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Discussion Starter · #1 ·
Hi everyone. I just started up with Chaos Space Marines a couple of months ago, but I feel like I’ve played enough battles to have a decent handle on the fundamentals of the army. Here’s the list that I used during my last few games.

In general I like the way my army plays but at the same time I’m not doing as well as I do with my other “main” armies (Blood Angels and Eldar). It’s hard to describe why. Shooty armies tend to focus-fire my important units down before I can reach them, or dedicated assault armies overwhelm my comparatively smaller assault capability. Maybe I also suffer from having very few models in play.

Please feel free to recommend any changes you can think of or build up a new list from scratch. I’m looking to try some major changes to the list just to see how new ideas would work out in practice. Fluff isn’t really a big concern for me. I would be open to swapping out my Tzeentch Prince for a Lash Prince, but the meta-game around my local club is so mech heavy that Lash hasn’t worked out for me in the past.



HQ

Daemon Prince – Wings, Mark of Tzeentch, Warptime, Wind of Chaos

Elites

6 Chosen – 5 Meltaguns
Rhino

Troops

8 Berzerkers – Champion, Power Fist
Rhino – Extra Armour

7 Plague Marines – 2 Meltaguns, Champion, Power Fist
Rhino – Havoc Launcher

7 Plague Marines – 2 Meltaguns, Champion, Power Fist
Rhino – Havoc Launcher

Heavy Support

2 Obliterators

2 Obliterators
 

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I agree that you should leave out the Lash Prince but I would change your Prince for one with Mark of Nurgle, Wings and Warptime. This will free up 30 points

Then ditch the Havoc Launchers on the Rhinos as they wont last two turns anyways and hopefully you will be popping smoke on the first turn... And get rid of the Extra Armour on the Zerkers ride too... Another 45 points freed...

This gives you another Obliterator... One you can have on his own to Deepstrike in and Melta something or make one of the other squads a little larger.. I would have 2,2 and 1 but its a preference thing..
 

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i agree with every thing said, except getting rid of extra armor, i would actually give that rhino Possession for the sake of getting he 'Zerkers in fast into CC.

solid list otherwise.

good hunting.
 

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I'm with Hesky, haha. I would say swap out one of the PM squads for another bezerker squad but thats just me i guess i just like smash in the face, skewer in the belly ninja style ass kickery. i agree about the dropping of the havoc launchers and keep your rhinos plain and grabbing another oblit though that is sound advise. also i think the wind of chaos power is a little pricey for 1500 points. but i think MoTz is better for keeping your prince alive than MoN though. i mean the stuff that usually get shot at my prince totally ignores a toughness 5 or 6 so no difference other than wasted points( str 8 and str 9 wound on a 2+ anyway) In this army he will be the biggest target so they will use the big guns against him. I promise you

Sen
 

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Change the prince to nurgle, drop wind of chaos. Drop the chosen (with 4 oblits, 4 meltas and a DP you have enough anti tank). Drop the havoc launchers and the fists. The zerks can use the Initiave bonus, and since they are going to be your dedicated anti infantry that will come in handy. Also drop a plague marine and get daemonic possession on your rhinos so that your plagues will always be able to shoot from it.

Daemon Prince w/ MoN, WT, wings [175]

8x Zerks, Champ w/ PW [198], Rhino w/ EA [50]
8x Zerks, Champ w/ PW [198], Rhino w/ EA [50]
7x Plagues w/ 2x Meltas, Champ w/ PF [221], Rhino w/ DP [55]
6x Plagues w/ 2x Meltas, Champ w/ PF [200], Rhino w/ DP [55]

2x Oblits [150]
2x Oblits [150]

Total: 1502
 

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Discussion Starter · #9 ·
Thanks for the advice. I’ll throw together a new list for some playtesting this weekend. Here are my thoughts so far:

I’ll get rid of the Havoc Launchers. They usually don’t do much anyway.

Most of you support a Nurgle Prince over a Tzeentch Prince, so I will definitely try this out. But I have some doubts about the switch because most of the ranged threats my Prince faces tend to be things like Missile Launchers that wound Toughness 6 on a 2+ anyway (as Daddysen suggested). I’m also worried about all the hidden Power Fists I play against.

My Chosen almost always make their points back and have gotten me out of many tight situations. I don’t usually use them as anti-tank, more like outflanking Fire Dragons for melting MEQ and Terminators. 5 Meltaguns is usually overkill for a tank. I’ll think about dropping them to buy another Troops unit, just to see how the change would work out.

Iron_Freak220, would Daemonic Possession even work for the role you described? The Codex says that transported passengers are affected normally by Shaken and Stunned results.

Thanks again.
 
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