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Discussion Starter #1
chaos lieutenant
-kai gun, power weapon

2x obliterators

2x obliterators

1x obliterator

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

basilisk

vindicator

The basic theme of the list is a slow advance with devastating firepower. Every unit in the army can move 6" (okay the obliterators are a little slower) and still unload hard into the enemy. This mobility, however limited, ought to suffice for getting to objectives by turn 6. In addition to that, every unit except the tanks have strength 8+, save ignoring attacks in close combat, punishing anyone who'd try to assault them. This ensures that those nasty marine assault squads are going to be left a little worse for the wear after their first charge, if left standing at all.
 

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its a nice list but i must say there are two meny obliterateors try takeing it down to 2 as its going to be very easy to take that list as obliterators can be kill by misslies and lascannons

gris
 

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Discussion Starter #3
Grismund said:
its a nice list but i must say there are two meny obliterateors try takeing it down to 2 as its going to be very easy to take that list as obliterators can be kill by misslies and lascannons
I'm going to disagree with that. It will take an average of 5 lascannon shots to take out one obliterator, and that's assuming it's a space marine shooting it. Missile launchers are another story entirely. Since even krak missiles aren't AP2, it will take an average of 21.6 shots for a space marine to take out just one obliterator. Assuming a 6 turn game, they'd have to dedicate SEVEN missile launchers to have a good chance of wasting one obliterator. If they're dumb enough to try that, I've got a fistful of chaos space marines thankful that they're wasting those AP3 shots :p

Bearing in mind that this list focuses on mobile but heavy firepower while simulatenously maintaining some punch in combat (power fist puns ftw), what would you suggest I replace them with?
 

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2 more squads like the 2 troop ones but 1 with close combat weapons and meltas to give you a combat punch put the lutenant with them as well keeps him safer

and never trust odds to much

gris
 

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Are you after an uber competetive list, or something thats going to be balanced and fun?
And no I'm not being sarcastic! :roll:
 

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Discussion Starter #6
Grismund said:
2 more squads like the 2 troop ones but 1 with close combat weapons and meltas to give you a combat punch put the lutenant with them as well keeps him safer
That would mean tossing 3 obliterators, and it would go against the principle of being a heavy firepower list.

LongBeard said:
Are you after an uber competetive list, or something thats going to be balanced and fun?
And no I'm not being sarcastic!
I'm looking for a happy medium between the two. This list seems pretty balanced to me - I'd feel confident taking it up against any army. The heavy support section was motivated by my love of ordnance. Where were you going with this?
 

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Where were you going with this?
Basically I was going to say If you wanted an uber IW list at 1000pts I'd probably change It slightly to something like this:
(Personal preference / Hate!) :wink:

Speed Prince with all the usual toys

2 x Oblits
2 x Oblits
1 x Oblit

6 x Man Las/Plas
6 x Man Las/Plas

Basilisk
Predator T-L LC's HB's Possesion

The list you have Is balanced and all I Just think large footslogging marine squads are pretty poor. Another option you could try put would be to drop a single Oblit and go with 2/1/1 and with the points left over Infiltrate the two squads to utilise the mid range shooting/combat power and maybe make the LT more combat orientated with Infiltrate?
 

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Discussion Starter #8
That seems like a pretty solid list. The only thing that stands out to me is that the demon prince would probably get pretty roughed up all by his lonesome in combat, no?
 

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depends how his tooled up and what he fights. The thing is he can hang back behind preds terrain etc, and wait for enemy assault elements to bundle forwards and then swoop in and chop them up. My dp has gone toe to toe with Most things out there pretty sucessfully including taking out jezlads deathcompanies and chaplain. be wary of chimera squads though. Just don't let your opp decide where and when he fights.
 

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Yep he's usually best kept as a counter charge threat as you can out-shoot most armies.
If given speed, stature and few other ST and Toughness upgrades that potentially gives him a 24" charge which should be able to get yourself a turn 2 charge If he's on the offensive, If you manage to avoid hidden fists/railguns through clever movement/charges he shouldn't have any problems making his points back.
 

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Discussion Starter #11
I'd still like to keep the larger, more mobile CSM squads, as well as the ordnance, so here's a list that's sort of a hybrid of mine and LongBeard's:

daemon prince
-2x CCW, frag grenades, MOCU
-daemonic speed, mutation, stature, strength, resilience, aura

2x obliterators

1x obliterator

1x obliterator

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

basilisk

vindicator
-extra armor
 

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New 'hybrid' list looks good although Indirect on a Bassie Is usually compulsory due to the week armour and open topped profile, could maybe drop the spiky bits to fit It In?
Another option altogether would be to go fot the notorious 'Ratboy' to fill In the gaps, pretty filthy with his first turn charge Ideal for picking on those troublesome Infantry units early game, something else to think about anyhow.
Good luck!

Chaos Lieutenant: Speed, Infiltrate, Furious Charge, Frags, Lightning Claws

2x obliterators

1x obliterator

1x obliterator

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

basilisk
Indirect Fire

vindicator
-extra armor and smoke

999pts
 

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Erikman said:
I'd still like to keep the larger, more mobile CSM squads, as well as the ordnance, so here's a list that's sort of a hybrid of mine and LongBeard's:

daemon prince
-2x CCW, frag grenades, MOCU
-daemonic speed, mutation, stature, strength, resilience, aura

2x obliterators

1x obliterator

1x obliterator

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

8x chaos space marines
-2 plasma guns, aspiring champion w/ power fist and spiky bits

basilisk

vindicator
-extra armor
The two walking squads are a major poins sink and will get you very little back

Drop some and either infiltrate or give them Autocannons and Tank Hunter to take down speeders/Light vehicles at 48" range.

Vindicators usually perform badly..you are better with a TL Las/HB Predator


:wink:
 

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If you brang a iron warior army to my club you would leave the building face first with your army getting thrown out after.
 
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