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1500 Chaos Marines - Competitive

1160 Views 9 Replies 6 Participants Last post by  Iron_Freak220
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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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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