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Discussion Starter #1
Brand new to the site, and I really haven't played much W.H. AT ALL.
Used to paint and convert models for fun, and over the last couple of months I've started building a Chaos Army for fun.

However, now that I've a background, and some conversions and a little painting sorted out, I've realised that it would probably be helpful to aim for a balanced army. I've even found a couple of male friends who've agreed to thrash me a few times while I get the hang of it.

So any time you could spare to help me out with the finer points of army building and answer a few questions would be gratefully received:

N.B. Just read your Dark Talons back story, and the vengance thread is similar. My Remade are a little more diverse - they are the remnants of those who were left behind on a thousand worlds over thousands of years. They survived despite their masters' treachery, and often had to use "initiative" to overcome the advantages of different enemies. Terminators who found their enemies too swift adapted local horses and fused their torsos on (I'm doubling or tripling their speed but giving the armour bonus a 50% chance of working, depending on whether an enemy hits the horse part or the terminator armour, etc.). One chapter remnant from a tyrannid planet have adapted a hivemind by attaching the telepathic control organ from the necks of (can't remember their names), you get the idea. All of them want revenge for being left behind, and they are together purely until they get their chance. Some have been waiting for millenia...


HQ

Daemon prince? possibly. I could do a neat conversion to have a marine who actually made it. Completely mad of course, but something for the others to aim at. If I went 100% down the Tzeentch route, I'd like to play on the full uncertainty of the Lord of Change. My army would either become spectacularly powerful, or would comsume itself, depending on my dice rolls at the start of a battle.

Chaos Sorcerer Probably in terminator armour, since I'm looking to go terminator heavy (go deep strike). Would look to add mark of Tzeentch and probably at least the teleportation spell. What else is good?

Elite

Terminators terminators terminators
I have six centaur-ish terminators, made from OLD space-hulk model tops on some plasic horse bodies from the old Imperial rough-riders. I think they all have bolters and power-fists.

Also looking at converting 10 space marine terminators, 5 with only hand to hand and 5 with heavy distance weaponry.

Can I have that many? Would this remove my need for much heavy support?

Troops

Khorne berserkers x8:
Some units are just along for the ride. These were picked up on a raid through a highly volcanic planet for just being hard as nails. Their armour is in a constant state of slight molten-ness, hot as hell.
Mark of Khorne

Rhino (for the berserkers):
Actually, I don't want to spend ANYTHING other than the 35 points to add it to the berserkers. I'd love someone to give me a ruling on whether I can put a token inside to say how many troops it's carrying with "0" written on it, and send it in fast and wide to draw fire?

Standard Marines x10:
Mark of Khorne
1x Standard Bearer
1x Aspiring Champion

Standard Marines x10:
Mark of Tzeentch
1x Standard Bearer
1x Aspiring Champion

Possibly even more Tzeentch marines

Fast Attack:

Would bikers or raptors be preferable? I know that with raptors I could probably do some amusing air strikes with melta-bombs...


I'd also have a greater daemon of Tzeentch or Khorne standing by, in case an aspiring champion got all excited and sacrificed themselves.

Should I give the terminators marks of Tzeentch?

Thanks for enduring this very long post.
 

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If you want your terms to be fully effective, then you should get more troops and put all of them in Rhinos so you can get the terms where you want them.
Also Obliterators deepstrike and they pack quiet the punch

Maybe even a chosen squad to get behind the enemy lines ready to call in those terminators from their 4+ cover save. (Give them mark of Nurgle and they will never be removed, but give them big guns and lots of them.)

The rhino thing you were talking about is a little lame and i'm pretty sure it's illegal, not 100% though

And Just look at your Codex, most of the rules are there.
 

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I think you have to dedicate your rhino to a unit. im just starting my own army with khorne so il waste some space with BLOOD FOR THER BLOOD GOD!!!!!
 

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Hey your Centaur Terminators sound really cool. To answer your question, I believe that 30 Terminators is the maximum. That would be 3 units of 10 each, but you wouldn't be able to choose any more elite units. Also, HQ characters in Terminator armour don't count towards this total. Hope that helps.
 

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Discussion Starter #5
Thank you for all of your lovely comments. I have though about them and done a bit of beefing, and my army will probably now look more like this (I'll sort points out when I unpack my Codex):

HQ

Fabius Bile magic tbc, probably warptime and bolt of change

Chaos Sorcerer As a smaller HQ if the army was smaller. Mark of Tzeentch, Warptime, Bolt of Change or Wind of Change

Elite

Terminators

5xTerminators
3=Lightning clawsx2
2=Force hammer+bolter/someting (i'm told the hammers are good against tanks etc)

5xTerminators
Assorted heavy weaponry - poss lascannon, twin-linked weapons, plasma guns and flamer

Troops

Khorne berserkers x8:
Mark of Khorne
Chainswords or axes, sometimes 2

Rhino (for the berserkers):
extra armour
twin-linked bolt-gun (I think)


Standard Marines x10:
Mark of Tzeentch1x Standard Bearer
1x Aspiring Champion

Standard Marines x10:
Mark of Tzeentch
1x Standard Bearer
1x Aspiring Champion

Fast Attack:

11xRaptors
5 of these are proper raptor models and 6 are the termie-centaurs (after some discussion with various GW guys it was agreed that they played best with raptor rules)
Mark of Tzeentch
6xpowerfists and bolters on the terminators (unless this is considered totally unacceptable)
5xnot sure yet

Probably no longer a greater Daemon BUT

Heavy Support

2-4xObliterators
I've had a proper look now and these guys are KEWL. They make the ultimate flexible heavy support, from flaming 'nids to plamsa'ing Tau (commies?:grin:)

Once again thanks - I've got a thread up now to track the construction, and will check out the points for different levels as I go.

Does this army look more sensible?
 

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It's getting to be more like an army list.

The next step is to go through the codex picking options from unit entries and seeing what you can actually do. Currently you have got some stuff you're not allowed, like terminators with lascannon and so on. Other units, like your chaos marines, are fine.

Personally I would have probably had the chaos centaurs be counted as posessed. These get a variety of special rules at random. I think you could combine that with Fabius's unit modifications, leaving you with a pretty random but often very powerful effect in the end.
 
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