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I'd go with (from a competitive standpoint)


Chaos Lord, Sigil of Corruption, Burning Brand Skalanthrx, Power Weapon, chaos bike
145 Pts

10x Chaos Space Marines, 2 plasmaguns, bolters
170 pts

Chaos Rhino
35 pts

10x Chaos Space Marines, 7x CCW, 2 meltaguns
170 pts

Chaos Rhino, dirge caster
40 pts

10x Chaos Space Marines, 2 plasmaguns, bolters
170 pts

Chaos Rhino
35 pts

Helldrake, Bale Flamer
170 pts

9 bikers, 2 meltaguns
210 pts


Maulerfiend, Magma Cutters
125 pts

Maulerfiend, Magma Cutters
125 pts

Havocs, 4x Autocannons
115 pts


1500 pts
fast army, 10 bikers used as hard hitters thanks to the lord, supported by the maulerfiends. Heldrake cleans objectives for the plasma marines that reach midtable, while meltamarines support as needed. havocs just kill things and die in return, quite presumably.
 

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Yes it does make them more versatile but if they're going to be shooting at a tank for example that makes the other 8 guys in the squad useless that turn or if I'm shooting at infantry my special weapons are pretty much just as effective as bolters for quite the increase in points.
well, hear my reasoning.
Full bolter or full ccw unit: mildly effectiveness vs infantry, low eff. vs monsters & heavy infantry
2 meltaguns, ccw unit: mildly effectiveness vs infantry plus 2 guaranteed death, mildly eff. vs monsters & heavy infantry, plus effective vs tanks, able to open a transport and assault unit inside
2 plasmaguns, full bolters: mildly effectiveness vs infantry plus 2 guaranteed death, mildly eff. vs monsters & heavy infantry, plus effective vs light tanks at mid range. at short range becomes very effective vs Heavy infantry & monsters
2 flamers, full ccw: very effective vs infantry, low eff. vs monsters & heavy infantry

That is to say that if you are willing to pay max 30 pts more per squad you give them tools to excel in their role or to be able to swap role in a support fashion. that's what marines are for. multipurpose unit. otherwise you want specialists. they are the "obliterators of troops": wildly versatile but heavy price. if you just want bodies and volume of antiinfantry fire to get some objectives, go cultists. if you want special weapons, go chosen. otherwise you can have a support unit, the space marines. with 3 of those units, they can support themselves. 30 marines with 16 bolters and 4 plasmaguns can milk the shit out of any non vehicle unit. top that death cake with 2 meltaguns and other 8 pistol+ccw charging buddies and you can mop any non deathstar unit out of existence. but if they work alone...well...you don't want to do that. :)
 
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thanks for the trust in my list :biggrin:
about slaanesh steed: bikers are so fast that usually you need just one turn to get to the enemy ( and with new 4+ save jink, you will survive even better) so outflanking them means tha they will at best charge turn 3, instead of turn 2. bad thing, especially if you have 10 bikers!

outflanking a big slow unit like 35 cultists, on the other hand...
 

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