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Discussion Starter · #1 ·
Chaos Space Marine Army List
Total for army=1,751 points

HQ
Chaos Sorcerer (100)
Wind of Chaos (30)
Mark of Nurgle (20)
Plasma pistol (15)
Total= 165

Troops
9x Plague Marines (207)
Plasma gun (10)
Plague Champion (15)
Power fist (25)
Plasma pistol (15)
Total= 272

Rhino (35)
Dozer blade (5)
Extra armour (15)
Total=55

Troops
9x Plague Marines (207)
2x Melta gun (20)
Plague Champion (15)
Total=242

Troops
9x Plague Marines (307)
2x Melta gun (20)
Plague Champion (15)
Total=242

Elites
Chaos Dreadnought (90)
Twin-linked autocannon (20)
Extra armour (15)
Total=125

Heavy Support
2x Obliterators (150)
Total=150

Heavy Support
5x Chaos Havocs (75)
4x Lascannons (140)
Icon of Nurgle (50)
Aspiring Champion (15)
Total=280

Heavy Support
7x Chaos Havocs (75)
4x Missile Launchers (80)
Icon of Nurgle (50)
Aspiring Champion (15)
Total=220
 

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Discussion Starter · #2 ·
I welcome feedback for this army list:grin:
Thanks,
The Reborn
 

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take the costs off the units, i.e. cost of wargear as GW won't let you.
You might think of getting rid of the dread as its a pain in the ass when you roll that 1(6 is good). Use these points to get rhinos for your other plague marine squads as that lone rhino will be a little screwed. Its aslo a good idea to put 10 man PM squads with the champ having a powerfist and put the meltas in the rhinos if you can't fit more rhinos in there. Theres no reason for your sorcerer to have a plasma pistol as it will always be farting on people instead.
The main problem i see in your list is lack of anti horde. You might want to think about replacing the lascannon squad with heavybolters and use those extra points to put them to 10 man squads and maybe icon chaos glory as the shots hitting you will propbably be S7 or higher so the icon of nurgle won't help that much. And as a side note, always give your champs powerfists as you never know when a carnifex might roll in.

Overall good list, you just need soe minor changes
 

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i agree with the above, fill the havoc squads to 10 and loose the dreadnought. i would also change the icons on the havocs to tzeetch, a 5+ invulrable save is super effective for instances of MC domination and will give your chanmp with a powerfist a fighting chance. it also allows them to stand in places of no cover { though risky} and be fine for the most part. on that note, i don't know if this is intended to be a straight nurgle army but i know from experance that nurgle is useless agenst a tau player, the standard gun being strength 5 with a 30" range... your nurgle marines will fall heavily abused without scratching the enemy. . also consider a steed or maybe a jump pack for the sorcerer, winds is excellent if you can get close enough to use it.. foot slogging though he wont make it.. they'll pick him off fast. good luck my chaotic brethren, death to the false emporerer!
 

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I normally run a dreadnaught but You don't need it in this list IMO. The havocks with the missle launchers versitile and with them you don/t need the Melta's in both units give one a heavey bolter and flamer or two flamer's. I also aggree with uping the count on the havock squads nothing worse than taking a hit or two and pulling the expensive models.
 

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Word of warning:

I run a Chaos Sorcerer in my Chaos army, and I almost exclusivly play my brother. He plays Dark Angels and has Ezekiel the Librarian. Since he started using Ezekiel, my 200 point HQ has done absolutly nothing except fail to use phsycic powers. I am going to remodel him as a Lord, because my army is more assault oriented and the Sorcerer is not helping me at all.
 

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as far as psychers go your best bet is a Daemon prince, its one of the cheapest HQ's we can play and definatly one of the better. if you tzeentch it you've just made a creature thats monsterious and the eqiuvalant of a chaplian/librarian love child. if you nurgle it you've made one of the thoughest MC's out there. throw some wings on it and you have absolute mobility, excellent striking power, great psychic ability, and a better survivablity than the sorcerer/lord. death to the false emporer!
 

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simple logic

If you are willing to spend the points to give your sorcerer the mark of nurgle then spend the points to give him the spell "Nurgle's Rot", open exclusivly to sorcerers with the mark of nurgle, it's just simple logic.:eek:k:
 

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OK, if you look at the post before yours, it was done on July 12, LAST YEAR!:p:laugh:
 
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