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Does this make Chaos cheesy?

  • Cheeeeeeeeese!

    Votes: 12 60.0%
  • No cheese!

    Votes: 8 40.0%
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· Inquisitor
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963 Posts
Discussion Starter · #1 · (Edited)
2000pts Choas 47 Meltagun list

Gentelmen... behold the cheese of Chaos. Here is a list in which 39 out of 62 models have Melta guns. This list has every HQ, Elite, Troop, and HS slot filled. All Troops have Mark of Nurgle and all other squads have Icons of Chaos Glory to keep them from ever running. The Sorcerors have the Wind of Chaos, Mark of Nurgle and Bikes so that they can zip around where ever they want to essentialy fart and kill any unit with their foul wind and are toughness 6 to boot! Have fun and let the flaming begin!!


HQ: Chaos Sorceror (180 Pts)
1 Chaos Sorceror
Bolt Pistol; Force Weapon; Frag Grenades; Krak Grenades; Bike; Wind of Chaos; Mark of Nurgle

HQ: Chaos Sorceror (180 Pts)
1 Chaos Sorceror
Bolt Pistol; Force Weapon; Frag Grenades; Krak Grenades; Bike; Wind of Chaos; Mark of Nurgle

Elite: Chosen (150 Pts)
5 Chosen
Bolt Pistol (x5); Close Combat Weapon (x5); Meltagun (x5); Frag Grenades; Krak Grenades; Infiltrate; Chaos Glory

Elite: Chosen (150 Pts)
5 Chosen
Bolt Pistol (x5); Close Combat Weapon (x5); Meltagun (x5); Frag Grenades; Krak Grenades; Infiltrate; Chaos Glory

Elite: Chosen (150 Pts)
5 Chosen
Bolt Pistol (x5); Close Combat Weapon (x5); Meltagun (x5); Frag Grenades; Krak Grenades; Infiltrate; Chaos Glory

Troops: Plague Marines (135 Pts)
5 Plague Marines
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x2); Blight Grenades; Frag Grenades; Krak Grenades; Fearless; Feel NoPain; Mark of Nurgle

Troops: Plague Marines (135 Pts)
5 Plague Marines
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x2); Blight Grenades; Frag Grenades; Krak Grenades; Fearless; Feel NoPain; Mark of Nurgle

Troops: Plague Marines (135 Pts)
5 Plague Marines
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x2); Blight Grenades; Frag Grenades; Krak Grenades; Fearless; Feel NoPain; Mark of Nurgle

Troops: Plague Marines (135 Pts)
5 Plague Marines
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x2); Blight Grenades; Frag Grenades; Krak Grenades; Fearless; Feel NoPain; Mark of Nurgle

Troops: Plague Marines (135 Pts)
5 Plague Marines
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x2); Blight Grenades; Frag Grenades; Krak Grenades; Fearless; Feel NoPain; Mark of Nurgle

Troops: Plague Marines (135 Pts)
5 Plague Marines
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x2); Blight Grenades; Frag Grenades; Krak Grenades; Fearless; Feel NoPain; Mark of Nurgle

Heavy Support: Havocs (125 Pts)
5 Havocs
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x4); Frag Grenades; Krak Grenades; Chaos Glory

Heavy Support: Havocs (125 Pts)
5 Havocs
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x4); Frag Grenades; Krak Grenades; Chaos Glory

Heavy Support: Havocs (125 Pts)
5 Havocs
Bolt Pistol; Close Combat Weapon; Bolter; Meltagun (x4); Frag Grenades; Krak Grenades; Chaos Glory

Total Roster Cost: 1995
 

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By the way, plasma is 15 points and melta is ten. And I like the part about the Nurgle sorcerers farting all over:laugh:.
And I can see the point of Chaos having a bit of an upper hand against marines as you have so oftenly stated
 

· Inquisitor
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963 Posts
Discussion Starter · #3 ·
Yes not only can they bring more Special weapons to the board as you can see but every model here also bring 2 attacks to combat with the exception of the Sorcorers. So go ahead and assualt them with regular space marines if you so wish but more than likely these guys will still win combat (especially the Nurgle marines who you just cant kill) but even if you did win you would just get a face full of melta as there will be 11 more squads full of hot melta death to zap you.
 

· Inquisitor
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963 Posts
Discussion Starter · #5 ·
Damn.. dont know how I missed counted.. edited to remove plasma and again to change to 39... unfortunately I cant change the thread name :\
 

· Inquisitor
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963 Posts
Discussion Starter · #8 · (Edited)
Yeah I was working on list with 40 Death Guard and 20 Termies and off handedly put a havoc with 4 meltas in it... That got me thinking and I was like.. ok lets throw 3 Havoc squads like that in here.. then I got to thinking even more and remebered the thing about Chosen being able to do the 4+1 with Meltas and then I just min maxed all the squads to see how many in total I could get and was just floored. This list I believe would be insanely easy to play. Just slowly march across the board shooting everything which gets in within 12". Use the Sorcerors to try and corral any units which look like they may be a hassle. Wind of Chaos or as I like to call it the Fart of Nurgle can kill anything on a 4+ so this is an army which can hit anything where it hurts. A KSons heavy list will give it a sour thrashing with their AP3 bolters but I would assualt them with the Nurgle marines and hope for bad luck on his Aspiring Sorcerors part. I cant really think of anything other than KSons which would hurt this list to bad. Maybe an Ork mob army.

I made another variant of the list where I dropped 1 sorceror and gave the other one mark of slanesh and doombolt and took away his bike. Had enough points free up to give the army upto 7(!) Rhinos. Give 3 to the Havocs and 4 to the Death Guard and now you have an extremely mobile force which can put meltas on anything. Top it off they can even fire a melta out of the top hatch of the Rhino on the fly.
 

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Cheese? Er... No? What happens when you play against a hordey opponent? A footslogging Ork list (new codex) would laugh this off pretty easily.

It's a one trick pony, a list that's tailored to a certain type of enemy. That's not what cheese is.

I also see a massive problem in range, although a meltagun is a great anti tank weapon, it's only great at blank point range. Over that it's little more than a glorified krak rocket, meaning if you had to wade through a unit of enemies (try 50 conscripts or something), then you've got a problem.

If you feel like testing this list, I'm on vassal a lot. Personally I think the list is weak.
 

· Porn King!!!
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8,130 Posts
Tau would have a field day with this list, as would Sons I think. All the meltas are cool but the lack of range in this army would be its downfall.
 

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Discussion Starter · #13 ·
Actually this is a mulitiple trick pony for those who dont realize it.

You have Sorcerors who can bike around the place dropping flamer template death on who ever they want (WoC wounds on a 4+ and ignores saves). They are Toughness 6, have a force weapon, and a 5+ Inv save to help them survive combat with what remains of any target they flame.

As said before the entire army has a minimum 2 attacks in HtH with their BP/CCW combo and can assualt you where ever you are with their frag grenades. With the Death Guard core troops list you have troops where its actually beneficial to attack troop in cover as they only have Init 3.

For those of you who think you will have fun pumping your ranged fire into them that will last at best 2 rounds before you will be in range of their weapons. You will have to concentrate your fire power one a few squads to get rid of them while we will have 12 squads moving across the field. Again the Toughness 5. 3+AS, Feel No Pain, Fearless Death Guard at the core of the army will survive any amount of fire power you pump into them.

So you have an assualt based army? Again you assualt into a single 5 man squad, win, consolidate, and then have 11 other squads open fire close range into you then assualt themsevles as all the Meltas are assualt weapons and those who dont have meltas have Bolt Pistols.

Assualted by a pesky Dreadnought or dreadnought wannabe? No problem the entire army has krack grenades!

Think you will be using range to your advantage?? Think again those 3 elite slot Chosen squads all have infiltrate! They will start as close as possibly 12 inches away from you!

As said before... I can drop one of the sorcerors and change the wargear on the other sorceror to free up enough points for 7 Rhinos to help facilitate getting them Meltas in range of your army. An entire army of Hit on 3+ wounds on 2+ and deny you AS.

Hoard armies have the problem of to few scoring units that this army can concentrate its fire power on. Its only a matter of time before each of those units is broken and destroyed piecemeal. Only Tzenth with its army of 4 Inv will really stand a chance... that is untill the Death Guard get into HtH with them.
 

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Bishop you have a valid point but your goal was to make a "cheesy" army. I am sure the same can be done with most armies. If I was to face this army in a Tourney they would deffinately get gigged for composition for trying to weasle as many loopholes into the army as possible. Any Plague marines hit with a st8 weapon are still instantly dead anyway so a good hit from a vindicator or leman russ would smoke a squad.
 

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Nice army list :eek:k:.

Still, Chosen can only have 4 melta's not 5 :laugh:. Personally I dont like Plaque Marines (for the money it would take to have that many :p). And yes, there is some good with the new codex :). I can still be pissed off about the lack of Wargear for the HQ's and uniteing Chaos though ( I mean come on, Most of those 4 legions hate each other :laugh: ), but, you are right that the Codex is powerful :eek:k:. Im still going to complain that they ruined my favorite faction (not IW, Chaos in general) :fuck:
 

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No chosen can have 5, one can have a heavy/assault weapon and 4 others can have cc weapons or assault weapons

K, i missed the Melta part on that option :laugh::so_happy:
 

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Actually this is a mulitiple trick pony for those who dont realize it.

You have Sorcerors who can bike around the place dropping flamer template death on who ever they want (WoC wounds on a 4+ and ignores saves). They are Toughness 6, have a force weapon, and a 5+ Inv save to help them survive combat with what remains of any target they flame.
You really have the desire to lose your Sorcerers to hidden fists?

As said before the entire army has a minimum 2 attacks in HtH with their BP/CCW combo and can assualt you where ever you are with their frag grenades. With the Death Guard core troops list you have troops where its actually beneficial to attack troop in cover as they only have Init 3.
While you might deal some damage to say a unit of guardsmen without taking anything in return, what happens when the target isn't soft? What happens with it's a unit of wyches you're trying to take on? Sure, the grunts might not do much through the t5 and FNP, but the Syrabite (or any other powerfist equivilant sarge) is going to whomp your unit without a worry.

For those of you who think you will have fun pumping your ranged fire into them that will last at best 2 rounds before you will be in range of their weapons. You will have to concentrate your fire power one a few squads to get rid of them while we will have 12 squads moving across the field. Again the Toughness 5. 3+AS, Feel No Pain, Fearless Death Guard at the core of the army will survive any amount of fire power you pump into them.
You really overestimate them you know. Hit that "invincible" Plague Marine with a Krak Rocket and all he's reduced to being an expensive Marine, which is then reduced to kibble bitz by the rocket. God forbid there might be some ordnance on the table...

So you have an assualt based army? Again you assualt into a single 5 man squad, win, consolidate, and then have 11 other squads open fire close range into you then assualt themsevles as all the Meltas are assualt weapons and those who dont have meltas have Bolt Pistols.
And that's going to stop 180 Orks how? :S

Assualted by a pesky Dreadnought or dreadnought wannabe? No problem the entire army has krack grenades!
5 Marines with one attack each.... who need a 6 to hit the darn thing, a 6 to glance it, then a 6 to blow it up? No problem? What are you smoking? :shok:

Think you will be using range to your advantage?? Think again those 3 elite slot Chosen squads all have infiltrate! They will start as close as possibly 12 inches away from you!
Reread your infiltrate rules. You need to be more than 12" away, which is important to note. Not to mention your opponent would need to be blindingly ignorant not to picket blind spots to an expensive target that you'd want. Or otherwise to just avoid that spot.

As said before... I can drop one of the sorcerors and change the wargear on the other sorceror to free up enough points for 7 Rhinos to help facilitate getting them Meltas in range of your army. An entire army of Hit on 3+ wounds on 2+ and deny you AS.
That would help your army out a lot, but not as much as you think. And you still have the same problem against horde armies with the "What armour save? Your boltgun was scarier." Although you now wound on a 2+, you lack the rate of fire to kill 2 men with the one volley.

Hoard armies have the problem of to few scoring units that this army can concentrate its fire power on. Its only a matter of time before each of those units is broken and destroyed piecemeal.

I'm starting to seriously doubt you've ever played a Horde army... To few? Too weak to absorb firepower? There's a reason they're known as horde armies. At 2k an Ork army can easily fit 180+ models on the board. If you think your meltaguns can deal with that many Orks, you're welcome to try it with me on Vassal any time. Be warned, I'll be writing the result up as a battle report to quell this nonsense of "cheese" the voting poll is racking up, as well as the idea that this is a balanced army that can take all comers.

Only Tzenth with its army of 4 Inv will really stand a chance... that is untill the Death Guard get into HtH with them.
Yeah, ok, just ignore the force weapon the sarge carries. It doesn't exist after all. Your little squads have no MEQ punching hardware for CC, it's hardly the whitewash up close that you describe.
 

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whoa pepole stop argueing its like nam here sheesh
now there are pro's and cons to every army list but its not worth getting into an argument but i agree with bishop ok.
 
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