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post #1 of 6 (permalink) Old 08-28-14, 11:32 PM Thread Starter
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Default 1st Noob crusade... (1500)

As ive stated in other posts recently im a complete beginner to chaos and its dark strategies, so please rip this list apart if you feel it deserves so, any advice tips or tactical suggestions are always welcome, no matter how brutal...

I will be facing friendly battles vs Salamanders and Necrons mostly.

HQ
CHAOS LORD - 137 POINTS
Terminator armour
Lightening claw
Combi-plasma
Mark of Tzeentch
VOTLW

TROOPS
CSM - 208 POINTS
1 Aspiring Champion
Combi-plasma
bolt pistol
chain axe
9 CSM
Bolters
1 Lascannon
Mark of Nurgle

TROOPS
CSM - 208 POINTS
1 Aspiring Champion
Combi-plasma
bolt pistol
chain axe
9 CSM
Bolters
1 Lascannon
Mark of Nurgle

ELITES
Chaos Terminators - 261 points
1 Terminator Champion
Lightening claw
Combi plasma
4 Terminators
4 Lightening claws
3 Combi-plasma
1 Reaper Autocannon
Mark of Tzeentch
VOTLW

FAST ATTACK - 340 POINTS
2 Helldrakes
Bale-flamer

HEAVY SUPPORT - 350 points
2 Forgefiends
Hades Autocannon


My CSM and Terminators will be here by the weekend so ill post a blog on my progress too.
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post #2 of 6 (permalink) Old 08-29-14, 09:23 AM
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Hi, the list can be good. You will suffer badly from lack of mobility, mind you!
Just a tweak: i'd drop lascannons and give the squads 2 meltaguns each. Marines have to advance... to shave off points i'd drop the chain axes and the combiplasma too, along with lightning claws, since you'll be needing axes or swords. This will save you 48 pts if i'm correct.
Also, i'd drop the Reaper autocannon and put in another combiplasma. With those points, now, you can take two rhinos for the marines squads, greatly improving their response capability and speed (not to mention survivability )
Also, the lord can be good with a power axe. i think he should be able to take on 2+ armour opponents

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post #3 of 6 (permalink) Old 08-29-14, 06:53 PM Thread Starter
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I see your point about the lack of manoeuvrability...and the rhinos would be a big advantage tho wont the loss of the lightening claws be a big loss to my assault phases?
I saw my terminators as my only real hand to hand unit...
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post #4 of 6 (permalink) Old 08-31-14, 11:22 PM
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All lightning claws let you do is re roll failed wounds. Unfortunately with the amount of attacks termis have is getting the hits at WS 4, usually a 4+ to hit which is going to inhibit you more than wounding. Go with power swords instead because they're free on termis and aren't going to cost points to ensure you get 1-2 extra wounds a phase. Termis are tough enough to deal with it.Only time I take lightning claws on anything is if I couple it with a chain fist or power fist for the extra attack, otherwise its power sword and pistol for extra attack and still AP3.

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post #5 of 6 (permalink) Old 09-10-14, 04:58 PM
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Default 1st Noob crusade... (1500)

The way the math works out, lightning claws result in more wounds than swords against most opponents, even with one less attack. They're both ap3 so as a general rule: never take power swords! They are equivalent cost on all but terminators. Look at it this way: re-rolling a failed to-wound is equivalent to getting an extra power sword attack that auto-hits!

For the terminators, yes power swords are free, but so are power axes! You've got the 2+/4++ to survive long enough to swing them. S5 ap2 is a huge upgrade. Especially given the biggest assault threats have a 2+ armor save.

I'll echo @neferhet for a moment. Rhinos and meltaguns are a great loadout for CSM. As they will be charging forward I would give them extra ccws as well! Marines with 1 attack are pretty terrible in combat. Also you need the heavy hitting anti-armor in your list that the meltas bring. A melta bomb on each champion is pretty essential as well for big stuff.

For the terminators, I always prefer more combi-weapons to the reaper autocannon. It's too expensive and gives your unit a bit of a split-personality disorder.

I'd also really try to squeeze in a powerfist in addition to the claw for the lord so he can get his ap2 on and threaten vehicles/monstrous creatures.

As for radical changes, You could mark your lord nurgle instead of tzeench. This would allow you to swap the nurgle marked marines for real plague marines which are point for point better at everything but having more bolters. I'm not sure where you'd be at points-wise but you'd probably have to leave the terminators unmarked.

The last thing I'll say is that you don't need a special close combat weapon in every unit. Learn to trust in weight of wounds. People do fail armor saves ;).

Not a bad start at all.
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post #6 of 6 (permalink) Old 09-10-14, 05:28 PM
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Quote:
Originally Posted by NathanJD View Post
The way the math works out, lightning claws result in more wounds than swords against most opponents, even with one less attack. They're both ap3 so as a general rule: never take power swords! They are equivalent cost on all but terminators. Look at it this way: re-rolling a failed to-wound is equivalent to getting an extra power sword attack that auto-hits!
That's assuming you get an extra attack for having a pistol alongside your melee weapon, which flat out isn;t true of Termis--their statline just has an extra attack in it! So you can get 2LCs for 3 attacks, or 1 LC for as many attacks as you'd get with a power sword. All the more reason to go only for an LC or the free power axe, never a power sword (or maybe a maul if you want to wound high-Toughness critters).

But yeah, like you say, power axes are the best way to wound the big threats, while LCs are the best for munching your way through regular infantry.

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