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Vash's Cacophany of Pain and Pleasure


Heres my first crack at making a list from the nex Chaos Dex.
Please point out any mistakes or tactical weaknesses.
PS. The Lash of Submission is absent on purpose. :)

HQ

Lord, Mark of Slaanesh, Pair of Lightning Claws, Melta Bombs,
Personal Icon, Wings. 155 pts


Sorcerer, Mark of Slaanesh, Terminator Armour, Wind of Chaos. 150 pts

Troops

Noise Marine squad 1
8x Marine, 4x Sonic Blaster. 220 pts
Rhino, Extra Armour,Twin linked Bolter. 55 pts

Noise Marine squad 2
8x Marines, 3x Sonic Blaster, Blastmaster. 255 pts

Noise Marine Squad 3
8x Marines, Champion, Power Sword, Doomsiren, Meltabombs. 250 pts
Rhino, Extra Armour. 50 pts

Fast attack.
Raptor Squad
8x Raptor, Champion, Power Fist, Icon of Slaanesh. 220pts

Heavy support
Vindicator, Daemonic Possesion. 145pts

Havoc Squad 1.
8x Marine, Icon of Slaanesh, 2x Missile Launchers, 2x Lascannon. 250 pts

Havoc Squad 2
8x Marine, Icon of Slaanesh, 2x Misslie Launchers, 2x Lascannon. 250 pts

2000pts
 

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Gun line that bites back if you get to close is the general gist. I try to be different.


@ Wertypop. look at this pretty intently Bro, your gonna be facing it more than most.
 

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Looks fairly good to me Vash, with one exception: I find that Wind of Chaos is a waste on non fast moving units. Unless that Termy is in a Land Raider that he can pop out of up close to use it, you will rarely see use from the power. Better off with Lash but as you don't want it, I would suggest Doombolt.
 

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Ah, I was thinking of teleport as the new rules for terminators say I can even if the mission says no. And operating at 24" some ones gonna be silly enough to get to close. But point well taken will probably swap it about if I know what im playing against.
Cheers
 

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Lol, don't tell me what your gonna take too much werty, as your still learning you might want to try and surprise me a bit.
You are going to want to try and keep this lot more than 24" away from your Guardsmen if you can and shell the dung out of the havoc squads as they are the biggest threat to your armour in the first few turns, :wink:
 

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I quite like the list but I would be tempted to do the following.....

1) Drop Extra Armour on Rhinos - While nice to have, at 15 points it's an expensive luxury.
2) Drop the Havoc Squads for some Predators - Personally I prefer predators and this will save you around 200 points to spend.
 

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I can see why you would Gaz, but I like to get lots of models on the table and my battle tanks always seem to get panned quite quickly. :cry:
Extra armour has always been a must in my book as it will still be able to move and the chaps inside can still get out if the rhino gets hit with a shaken result. :D

Theres also the fact that I have some lascannons painted from an old list. :)

 

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Looks good. You know I'm really coming to like Slaneesh.

but I have a suggestion: Consider swapping a havoc squad for a unit of Chosen

8 men, champ, PFist, 2 PG, 2 MG, IoS, 249 points. Slap the fist on your champ and you're good to go.

Think of it as the forward element of your "Gunline with teeth" Ideally, they'd infiltrate in, pop a tank and set up in the cover generated by its smoking hulk. All else fails, they're a great general purpose unit. Swap the plasma guns for pistols and they're a high-damage assault squad, but I think the range of the plasma gun is worth the sacrifice.

If you want to make them more of a firing squad, drop the fist for a third plasma gun and take a couple meltabombs to help in tank busting.

You could also go hell bent for leather and just take 5 plasmaguns for the same price and use the infiltration to set yourself in some nice hard cover and have a firmly rooted mid-range fire support squad

Drop the champ, scrape up 10 points form somewhere else and go for a lascannon and 4 plasma if you want a hardass infiltrated fire support squad.

Though in any case, if you drop the fist you should drop the champ since you won't need the extra attack that bad.
 

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Viscount Vash said:
I can see why you would Gaz, but I like to get lots of models on the table and my battle tanks always seem to get panned quite quickly. :cry:
I've never really had that, but then I like to have my tanks something along the lines of -

Predator, Twin-linked Lascannon, Heavy Bolters, Extra Armour, Smoke Launchers and if any points free Dozer Blades.

This is pretty much the standard tank I like to take (although my current marine list is all infantry and wears paper mache power armour). Dozer Blades are good as it means you can set the tank up in/behind cover, and then drive through it. Hopefully this means your tanks can't be shot at if you don't get first turn. Also with a Vindicator in your list, the other Preds help it out by adding extra targets for your opponent to shoot at, rather than just the one.

Extra armour has always been a must in my book as it will still be able to move and the chaps inside can still get out if the rhino gets hit with a shaken result. :D
I've had a long hard think about this and at 15 points, I don't think it's as much as a must have on a transport. On a battle tank, its a most likely but not on a transport.

Theres also the fact that I have some lascannons painted from an old list. :)
Fair enough! :wink:

Also nice models and I like the zebra and leopard skin pads! :D
 

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Cheers for your thoughts all. :)
I like the Chosen options and will probably add them in when I up the pointage (and get the painting down pat), the Predator might well feature on the way to an APOC army or as a swap in for the Vindicator if I need the extra range. Lots to think about. Well the knife and saw are out now and its begun..
 

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Honestly... I wouldn't change much. The closest thing to a red flag in the list is the somewhat questionable fact that you have squads of 8 (ahem... Khorne's sacred number...) in an army devoted to Slaanesh, but if that's your worst offense, then it's a non-issue. It's purely personal preference as to how you equip an anti-tank havoc line, but I've always favored three missiles and one lascannon, purely to save 15 points and get another body on the table. I'd also consider a power fist for the doom siren champion. Krak grenades coming standard helps a bit with the no killing dreads in close combat issue, but a power fist will make it a lot safer. And it's significantly better than a power sword.
 

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Cheers MarzM,

The Son of Horus,
Seeing as you can have a Khornite general leading Slaaneshi marines in the new dex, I have no qualms about sacred numbers that no longer mean anything. :lol:

I see your point about the P Fist on the Champ but it strikes me as a waste of I 5. theres one in the Raptor squad for that sort of purpose though.

My WIP has been reconfigured now to get the ECs started, working off this list.
 
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