Warhammer 40k Forum and Wargaming Forums banner

1 - 11 of 11 Posts

·
Fantasy Rumors
Joined
·
962 Posts
Discussion Starter #1 (Edited)
Hey guys.this is my first mono Slaanesh chaos marine list any comments would Be helpful.


updated 16.3.14
+ HQ +(307pts)

* Chaos Lord (total 142pts)
(Champion of Chaos, Fearless, Independent Character)
Mark of Slaanesh
* Terminator Armour
Lightning Claw, Lightning claw


* Sorcerer (total 165pts)
(Champion of Chaos, Independent Character, Psyker)
2x Additional Mastery Level, Mark of Slaanesh, Power Armour, Sigil of corruption, Spell familiar


+ Elites +(total 352pts)
* Chaos Terminators (total 222pts)
(Deep Strike)
Icon of Excess, Mark of Slaanesh, Terminator
* Terminator
Combi-flamer,
* Terminator
Combi-melta,
* Terminator
Combi-melta,
* Terminator Champion
Combi Bolter, Power Weapon


* Helbrute(total 130pts)
(Crazed)
Twin-linked lascannon
* Power fist
Combi-bolter


+ Troops +(total 666pts)

* Chaos Space Marines(total 307pts)
10x Chaos Space Marine, Icon of excess, Mark of Slaanesh, Meltagun, 10x Take a CCW
* Aspiring Champion
(Champion of Chaos)
Bolt Pistol, Bolter, Power Weapon
* Chaos Rhino
(Repair)
Combi-bolter, Extra Armour, Havoc Launcher, Searchlight, Smoke launchers


* Chaos Space Marines (total 120pts)
5x Chaos Space Marine, Flamer, Mark of Slaanesh
* Aspiring Champion
(Champion of Chaos)
Bolt Pistol, Bolter, Power Weapon


* Noise Marines (Troops) (total 239pts)
(Fearless, Mark of Slaanesh)
Icon of Excess, Noise Marine w/ Blastmaster, 6x Noise Marine w/ Sonic Blaster
* Noise Champion
(Champion of Chaos)
Bolt Pistol, Power Weapon


+ Heavy Support +

* Forgefiend
(Daemon, Daemonforge, Fleet, It Will Not Die)
Hades Autocannon

1500points
 

·
Registered
Joined
·
80 Posts
Thank you for this! I was about to point out that you can only have a blastmaster in a group of ten or more noise marines. Then I hesitated and checked the FAQ. It made me pleasantly surprised as I have actually just today made seven Noise marines, one of which has a blastmaster. Was going to save him for when I get three more but it's good to know I can use him straight away.

I won't comment on the viability of this list as I am no tactical genius and barely play much but I thought I'd let you know you've saved me from missing the opportunity to try the blastmaster!
 

·
Warsmith
Joined
·
1,190 Posts
Hey

This looks to be quite a good list, though I have a few comments.

Hey guys.this is my first mono Slaanesh choas marine list any comments would Be helpful.


Hq

Choas lord Ellyrian Drakken The Powerful
Mark of Slaanesh
Terminator armour
Lighting claws x2
142points

A Nice Lord, whom will do a fair amount of damage in CC. My issues with this set up with the lack of shooting! Now I know chaos lords are not known for shooting but if you Deep Strike him in with the rest of the Terminators, then you spend a turn with no shooting! So If this was my lord I would lose the +1 attack for a shooting attack



Sorcerer Orvareo
Mastery Level 3
Terminator armour
Mark of Slaanesh
Spell familiar
165points

With the Terminator Armour I trust you are going to put him in the Terminator squad with the Lord. I personally would drop the Armour and then run him with the noise marines.


Troops
Chaos space marines 10 marines
Mark of Slannesh
Icon of Excess
Close combat weapon x8
Power weapon
Flamer x1
233points

Fun squad, I would add a second flamer if you can. Or Meltas for much more Anti-Tank

Noise Marines 8 marines
Close combat weapon x7
Sonic Blaster x6
Blast master x1
Icon of Excess
Doom siren
Power weapon
252points

Nice squad, I know many have said Sonic Blasters are not that good. But I think they are underrated looks like a fun squad, should be used to clear objectives for the CSM Squad to secure

Cultists 10x
Mark of Slaanesh
Autogun
69points

Never a fan of Marks on Cultists, but as you are running a fluffy list its not a huge investment, but these points could be used to get a heavy stubber

Elites
Chaos Terminators x5
Mark of Slaanesh
Power fists
Reaper autocannon
221points

Their is No point in Mass Power Fists on modles with the MoS, the I5 it grants is ignored by the I1 of the Power Fist. Save the points and take Power Swords. I also think Combi-Wepons are good

Dedicated transports

Rhino
Extra armour
Dirge caster
50points

Rhino
Extra armour
Dirge caster
50points

Dirge Casters are good fun, you may want extra Havoc Launchers but you may not have the points

Fast attack

Heldrake

All looks good to me, brings allot to the table.

Heavy Support
Chaos Predator
Heavy bolters
Daemonic Possession
Havoc Launcher
147points

Again a good choice, I would though look for some better Anti-Tank

1497points
My basic thoughts are

1- Alot of points invested in the Terminators (all the Hq's for one). If not deep-striking they are up for the long walk into alot of fire.
2- Not much Anti-Tank, which could hurt against some opponents.
 

·
Warsmith
Joined
·
1,190 Posts
A much nicer list!

I still think you will have issues with Tanks, but the list looks allot stronger than the first.
 

·
Entropy Fetishist
Joined
·
4,249 Posts
Sorcerer Ellyrian The Powerful
Mastery Level 3
Mark of Slaanesh
Sigil of corruption
Spell familiar
165points
I liked the Termi Armor on this fellow, even if he were in a CSM squad. It gives him a cheap invuln plus a better save, and he doesn't have to join the Termis just because he has Termi Armor. He can sit in a Noise Marine squad just as well, more survivable etc, possibly even tanking some light arms fire if necessary with his better save. Also, out of curiosity, what are you taking the force weapon as? A force axe or a force sword would be my suggestion--probably the latter if he has Termi armor, as he has the survivability to use it then, but the force sword if he's charging around in regular power armor.


Chaos lord
Mark of Slaanesh
Terminator armour
Lighting claw
152points
See, this is where I think you could go flashy. You could grab a Burning Brand of Skalathrax for some seriously nasty shooting if you like, though even that's not what I'd go with. I'd grab a Power Fist, as it's a second Specialist Weapon, so it gives you the +1 attack, and you get to choose between the LC and PF based on opponent. Just my personal choice, though. You certainly have less Power Fists in the Termis this time around, so it might well be worth it on the guy...


Troops
Chaos space marines 10 marines
Mark of Slaanesh
Icon of Excess
Close combat weapon 9
Power weapon
Flamer
Meltagun
243points
I try to run 2 of the same specialist weapon at the same time in a squad, so they're more reliable at what they're trying to do. In this case, given the need for anti-tank in some of the rest of the list, I'd grab 2 meltas. Yeah, it might be hard to find the pieces to make a second model with the melta, but if worst comes to worst, there's always Galahad's old flamer-into-melta tutorial. Or Ap0c's.

Noise Marines 8 marines
Close combat weapon x7
Sonic Blaster x6
Blastmaster
Icon of Excess
Doom siren
Power weapon
252points
It's easy to dump a lot of points into a Noise Marine squad by buying as many options as you can, but in the end, what you've spent 252 points on here is 8 models--that's 31.5 points per model for models that die as easily as Marines (with FNP, admittedly). I find that the Blastmaster is a long range weapon, the sonic blasters are mid ranged weapons, and the kitted out champ is a close range sort of guy you want to stuck into combat so he earns his points back. You don't want to have so many conflicting roles for the squad--stick to two at most, preferably one. You could drop the champ's melee stuff, the IoE, the sonic blasters, and probably grab 2 more Noise Marines and another Blastmaster, possibly, then shoot away from the back line. Or you could keep things as they are, but... that's a looottt of points for a relatively fragile unit, and if it's moving for close combat, the sonic weapons aren't as effective, and if it's not in combat, quite a few points are going to waste. I realize you want the psychic power that buffs sonic weaponry and all...

As a side note, close examination of the options in the codex says it's close combat weapons *OR* sonic blasters. Even if you spend the points for a CCW, it's still an "or" option, not an "and" option, unfortunately. Curiously, they can still buy bolters and CCWs in the phrasing. Another reason to go all-out ranged or all-out melee with Noise Marines.

Cultists
Autogun
59points
It always irritates me to have to pay to make these guys the crappy equivalent of guardsmen. I tend not to buy them autoguns, since they're still pretty pointless, and just leave them base to save that handful of points. Definitely a personal choice, though.

Elites
Chaos Terminators
Mark of Slaanesh
Combi meltas
Reaper autocannon
215points
These guys look pretty good. If you have the points, though, I'd buy them single lightning claws (they've already lost bonus attacks thanks to their combi-bolters, but also have an extra attack on their statline) for the rerolls to wound against tough stuff. I'd also buy one or two chainfists just so they can splatter tough stuff and tanks, still.

Dedicated transports

Rhino
Extra armour
Dirge caster
50points

Rhino
Extra armour
Dirge caster
50points
Last edition, extra armor was quite important. This edition, with the new way glancing works, I generally just don't buy it, since getting stunned is so rare.

Fast attack

Heldrake
Baleflamer, I assume?

Heavy Support
Chaos Predator
Heavy bolters
Daemonic Possession
Havoc Launcher
142points
While this guy has decent dakka, I'd drop the Daemonic Possession (yeah, the ignoring shaken and stunned is nice, but like I said, it's so rare now that the loss of BS might well not be worth it) and instead get a combi-bolter and a combi-plasma for the extra shooting. Yes, he is allowed to, since he can buy each entry on the vehicle wargear table once.

Alternately, if you think that your other stuff has enough anti-infantry fire, you could choose to go with a las-las-twin-linked-las Predator for some serious ranged anti-tank power. Your choice, of course, but it would help round out your list a bit. Plus that would give you at least a spitting chance at knocking a flier out of the air with your lascannon zaps.


Solid enough core of a list, though there are pretty much always little ways to tweak things around.
 

·
Registered
Joined
·
3,694 Posts
just a suggestion to add some antitank: drop power sword on the marines unit, drop the flamer. you have 20 pts. get another meltagun and a combimelta for the champion. that way you are assured that at least a vehicle will fall when you shoot it.
Also, instead of extra armour on rhinos, get a combimelta. you never know when it can be useful and offensive capabilities are much more useful than defensive ones. That's my 2 cents.
GLORY TO CHAOS!!!
 

·
Warsmith
Joined
·
1,190 Posts
I didn't see the extra Armour on the rhinos when I last read the list. I would cut them as well!

Still don't like the Idea of running 2 Terminator HQ's. I know they work best, but for the tactical flexibility I like to be able to put them in a Rhinos. Should my plan for the battle call for it.
 

·
Entropy Fetishist
Joined
·
4,249 Posts
Honestly, rather than running combi-meltas and meltas everywhere, I say make do with pretty much the anti-tank you have and perhaps run some combi-plasmas, so you can take down and put wounds on the Monstrous Creatures everywhere like Ritides, Nids, Dreadknights, Wraithknights (though 1 S8 shot is about as likely as 2 S7 shots to wound that T8, so melta would be fine), Daemon Princes...
 

·
Warsmith
Joined
·
1,190 Posts
Hey.
How did the game go? Orks can be a hard game for CSM. I don’t have a detailed CC for the whole list, as you are play testing it, but I have some questions.

Rhino 35points
Extra armour 10points
45points

Heavy Support
Chaos Predator 75points
Heavy bolters 40points
Daemonic Possession - 15 pts
Havoc Launcher - 12 pt

How is the Extra Amour and Daemonic Possession working out? I have stopped using both since the move to 6th edd, first it was because of striping points to fit in a 750pt list, but I haven’t felt the loss of them on the table yet.
 

·
Fantasy Rumors
Joined
·
962 Posts
Discussion Starter #11
Sorry i had not replied @Uveron been kind of busy as of late. my noise marines were the best unit destroyed a dakka jet!
To answer your question about extra armour i didn't really notice them to be honest. but i will keep them there for the time being.
lastly i have yet again made an overhaul of my list at the start of thread .
 
1 - 11 of 11 Posts
Top