40:12 -0800, Acheron
<deatha...@hotmail.com> wrote:

>Chaos Lord - 91
>Termi-armor w. Lightning Claw/Bolter melta - 59
>Wargear:
> Daemon Weapon - 25
> Storm Shield - 10
> Praise of Khorne Chaos reward - 20
>Marks of Chaos:
> Khorne - 30
> Nurgle - 20
> Slaanesh - 10
> ----
> 265 pts.

I'd love to kill 265 points with ease. Way too many points cluttered
up in one place.

>Chaos Space Marine Veteran Squad
> 1 Chaos Space Marine Aspiring Champion - 30
> 4 Chaos Space Marine Veterans - 140
> 3 Power Fists - 30
> 2 Chainswords - 4
> 1 Sword - 1
> 1 Boltgun - 3
> All have kraks... - 15
> 1 Plasma grenades - 3
> 1 Post-heresy H. Bolter w. Hellfire - 30
> 1 Post-heresy Multimelta - 98
> 1 Bolter-flamer combiweapon - 15
> ----
> 368 pts.
>Note: This squad may seem obscenely expensive with it's weapons, but
>they work miracles most of the time, paying for themselves with a 150%
>point return in devastated units :)

You said it. Way to many points in way to few models.

>Chaos Space Marine Squad
> 9 Chaos Space Marines - 225
> 3 Power Fists - 30
> 3 Chainswords - 6
> 2 Post-heresy Plasma Pistols - 15
> 4 Boltguns - 8
> 1 Plasma Gun - 8
> Kraks aplenty... - 27
> ----
> 319 pts.

Much better :)

>Chaos Space Marine Squad


> 3 Chaos Space Marines - 75
> 1 Lascannon - 35
> 1 Missile Launcher w. Plasma/antiplant - 45
> 1 Autocannon - 20
> 1 Chainsword - 2
> ----
> 177 pts.

I like to have a small tactical heavy unit. They're just damn
vulnerable.

>Chaos Space Marine Terminator Squad
> 3 Chaos Space Marine Terminators - 153
> 2 Reaper Autocannons - 50
> 1 Bolter-melta - 6
> 1 Power Fist - 8
> 1 Chainfist - 10
> ----
> 227 pts.

Isn't 2 reapers overdoing it?

>Chaos Space Marine Dreadnought - 135
> 2 Twin-linked Heavy Bolter arms - 40
> Ablative Armour - 15
> ----
> 190 pts.

>(8 sustained fire dice... eesh. Sure, it jams for two turns the first
> time it fires, but point those things at something fast and valuable,
> aka Space Marine Assault squads, and it'll be worth it's weight in
> reinforced titanium)

Would be nice, but you can only take *1* "shooter", you must take an
assault weapon.

>Chaos Space Marine Dreadnought - 135
> 1 Twin-linked Heavy Flamer (!!) arm - 50
> 1 Power Scourge - 20
> 1 Havoc Missile Launcher - 30
> ----
> 235 pts.

What the heck is that arm? The flamer thingy. It sure isn't on my
vehicle card.

>Now... I have 1781 points' worth of Chaos-infested death, but at
>this point I am lost. I am striving for a force of 2400 points,
>which leaves me 619 points to fill. I don't want to use Daemons
>quite yet, and I'm not looking to the specialized troops like
>Berzerkers or Noise Marines, since I'd prefer this segment of
>the army to be all-Night Lords, considering that an average Chaos
>army would be consistent mostly of standard marine types.
>Anyway, I was thinking of...
>
>A.) Chaos Space Marines, about 15 of them, equipped similarly
> to the first one, with a blend of special and assault
> weapons, and a Rhino to cart some of 'em around the field.
> Not sure about this, since Rhinos are barrels and the
> marines are fish, where a Devastator squad with lascannon
> is concerned... but it would be nice to disgorge those 10
> marines INTO a devastator squad...

Since you don't have access to jumppacks, they're just about all
you've got.

>B.) Bikes. With 600 points to eat, and each bike costing around
> 50 pts, I'd manage to clump a five-man squad of them, including
> an Aspiring Champion with some sort of pesky wargear card,
> maybe a Teleport Jammer to piss off Warpspider Jim :) There is
> of course, a downside, and that is with my prior experiences with
> bikes, they seem to get eaten up pretty quickly. Any tips to make
> them last longer than 3 turns? (big table, yes)

Dive fast! Make hit and run attacks against vehicles.

>C.) Terminators. Of course, someone shall shriek now, but I would only
> increase the size of the existing squad, not shove in two more 3-man
> squads, each with 2 reapers. Even I have some taste :P
> I'd figure I could manage to make a 9-man squad, which would survive
> to cause much death indeed. This may sound cheesy, but most would
> carry their standard chainaxe-twin bolters, and other light stuff.
> And it would give them a bit longer staying power, unlike my current
> squad which fell to a perfectly executed 3-shot pulse laser salvo
> from the aforementioned Jim.

You should stop at 5. If you take much more the squad will become very
"unwieldy".

>D.) Cultists. Hordes and hordes of unarmoured, pistol-toting, ugly,
> snowball's-chance-in-hell-to-hitting humans with dirty shirts and
> ugly war trophies. I like this idea the most, considering a basic
> cultist is only 4 points, and would be good to fit in with the
> scheme of the army, as Night Lords often enlist slaves/cults in
> their battles. Such a horde of cultists would of course be
> a major soft-spot for a wacko with a Virus grenade, but after
> all, they are there to die, and perhaps clog up the enemy's plans
> with sheer numbers and unpleasant hand-gestures. The downside is,
> I'd have to do a LOT of painting. 600 points' worth of 4-point
> units? I won't even bother to check how many points that is.

Don't like 'em.

>Okay, that's it for my daydreaming. If you read this far, I commend you for
>not falling over. The options above are just my ideas, feel free to post
>your own if I've not thought of something. Must... kill... all... that... moves.

Stick to the theme you've got going.

/Michael
/Michael

Todd Roy

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to Acheron

Acheron wrote:
> D.) Cultists. Hordes and hordes of unarmoured, pistol-toting, ugly,
> snowball's-chance-in-hell-to-hitting humans with dirty shirts and
> ugly war trophies. I like this idea the most, considering a basic
> cultist is only 4 points, and would be good to fit in with the
> scheme of the army, as Night Lords often enlist slaves/cults in
> their battles. Such a horde of cultists would of course be
> a major soft-spot for a wacko with a Virus grenade, but after
> all, they are there to die, and perhaps clog up the enemy's plans
> with sheer numbers and unpleasant hand-gestures. The downside is,
> I'd have to do a LOT of painting. 600 points' worth of 4-point
> units? I won't even bother to check how many points that is.
>
> Okay, that's it for my daydreaming. If you read this far, I commend you for
> not falling over. The options above are just my ideas, feel free to post
> your own if I've not thought of something. Must... kill... all... that... moves.

Choice D has my vote. Run 'em into HTH with the enemy then fire into
the melee anyway. Fits with the Night Lords.
8)

Acheron

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

Michael Nielsen wrote:
>
> On Fri, 13 Feb 1998 21:40:12 -0800, Acheron
> <deatha...@hotmail.com> wrote:
>
> >Chaos Lord - 91
> >Termi-armor w. Lightning Claw/Bolter melta - 59
> >Wargear:
> > Daemon Weapon - 25
> > Storm Shield - 10
> > Praise of Khorne Chaos reward - 20
> >Marks of Chaos:
> > Khorne - 30
> > Nurgle - 20
> > Slaanesh - 10
> > ----
> > 265 pts.
>
> I'd love to kill 265 points with ease. Way too many points cluttered
> up in one place.
>Actually, since he's only good in H-t-H, I gave him quite a bit of
protection. That Praise of Khorne allows him to re-take a failed armor
save, which I think is better than some field. Thought of removing
the storm-shield, but it's useful in h-t-h as well, so he stays as
he is. Doesn't die very often, unless someone is ooky enough to use
a vortex grenade, which I don't approve of at all.

> >Chaos Space Marine Veteran Squad
> > 1 Chaos Space Marine Aspiring Champion - 30
> > 4 Chaos Space Marine Veterans - 140
> > 3 Power Fists - 30
> > 2 Chainswords - 4
> > 1 Sword - 1
> > 1 Boltgun - 3
> > All have kraks... - 15
> > 1 Plasma grenades - 3
> > 1 Post-heresy H. Bolter w. Hellfire - 30
> > 1 Post-heresy Multimelta - 98
> > 1 Bolter-flamer combiweapon - 15
> > ----
> > 368 pts.
> >Note: This squad may seem obscenely expensive with it's weapons, but
> >they work miracles most of the time, paying for themselves with a 150%
> >point return in devastated units :)
>
> You said it. Way to many points in way to few models.

> But they make for great fire-attractors with second-time players. Anyone
who loses 2 predators and an annihilator to these little buggers the
first time around, is going to be a whole lot more careful the next time
around :)

2 reapers in an army of 2400? Nah.


>
> >Chaos Space Marine Dreadnought - 135
> > 2 Twin-linked Heavy Bolter arms - 40
> > Ablative Armour - 15
> > ----
> > 190 pts.
> >(8 sustained fire dice... eesh. Sure, it jams for two turns the first
> > time it fires, but point those things at something fast and valuable,
> > aka Space Marine Assault squads, and it'll be worth it's weight in
> > reinforced titanium)
>
> Would be nice, but you can only take *1* "shooter", you must take an
> assault weapon.

Not true at all. Read the card... says the dreadnought must be equipped
with a left and right arm from the list below. Says nothing about
mandatory weapons' fits. Surprisingly enough, Roolzboyz agree with this.


>
> >Chaos Space Marine Dreadnought - 135
> > 1 Twin-linked Heavy Flamer (!!) arm - 50
> > 1 Power Scourge - 20
> > 1 Havoc Missile Launcher - 30
> > ----
> > 235 pts.
>
> What the heck is that arm? The flamer thingy. It sure isn't on my
> vehicle card.

Yes it is. Equip Chaos Dreadnought with twin-heavy bolters, and use
Heavy Flamer vehicle card to upgrade them. Costs a bit, and it seems to
make the dreadnought very short-ranged and impotent.. but that
assumption always costs people dearly, when one of these suddenly
goes on a rampage through their valuable combat troops, lighting them
on fire, and moving in with some of my own to cut them as they burn.

Meridian

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

Acheron wrote:

> > >Chaos Space Marine Terminator Squad
> > > 3 Chaos Space Marine Terminators - 153
> > > 2 Reaper Autocannons - 50
> > > 1 Bolter-melta - 6
> > > 1 Power Fist - 8
> > > 1 Chainfist - 10
> > > ----
> > > 227 pts.
> >
> > Isn't 2 reapers overdoing it?
>
> 2 reapers in an army of 2400? Nah.

I agree - I'm currently in a campaign (and my Guard is undefeated!) that
consists of about 1500 points or so.

Standard seems to be about 4 reapers per army.

> >
> > >Chaos Space Marine Dreadnought - 135
> > > 2 Twin-linked Heavy Bolter arms - 40
> > > Ablative Armour - 15
> > > ----
> > > 190 pts.
> > >(8 sustained fire dice... eesh. Sure, it jams for two turns the first
> > > time it fires, but point those things at something fast and valuable,
> > > aka Space Marine Assault squads, and it'll be worth it's weight in
> > > reinforced titanium)
> >
> > Would be nice, but you can only take *1* "shooter", you must take an
> > assault weapon.
>
> Not true at all. Read the card... says the dreadnought must be equipped
> with a left and right arm from the list below. Says nothing about
> mandatory weapons' fits. Surprisingly enough, Roolzboyz agree with this.

Roolzboyz are idiots and couldn't find their dicks with both hands and a
roadmap. Reread your datafax.

"RIGHT ARM: Twin linked Heavy Bolters 20 points, twin linked Autocannon
35 points, Mk1 heavy plasma gun 40 points, twin lascannon 55 points.
LEFT ARM: power claw 15 points, thunder hammer 20 points, power scourge
20 points."

Emphasis mine, of course.

--
If you can't dazzle them with dexterity, baffle them with bullshit.

(Fuck 'em if they can't take a joke.)

D

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

Meridian wrote:
<snip>

> Roolzboyz are idiots and couldn't find their dicks with both hands and a
> roadmap. Reread your datafax.

LMAO!! *wipes a tear from her eye* Good grief Mer! WHERE in the heck
do you come up with this stuff?! :)

(Man, I really need to get a copy of "Mer's Guide to Better Sarcasm.")
:)
--
D

Send replies to mailto:haki...@sprintmail.com

Wrinkle

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

Michael Nielsen wrote:
>
> On Fri, 13 Feb 1998 21:40:12 -0800, Acheron
> <deatha...@hotmail.com> wrote:
>
> >Chaos Lord - 91
> >Termi-armor w. Lightning Claw/Bolter melta - 59
> >Wargear:
> > Daemon Weapon - 25
> > Storm Shield - 10
> > Praise of Khorne Chaos reward - 20
> >Marks of Chaos:
> > Khorne - 30
> > Nurgle - 20
> > Slaanesh - 10
> > ----
> > 265 pts.
>
> I'd love to kill 265 points with ease. Way too many points cluttered
> up in one place.

YOU WHORE!!! DO YOU KNOW WHAT HIS CHAOS LORD a.k.a. POKL
(Pissed Off Khorne Lord) CAN DO? THIS GUY HAS FOUGHT 5 TERMINATORS, 12
MARINES, AND A CHAMPION OF SOME SORT IN HTH AND SURVIVED KILLING OFF
OVER HALF OF THEM!!! HE CAN BARELY BE KILLED. Think hard for a second
(not that kind of hard). Storm Shield save, retakeable 2+ terminator
save, and a toughness of six. This added on to his gooky Daemon weapon
which gives him a WS of 9, his giggly lightning claw, and joy joy melta
gun slapped on the bottom. ARGH!!! AND HE'S BIG AND RED AND SCARY!!!
ARF!!! HE CAN'T BE BEAT!!! SHUT UP, IT ISN'T AN EASY KILL!!!!
AAAAARRROOOOOOOOOOOOG!!!!! The only way you might have a chance to kill
the slut is shoot a lascannon at his ass. Thank you, that is all.

>
> >Chaos Space Marine Veteran Squad
> > 1 Chaos Space Marine Aspiring Champion - 30
> > 4 Chaos Space Marine Veterans - 140
> > 3 Power Fists - 30
> > 2 Chainswords - 4
> > 1 Sword - 1
> > 1 Boltgun - 3
> > All have kraks... - 15
> > 1 Plasma grenades - 3
> > 1 Post-heresy H. Bolter w. Hellfire - 30
> > 1 Post-heresy Multimelta - 98
> > 1 Bolter-flamer combiweapon - 15
> > ----
> > 368 pts.
> >Note: This squad may seem obscenely expensive with it's weapons, but
> >they work miracles most of the time, paying for themselves with a 150%
> >point return in devastated units :)
>
> You said it. Way to many points in way to few models.

AAAAARRRRRRRRRGGGGGHHHHH!!!!! BOOK!!!! PAN!!!! BULB!!!!! ROD!!!!!!
DO YOU REALIZE WHAT THE MULTI-MELTA CAN DO? IN ONE GAME, IT TOOK OUT A
PREDATOR ANNIHILATOR, TWO PREDATORS, AND A RHINO (it had stuff too,
STUFF INSIDE!! *spoot*). Anyways, don't try to prove that your IQ is
equal to your shoe size. Thank you, good day/night.


>
> >Chaos Space Marine Squad
> > 9 Chaos Space Marines - 225
> > 3 Power Fists - 30
> > 3 Chainswords - 6
> > 2 Post-heresy Plasma Pistols - 15
> > 4 Boltguns - 8
> > 1 Plasma Gun - 8
> > Kraks aplenty... - 27
> > ----
> > 319 pts.
>
> Much better :)

HAHAHAHAHAA!! ^

>
> >Chaos Space Marine Squad
> > 3 Chaos Space Marines - 75
> > 1 Lascannon - 35
> > 1 Missile Launcher w. Plasma/antiplant - 45
> > 1 Autocannon - 20
> > 1 Chainsword - 2
> > ----
> > 177 pts.
>
> I like to have a small tactical heavy unit. They're just damn
> vulnerable.
>
> >Chaos Space Marine Terminator Squad
> > 3 Chaos Space Marine Terminators - 153
> > 2 Reaper Autocannons - 50
> > 1 Bolter-melta - 6
> > 1 Power Fist - 8
> > 1 Chainfist - 10
> > ----
> > 227 pts.
>
> Isn't 2 reapers overdoing it?

NO!!! OVERDOING IS WHEN YOU JERK OFF 5 TIMES WITH ONLY THREE MINUTE
BREAKS IN BETWEEN EACH JERK!!!


>
> >Chaos Space Marine Dreadnought - 135
> > 2 Twin-linked Heavy Bolter arms - 40
> > Ablative Armour - 15
> > ----
> > 190 pts.
> >(8 sustained fire dice... eesh. Sure, it jams for two turns the first
> > time it fires, but point those things at something fast and valuable,
> > aka Space Marine Assault squads, and it'll be worth it's weight in
> > reinforced titanium)
>
> Would be nice, but you can only take *1* "shooter", you must take an
> assault weapon.

Um...where does it say you MUST take an assault weapon? WHERE???!!!
ANSWER ME!!!!!! AND IF YOU FIND THAT IT DOES SAY IT, IT'S WRONG!!!
WRONG I TELL YOU!!! JUST SHUT UP BEFORE NURGLE SODOMIZES YOUR SKANKIN'
ASS WITH HIS CRUSTY NURGLEOSHLONG!! Ah...screw it.


>
> >Chaos Space Marine Dreadnought - 135
> > 1 Twin-linked Heavy Flamer (!!) arm - 50
> > 1 Power Scourge - 20
> > 1 Havoc Missile Launcher - 30
> > ----
> > 235 pts.
>
> What the heck is that arm? The flamer thingy. It sure isn't on my
> vehicle card.

Um...okay, let's go through this step by step and maybe a jump in
between. Twin linked backbreakers, each H. Bolter can be replaced by a
heavy flamer for +10 points. That IS on a vehicle card.
MUHAHAHAHAHAHAHAHAHA!!! DONG!

OH BLOW YOUR SKANKIN' HO!!


>
> >Okay, that's it for my daydreaming. If you read this far, I commend you for
> >not falling over. The options above are just my ideas, feel free to post
> >your own if I've not thought of something. Must... kill... all... that... moves.
>
> Stick to the theme you've got going.

<no comment>
>
> /Michael
> /Michael

Meridian

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

D wrote:
>
> Meridian wrote:
> <snip>
>
> > Roolzboyz are idiots and couldn't find their dicks with both hands and a
> > roadmap. Reread your datafax.
>
> LMAO!! *wipes a tear from her eye* Good grief Mer! WHERE in the heck
> do you come up with this stuff?! :)
>
> (Man, I really need to get a copy of "Mer's Guide to Better Sarcasm.")
> :)

Well, just go to dejanews and look up every post I've ever made to this
group. About 70% will contain what you're looking for.

Meridian

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

(Apologises for once having used an ISP that was owned by
concentric.net.

I am in no way associated with this fool.

--

THE VILE ONE

unread,
Feb 14, 1998, 3:00:00 AM2/14/98
to

>
> Chaos Lord - 91
> Termi-armor w. Lightning Claw/Bolter melta - 59
> Wargear:
> Daemon Weapon - 25
> Storm Shield - 10
> Praise of Khorne Chaos reward - 20
> Marks of Chaos:
> Khorne - 30
> Nurgle - 20
> Slaanesh - 10
> ----
> 265 pts.

I'd ditch the Storm Shield and the Praise of Khorne and go with Combat
Drugs and Conversion Field (or D-Field)
Lets him get to HtH faster and do a bit more damage.


>
> A.) Chaos Space Marines, about 15 of them, equipped similarly
> to the first one, with a blend of special and assault
> weapons, and a Rhino to cart some of 'em around the field.
> Not sure about this, since Rhinos are barrels and the
> marines are fish, where a Devastator squad with lascannon
> is concerned... but it would be nice to disgorge those 10
> marines INTO a devastator squad...

Scratch-build yourself a Land-Raider. I made one myself. Slap some albative
or reinforced armor on the thing, and it is much more survivable than a
rhino, and totes 4 lascannon and 2 h. bolters!

> C.) Terminators. Of course, someone shall shriek now, but I would only
> increase the size of the existing squad, not shove in two more 3-man
> squads, each with 2 reapers. Even I have some taste :P
> I'd figure I could manage to make a 9-man squad, which would survive
> to cause much death indeed. This may sound cheesy, but most would
> carry their standard chainaxe-twin bolters, and other light stuff.
> And it would give them a bit longer staying power, unlike my current
> squad which fell to a perfectly executed 3-shot pulse laser salvo
> from the aforementioned Jim.

I think you can only have Termies in five-man squads. But perhaps add one
more twin reaper squad. =]


> D.) Cultists. Hordes and hordes of unarmoured, pistol-toting, ugly,
> snowball's-chance-in-hell-to-hitting humans with dirty shirts and
> ugly war trophies. I like this idea the most, considering a basic
> cultist is only 4 points, and would be good to fit in with the
> scheme of the army, as Night Lords often enlist slaves/cults in
> their battles. Such a horde of cultists would of course be
> a major soft-spot for a wacko with a Virus grenade, but after
> all, they are there to die, and perhaps clog up the enemy's plans
> with sheer numbers and unpleasant hand-gestures. The downside is,
> I'd have to do a LOT of painting. 600 points' worth of 4-point
> units? I won't even bother to check how many points that is.

I like this idea. On my next game I'm going to chop up many paper counters
(like 80 of them) and have 4 20-man cultist squads. Sure they will die
quick and horribly but you can use them to give your assaulting traitor
marines an edge (multiple opponent rule). If you use this don't bother with
pistols, give them all two swords. that means you roll two dice, and get
two parries (might give them a chance vs. IG)


I know that you don't want any god-devoted warriors, but consider taking at
least a ten-man squad of plaguemarines (if you're playing defensively) or a
10-man squad of berkserkers and a mighty champion on a juggernaut (for
offensive). The Crush of the juggernaut is great vs. light vehicles (rhinos
especially) and marines because it can bypass armor.

Another idea is get a 9-man chaos marine squad and give em all bolters and
3 mk.1 plasma guns. Have them sit back and rapid fire anything that breaks
free.

Also, you can ally with IG and ignore their command structure - so maybe a
Leman Russ or a Chimera would be nice. Guardsmen also make for nice
screens.


Thomas R. Lawson

unread,
Feb 15, 1998, 3:00:00 AM2/15/98
to

>
>> >
>> > >Chaos Space Marine Dreadnought - 135
>> > > 2 Twin-linked Heavy Bolter arms - 40
>> > > Ablative Armour - 15
>> > > ----
>> > > 190 pts.
>> > >(8 sustained fire dice... eesh. Sure, it jams for two turns the first
>> > > time it fires, but point those things at something fast and valuable,
>> > > aka Space Marine Assault squads, and it'll be worth it's weight in
>> > > reinforced titanium)
>> >
>> > Would be nice, but you can only take *1* "shooter", you must take an
>> > assault weapon.
>>
>> Not true at all. Read the card... says the dreadnought must be equipped
>> with a left and right arm from the list below. Says nothing about
>> mandatory weapons' fits. Surprisingly enough, Roolzboyz agree with this.
>

>Roolzboyz are idiots and couldn't find their dicks with both hands and a
>roadmap. Reread your datafax.
>

>"RIGHT ARM: Twin linked Heavy Bolters 20 points, twin linked Autocannon
>35 points, Mk1 heavy plasma gun 40 points, twin lascannon 55 points.
>LEFT ARM: power claw 15 points, thunder hammer 20 points, power scourge
>20 points."
>

Meridian is, of course, right about this.

Lewis F Mclouth

unread,
Feb 15, 1998, 3:00:00 AM2/15/98
to

Acheron (deatha...@hotmail.com) wrote:
: Greets. I'm new and frightened of this place. I'm also looking for

: opinions on my Chaos army, since there's a gap I'm clawing my head
: at, trying to figure out something to fill with. Anyway, I welcome
: any comments...


: Chaos Lord - 91


: Termi-armor w. Lightning Claw/Bolter melta - 59
: Wargear:
: Daemon Weapon - 25
: Storm Shield - 10
: Praise of Khorne Chaos reward - 20
: Marks of Chaos:
: Khorne - 30
: Nurgle - 20
: Slaanesh - 10
: ----
: 265 pts.


: Chaos Space Marine Veteran Squad


: 1 Chaos Space Marine Aspiring Champion - 30
: 4 Chaos Space Marine Veterans - 140
: 3 Power Fists - 30
: 2 Chainswords - 4
: 1 Sword - 1
: 1 Boltgun - 3
: All have kraks... - 15
: 1 Plasma grenades - 3
: 1 Post-heresy H. Bolter w. Hellfire - 30
: 1 Post-heresy Multimelta - 98
: 1 Bolter-flamer combiweapon - 15
: ----
: 368 pts.

: Note: This squad may seem obscenely expensive with it's weapons, but
: they work miracles most of the time, paying for themselves with a 150%
: point return in devastated units :)


: Chaos Space Marine Squad


: 9 Chaos Space Marines - 225
: 3 Power Fists - 30
: 3 Chainswords - 6
: 2 Post-heresy Plasma Pistols - 15
: 4 Boltguns - 8
: 1 Plasma Gun - 8
: Kraks aplenty... - 27
: ----
: 319 pts.


: Chaos Space Marine Squad


: 3 Chaos Space Marines - 75
: 1 Lascannon - 35
: 1 Missile Launcher w. Plasma/antiplant - 45
: 1 Autocannon - 20
: 1 Chainsword - 2
: ----
: 177 pts.


: Chaos Space Marine Terminator Squad


: 3 Chaos Space Marine Terminators - 153
: 2 Reaper Autocannons - 50
: 1 Bolter-melta - 6
: 1 Power Fist - 8
: 1 Chainfist - 10
: ----
: 227 pts.


: Chaos Space Marine Dreadnought - 135

: 2 Twin-linked Heavy Bolter arms - 40
: Ablative Armour - 15
: ----
: 190 pts.
: (8 sustained fire dice... eesh. Sure, it jams for two turns the first
: time it fires, but point those things at something fast and valuable,
: aka Space Marine Assault squads, and it'll be worth it's weight in
: reinforced titanium)


: Chaos Space Marine Dreadnought - 135
: 1 Twin-linked Heavy Flamer (!!) arm - 50


: 1 Power Scourge - 20
: 1 Havoc Missile Launcher - 30
: ----
: 235 pts.

: Now... I have 1781 points' worth of Chaos-infested death, but at


: this point I am lost. I am striving for a force of 2400 points,
: which leaves me 619 points to fill. I don't want to use Daemons
: quite yet, and I'm not looking to the specialized troops like
: Berzerkers or Noise Marines, since I'd prefer this segment of
: the army to be all-Night Lords, considering that an average Chaos
: army would be consistent mostly of standard marine types.
: Anyway, I was thinking of...

: A.) Chaos Space Marines, about 15 of them, equipped similarly


: to the first one, with a blend of special and assault
: weapons, and a Rhino to cart some of 'em around the field.
: Not sure about this, since Rhinos are barrels and the
: marines are fish, where a Devastator squad with lascannon
: is concerned... but it would be nice to disgorge those 10
: marines INTO a devastator squad...

: B.) Bikes. With 600 points to eat, and each bike costing around


: 50 pts, I'd manage to clump a five-man squad of them, including
: an Aspiring Champion with some sort of pesky wargear card,
: maybe a Teleport Jammer to piss off Warpspider Jim :) There is
: of course, a downside, and that is with my prior experiences with
: bikes, they seem to get eaten up pretty quickly. Any tips to make
: them last longer than 3 turns? (big table, yes)

: C.) Terminators. Of course, someone shall shriek now, but I would only


: increase the size of the existing squad, not shove in two more 3-man
: squads, each with 2 reapers. Even I have some taste :P
: I'd figure I could manage to make a 9-man squad, which would survive
: to cause much death indeed. This may sound cheesy, but most would
: carry their standard chainaxe-twin bolters, and other light stuff.
: And it would give them a bit longer staying power, unlike my current
: squad which fell to a perfectly executed 3-shot pulse laser salvo
: from the aforementioned Jim.

: D.) Cultists. Hordes and hordes of unarmoured, pistol-toting, ugly,


: snowball's-chance-in-hell-to-hitting humans with dirty shirts and
: ugly war trophies. I like this idea the most, considering a basic
: cultist is only 4 points, and would be good to fit in with the
: scheme of the army, as Night Lords often enlist slaves/cults in
: their battles. Such a horde of cultists would of course be
: a major soft-spot for a wacko with a Virus grenade, but after
: all, they are there to die, and perhaps clog up the enemy's plans
: with sheer numbers and unpleasant hand-gestures. The downside is,
: I'd have to do a LOT of painting. 600 points' worth of 4-point
: units? I won't even bother to check how many points that is.

: Okay, that's it for my daydreaming. If you read this far, I commend you for

Cultist

unread,
Feb 15, 1998, 3:00:00 AM2/15/98
to

>> > Isn't 2 reapers overdoing it?
>>
>> 2 reapers in an army of 2400? Nah.
>

>I agree - I'm currently in a campaign (and my Guard is undefeated!) that
>consists of about 1500 points or so.
>
>Standard seems to be about 4 reapers per army.

4 seems about avg. my 2000 pt. army has 4. Of course according to the
internal playtested rules, you could have about 14 in a 2000 pt. army, but
lets not start another cheese thread please.


>
>> >
>> > >Chaos Space Marine Dreadnought - 135
>> > > 2 Twin-linked Heavy Bolter arms - 40
>> > > Ablative Armour - 15
>> > > ----
>> > > 190 pts.
>> > >(8 sustained fire dice... eesh. Sure, it jams for two turns the first
>> > > time it fires, but point those things at something fast and valuable,
>> > > aka Space Marine Assault squads, and it'll be worth it's weight in
>> > > reinforced titanium)
>> >
>> > Would be nice, but you can only take *1* "shooter", you must take an
>> > assault weapon.
>>
>> Not true at all. Read the card... says the dreadnought must be equipped
>> with a left and right arm from the list below. Says nothing about
>> mandatory weapons' fits. Surprisingly enough, Roolzboyz agree with this.
>

>Roolzboyz are idiots and couldn't find their dicks with both hands and a
>roadmap. Reread your datafax.
>
>"RIGHT ARM: Twin linked Heavy Bolters 20 points, twin linked Autocannon
>35 points, Mk1 heavy plasma gun 40 points, twin lascannon 55 points.
>LEFT ARM: power claw 15 points, thunder hammer 20 points, power scourge
>20 points."
>

>Emphasis mine, of course.

Unless your opponent is dumb enough to let you use the Dark Millenium
vehicle conversion rules for this.... if he does, he deserves what he gets.

--
Ken Scott

Chaos is, as Chaos does!

Remove "DieSpammer" from my address to reply.


Cultist

unread,
Feb 15, 1998, 3:00:00 AM2/15/98
to

And suddenly out of nowhere... a concentric.net user jumps off the top rope
and starts to give AOLers a run for thier money.

--
Ken Scott

Chaos is, as Chaos does!

Remove "DieSpammer" from my address to reply.


Meridian wrote

Acheron

unread,
Feb 15, 1998, 3:00:00 AM2/15/98
to

THE VILE ONE wrote:
>
> >
> > Chaos Lord - 91
> > Termi-armor w. Lightning Claw/Bolter melta - 59
> > Wargear:
> > Daemon Weapon - 25
> > Storm Shield - 10
> > Praise of Khorne Chaos reward - 20
> > Marks of Chaos:
> > Khorne - 30
> > Nurgle - 20
> > Slaanesh - 10
> > ----
> > 265 pts.
>
> I'd ditch the Storm Shield and the Praise of Khorne and go with Combat
> Drugs and Conversion Field (or D-Field)
> Lets him get to HtH faster and do a bit more damage.

No way.. the lord does as much damage in Hth as he possibly can. The
reason he has the Storm Shield is not for protection at all.. although
it is a nice side-effect when he's staring down the guns of an Annihilator.
The Storm Shield is the only way other than a lightning
claw that I could give him a second parry. A WS of 9 and two parries
is very much useful when a 20-strong genestealer swarm jumps him. And
one did, once, and he survived until the 20th one... and then took a few
too many scratches to stand... ah well, point is I want him to be very
horrid in hand-to-hand, but since I use a huge table and he's always
on foot, he has to GET to hand to hand to be of any use. Only a meltagun
to shoot with, and he never uses it anyway since he's going the full
8 inches most of the time :P The combat drugs aren't necessary since,
when thinking up a good leader for my army, I didn't want to make him
overpowered, so he's at the throats of the enemy in the second turn,
slaying any amusement I might have. It takes him 5 turns or so to get
into a good attack situation.. that's a lot of lascannon fire, and if
the opponent is smart, (and has prior experience with the lord) he'll
point a heavy plasma on max power at him... or something along the lines.


> >
> > A.) Chaos Space Marines, about 15 of them, equipped similarly
> > to the first one, with a blend of special and assault
> > weapons, and a Rhino to cart some of 'em around the field.
> > Not sure about this, since Rhinos are barrels and the
> > marines are fish, where a Devastator squad with lascannon
> > is concerned... but it would be nice to disgorge those 10
> > marines INTO a devastator squad...
>

> Scratch-build yourself a Land-Raider. I made one myself. Slap some albative
> or reinforced armor on the thing, and it is much more survivable than a
> rhino, and totes 4 lascannon and 2 h. bolters!
>

> > C.) Terminators. Of course, someone shall shriek now, but I would only
> > increase the size of the existing squad, not shove in two more 3-man
> > squads, each with 2 reapers. Even I have some taste :P
> > I'd figure I could manage to make a 9-man squad, which would survive
> > to cause much death indeed. This may sound cheesy, but most would
> > carry their standard chainaxe-twin bolters, and other light stuff.
> > And it would give them a bit longer staying power, unlike my current
> > squad which fell to a perfectly executed 3-shot pulse laser salvo
> > from the aforementioned Jim.
>

> I think you can only have Termies in five-man squads. But perhaps add one
> more twin reaper squad. =]

Nope. Chaos is great. Our squads can be 3-9, and an Aspiring Champion if necessary.
That is anywhere between 3 to 10 termies in 1 squad, of which 2 carry heavies. And two
reapers will be more than enough because, if I do get another squad of termies, they
shall be Khorne Berzerkers, and they'll be following the Flamer Dreadnought into battle,
also armed with weapons such as bolter-flamers and heavy flamers. Mmm... crispy-nids.

>
> > D.) Cultists. Hordes and hordes of unarmoured, pistol-toting, ugly,
> > snowball's-chance-in-hell-to-hitting humans with dirty shirts and
> > ugly war trophies. I like this idea the most, considering a basic
> > cultist is only 4 points, and would be good to fit in with the
> > scheme of the army, as Night Lords often enlist slaves/cults in
> > their battles. Such a horde of cultists would of course be
> > a major soft-spot for a wacko with a Virus grenade, but after
> > all, they are there to die, and perhaps clog up the enemy's plans
> > with sheer numbers and unpleasant hand-gestures. The downside is,
> > I'd have to do a LOT of painting. 600 points' worth of 4-point
> > units? I won't even bother to check how many points that is.
>

> I like this idea. On my next game I'm going to chop up many paper counters
> (like 80 of them) and have 4 20-man cultist squads. Sure they will die
> quick and horribly but you can use them to give your assaulting traitor
> marines an edge (multiple opponent rule). If you use this don't bother with
> pistols, give them all two swords. that means you roll two dice, and get
> two parries (might give them a chance vs. IG)
>
> I know that you don't want any god-devoted warriors, but consider taking at
> least a ten-man squad of plaguemarines (if you're playing defensively) or a
> 10-man squad of berkserkers and a mighty champion on a juggernaut (for
> offensive). The Crush of the juggernaut is great vs. light vehicles (rhinos
> especially) and marines because it can bypass armor.

>I'm doing that after the army size hits 2400... and the moment that happens, it's
blood for the blood god.



> Another idea is get a 9-man chaos marine squad and give em all bolters and
> 3 mk.1 plasma guns. Have them sit back and rapid fire anything that breaks
> free.
>
> Also, you can ally with IG and ignore their command structure - so maybe a
> Leman Russ or a Chimera would be nice. Guardsmen also make for nice
> screens.

I don't want to use the cultists to ally with IG, because that takes my Chaos army
away... only one type of ally is permitted, and if I have a Night Lords army, the
cultists ARE the ally.. they can't TAKE allies of their own. It would've been good
though. :)

Michael Nielsen

unread,
Feb 16, 1998, 3:00:00 AM2/16/98
to

Unfortunately he only has two arms. Storm shield, daemon weapon and
lightning claw is three, you need an arm.

/Michael
/Michael

Jim Hounslow

unread,
Feb 16, 1998, 3:00:00 AM2/16/98
to

: Chaos Lord - 91
: Termi-armor w. Lightning Claw/Bolter melta - 59
: Wargear:
: Daemon Weapon - 25
: Storm Shield - 10
: Praise of Khorne Chaos reward - 20
: Marks of Chaos:
: Khorne - 30
: Nurgle - 20
: Slaanesh - 10
: ----
: 265 pts.


Exactly how does this guy use all of these weapon options?

Jim

Acheron

unread,
Feb 16, 1998, 3:00:00 AM2/16/98
to

Michael Nielsen wrote:
>
> On Sun, 15 Feb 1998 13:11:28 -0800, Acheron
> Unfortunately he only has two arms. Storm shield, daemon weapon and
> lightning claw is three, you need an arm.
>
> /Michael
> /Michael

Three hands would be great, but the mekboy we captured to perform the
operation accidentally fell on a lascannon. I only use 2 of the 3 items
at a time, like Daemon weapon and storm shield for huge clobs of troops,
Daemon weapon and Claw against dreadnoughts, and vehicles of all sorts.

Acheron

unread,
Feb 16, 1998, 3:00:00 AM2/16/98
to

Jim Hounslow wrote:
>
> : Chaos Lord - 91
> : Termi-armor w. Lightning Claw/Bolter melta - 59
> : Wargear:
> : Daemon Weapon - 25
> : Storm Shield - 10
> : Praise of Khorne Chaos reward - 20
> : Marks of Chaos:
> : Khorne - 30
> : Nurgle - 20
> : Slaanesh - 10
> : ----
> : 265 pts.
>
> Exactly how does this guy use all of these weapon options?
>
> Jim

With the brute strength of twelve oxen, and the finesse of an anorexic
ballerina.

Actually, he uses only 2 of the 3 hth-useable items at a time... Daemon
Weapon against troops/dreads, and Lightning claw against stationary
things that can't fight back. The Stormshield is there for the sake of
parrying, and it is always used in hth.

Wrinkle

unread,
Feb 16, 1998, 3:00:00 AM2/16/98
to

Err....I don't see what's wrong with Concentric. First of all, I
personally don't even pay for it so I couldn't care less....I will admit
they sucked in the past but whoa, have the improved. New lines, no more
busy signals, blah blah blah blah and blah. Anyways, if you are
referring to me as an idiot due to my statements before, then you are
off....I am an idiot but idiocy and experience are two different things.

Jim Hounslow

unread,
Feb 17, 1998, 3:00:00 AM2/17/98
to

.> : Chaos Lord - 91
.> : Termi-armor w. Lightning Claw/Bolter melta - 59
.> : Wargear:
.> : Daemon Weapon - 25
.> : Storm Shield - 10
.> : Praise of Khorne Chaos reward - 20
.> : Marks of Chaos:
.> : Khorne - 30
.> : Nurgle - 20
.> : Slaanesh - 10
.> : ----
.> : 265 pts.
.>

>With the brute strength of twelve oxen, and the finesse of an >anorexic
>ballerina.

>Actually, he uses only 2 of the 3 hth-useable items at a time... >Daemon
>Weapon against troops/dreads, and Lightning claw against stationary
>things that can't fight back. The Stormshield is there for the sake >of parrying, and it is always used in hth.

Ah, the prepare for everything tactic (aka the Batman utility belt
approach).

Since the LC is hard wired to one arm, and the Bolter/Melta to the
other, I'm not certain how you can propose that he can use the Daemon
Weapon also (What are you using to represent the DW?). You can't
switch, holster or sling weapons that are hardwired in order to use
another weapon. Drop the DW, the LC is good enough.

And on which arm is he holding and using the Storm Shield. It's
impossible to use it while the other hands are being used, ie, holding
a bolter/melta and using a LC (since you can't hold anything with a
LC, let alone a shield).

It seems you need a third arm. Or maybe come to the realization that
this configuration (and this Chee...Chaos Lord) are pretty
unreasonable. Your Chaos Lord already has 1 parry, termie armour and
a an armour Save re-roll (Praise of Khorne). He doesn't need a second
Parry and/or an unmodified save. He's a monster without the shield,
drop it. Hell, even drop the P of K. He's still a big threat just
being termie armour. I won't even go on about the 3 marks (did you
forget to add the Mark of Tzeentch?).

Here's hoping he meets up with a battery of lascannons. And thanks for
giving us Chaos Commanders a good rep by perpetuating such dairy laced
products.

Jim

Acheron

unread,
Feb 17, 1998, 3:00:00 AM2/17/98
to

This I've heard for a long, long time, *whine-whine, he's cheesy*. Note
how the meltagun never fires. He is solely close combat. If someone
points a lascannon at him, there's a 35% chance of him being blown
away. There's a big difference between well-equipped and cheesy. A
termie with a power field would fit. Anything with a power field, by
my opinion, fits. You shoot him anywhere in a 270 degree arc to his
sides and rear, and he has to get 8+. Even with the retake, it's not
very likely he will, as I've from prior experience seen. I accept normal
commentary, but flagellants who insist on badly equipping their important
characters to keep themselves safe from shrieks of cheese are a different
story. He shall be commanding a 2400 point army, and probably going to
be right up there, charging into the fray. I won't give him power armor,
a chainsword and bolt pistol, and maybe, just maybe some targeters or
scanners. I'm going to equip him as well as possible to hack something
up in close combat, and give him a fighting chance if popped by a
lascannon. You cry cheese about his close-combat equipment positioning?
If you're stupid enough to get into hand-to-hand with him, you deserve
every blow from that Daemon Weapon you receive.

Now that I'm done screaming in frustration, here's some logical answers.

Bolter-melta is slung underneath the lightning claw. Let's see who is
first to shout "That's illegal!". I've had no argument about it among the
80-100 games I've played so far, and many of those are old-time veterans
and wise-owl types. The storm shield is on the same arm as the Daemon
Weapon, again, with no complaints. Note that he uses TWO implements of
combat per turn. Just to stick to story, it's possible to turn
Lightning Claws off and grasp things with them. Just as it's quite
possible to swap the Daemon Weapon. If I had a scanner, I'd post a pic
of the model just to explain this.

The Praise of Khorne stays. Unlike some people, the average player
will point two or five lascannon at him, instead of spending their time
shrieking how unfair he is. Since he never takes a transport, and goes
up to the front line on FOOT, I guess 3 turns is enough to point
something powerful at him. Let's see, Lascannon, krak missiles, heavy
plasmas... those should do the trick. Launch them from a good angle,
and he doesn't even get his Storm Shield save.

"He's still a big threat being termie armor"

Are you insane? Look at the above sentence. Now, go ahead, and pick up
2d6, and roll an 8+ for me. Chances are you won't do it 2 out of three.
See why I gave him the praise? So he has a 50% chance of saving, maybe.
Let's not forget some crackshot with a plasma blaster and armor-piercing
ammo, because he fell to this sort of assault once. Dghh... FYI, the
storm shield was placed there not for the unmodified save, since it's not
that good a save. If I wanted an unmodified save so desperately, I'd
give him a Displacer, but even I have some modicum of taste. It's a 90
degree arc, and it's a 4+ save, which seems to be affected to roll low
when in the proximity of incoming lascannon beams. Many smart people have
pointed one at him before, why can't it come to mind that you can? Using
35-40 points of weapon to waste 265 points of Chaos lord sounds pretty
wise to me from a neutral standpoint. The shield is there to provide
him with a second parry IF he needs it. Usually he doesn't, but there
comes a situation where some idiot throws a 10-man marine assault squad
at him. (Hmm... who could that be). That's about 350 points down the
drain attempting to defeat him where he is strongest... which could be
likened to stopping someone from shooting a cat with a BB gun by putting
the gun barrel in your mouth.

Now with all due respect to the concept of army review, and accepting
the comments of others...

*SOWWY*

I broke the rules. I screamed at someone. I've committed a horrid
atrocity, and for this I shall now commit ritual throat-slashing suicide.

*snik* BHHLAAAAGGH!
*sounds of blood hitting floor*...


*eerie silence*

Dalton Wudrich

unread,
Feb 17, 1998, 3:00:00 AM2/17/98
to

Acheron wrote:
> Chaos Lord - 91
> Termi-armor w. Lightning Claw/Bolter melta - 59
> Wargear: Daemon Weapon, Storm Shield, Praise of Khorne
> Marks of Chaos: Khorne Nurgle Slaanesh 265 pts.

Not bad.
Why bother with any marks if none of your troopers have marks?

> Chaos Space Marine Veteran Squad
> 1 Chaos Space Marine Aspiring Champion - 30
> 4 Chaos Space Marine Veterans - 140
> 3 Power Fists - 30
> 2 Chainswords - 4
> 1 Sword - 1
> 1 Boltgun - 3
> All have kraks... - 15
> 1 Plasma grenades - 3
> 1 Post-heresy H. Bolter w. Hellfire - 30
> 1 Post-heresy Multimelta - 98
> 1 Bolter-flamer combiweapon - 15
> ----
> 368 pts.

Give each model a sword, for the parry.
This squad is a great big VP present for your opponent, if you
are not very careful. Have you faced IG with this army? Tanks
coming in from reserve would do nasty things to these guys.

> Chaos Space Marine Squad
> 9 Chaos Space Marines - 225
> 3 Power Fists - 30
> 3 Chainswords - 6
> 2 Post-heresy Plasma Pistols - 15

Why? The Chaos weapons have the same stats, but can fire
every turn?

> 4 Boltguns - 8
> 1 Plasma Gun - 8
> Kraks aplenty... - 27

I find Kraks and powerfists redundant...



> Chaos Space Marine Squad
> 3 Chaos Space Marines - 75

> Lascannon, Missile Launcher, Autocannon
Good squad.

> Chaos Space Marine Terminator Squad
> 3 Chaos Space Marine Terminators - 153

Good squad.

> Chaos Space Marine Dreadnought - 135
> 2 Twin-linked Heavy Bolter arms - 40

I don't think this is valid.
> Ablative Armour - 15

>
> Chaos Space Marine Dreadnought - 135
> 1 Twin-linked Heavy Flamer (!!) arm - 50

This is maybe valid. I'd have to check the rules.
I'm not overly concerned about it though. This dread
has no real long ranged punch.


> 1 Power Scourge - 20
> 1 Havoc Missile Launcher - 30

> A.) Chaos Space Marines, about 15 of them, equipped similarly


> to the first one, with a blend of special and assault
> weapons, and a Rhino to cart some of 'em around the field.
> Not sure about this, since Rhinos are barrels and the
> marines are fish, where a Devastator squad with lascannon
> is concerned... but it would be nice to disgorge those 10
> marines INTO a devastator squad...

Get a Land Raider. The datafax is set up to NOT kill the transported
models.

A couple of 'tactical' squads might come in handy. Take 5 guys, give
them 3 special weapons, boltguns and swords. They are mobile, can provide
cover fire, and can help out in HtH in a pinch.

> B.) Bikes. .... they seem to get eaten up pretty quickly.
You said it...

> C.) Terminators.
You will need to give them more Reapers, or a transport. Otherwise they
are not fast enough, or have enough firepower to inflict enough damage
to make them worthwhile. Twin bolters just doesn't cut it...

--
Cheers,
...Dalton

Thomas K

unread,
Feb 28, 1998, 3:00:00 AM2/28/98
to

On Sat, 14 Feb 1998 22:28:03 -0800, Wrinkle <impe...@concentric.net>
wrote:

<big snip>

Welcome to the newsgroups Wrinkle. You certainly have feelings for
that army, don't you. I think Archeron is perfectly able to speak up
for himself, and if I was him I wouldn't appreciate comments like
this.
I guess he asked for an overview because he wanted it, don't you? When
I post messages like this one, I welcome responses.
People who answers on my behalf like you did are not friends of mine -
they are just applying for a place in my killfile.

Thomas K

***********************************************************************************
* JOIN THE CRUSADE! This Frequently Asked Questions website holds info on how *
* to label your future contributions to rec.games.minuatures.warhammer. Use them. *
* => http://www.gamesdomain.co.uk/faqdir/rec.games.miniatures.warhammer.txt *
* Please read the Warhammer 40K FAQ at *
* => http://www.games-workshop.com/newreleases/newsupdates/faq/warhammer40k.html *
* and the Unofficial Warhammer 40K Q&A by Tyranid Tim dated 10/10-97 at *
* => http://search.dejanews.com *
* Search the Old Archive, using this search string: "Warhammer 40K Tyranid Q" *
***********************************************************************************

0 new messages