Feast of Blades '13

Wednesday, October 3, 2012

My Chaos List at 2000


This new book seems very space wolfy.....to say the least.... I played a Game today and this is the list I now plan on using....maybe I will mix in some terminators still not sure....

Here is my list



2000 Point Chaos Space Marines List
HQ

1.       Chaos Sorcerer, level 3, mark of nurgle, sigil of corruption, spell familiar- 165

2.       Chaos Sorcerer, level 3, mark of Slaanesh, sigil of corruption, spell familiar- 165

Troops

1.       X20 Cultists, x2 flamers, shotgun, x13 autoguns                                                                            -115

2.       X10 Chaos Space Marines, +9 chainswords, x2 plasma gun, mark of slaanesh,                   -337     icon of ecstasy, vets of long war, gift of mutation, power sword

-Rhino, dirge caster, destroyer blades, daemonic possession

3.       X10 Chaos Space Marines, +9 chainswords, x2 plasma gun, mark of slaanesh,                   -337     icon of ecstasy, vets of long war, gift of mutation, power sword

-Rhino, dirge caster, destroyer blades, daemonic possession

4.       X10 Chaos Space Marines, +9 chainswords, x2 plasma gun, mark of slaanesh,                   -337     icon of ecstasy, vets of long war, gift of mutation, power sword

-Rhino, dirge caster, destroyer blades, daemonic possession

Heavy

1.       X3 obliterators, mark of nurgle – 228

2.       X6 Havocs, x2 autocannons x2 missiles, x2 flak – 158

3.       X6 Havocs, x2 autocannons x2 missiles, x2 flak- 158


Any thoughts?

8 comments:

  1. Man those marine squads are spendy. And having 3 rhinos be the only vehicles on the table seems like they would die quick. But I guess the T5 oblits will take some of the fire from there big guns. Do the HQ's go with the cultists?

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  2. Yeah they go with the cultists, or oblits, or havocs situation depending. No reason to rush too far forward all of their good spells have 12-24 inch range so they can hang around midefield behind the rhinos....needs actual playtesting I tried horde version today and it died too quickley. I might change over to nurgle mark with a fearless icon instead of slaanesh with FNP

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  3. So Kevin the way I am reading it, sorcerers with Nurgle have to choose at least one power from the Discipline of Nurgle, So since the BRB prohibits taking codex and BRB powers, Does this mean all a marked sorcerer's powers have to be from the Dicipline of the Mark.
    If you have read anything to the contrary I would love to hear it.

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  4. The codex has special rules that allow you to take up to 2 codex powers and a BRB one. Or up to 2 BRB powers and 1 codex power. Codex trumps BRB.

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  5. Half of your powers have to be book powers rounding up, but no more than that. So unfortunatly you can only take 2 powers if you are a level 3....which sucks because I would rather have all 3

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  6. Very cool thank you for the info.

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  7. I really don't get that list at all my friend.

    You're spending over 300 points on units that aren't quite as good as Grey Hunters that would spend 200 points to do the same thing? They have FNP? Is that worth an extro 100 points?! Dirge Casters? You're not assaulting out of the rhinos anyway...not to mention that with the lack of target saturation the Rhinos will probably not live anyway. What are these 20 cultists doing? Waiting for me to shoot 5 of them so they run away? I dig that the new psy powers are kind of fun, but...I don't get it.

    Here's what I've come up with at 2k. I'm not satisfied with it yet, first test game went poorly vs. Nid MC Spam, but I still like it:

    Khorne Lord: Jugger, Axe of Blind Fury (I'm a fluff-bunny I guess!), Sigil
    Fabius Bile

    20 Enhanced CSM with BP/CCW and Mark of Khorne
    35 Cultists with Mark of Khorne
    35 Cultists with Mark of Khorne
    10 Cultists

    2x Heldrake
    3x Forgefiend

    Shits out 32 S8 shots. 3 Fearless blobs that dish out a lot of pain when they assault (140 attacks from the Cultists when they charge...), a deckchair to come in from reserve and camp objective, and two decent characters that can deal with multiple threats.

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  8. Wellt he problem with that list Bob is your cultists will still lose combat and get run down. heldrakes are great but who with any anti tank will not punk those forgefiends?

    The dirge caster is cheap and after my joe's get out of the rhino the rhino just runs around tank shocking with the mini deff rolla and the dirge caster will stop anyone from overwatching since the rhino will be on top of the unit I am about to assault with my marines the next turn

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