Chaos Space Marine Tactica

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Chaos Space Marine Tactica

Post by Marit Lage » Thu Mar 21, 2013 3:33 pm

Greetings fellow aspiring champions of Chaos!

It’s time for the 2016 rewrite of the Chaos Space Marine Tactica!

I will be writing this hoping that you, the reader, have at least a vague notion of Chaos Space Marines and probably have read the codex. This is a combination of theories and my own gaming experiences. I encourage you to critique and add to this with your own experiences.

Before I begin, let me explain the format I will use:

<Name of Unit>

<My opinion on usefulness>
This will simply be a little bar like so:
[IIIIIIIIIIIIIIIIIIII] (Awesome! Tournament ready!) 20/20
[IIIIIIIIIIIIIIIIIIII] (Meh, a bit situational, but take them for the fun of it) 10/20
[IIIIIIIIIIIIIIIIIIII] (Failure... situational at best) 1/20

<Pro's and Con's>

<Explanations, Builds and Tactics>

Got it? Good. Special thanks to Ragnarok1k and Azeebo for establishing the format in their guides. For those following at home, open up your codex to page 92, and follow along as I move page by page, entry by entry.

Let us begin!

Note: Whatever you do, DO NOT QUOTE THE ENTIRE GUIDE! If you do, I will find you, and I will get a new kidney hat. Do feel free to quote small parts of it though.

Also, I will NOT be addressing wargear choices in individual entries if they are covered by the wargear section. There will be exceptions, but I am setting this rule down now so you guys don’t immediately ask about it.
Last edited by Marit Lage on Wed Jan 20, 2016 4:31 pm, edited 4 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Post by Marit Lage » Thu Mar 21, 2013 3:34 pm

Table of Contents

SP.00- Army Special Rules
SP.01- Champion of Chaos
SP.02- Veterans of the Long War


UN.00- Unique Characters
UN.01- Abaddon the Despoiler
UN.02- Huron Blackheart
UN.03- Khârn the Betrayer
UN.04- Ahriman
UN.05- Typhus
UN.06- Lucius the Eternal
UN.07- Fabius Bile
UN.08- Vrosh Tattersoul
UN.09- Belakor the Dark Master
UN.10- Cypher, Lord of the Fallen
UN.11- Arkos the Faithless
UN.12- Zhufor the Impaler
UN.13- Necrosius


HQ.00- Headquarters
HQ.01- Chaos Lord
HQ.02- Sorcerer
HQ.03- Daemon Prince
HQ.04- Warpsmith
HQ.05- Dark Apostle


TR.00- Troops
TR.01- Chaos Space Marines
TR.02- Chaos Cultists


EL.00- Elites
EL.01- Chosen
EL.02- Possessed
EL.03- Chaos Terminators
EL.04- Helbrute
EL.05- Mutilators
EL.06- Khorne Berzerkers
EL.07- Thousand Sons
EL.08- Plague Marines
EL.09- Noise Marines
EL.10- Ferrum Infernus Chaos Dreadnought
EL.11- Emperor's Children Sonic Dreadnought
EL.12- Chaos Contemptor Dreadnought
EL.13- Chaos Decimator
EL.14- Plague Ogryns
EL.15- Spined Chaos Beast


FA.00- Fast Attack
FA.01- Chaos Bikers
FA.02- Chaos Spawn
FA.03- Raptors
FA.04- Warp Talons
FA.05- Heldrake
FA.06- Chaos Storm Eagle Assault Gunship
FA.07- Chaos Hell Blade
FA.08- Chaos Hell Talon
FA.09- Chaos Dreadclaw Drop Pod
FA.10- Blight Drones of Nurgle


HS.00- Heavy Support
HS.01- Havocs
HS.02- Obliterators
HS.03- Defiler
HS.04- Forgefiend
HS.05- Maulerfiend
HS.06- Chaos Land Raider
HS.07- Chaos Vindicator
HS.08- Chaos Predator
HS.09- Chaos Infernal Relic Predator
HS.10- Chaos Relic Sicaran Battle Tank
HS.11- Chaos Land Raider Proteus
HS.12- Chaos Infernal Relic Achilles
HS.13- Chaos Spartan Assault Tank
HS.14- Chaos Fire Raptor Gunship
HS.15- Chaos Kharybdis Assault Claw
HS.16- Blood Slaughterers of Khorne
HS.17- Chaos Rapier Weapons Battery
HS.18- Plague Hulk of Nurgle
HS.19 Chaos Deimos Pattern Vindicator Tank Destroyer


LW.00- Lords of War
LW.01- Khorne Lord of Skulls
LW.02- Chaos Fellblade Super-Heavy Tank
LW.03- Chaos Typhon Heavy Siege Tank
LW.04- Chaos Space Marine Thunderhawk Gunship
LW.05- Greater Brass Scorpion of Khorne
LW.06- Chaos Reaver Battle Titan
LW.07- Chaos Warhound Titan
LW.08- Hellhammer Traitor's Bane
LW.09- Khorne Tower of Skulls
LW.10- Plaguereaper of Nurgle
LW.11- Kytan Daemon Engine of Khorne
LW.12- Chaos Knight


WG.00- Wargear
WG.01- Chainaxe
WG.02- Lightning Claw
WG.03- Power Weapons
WG.04- Power Fist
WG.05- Chainfist
WG.06- Combi-bolter
WG.07- Combi-flamer
WG.08- Combi-melta
WG.09- Combi-plasma
WG.10- Plasma Pistol
WG.11- Blight Grenades
WG.12- Melta Bombs
WG.13- Jump Pack
WG.14- Chaos Bike
WG.15- Sigil of Corruption
WG.16- Ichor Blood
WG.17- Gift of Mutation
WG.18- Aura of Dark Glory
WG.19- Combat Familiar
WG.20- Spell Familiar
WG.21- Juggernaut of Khorne
WG.22- Disc of Tzeentch
WG.23- Palanquin of Nurgle
WG.24- Steed of Slaanesh
WG.25- Dimensional Key
WG.26- Burning Brand of Skalathrax
WG.27- The Axe of Blind Fury
WG.28- The Murder Sword
WG.29- The Black Mace
WG.30- Scrolls of Magnus


MC.00- Marks and Icons of Chaos
MC.01- Khorne
MC.02- Nurgle
MC.03- Tzeentch
MC.04- Slaanesh
MC.05- Icon of Wrath
MC.06- Icon of Despair
MC.07- Icon of Flame
MC.08- Icon of Excess
MC.09- Icon of Vengeance


VW.00- Vehicle Wargear
VW.01- Combi-weapons
VW.02- Dozer Blade
VW.03- Extra Armor
VW.04- Combi-Bolter
VW.05- Daemonic Possession
VW.06- Destroyer Blades
VW.07- Dirge Caster
VW.08- Havoc Launcher
VW.09- Warpflame Gargoyles


LR.00- Legacies of Ruin
LR.01- War Within the Eye
LR.02- Maelstrom Rider
LR.03- Death of Kasyr Lutien
LR.04- Blood of Mackan
LR.05- Siege of Vraks
LR.06- Fourth Quadrant Rebellion
LR.07- Badab Uprising
LR.08- Scourge of the Greenskin
LR.09- Last of the Forge
LR.10- Screams of Lugganath
LR.11- Perdus Rift Anomaly
LR.12- 1st War of Armageddon
LR.13- Vessel of Akashneth
LR.14- Vessel of Shayk the Seeker
LR.15- Vessel of Dhornurgh
LR.16- Vessel of Tzenahk the Occuluder
LR.17- Auloth the Primordial Iterator


SP.00- Supplements
BL.00- The Black Legion
BL.01- Special Rules
BL.02- Warlord Traits
BL.03- Spineshiver Blade
BL.04- Crucible of Lies
BL.05- Last Memory of Yuranthos
BL.06- Eye of Night
BL.07- Skull of Ker'ngar
BL.08- Hand of Darkness


CS.00- Crimson Slaughter
CS.01- Special Rules
CS.02- Warlord Traits
CS.03- Crozius of the Dark Covenant
CS.04- Blade of the Relentless
CS.05- The Slaughterer's Horns
CS.06- The Blaestar of Manon
CS.07- Daemonheart
Last edited by Marit Lage on Wed Jan 20, 2016 4:55 pm, edited 17 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
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Post by Marit Lage » Thu Mar 21, 2013 3:34 pm

SP.00
Army Special Rules


SP.01
Champion of Chaos
Champion of Chaos is a rule that makes us plan out our army with challenges and our models’ initiative and combat role in mind, as we are forced to challenge in every round of combat that we can. However, with the risk of challenges come the rewards of the Chaos Gods with the Chaos Boon Table, which can do anything from statline increases and bonuses to your Champion’s equipment to turning them into either a Chaos Spawn or Daemon Prince.

SP.02
Veterans of the Long War
Another rule that makes us make some decisions about our army as we build it, Veterans of the Long War gives the unit that has it Hatred [Space Marines], and +1 to leadership, which can be a budget way of keeping our smaller units on the table, like Havocs, Obliterators, and the like.

The most this will ever cost on a unit is five points, and that’ll be on HQ models. The +1 bonus to leadership on units is invaluable, however, especially if you don’t want to shell out the 25 points on an icon of vengeance to make them fearless, or if they will be carrying another icon, making an icon of vengeance impossible.


Return to Table of Contents
Last edited by Marit Lage on Thu Mar 21, 2013 4:11 pm, edited 3 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Post by Marit Lage » Thu Mar 21, 2013 3:34 pm

UN.00
Unique Characters


UN.01
Abaddon the Despoiler
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Makes Chosen troops
  • Terminator armor
  • Fearless
  • Equivalent to a STC wrecking ball in close combat
  • Choice of Drach’nyen and the Talon of Horus makes him flexible in engaging targets
  • Has all four marks of Chaos
  • Has a huge number of attacks on the charge or from counter attack
  • Gives counter attack to the unit he’s in


Cons:
  • Super expensive
  • Terminator armor makes him a pain to get into close combat
  • A combi-bolter is pretty wimpy shooting weapon for a 265 point model
  • Gives Blood Angels Hatred: [Abaddon], though it won’t do them any good
The name of Abaddon, Warmaster of Chaos has become a bitter curse within the Imperium. During the Great Crusade, Abaddon rose to Captain of the First Company of the Luna Wolves Legion. However, when the Heresy began, it was clear that his loyalty lay with his Primarch rather than the Emperor. He led the First Company’s Terminator units across Isstvan, Yarant, and finally on Terra itself. After Horus’ death, Abaddon sunk farther into the depths of madness and hatred; farther than any man should sink.

When he returned, it was at the head of a diabolic horde rampaging across the star systems surrounding the Eye of Terror. It was during this first Black Crusade that he sealed pacts with the four gods of Chaos, and recovered the Daemon blade Drach’nyen, a weapon that can shred reality with a single swing. Since then, twelve more Black Crusades have followed in its wake, each achieving some dark purpose that even the mightiest sages of the Imperium cannot determine.

Now, as Abaddon’s Thirteenth Black Crusade gathers momentum, Cadia looks set to be overrun. Possession of the Cadian Gate hangs in the balance--the only stable path from the Eye of Terror to the Imperium of Man. Should Abaddon triumph and the Cadian Gate fall, a tide of Chaos will pour forth from the Eye of Terra to strike at the most prized worlds of all--Terra.


Tactics:
Abaddon needs to be in close combat. He has virtually no ranged abilities to speak of except with a combi-bolter. However, he’s able to tear through most monstrous and gargantuan creatures and almost any vehicle in all of Warhammer 40,000 without so much as breaking a sweat with the Talon of Horus, and he’s able to rip through infantry like butter with the Drach’nyen. However, because he’s in terminator armor, he’ll either need to be foot-slogging in a unit of Cultists or in a Chaos Land Raider in order to survive to get his freak on.

He does make Chosen troops, which can be a reason in and of itself to take him, expensive or not, as massed, scoring plasma fire is deadly against any army. Another interesting aspect of Abaddon is he gives a twelve inch bubble of Preferred Enemy [Space Marines] with his set Warlord trait. If you’re area has lots of MEq and TEq, fielding several groups of Chosen with five plasma guns each while getting to re-roll those ones for Gets Hot! can justify the price of a 265 point support character.

Challenges:
Boasting a pair of weapons useful against every character that exists, only a couple of characters in the game can go toe to toe with Abaddon and survive. He can take down almost anything short of Hierophant bio-titans in close combat without breaking a sweat, and can rip MEq and TEq apart by the dozen.

Wargear and Special Rules:
Talon of Horus: Well, if lightning claws are great, this weapon is the bee’s knees when it comes to ripping through Space Marines of any variety. It makes Abaddon’s attacks strength eight at AP3 and with shred, so you can pretty much guarantee that every hit will wound. Due to its high strength, it’ll be the weapon you use against most monstrous creatures and walkers. The only bad thing about this weapon is that it gives Blood Angels Hatred [Abaddon], but the only Blood Angel that will be even able to survive his attacks is Mephiston anyway. It also gives him his only shooting option, unfortunately all you get is a measly combi-bolter.

Drach’nyen: If you want to rip apart Terminators, look no further. Giving him 5+D6 strength five attacks at AP2, he’ll be able to kill entire units without breaking a sweat. However, due to its lower strength, its better used against models with a 2+ armor save, or units that are toughness three.

Mark of Chaos Ascendant: A unique mark of Chaos that bestows all four marks of Chaos, as well as granting Abaddon Eternal Warrior. This is more important than ever before due to the availability of strength ten attacks, along with the prevalence of force weapons. However, it does force him to be your warlord, which is both a blessing and a curse with his fixed warlord trait, Black Crusader.


UN.02
Huron Blackheart
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fixed warlord trait [Master of Deception]
  • Fearless
  • The Tyrant’s Claw is a lightning claw from Hades
  • Gains random powers from the Biomancy, Pyromancy, and Divination disciplines every turn
  • Has a heavy flamer built into his Tyrant’s Claw
  • Now has a 4+ invulnerable save


Cons:
  • Only ranged weapon other than psychic powers is a heavy flamer
  • Not many uses for the power axe, almost decorative in usefulness
  • No marks of Chaos means that cultist marines stay elites unless you take a second HQ
  • Can never switch the gained power with the Primaris power

At the end of the Badab War, Lugft Huron was critically injured by a melta-blast during the siege of the Palace of Thorns. His Chapter had rebelled with him against the Imperium, and once the Astral Claws saw that Badab was lost, they took their Chapter Master’s ruined body and fought past the Imperial blockade with a handful of ships, fleeing to the Maelstrom to evade pursuit.

The Tyrant of Badab still lived. One side of his body had to be entirely reconstructed with advanced bionics while the Astral Claws’ ships waited in the Maelstrom. Within two weeks, Huron could stand, and donned his power armor and commanded his now renegade chapter to attack the first pirate stronghold they found. Slaughtering all who resisted and making slaves of the rest, he began a pattern of systematic control of the Maelstrom, and Huron Blackheart was born. His Space Marine forces became his Red Corsairs, naming them for the blood-red color they used to eliminate their old heraldry.

In recent years, the Red Corsair attacks have become more infrequent, as if waiting for something to happen. When Huron leads a raid himself, however, they are bold and fearless in their selection of targets, known to attack well protected convoys and using their speed and overwhelming force to take their prizes. The strength of the Red Corsairs grows daily as more Space Marines arrive to serve Huron Blackheart, and his name is whispered fearfully across a score of sectors.


Tactics:
Huron is great in the support role, lending a hand in close combat to a squad of your choice while letting D3 infantry units infiltrate at the start of the game (including his unit). He’s very flexible in where you can put him, thanks to his low point cost. Because of that, if he never sees any combat he won’t have been much of a point sink, unlike other close combat oriented characters like Abaddon and Khârn. I can’t really give tactics on the powers gained by the Hamadrya, due to the amount of powers and the random nature of the ability.

Challenges:
With the Tyrant’s Claw being a beefed up lightning claw, he has become quite deadly in challenges. However, with only three attacks, he pales in close combat compared to some of the other characters in the codex. He also comes with a power axe, but Huron should never be in close combat with terminators, as they will rip him to shreds.

Wargear and Special Rules:
The Tyrant’s Claw: The Tyrant’s Claw has seen a major overhaul since the last codex. Now that it has become a strength six lightning claw with the Armorbane universal rule, the only things that can withstand a direct hit from the Tyrant’s Claw are TEq, monstrous creatures, and AV14 vehicles.


UN.03
Khârn the Betrayer
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fearless
  • Nearly unstoppable murder machine
  • Gorechild is an amazing weapon, and now gives +1 strength
  • Has a huge number of attacks on the charge or from counter attack
  • Fixed warlord trait makes him less likely to hurt his “friends”
  • Him and his unit Deny the Witch on a 2+
  • Makes Khorne Berzerkers troops


Cons:
  • Close combat has been nerfed in 6th edition
  • Has a nasty habit of murdering your own guys
  • No eternal warrior mean strength eight weapons ruin your day
  • His plasma pistol can hurt him

Khârn has dedicated his millennia-long existence to unleashing bloody carnage upon anyone and anything within reach. Drawn by the scent of war as a hungering hound is drawn by fresh meat, it has become impossible to tally those he has slain. Even during the Great Crusade, when he fought in the vanguard of the World Eater’s Legion Assault companies, he was known as a brilliant warrior. When the Horus Heresy came, Khârn gladly led his warriors against his loyalist brothers, most notoriously in the Isstvan V Dropsite Massacres.

During the Siege of the Emperor’s Palace, Khârn was at the forefront of the assault once again. When Horus was defeated upon his battle barge, Khârn was already horribly mangled on a mountain of corpses. His fellow World Eaters carried away his lifeless body and fought their way back to their ships. Once safely aboard, they realized that Khârn still lived. Whether Khorne had breathed life back into his champion or Khârn’s own relentless spirit simply refused to leave, none can say.

He is called the Betrayer because of an incident that occurred on the Daemon World of Skalathrax. Fighting against the Emperor’s Children, the World Eaters needed one more victory to secure the planet. The battle had to be won before Skalathrax’s long, frozen night drew in and killed victor and vanquished alike. Yet they could gain no ground against the sonic weaponry of the Emperor’s Children. Cursing his fellow warriors, he picked up a flamer and torched the nearest building in a gesture of contempt. Cutting down those to tried to stop him, he marched into the night and set the city ablaze, killing everyone he found. Anarchy consumed the World Eaters as they attacked each other, and the Legion was irrevocably split into hundreds of warbands. Since that day, Khârn has been Khorne’s most ardent warrior, who lives only to slay in the name of the Lord of Skulls.


Tactics:
Khârn is still a pretty cool dude, and murders everything in close combat even harder than before. However, he needs to be in close combat, and 6th edition makes it harder for him to get there. There’s a few ways you can go about getting him to the enemy though. Rhinos are your default transport, and are the bare minimum that you must put him in.

Another option would be to take a Chaos Land Raider, fill it with Berzerkers or the close combat unit of your choice, stuff Khârn in as well, and jam the whole thing down the enemy’s throat. The third option is foot-slogging with Cultists, but that would really depend of what kinds of armies that are in your area.

Personally, I would stick Khârn and eight Berzerkers in a Land Raider, have it flanked by Rhinos and Maulerfiends, and fling the entire thing across the table. With the changes to flat out, you’ll be able to cross the board in short order.

Challenges:
There are only a couple models that can even hold a torch to Khârn in close combat, and most of those are 50+ more points more than he is. His only real weakness is his lack of eternal warrior and initiative 5, since a few models are faster than him or strike at the same time. However, once he gets to strike, there’s not much I can think of that withstand him.

Wargear and Special Rules:
Gorechild: One of the weapons of the primarch Angron, the Gorechild really showcases its power in the new codex. Making him strength six in close combat with five AP2 attacks and allowing him to hit anything on a 2+ (even if he would normally hit automatically), Khârn will be able to slaughter entire units by himself.

The Betrayer: If you get to hit on a 2+, guess what happens to the ones. That’s right, in his fervor to slay in the name of Khorne, Khârn doesn’t really care about who gets in the way, whether they be friend or enemy. This is nothing but bad news for you, but this is fortunately mitigated with hatred [Space Marines] as well as his preset Warlord Trait, Hatred Incarnate.

Blessing of the Blood God: Another very straightforward special rule for a straightforward guy, this allows Khârn and his unit to pass Deny the Witch rolls on a 2+, and makes it so that force weapons can’t inflict instant death on him.


UN.04
Ahriman
[]IIIIIIIIIIIIIIIIIIII] {blue}

Pros:
  • Fixed warlord trait [Master of Deception]
  • Makes Thousand Sons troops
  • Psychic Mastery Level 4
  • Fearless
  • Can use three witchfire powers a turn, as opposed to one
  • The Black Staff of Ahriman makes him strength 6 in close combat


Cons:
  • Expensive
  • Hard to find a unit to place him into, since he’ll probably be firing at tanks and infantry with equal measure while on the move
  • No eternal warrior
  • Not very good in close combat for a 230 point model
  • Perils of the Warp can quickly put him out of action
As the Horus Heresy ended, the mutations that manifested among the Thousand Sons became cripplingly severe. The Legion had failed to master the power of the Immaterium, and the flesh-change ran rampant throughout them. With Magnus the Red silent on the matter, their Chief Librarian, Ahriman, was forced to act. In the halls of the Thousand Sons’ new city, Ahriman searched frantically for answers in the Book of Magnus. In desperation, he prepared his masterwork?the Rubric of Ahriman. For better or for worse, he would change the Legion’s fate forever.

So dangerous was his plan that even his fellow Sorcerers refused to aid him, even if it meant freeing the Legion from the threat of mutation. Only when Magnus was elevated to becoming one of the Daemon Primarchs did they agree to help him. Joining their power together, they unleashed the Rubric upon the Thousand Sons. As the spell ravaged the Legion’s ranks, it became painfully clear that it had surpassed all expectations, but failed horrifically. True, the survivors of the Rubric were shielded from mutation, but many more had paid the ultimate price.

Since that day, Ahriman has wandered the galaxy in search of forbidden truths. Banished from the Planet of the Sorcerers and leaving his past behind him, he has sought out magical knowledge, abducted talented psykers, and stolen sorcerous artifacts from hundreds of museums and private collections. He has fostered the use of magic on dozens of worlds, many of which now worship him as a god of flame or bearer of mind-shattering truths. Even though his own collections of talismans, psychic weapons, amulets and grimoires now rivals even that of Magnus, he is driven by the constant hunger for more. In more recent years, he has shifted his attention to finding the fabled Black Library of the Eldar, seeking to plunder its tomes and becoming the ultimate master of Chaos lore.


Tactics:
The most powerful psyker in the game, Ahriman is the shooting counterpart to Khârn’s close combat butchery. Able to unleash more shooting powers than anything up to and including a Greater Demon of Tzeentch, he’ll put serious hurt on your enemies, both directly with witchfire, and indirectly with maledictions and blessings.

Due to the utility of the psychic powers, personal preference wins out for what disciplines that you roll on, though look at the Primaris power before rolling, as lots of witchfire powers are going to be your friend with Ahriman.

Because he’s fearless, I would want to bury him in a large unit of Chaos Cultists to give him plenty of ablative wounds as he unleashes his psychic might at the enemy.

Challenges:
In all honesty, keep Ahriman out of close combat. Even with power armor and a 4+ invulnerable save, his force weapon is only AP4, meaning he’ll get his teeth kicked in by other HQ characters. You’re better off sacrificing the other characters in the unit before Ahriman, and get a close combat oriented unit to assist him.

Wargear and Special Rules:
The Black Staff of Ahriman: While a decent force weapon in the form of a force stave, it really shines in the shooting phase, where it allows Ahriman to use three witchfire powers a turn, making him the go to model for psychic shooting.


UN.05
Typhus
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Makes Plague Marines troops
  • Plague Zombies are pretty awesome
  • Terminator armor
  • Fearless
  • Strength 6 daemon and force weapon with AP2
  • Has four wounds now as opposed to three
  • Feel no pain and toughness 5 makes him tough to take down


Cons:
  • Expensive
  • Unwieldy force weapon makes him strike at initiative one
  • Still no eternal warrior
  • Has to roll both of his psychic powers from the Nurgle discipline[/size]
Typhus, Host of the Destroyer Hive, is the most feared of the Plague Fleet commanders, and with good reason. From his ancient warship, the Terminus Est, Typhus and his followers spread contagion and misery across the galaxy. Blessed by Nurgle, he became the vessel for the entirety of the Destroyer Plague, bonding his skin and armor together and warping his suit of Terminator armor.

After the Horus Heresy, Typhus gathered together a Plague Fleet and struck out into space. For ten thousand years he has been a blight upon Imperial worlds, killing countless billions. In more recent years, he has been sighted many times near the Cadian Gate. In his fleet’s wake, a new plague has been spreading. The unfortunate victims suffer a long, agonizing death, but those who fall to this Warp disease do not stay dead. Their bodies are soon reanimated by the Warp infection, creating Plague Zombies whose bites carry the disease to new victims. Once it has taken hold, it is nearly impossible to stop. Billions have already died and been returned to undeath, and it is likely that Typhus’ victims will number in the trillions before the plague has run its course.


Tactics:
Typhus’ only ranged attacks are in the form of witchfire attacks, but he really doesn’t need to be close combat, as he grants you access to Plague Zombies, which allow you to drown your opponent in cheap, resilient wounds and function as a retinue for Typhus as he moves up the board.

If you plan to foot-slog Typhus (not a bad option, actually), surround him with Plague Zombies. Granted, they make him easier to wound, but he’ll be buried in a unit of 35 fearless bodies with feel no pain. Supported by Plague Marines and other units, Typhus will get to his destination and proceed to either kill whatever’s there, or park on an enemy’s objective with his remaining Zombies for the rest of the game, denying victory points.

Challenges:
Typhus is a multi-role character in challenges, able to both win individually and as part of a squad. With a strength six weapon that ignores all armor saves, and having five toughness, four wounds, and a suit of terminator armor on top of that, he’s one tough customer. Watch out for other force weapons and strength 10 attacks however, as he is not immune to instant death.

Wargear and Special Rules:
The Manreaper: Essentially a combination of a force axe and daemon weapon, the Manreaper makes Typhus’ close combat attacks strength six, and gives him +D6 attacks at AP2 and with the Force special rule. Remember that this weapon makes him strike last all the time, and the only way he can attack at his actual initiative is by using the Destroyer Hive.

The Destroyer Hive: Almost a self-destruct weapon of sorts, the Destroyer Hive lets Typhus replace all his normal close combat attacks for this special attack once per game, in which you place the five inch blast marker over him, and inflict strength four, AP2 hit on every other model under the marker. The attack itself is very deadly, and great against tar-pit units, as the number of hits would most likely exceed what he could normally hit with.

Plague Zombies: Typhus has the unique ability to turn any number of Chaos Cultists in your army into zombies, giving them Slow and Purposeful, Fearless, and Feel No Pain, turning an already good tar-pit unit to possibly the best one in the game. The one downside to making them Plague Zombies is that they lose all ability in ranged combat, though it is worth the tradeoff.


UN.06
Lucius the Eternal
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Makes Noise Marines troops
  • Fearless
  • Deadly in challenges
  • Has a doom siren for overwatch attacks
  • Still has the Armor of Shrieking Souls
  • Lash of Torment now gives shred in addition to reducing the attacks of models in base contact


Cons:
  • If he’s fighting a model with low WS and multiple wounds in a challenge, he might not be able to kill his opponent
  • No eternal warrior
  • He needs to be in close combat to do any meaningful damage
<description>

Tactics:
Lucius is another character similar to Khârn and Abaddon; he doesn’t do much while not in close combat. He’s unique in that the better his opponent is in close combat, the better he gets. Most of the time, he should be gaining attacks with his Duelist’s Pride special rule, and with his high initiative, he’ll put the hurt on his loyalist brethren.

However, you need him to get there to begin with. As per the norm with any close combat model, Rhinos are your default transport, and are the bare minimum that you must put him in. He’s slow, so he needs some help getting into combat. Put him with a group of Noise Marines kitted out for close combat, and dare your opponent to charge. 2d3 hits from a doom siren is something that MEq players should be afraid of.

Challenges:
Lucius really shines against other HQ models in particular, as their high weapon skill will ensure that Lucius will have plenty of attacks with his Duelist’s Pride special rule. The combination of Duelist’s Pride, his power sword, and the Lash of Torment all ensure that every challenge will end up in your favor.

Wargear and Special Rules:
Armor of Shrieking Souls: This set of armor acts exactly like power armor, except when you start to make successful armor/invulnerable saves in close combat. There, every successful save will cause a strength 4, AP2 hit on the unit or model that caused the saved wound. That doesn’t sound like much, but remember that he has a 3+ armor save, so two-thirds of normal attacks your enemy makes will be sent right back, only harder.

Lash of Torment: A rather strange piece of wargear, the Lash causes all models in base contact with Lucius to lose one attack. This makes adjacent models significantly less scary in close combat, and makes some monstrous creatures and walkers almost unable to defend themselves. It also makes all his close combat attacks have shred, so he’ll be wounding that much more.


UN.07
Fabius Bile
[IIIIIIIIIIIIIIIIIIII]}

Pros:
  • Fearless
  • Enhanced Warriors are pretty deadly
  • Has plenty of attacks


Cons:
  • No invulnerable save
  • His attacks have no AP whatsoever
  • Shooting, while poisoned, lacks the AP or volume of fire to do any real damage
  • Expensive for what you get
<description>

Tactics:
Fabius Bile is a difficult model to pin down as far as his role goes. I would want him to stay as far back as possible, maybe manning a quad gun or a bastion’s weapons, as his only defining feature on his own is how mediocre his stats are.

Personally, I would stick him with a group of Havocs with an Aegis Defense Line, and have him man the quad gun and occasionally detach himself so that way the Havocs can shoot at something else from time to time.

Challenges:
Without any AP on his Rod of Torment, you’ll be relying on your enemy failing an armor save in order to get the instant death on it. In addition, with no invulnerable save to speak of, he’ll get ripped up by other characters that are kitted out for close combat, with or without feel no pain.

Wargear and Special Rules:
The Chirurgeon: This is probably the best piece of wargear that Fabius has got, as it gives him +1 strength, two extra attacks, and feel no pain. It’s too bad that it doesn’t give him a bonus to toughness, however.

Rod of Torment: This weapon would be awesome, if it only had a little bite behind it other than Fabius’ strength. This pretty much forces him to stay out of challenges, as he won’t be able to do much compared to other HQ choices available to Chaos Space Marines.

Xyclos Needler: An interesting weapon, however, it suffers from the same issue as the Rod of Torment: lack of AP. The only thing that it can penetrate is t-shirts, and with only three shots, it won’t be killing much. I suppose it would be good against Wraithlords, but if there is one within 18,” this pea shooter doesn’t stand a chance of stopping it before it walks over and kicks your teeth in.

Enhanced Warriors: This is the reason you take Fabius Bile. Enhanced warriors are probably the deadliest assault troops for their points cost. Strength five, fearless, and still able to take special weapons and marks of Chaos, as well as dedicated transports. The only downside is you can only make one group of Chaos Space Marines into Enhanced Warriors.


Return to Table of Contents
Last edited by Marit Lage on Thu Jan 21, 2016 1:21 pm, edited 5 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
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Posts: 4182
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Contact:

Post by Marit Lage » Thu Mar 21, 2013 3:35 pm

HQ.00
Headquarters


HQ.01
Chaos Lords
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Can make Khorne Berzerkers, Plague Marines, and Noise Marines troops with the right mark of Chaos
  • Fearless
  • Access to lots of deadly wargear
  • Inexpensive, even fully kitted
  • High initiative
  • Good weapon skill


Cons:
  • Has to buy an invulnerable save (don’t forget!)
  • Most builds are close combat oriented
Chaos Lords are tyrannical warrior-kings, who live to bathe in the blood of worlds. He strives to bring whole star systems to their knees in the name of his patron deities. Typified by merciless ambition and fierce pride, many of these champions of Chaos were once noble Chapter Masters and Captains of the Adeptus Astartes, but long years of unremitting war have twisted their souls beyond recovery.

Imposing in stature, their enhanced bodies further improved by the protean caress of the Warp. Their weaponry is often as outlandish as their physical appearance; A Chaos Lord may hack his foes apart with a massive chainaxe, blast them with ancient and arcane combi-weapons, or slice vehicles to ribbons with a screaming Daemon sword. Regardless of affiliation and stature, these conquerors of worlds invariably lead from the front. There, the visceral thrill of war is strong enough to eclipse any glimmering sense of betrayal they may feel as they rend their loyalist brothers limb from limb.


Tactics:
Fielding a Chaos Lord is as much about personal preference as it is about leading the army. A Chaos Lord can be put on a Chaos Bike, running circles around the enemy, or he can have a Daemonic Steed or jump pack and pick off targets of opportunity, or support other squads and make them more effective. The uses are limited to your own imagination.

Challenges:
With a high initiative and good weapon skill, the abilities of your Chaos Lord will vary on the wargear you’ve given him, from abysmal with no power weapons of any kind, to a close combat monster riding a Juggernaut of Khorne and wielding the Axe of Blind Fury, able to rip apart squads of Terminators all by himself.

Wargear and Special Rules:
Instead of talking about wargear here, as they can take everything in the wargear section, I’m going to talk about proven builds for Chaos Lords and their uses. In order to keep this section from dragging on for too long, we’re only going to talk about three of the most popular builds that have been running around on the forums. Keep in mind that this section may change with time, as the needs of Chaos Space Marine players may change with time and new Codex updates. All the other builds will be in a separate thread that you can find here. I’ll update it from time to time as necessary in order to keep it current.

Build I:The Tank
Loadout:terminator armor, lightning claw, chainfist, mark of Tzeentch

Uses and tactics: The Tank is pretty straightforward. Deep strike him with some friends, and say “come at me, bro!” He’ll eat any HQ of comparable cost, and can tear up entire units by himself.

He is slow, so a large unit of Cultists or deep striking will be needed to get him where he needs to be: close combat.

Build II:The Torrent
Loadout:lightning claw, chaos bike, sigil of corruption, the Burning Brand of Skalathrax, mark of Nurgle

Uses and tactics: This Chaos Lord is meant to go with a squad of Chaos Bikers and harass the enemy at every turn, and wipe out small squads whenever possible, and get out before the enemy can react. He is perfectly suited to wipe out units manning Aegis Defense Lines, snipers in cover, and other similar threats to the cohesion to your army while staying on the move.

His high toughness means that it will be much harder for small arms fire to kill him and his unit, as toughness six is nothing to sneeze at for anything this fast. He is not as close combat oriented as other Chaos Lords though, so keep him out of prolonged combats.

Build III: The Butcher
Loadout:sigil of corruption, Juggernaut of Khorne, the Axe of Blind Fury, mark of Khorne

Uses and tactics: As his name suggests, his job is slaughter units while another character challenges the enemy characters. With seven plus d6 attacks at strength six (seven if the unit has an icon of wrath) at AP2, the only thing that even try to stand up to him are some monstrous creatures and units with a 3+ invulnerable save.

Keep in mind that his unit type (cavalry) will keep him out of transports, so he’ll typically need a fast unit for him to run with, such as Raptors, Chaos Spawn, or Chaos Bikers.


HQ.02
Sorcerers
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Dirt cheap
  • Lots of useful wargear options
  • Mastery Level 3 with no other upgrades is a paltry 110 points
  • Psykers are awesome in 6th edition; ‘nuff said
  • Has a force weapon


Cons:
  • Has to buy an invulnerable save (don’t forget!)
  • Only two wounds
  • Perils of the Warp can kill him very quickly
  • Not fearless
  • Mediocre statline
Sorcerers of Chaos shape the destiny of the galaxy with forbidden rituals and unspeakable daemonic pacts. Channeling the soul-blasting energies of the Warp into potent maledictions and blasts of flame, they mold the universe with little more than a hate-filled curse.

Seeing themselves as ascended, they become even more callous and inhuman than their twisted followers. Some are cold-hearted strategists, venting their hatred upon as much of the universe as possible, sometimes orchestrating doomsday cults and the like, every death a sacrifice to their patron. Others act as advisors for Chaos Lords, manipulating them towards their own ends under the guise of servitude. A rare few roam the hidden paths of the universe, unlocking the secrets of the ancient races to better plunge the galaxy into the embrace of Chaos.


Tactics:
Chaos Sorcerers have a wider range of choices for how you can field them, but they are not nearly as durable as Chaos Lords are, and Perils of the Warp can kill them without you opponent even touching them. With that in mind, you want to protect them. While some of the more durable Chaos Lords can run off and do their own thing (like the Butcher), if a Sorcerer does this, more often than not, it’ll end up being a death sentence.

Thankfully, there are plenty of ways to give a Sorcerer cheap, ablative wounds if you don’t want him running around with another one of your units. The first option would be Chaos Cultists, as they will benefit from his high leadership and will not be prone to running. However, while Chaos Cultists are cheap and easy to get a hold of, they are inferior to Chaos Spawn, whose higher toughness and speed are only offset by the cost of the models themselves, which are quite pricey.

Challenges:
While having a force weapon, Sorcerers are not particularly built for close combat, unless you get some of the blessing powers from the Biomancy table. Most of the time, though, he should be supporting a unit with blessings and hurting the enemy with maledictions, as his own ability at shooting isn’t that great considering his cost.

Wargear and Special Rules:
Instead of talking about wargear here, as they can take everything in the wargear section, I’m going to talk about proven builds for Sorcerers and their uses. In order to keep this section from dragging on for too long, we’re only going to talk about a couple of the most popular builds that have been running around the forums. Keep in mind that this section may change with time, as the needs of Chaos Space Marine players may change with time and new Codex updates. All the other builds will be in a separate thread that you can find here. I’ll update it from time to time as necessary in order to keep it current.

Build I: Morgoth
Loadout: Mastery Level 3, spell familiar, chaos bike, sigil of corruption, mark of Nurgle

Uses and tactics: Morgoth is a support Sorcerer, providing as many blessing and maledictions as possible, along with any witchfire powers that he can get his hands on.

His speed along with his high toughness will keep him out of trouble most of the time, and he should be accompanied by either a group of Chaos Spawn or Chaos Bikers, preferably with the mark of Nurgle to make their toughness even higher.

Build II: The Witch-king
Loadout:Mastery Level 3, spell familiar, terminator armor, sigil of corruption, mark of Tzeentch

Uses and tactics: As I'm sure you can figure out, the Witch-king is a combat-oriented Sorcerer, made to be deep strike with a cadre of warriors. You’ll want as many rolls on Biomancy as you’re able to get, as it can buff his profile, and the shooting attacks are nothing to sneeze at either.

Like other terminator armored models, he is slow, so deep strikes may be a necessity due to him not being fearless.


HQ.03
Daemon Prince
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Has the Fearless and Daemon universal rules
  • Can be a flying monstrous creature
  • Is a character
  • Weapon skill and initiative got a major boost, making them 9 and 8 respectively
  • Lots of attacks
  • Can gain Mastery Levels at 25 points a level
  • Has access to the Chaos Artefacts section of the codex


Cons:
  • Expensive
  • Can get really expensive (can easily get to 250+ points rather quickly)
  • Does not have eternal warrior
  • Has to buy power armor to get an armor save
  • Has to be a daemon of a specific Chaos god, making him more expensive, though what you get is pretty good
  • Toughness five means he still dies to small arms fire
  • He’s a big model so finding cover is quite difficult[/size]
Daemon Princes are infernal monsters that tower over the mortals that they lead into battle. These paragons of evil take many different forms, though they all exude an aura of terror and ancient power. In battle, a Daemon Prince strides through enemy fire without pause, his unnatural laughter driving men to the edge of insanity. Warp energy sizzles from his eyes, and black flames curl from his mouth as he speaks dread curses that kill as surely as any blade. They are the creatures of nightmares- a living, killing expression of Chaos.

The ultimate goal of most champions of Chaos is to achieve immortality. While normally an impossible task, this is not the case for those who serve the Ruinous Powers; for those who climb the path of the champion to its apex are granted the prize of eternal life. Though thousands of lesser aspirants will fall by the wayside, there will be one who clambers over mountains of the slain until he reaches the pinnacle of his bloody craft. And yet murder alone is not enough. Only those who further the causes of their masters are given the precious gift of Daemonhood. Roaring their triumph, they butcher those who stand in their path even as their new bodies swell and bulge with the energies of the Warp.


Tactics:
A Daemon Prince is akin to a large, flying wrecking ball of great justice. With high weapon skill and initiative, he’ll be able to kill almost anything he touches before they can strike back. Between vector strikes, psychic powers, and deadly Chaos Artefacts, he will be able to pick his engagements quite easily, as you should always be giving him wings to increase his effectiveness tenfold.

Note: The Black Mace is completely insane on Daemon Princes. With that Artefact, there is nothing he can’t rip through like it was made of butter in close combat. Even when using a smash attack, he will still have 3+D6 attacks on whatever you want dead.

Challenges:
There are only a few things that can give a Daemon Prince pause in challenges: 3+ invulnerable saves and lash whips. Everything else will get their butt handed to them on a silver platter with his extremely high weapon skill and initiative.

Wargear and Special Rules:
Daemon of X
Khorne: Not a very good upgrade at all. Furious charge is nice, but models with strength six or higher don’t really need it.

Tzeentch: The best one by far. Getting to reroll ones on armor and invulnerable saves is quite good, as it is similar to lowering your armor save to a 2+ or his invulnerable save to a 4+.

Nurgle: Not great, but not terrible either. Shrouded gives him a 3+ cover save while evading, but most shooting directed at flyers will not be able to cut through power armor anyway.

Slaanesh: Almost completely worthless. With wings, the bonuses provided by being a daemon of Slaanesh are rendered almost useless, and rending attacks on a monstrous creature are pointless with his ability to smash.

Psychic Mastery Levels: Making a Daemon Prince a psyker is really a choice of two options: Mastery Level 3, or to not make him a psyker at all. The main reason for this is getting as many rolls on the Biomancy table as possible. If it works for the Tyranids, it’ll work for Daemon Princes.

Wings: This upgrade is a must if you intend your Daemon Prince to do any meaningful damage. Making him 2-4 times faster, it will allow him to quickly get to grips with the enemy and in range of his wargear.

Power Armor: Another must upgrade on a Daemon Prince, as without it, he will easily fall to small arms fire.


HQ.04
Warpsmith
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Inexpensive
  • Mechatendrils give you a meltagun and a flamer
  • Master of Mechanisms is a pretty good special rule
  • Shatter Defenses can be very useful
  • Has a surprising number of attacks
  • Fleshmetal


Cons:
  • Can’t replace his power axe except with a Chaos Artefact
  • The best invulnerable save he can buy is the aura of dark glory (5+)
  • Only two wounds
  • Not fearless
  • Limited selection of wargear
  • Mediocre statline
<description>

Tactics:
Warpsmiths should be in a support role, repairing vehicles while cursing the enemy’s. Keep him with some bodies nearby, in case he finds himself under fire and needs some ablative wounds to continue his trade on the battlefield.

Challenges:
While certainly capable of being in close combat, his power axe and comparatively low weapon skill make him more suited to dealing with a unit, while the Champion of the squad he’s a part of deals with the challenge.

Wargear and Special Rules:
Mechatendrils: It’s too bad that no other units can even take this very deadly piece of wargear. Giving him +2 attacks, as well as a meltagun and flamer, it lets him support squads in close combat and end it quickly so he can get back to repairing your vehicles and cursing everyone else’s.

Master of Mechanisms: Two special rules in one, this special rule allows you to repair your own vehicles damaged weapons, drive systems, or hull points on a 4+, or curse an enemy vehicle within 18 inches on a 2+, making all of its weapons gain the Gets Hot! universal rule. Both of these are very effective, as he’ll be able to keep almost any vehicle going. Cursing vehicles with Gets Hot! is a great way to get free glancing hits from almost any vehicle, and motivates your opponent to steer his vehicles clear of your Warpsmith.

Shatter Defences: A good way to force your opponent out of the cover, shatter defenses allows you to reduce the cover save of any piece of terrain, including Fortifications, as they are labeled as special types of terrain. Not much to say other than that, as it is very straightforward.


HQ.05
Dark Apostle
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Sigil of corruption comes standard
  • Gives the unit he’s with the zealot special rule
  • Beseech the Dark Gods can help avoid bad results on the Chaos Boon Table
  • Demagogue is really useful for your Chaos Cultists
  • Doesn’t need a lot of wargear


Cons:
  • A little pricey for what you get
  • Can’t replace his power maul except with a Chaos Artefact
  • Only two wounds
  • Limited selection of wargear
  • Mediocre statline
<description>

Tactics:
The Dark Apostle is the flip side to the Warpsmith, supporting the army from the front as opposed to the rear, keeping the unit he’s with fearless and extending a six inch leadership bubble around him. He’s good with almost any non-fearless unit he can keep up with, as he can’t take anything to make him faster. However, this can be mitigated by putting him in a transport, as his ability will work from the hull of the vehicle instead of his base, greatly increasing his speed and the size of his leadership bubble.

Challenges:
Like the Warpsmith, he’s better off fighting the unit as opposed to staying in close combat, unless you give him a Chaos Artefact (specifically the Murder Sword or the Axe of Blind Fury), as his power maul won’t be able to penetrate the armor of MEq, making an enemy with an AP3 or better weapon a pain for him to deal with, as a 4+ invulnerable save won’t protect him for long.

Wargear and Special Rules:
Beseech the Dark Gods: A pretty nifty ability, as it allows you to re-roll your result every time a character in his unit rolls on the Chaos Boon table. This is a great way for you to avoid Spawndom and redundant boons, allowing them to become better with every successful kill as opposed to just relying on blind luck. It’s too bad it’s limited to just his unit, as opposed to giving an aura like his other ability.

Demagogue: Another cool ability, Demagogue allows you to skimp on leadership upgrades for regular Chaos Space Marines, as well as keep Chaos Cultist units in the fight for much longer. With a six inch bubble on units, if you plan to take advantage of this ability, you’ll want to keep him in the center of said units that need the leadership buff.


Return to Table of Contents
Last edited by Marit Lage on Thu Mar 21, 2013 4:13 pm, edited 2 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Post by Marit Lage » Thu Mar 21, 2013 3:36 pm

TR.00
Troops


TR.01
Chaos Space Marines
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Inexpensive
  • Lots of options
  • Power armor is still pretty awesome
  • Very flexible
  • Marks of Chaos are tied to the unit, and not icons


Cons:
  • Not fearless
  • Heavy weapons still aren’t very good on them
  • No close combat weapon standard

Tactics:
Chaos Space Marines, like most units in the codex, are tactically flexible, because at their core, they are still Space Marines through and through, and everything you associate to loyalist Space Marines also apply to their traitor brethren. While they don’t have And They Shall Know No Fear, Chaos Space Marines are more suited to the close quarters fire support you associate Space Marines with than their loyalist kin.

Challenges:
Your Aspiring Champion should be outfitted for close combat most of the time, as he will often end up there during the course of the game. His killing the opposing characters will be very important, as killing enemy power weapons will often tilt the favor of the battle one way or the other. As usual, lightning claws are your best bet, unless you are running with a pair of plasma guns, in which case it would be more prudent to take a power sword.

Wargear and Special Rules:
Flamer: Good weapons to take in an all comers list, flamers are great at dealing with hordes of models and models in cover. However, you have to be almost in point-blank range in order to use them, which makes its uses limited.

Meltagun: An anti-tank weapon from Hades, meltaguns are the go-to weapon for dealing with monstrous creatures and tanks of all kinds. However, with a short range of 12 inches, it suffers from all of the same problems that flamers do, requiring you to be in the enemy’s teeth in order to use them.

Plasma Gun: Plasma guns are weapons best taken in pairs if you decide to take them, as they are rapid fire weapons and will keep the unit from charging. However, that being said, plasma guns are the go to weapon if you want your unit to be predominantly shooting. However, since they don’t have the melta special rule, they will not be able to deal with heavier vehicles.

Autocannon: While one of the better heavy weapons due to its price and versatility, they are not suited for units of Chaos Space Marines, as they are usually on the move; their weapons being more effective in close range firefights and assaults. If you need strength seven shooting in a unit of Chaos Space Marines, plasma guns are the way to go.

Heavy Bolter: While heavy bolters are great at putting down a withering amount of firepower, they are not very good compared to the other weapons that Chaos Space Marines can take, including the heavy weapons.

Missile Launcher: Probably the most versatile heavy weapon available to Chaos Space Marines, missile launchers are able to take on a wide assortment of targets at long range. However, units of Chaos Space Marines are not well suited for long range firefights. If you need to deal with heavy vehicles, you’re probably much better off using meltaguns.

Lascannon: Much cheaper than before, lascannons perform the role of long range anti-tank weaponry. Unfortunately, this role is also fulfilled by meltaguns, and more suited to the close range support role of Chaos Space Marines.


TR.02
Chaos Cultists
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Dirt cheap
  • Spam-a-licious
  • Giving them ballistic flashlights is pretty cheap
  • Don’t need any support; they are disposable units by design


Cons:
  • They go down quickly
  • Armor consists only of t-shirts (6+ save)
  • Lots of models can rack up the money cost rather quickly if you intend to field a lot of them
  • Wimpy; they can’t hurt much on their own

Tactics:
Cultists have four main uses: distraction unit, mobile cover saves for other, more expensive units, ablative wounds for other characters, and cheap objective holders. Costing only four points a model (five with autoguns), it’s really easy to get several 35-man groups to be a pain in your opponent’s rear.

Another use for Cultists is to use them as a source of extra bodies for Chaos Lords and fearless unique characters, as a fearless model in a unit makes the whole unit fearless. Great for when you don’t want to take Spawn or when it would not be advantageous (slower Chaos Lords and all unique characters), it allows you to take a close combat character and force an enemy to either go around it or kill it, and with 35 wounds, that’s not such an easy feat.

Challenges:
While you have to challenge, don’t concern yourself with the lives of your Cultist Champions. He’s there to divert other character attacks from the rest of the unit. If he actually manages to do something, great. If he doesn’t, he was there to die to an enemy character anyway.

Wargear and Special Rules:
Autoguns: Cheap, ballistic flashlights, these are for when you want to spam tons of strength three shooting. Short-ranged, you want to be within the autoguns’ rapid fire range and force charges for your own counter charges from your power armored troops. This option is usually overshadowed by adding more bodies to the unit, however.

Heavy Stubber: Not the greatest choice, but if you like to park groups of Chaos Cultists on objectives, heavy stubbers will allow them to harass the enemy from range, and get a few free hits from your deployment zone.

Flamer: More of an overwatch weapon than anything else, a few flamers in a group of cultists can make some opponents want to shoot them as opposed to assault them, particularly if they play one of the squishier races.


Return to Table of Contents
Last edited by Marit Lage on Fri Mar 25, 2016 8:26 am, edited 5 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
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Post by Marit Lage » Thu Mar 21, 2013 3:36 pm

EL.00
Elites


Chosen
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Lots of wargear options
  • Three attacks base
  • High leadership


Cons:
  • Expensive
  • Die like regular Chaos Space Marines
  • Can no longer infiltrate
The most experienced and dedicated Chaos Space Marines are known as Chosen. Even at a glance, it is obvious that they are favored amongst the bitter brotherhood of Chaos, for their baroque armor is embellished with forbidden runes and their grimacing helmets give them the aspect of raging Daemons. Equipped with the finest wargear the warband can provide, the Chosen are even more hard-bitten and callous than other Chaos Space Marines and think nothing of sacrificing their lives to increase their own standing with the gods.

Squads of Chosen have many centuries of combat experience to draw upon and are typically found in the vanguard of any attack, fighting from the front where they can earn the most glory and take the greatest spoils. Confident in the extreme, and contemptuous even of those they march to war alongside them, the Chosen bow only to the gods themselves and to the champions of Chaos who command their allegiance.


Tactics:
Chosen are a mix of Sternguard and Vanguard in role. A close assault and support unit, Chosen should always be close enough to the enemy to cripple them with their weaponry. With lots of attacks and deadly wargear options, there isn’t much that Chosen can’t deal with on their own when properly kitted out for their battlefield role.

Challenges:
Your Aspiring Champion should be outfitted for close combat most of the time, as he will often end up there during the course of the game. His killing the opposing characters will be very important, as killing enemy power weapons will often tilt the favor of the battle one way or the other. As usual, lightning claws are your best bet, unless you are running them with plasma guns, in which case it would be more prudent to take a power sword.

Wargear and Special Rules:
Flamer: While not a bad option, there are better things you can take on your Chosen, as they already have plenty of attacks already to fend off units assaulting them.

Meltagun: One of the better options, and reasonably priced to boot. If you want your Chosen to rip vehicles apart like they’re made of butter, then look no further, as four or five meltaguns can vaporize any tank without breaking a sweat, and if they aren’t lucky enough to destroy it, then they can charge in with their grenades, as meltaguns are assault weapons.

Plasma gun: Another one of the better reasons to take Chosen is to spam these wonderful pieces of wargear. High strength, low AP, plasma guns are a great all-around weapon to take, as they will rip apart any and all infantry, monstrous creatures, and even light to medium vehicles. This is what you want them to be outfitted with if you want them to be shooting during the game.

Autocannon: A cheap option for some long range firepower, but since Chosen will typically be on the move due to the range of their weapons, you’ll be better off with the low AP of the plasma gun.

Heavy Bolter: While heavy bolters are great at putting down a withering amount of firepower, they are not very good compared to the other weapons that Chosen can take.

Missile Launcher: Probably the most versatile heavy weapon ever made, missile launchers are able to take on a wide assortment of targets at long range. However, Chosen should not be at long range. They are best in the enemy’s teeth, causing as much damage as possible with their deadly short-ranged weaponry. The exception to this rule is if you are using Abaddon, and taking 3-5 small groups of Chosen, as will give them something to do if you don’t want to get out of cover with them.

Lascannon: Much cheaper than before, lascannons perform the role of long range anti-tank weaponry. Unfortunately, this role is also fulfilled by meltaguns (which they can take up to five of), and more suited to the close assault role of Chosen.


EL.02
Possessed
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Has the Daemon, Fearless, and Fleet universal rules
  • High strength
  • Vessels of Chaos make them monsters in close combat
  • Can take marks of Chaos
  • Can take a dedicated transport


Cons:
  • Close combat has taken a hit in sixth edition
  • Expensive
  • Close combat only
  • Marks of Chaos are expensive
  • Only two attacks base
<description>

Tactics:
Possessed are assault troops first and foremost, and every effort should be made to get them there as fast as possible. As per the norm, Rhinos are your default transport, and are the bare minimum that you must put them in, as they won’t survive walking across the table. With strength five and a 5+ invulnerable save standard, you can throw these guys at anything other than Assault Terminators or Death Company, and they should come out on top.

Challenges:
Not much I can say about challenges, as you can’t take any special options for the Possessed Champion other than up to two gift of mutation. However, I would always take them on the off chance that you’ll make the Possessed Champion really deadly in close combat. The twenty points you spend on this isn’t much of a concern, as the only other points you can spend on the unit is for marks of Chaos and icons.

Wargear and Special Rules:
Vessels of Chaos: While rolling for random bonuses is typically a bad thing, the entire chart is useful in close combat, as you’ll either get to re-roll to wound, have the entire unit get AP3 weapons, or have the unit gain +1 attack and initiative.


EL.03
Chaos Terminators
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Terminator armor is quite hardy
  • Come standard with power weapons
  • The useful wargear is quite cheap
  • Can rapid fire and assault


Cons:
  • Can't sweeping advance
  • Die a lot quicker than you may think
  • Slow without a Land Raider to transport them, often forcing deep strikes
<description>

Tactics:
“Termicide” has become synonymous with Chaos Terminators, and with good reason. Deep striking a unit with plenty of combi-meltas or combi-plasmas is deadly and inexpensive. Though the unit will often die the turn after they come in, they will often be killing something much more deadly in the process, and distract your opponent as well.

However, with the advent of the new codex, 4+ man groups of Chaos Terminators as a close support unit has become a more viable strategy. With the introduction of the hull point system, meltaguns have seen a general decline in use, at least among our loyalist brothers, so taking a dedicated transport for them is not a bad idea.

Challenges:
When it comes to challenges with Terminator Champions, you’ll want lightning claws. They’ll never have pistols, so the extra attack argument is moot here. However, if you’re kitting the unit for a heavy assault role similar to the loyalist Assault Terminators, then you might want to give the Aspiring Champion a pair of lightning claws, as giving him a lightning claw and chainfist is prohibitively expensive for a one wound model.

Wargear and Special Rules:
Lightning claws: At only three points a model, this is where you should be looking for AP3 weapons on terminators. However, this much harder than it sounds, as the only current ways to get lightning claws for your Chaos Terminators is to steal them from the loyalist box and convert them, buy the bits off eBay, or buy a bunch of Chaos Terminator Lords.

Power fist: At a reasonable seven points a model, there is no reason why at least one power fist shouldn’t find its way into your squads. Letting them deal with pesky walkers and monstrous creatures with ease, and inflicting instant death on almost anything else, power fists are quite good in Chaos Terminator Squads. Just don’t overdo it, as having some of your squad strike at normal initiative is very important.

Chainfist: Everything that I said about the power fist also applies to chainfists, but by paying five more points you get 2d6 on armor penetration. Due to the fact that chainfists are better than power fists against only a few things, I would recommend one chainfist at most in a squad, as the five points you spend are better suited to giving them better wargear, as almost all of the good wargear for Chaos Terminators is 3-5 points.

Combi-weapons: Combi weapons are brilliant. I won’t say why they’re good here, as that covered by the wargear section, but I say this: Either go all combi-meltas or all combi-plasma guns, and only take a combi-flamer if you’ve already used your heavy flamer allotment for the squad or are unable to take one due to squad size.

Heavy flamer: Another great piece of wargear, unique to the non-vehicle units of the codex, a heavy flamer will soften up the enemy before the charge, and makes a good addition in an all-comers list, as it is most effective when used against armies that care about putting more bodies on the table more than anything else.

Reaper autocannon: Just looking at the profile, you can tell that it is a great weapon. However, it promotes combat at a range that does not suit Chaos Terminators. The reaper autocannon promotes ranged combat at about the 30” mark; however, Chaos Terminators are at their most effective within 12” due to their combi-bolters and close combat options. Unless you need another autocannon in your army and you don’t know where to turn, you’re going to be better off with a heavy flamer.


EL.04
Helbrute
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Dirt cheap for a walker
  • Changes to Crazed means they won’t shoot your own units
  • Lots of affordable options
  • Can take plasma cannons
  • Flexible in loadouts


Cons:
  • Crazed still can make them act out of control
  • AV12 means that strength seven weapons can ruin your day
  • Doesn’t have the firepower or speed our other walkers have
<description>

Tactics:
Due to how inexpensive the Helbrute it, it has become something of a DISTRACTION CARNIFEX, due to its low cost and the ease of making elites into troops in the codex. While still decent at shooting, throwing a pair of these with a power fist and a ranged weapon just to see what the opponent will do isn’t a bad strategy. After all, if they get targeted and blown up, that lets your other units get that much closer unmolested. However, due to the prevalence of autocannons, you might want to hug cover to gain a cover save and add a little to its survivability.

Wargear and Special Rules:
Crazed: While a definite improvement from the last codex, Crazed can still make them act completely out of control. Forcing them to target the last thing that caused the last glancing or penetrating hit, this can make them move to awkward positions and leave them open to destruction.

Power fist: Coming standard, power fists are great on walkers, and the Helbrute is no exception to this rule. The only time I would ever replace this weapon is if I wanted it to be shooting dreadnought as opposed to a close assault dreadnought, where they are better suited for anyway; or with a power scourge, which can let them deal much more damage since they will be lowering the enemy’s weapon skill.

Multimelta: A decent piece of wargear, the Helbrute starts out with it. While not as deadly at range as some of our other options, leaving it on isn’t such a bad idea, though when you roll on the Crazed table it can be a bit of a hassle.

Twin-linked heavy bolter: In all honesty, this weapon is pretty terrible. While good at dealing with hordes with its high rate of fire, it lacks the punch against other armies and vehicles, and you would be better off with going with an autocannon most of the time.

Reaper autocannon: A good jack-of-all-trades weapon, the reaper autocannon has a decent rate of fire, high strength, and respectable range. While lacking the rate of fire as the heavy bolter, the reaper autocannon can put holes in vehicles that the heavy bolter couldn’t even touch. Along with these advantages, it’s only a five point upgrade, making a bargain if you’re worried about engaging a variety of targets.

Plasma cannon: Even with the changes to Gets Hot!, plasma cannons are better than ever. High strength, low AP, and a respectable range, the plasma cannon is great for destroying heavily armored troops of all races. Reasonably priced to boot, this is the weapon you want if your area is infested with TEq, as it will rip them to shreds.

Twin-linked lascannon: While having extremely high strength, low AP, and long range, the lascannon suffers from the fact that it is a dedicated anti-tank weapon, and not suited to dealing with armies that tend to field a lot of cheap units, as it won’t be able to cut through monstrous creatures very well due to its single shot limitations.

Built-in Combi-bolter: This is honestly a waste. If you have five points to throw around, you’re better off taking melta bombs on one of your champions in case they need to destroy harder targets, as spending five points for this pea shooter is not a good choice.

Heavy flamer: Now we’re talking. Adding one of these to the power fists they come with allow you to put the hurt on models that rely on cover to protect them, like Ork Bikers and sniper teams of any flavor.

Thunder hammer: Looks like Phil Kelly remembered that a lot of older Chaos Space Marine players still have their old metal models, and their option to take a thunder hammer as opposed to a power fist. A good replacement for power fists if you don’t intend to take heavy flamers in them, thunder hammers really put the hurt on higher toughness models or those with eternal warrior, as a dreadnought getting to attack you at his initiative while you’re stuck striking last will put you in a world of hurt.

Power scourge: A great weapon if you want to go walker or monstrous creature hunting, the power scourge has high strength, low AP, and makes models around him easier to hit while making it harder for the enemy to strike blows. However, as it is not strength ten, don’t expect to be cracking up heavier vehicles with this unless you pair it with a power fist or thunder hammer.

Missile launcher: The only option if you want to make a shooty Helbrute, it isn’t a bad option if you intend to stay back and pummel the enemy with high strength shots. However, it loses its power fist in the bargain, making it less flexible overall. Take it if you need to have that missile launcher, but I would stay away from it otherwise.


EL.05
Mutilators
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fleshmetal
  • Has the Daemon universal rule
  • Uses pairs of every close combat weapon available to Chaos Space Marines
  • Can take marks of Chaos


Cons:
  • Close combat has taken a hit in sixth edition
  • Slow
  • Lack of transport options, forcing deep strikes
  • Can only be taken in groups of up to three
  • Is not Fearless even though it is an exclusively close combat unit
  • No assault grenades means that they’ll strike last when assaulting through cover
  • Only two wounds for such a small squad size
<description>

Tactics:
Mutilators have two real uses: chomping things up in close combat, and troop bullies. However, they have a huge weakness against walkers and monstrous creatures, as strength ten attacks at AP2 will kill them before they even get a chance to strike. They excel at digging through infantry, particularly those in power armor, or Assault Terminators with lightning claws. You’ll find that they’ll perform much better against units that can’t cut through their armor. Fortunately, they’re only 55 points before adding marks of Chaos. While slow, they perform well as inexpensive bullet sponges that will either distract the enemy or kill something of sufficient value to distract them.

Wargear and Special Rules:
Fleshmetal: A 2+ armor save. It’s good. No explanation needed here.

Mutilator weapons: There isn’t much to say about these, other than to keep in mind that you have to keep switching weapons from round to round of close combat. Thankfully, they have every good choice available to Chaos Space Marines.


EL.06
Khorne Berzerkers
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fearless
  • Deadly in close combat compared to any unit of comparable cost
  • Reasonably priced
  • Can take inexpensive AP4 weapons
  • Players are often afraid of Khorne Berzerkers, and may commit a large amount of effort killing them


Cons:
  • Close combat has taken a hit in sixth edition
  • Only have two close combat attacks base as opposed to three, so they don’t do as well in prolonged combats
  • Die like Space Marines
<description>

Tactics:
Khorne Berzerkers are good at one thing: close combat. If they get into the enemy’s teeth, there isn’t much they can’t take down, between their furious charge and four attacks on the charge. It doesn’t really matter what they hit. Hordes, elite units, monstrous creatures; Khorne Berzerkers will rip through most of them without breaking a sweat. However, monstrous creatures that are also characters can give them issues, as Champion of Chaos takes out some of the ‘oomph’ that Khorne Berzerkers have on the first round of close combat.

Challenges:
Even among Space Marine characters, Skull Champions have a scary number of attacks. With two on the profile and an extra from his pistol, he’ll be sure to kill any single wound characters he gets into combat with, provided they don’t have terminator armor or higher initiative. However, as with any unit that wants to assault in our codex, lightning claws are still the go-to weapon, allowing him to shred characters with ease.

Wargear and Special Rules:
Mark of Khorne: It’s a little difficult to talk about Khorne Berzerkers and not talk about the mark of Khorne. While they lost their three base attacks from the last codex, they replaced it with rage and counter-attack, letting the mark cost less overall compared to how it used to be. While not as good as +1 attack, it is still plenty good, as most assaults only last one round anyway.

Chainaxe: While this is covered in the wargear section, it deserves some mention here. While normally not needed by Khorne Berzerkers, a couple chainaxes in the squad will let them cut through larger units that much easier, such as Imperial Guard combined squads, Necron Warriors, and the like, while not increasing the cost of the squad by any meaningful margin.


EL.07
Thousand Sons
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fearless
  • They have AP3 bolters standard
  • 4+ invulnerable save means they don’t have to hug cover
  • Psykers are really good in sixth edition
  • Will force MEq to hug cover or die messily


Cons:
  • Expensive
  • Slow and purposeful keeps you from using overwatch
  • Inferno Bolts do nothing against Terminators
  • No grenades at all unless you take melta bombs
  • Fearless means you won’t be able to retreat from walkers you can’t hurt
  • Can’t take heavy weapons
  • Aspiring Sorcerer has to take his power from the discipline of Tzeentch
<description>

Tactics:
Thousand Sons are only good at one thing like Khorne Berzerkers, but like Khorne Berzerkers, they do it exceptionally well: shooting MEq into ribbons. Armies that rely on their 3+ save to survive will not last very long against Thousand Sons. Keep in mind, however, that they only have one attack each in close combat and no assault grenades if you assault through cover. With that in mind, target priority is essential when playing them, more so than the other Cultist Marines, as they are very inflexible. Since cover isn’t an issue for them, they can stay on the move (as much as infantry can anyway), and keep them outside of assault range, while closing in on MEq units and wiping them out as quickly as possible.

Challenges:
While the Aspiring Sorcerer has a force weapon and a 4+ invulnerable save, you don’t want to be in combat, as that means your Thousand Sons are in combat as well, which is generally a really bad idea. They should always be shooting the enemy to death, not taking it into melee.

Wargear and Special Rules:
Inferno Bolts: This is the main reason you take Thousand Sons. AP3 bolters are pretty sweet, especially if your area is full of MEq, as it forces your opponent to stay in cover, or get hit in the face with ranged weapons that ignore their armor.

Aura of Dark Glory + Mark of Tzeentch: These pieces of wargear are a deadly combination, giving Thousand Sons a 4+ invulnerable save. While on paper, you might think that this makes cover useless for them, it in fact means that they don’t have to use cover to avoid low AP weapons, allowing them to advance with relative impunity. Keep in mind, however, that they are only Space Marines, and massed bolter fire will kill them just like any other unit.

Slow and Purposeful: Normally I wouldn’t touch on universal rules in a unit’s entry; this is the exception, as it severely impacts how you play them. This rule keeps them from overwatching at all. Keep this in mind as you advance them forward. They will take a charge just like in 5th, simply taking hits without the chance to open fire. Keep in mind that this rule now applies to the Aspiring Sorcerer as well, unlike in the previous edition.


EL.08
Plague Marines
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fearless
  • Five toughness
  • Poisoned close combat weapons
  • Defensive grenades
  • Feel No Pain


Cons:
  • Expensive
  • Initiative three
<description>

Tactics:
Plague Marines are notoriously tough. Sporting power armor, five toughness, and Feel No Pain, they can weather huge amounts of punishment leveled at them. However, with only two attacks and having initiative three, they are better suited to close range firefights. Plasma guns are the go-to weapon here, as it suits the play style of them very well, and with a 3+ save followed up by Feel No Pain, Gets Hot! is typically a minimal issue.

Challenges:
If Plague Marines have a weakness, it’s that they’re slow in close combat. However, with their high toughness and Feel No Pain, they have a much higher chance of surviving to the initiative one combat step. Good options are a power axe and meltabombs, or just a simple power fist to make his attacks hit as hard as possible.

Wargear and Special Rules:
Plague Knives: Poisoned weapons are great. Poisoned weapons on strength four models is even better, as they’ll often get to reroll to wound, making the most of the few attacks that they have, and helping them win combats on their own.

Blight Grenades: While on the surface, defensive grenades only seem to offer a small bonus, it has some interesting implications for the wargear selections for Plague Marines. Since they don’t have to charge in order to avoid some of the harder hitters in close combat, they can stay at a twelve inch range, making the most of their short ranged weaponry, and since your opponent gets no extra attacks from charging, it often will force the enemy to enter a shooting contest with Plague Marines, something they are sure to lose.

Mark of Nurgle + Feel No Pain: This is where Plague Marines’ otherworldly toughness comes from. Five toughness and Feel No Pain on reasonably priced infantry has made them the best choice Chaos Space Marines have for holding objectives for a while now. This hasn’t changed at all, and while sixth edition nerfed Feel No Pain, Plague Marines are able to make it against everything that doesn’t cause instant death (i.e. strength ten and weapons that inflict instant death), letting them survive battle cannons, something that was infamous for killing whole squads of them before.

Flamer: While not a bad option, there are better things you can take on your Plague Marines, as they have a good number of attacks already to fend off units assaulting them.

Meltagun: One of the better options, and reasonably priced to boot. If you want your Plague Marines to rip vehicles apart like they’re made of butter, then look no further than this wargear option, and if they aren’t lucky enough to destroy it, then they can charge in with their grenades, as meltaguns are assault weapons.

Plasma Gun: Plasma guns and Plague Marines were made for each other. With Feel No Pain and blight grenades, they’re made for rapid firing point blank into the enemy and daring them to charge you. If you have the points for Plague Marines, then you have the points for plasma guns, unless you are in desperate need for some anti-tank weaponry.


EL.09
Noise Marines
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fearless
  • High initiative
  • Sonic weapons are devastating
  • Least points-intensive of the Cultist Marine choices
  • Can have Feel No Pain with an icon of excess


Cons:
  • Immobile with sonic weaponry
  • Fixed role due to average weapon strength
  • You have to buy sonic weapons separately, making unit with sonic weapons more expensive to purchase
  • Relatively short-ranged weapons
<description>

Tactics:
Noise Marines are good at a couple of things, notably shooting massive amounts of cover-ignoring weapons, letting them excel at dealing with large amounts of infantry. However, this comes at the price of mobility, as their sonic weapons are considerably less effective on the move. Another way to use them is similar to Khorne Berzerkers, switching out their bolters for close combat weapons, giving them an icon of excess for Feel No Pain, and throwing them at the enemy, using their high initiative and Feel No Pain to keep them alive in combat.

Challenges:
With initiative five, Noise Champions do well in close combat, especially challenges. In a shooting oriented squad of Noise Marines, you’ll want to give your champion a power sword or nothing, as most of the game will be spent with the unit shooting everything they have that looks at them the wrong way. In a close combat oriented squad of Noise Marines, the lightning claw is still standard fare, as it makes the most of the attacks he has on the charge.

Wargear and Special Rules:
Sonic Blaster: Look no further if you want a shooty unit of Noise Marines. Being Salvo 2/3, they can put out terrifying amounts of punishment, though you can no longer assault into close combat after firing with them. One major plus of sonic blasters is that they ignore cover, and are AP5. That means the units getting most out of cover (Imperial Guard, Orks, Tyranids) will suddenly die in droves to volleys of shooting, instead of keeping their resilience.

Blastmaster: Previously horrendously overpriced, the blastmaster is almost a must for units of ten shooty Noise Marines. Shooting strength 8, AP3 blasts is already powerful; adding Ignores Cover to the mix makes it lethal, ripping apart MEq like butter. Its power on the move, while diminished, is still powerful enough to make it worth considering on units that intend to assault.

Doom siren: Another great piece of wargear, the doom siren has withstood the passage of time, and is still the standard on assaulting groups of Noise Marines. With high strength and low AP, it’ll devastate anything up to TEq and monstrous creatures, and will easily score a couple kills on an overwatch attack to boot.


EL.10
Chaos Contemptor-Pattern Dreadnought
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Extremely durable
  • High armor values for a walker
  • Four hull points
  • Dedication to a chaos god increases its power dramatically in most cases
  • Wide variety of roles and wargear choices


Cons:
  • Extremely expensive for a walker
  • Slow
  • Forge World model, making them expensive to purchase (~$68 US)
  • Tall model, so finding cover can be difficult
In the aftermath of the Horus Heresy, the Traitor Legions were cast into disorder and retreat, and over many bloody years of brutal conflict their remnants were scattered or driven back into the shadow of the great warp storms. During their flight much of their sacred wargear was lost or became corrupted and scavenged, with many advanced designs cast aside in favor of weapons more readily manufactured and maintained.

However, those Contemptor patter Dreadnoughts that remained were held as a precious resource, their military worth outweighing any other concern, the nightmarish intellects of the warpsmiths of the Chaos Legions fashioning hellish replacements for systems they could not repair or duplicate. These relics of techno-arcana have changed hands many times over the millennia and forged countless dark legends, their occupancy reserved for powerful warlords and Dark Magos. As a result, they have avoided the madness that has consumed many pilots of Chaos Dreadnoughts.


Tactics:
The Contemptor-pattern Dreadnought has a radically different role than the Helbrute, serving the role of a durable wrecking ball and gun platform, able to perform well at both roles, due the wide range of wargear options available to them and its own durability. With four hull points, high front armor, and the ability to ignore glancing hits on a 4+ and penetrating hits on sixes, they can weather huge amounts of firepower, and anything short of dedicated anti-armor weapons stand little chance of slowing them down. In addition, with front armor 13, he’ll be able to rip through any squad that doesn’t have power fists or melta bombs, as krak grenades can’t even try to hurt him in close combat.

Wargear and Special Rules:
Hellfire Reactor: This piece of standard wargear is why the Chaos Contemptor-pattern dreadnought is so expensive to field, as it allows you to completely ignore half of the glancing hits you receive, and gives you a chance to ignore penetrating hits on a six as well. It’s so good as to be borderline broken, as its high front armor means that penetrating hits are out of the question for anything other than strength eight or higher weapons.

Twin-linked Heavy Bolter: Even though the Contemptor starts with this weapon, for a 200 point walker, this weapon does not pack nearly enough punch in order to destroy targets effectively. Unless you really like the look of it, replace it with any other weapon.

Multimelta: A free option, the multimelta is good for destroying medium to heavy vehicles, as penetrating hits with AP1 weaponry tend to turn vehicles into piles of slag.

Twin-linked Heavy Flamer: Another free option like the multimelta and heavy bolter, but it lacks the punch or range of either. This is probably the weakest option you can take on a Contemptor Dreadnought.

Twin-linked Autocannon: A good option if you intend to keep him as cheap as possible, the autocannon adds some ranged ‘oomph’ to the dreadnought, as it is well suited to destroying light to medium vehicles, and can easily turn its attention to infantry and monstrous creatures of all types, as it will not have a problem wounding them.

Plasma Cannon: Even with the changes to Gets Hot!, plasma cannons are better than ever. High strength, low AP, and a respectable range, the plasma cannon is great for destroying heavily armored troops of all races. Reasonably priced to boot, this is the weapon you want if your area is infested with TEq, as it will rip them to shreds.

Twin-linked Lascannon: Horrendously overpriced, I would shy away from this option, as butcher cannons and even the heavy conversion beamer are much more effective weapons, and cost about the same.

Butcher Cannon: Now we’re talking. Strength eight with four shots and with a 36 inch range to boot, the butcher cannon serves as a much better in-between weapon than the autocannon, though it is twenty points more expensive. If I have a choice of weapon, I would take this every time.

Heavy Conversion Beamer: With extreme range and power, this weapon can devastate large groups of infantry and even vehicles from across the table with little effort, though it sacrifices its mobility for it due to the Firing Calibration special rule. This is a good option if you intend to park it in a corner and shoot enemies from 18-72 inches away, but most of the time, the butcher cannon is better in nearly all aspects, due to the close firefights and assaults that permeate most Chaos Space Marine philosophy. This is a weapon that I believe belongs in apocalypse battles, as you’ll be able to achieve its optimal range of 42-72 inches quite easily.

Extra Armor: With its already high armor values and the inclusion of hull points, this upgrade is overpriced for what you get from it, as it only affect one out of six results on the damage table. As it’s already quite expensive for a walker, you’re better off not making it any more expensive than it needs to be.

Additional Dreadnought Close Combat Weapon: If you intend on getting to grips with the enemy, this is a nice, cheap option, though it pales in comparison to the chainfist, which is only five more points.

Chainfist: If you want to rip things apart in close combat, look no further, as not much can survive three or four strength ten attacks with Armorbane. However, with such good shooting options available to you, I would avoid close combat with anything but tanks, to be perfectly honest.

Built-in Heavy Flamer: A good option if you intend to get close, however, it is eclipsed by how good the plasma blaster and soul burner are, particularly the latter.

Built-in Plasma Blaster: Essentially a plasma gun, the only thing the plasma blaster suffers from is an 18 inch range and Gets Hot! However, the damage it deals is well worth it, as both plasma weaponry and strength seven weapons in general have proven their effectiveness in sixth edition.

Built-in Soul Burner: For a weapon built into a power fist, this thing is very powerful. While only small blast, it has decent strength and range, and Ignores Cover and Rending to boot, making it capable of dealing with most infantry pretty easily, especially those in cover or behind a Defense line.

Carapace-mounted Havoc Launcher: If you’ve got the fifteen points to spend on some more shooting, the havoc launcher is never a bad option, as it will be able to make the most of its firepower, since it is a walker.

Dedications:
Khorne: Rage for twenty-five points? Seriously? This upgrade is so bad it’s insulting. Don’t take it. Ever.

Slaanesh: The best dedication by far, granting initiative five and assault and defensive grenades. This dedication will allow you to go walker hunting, as no other walker in the game has initiative five, letting him rip them apart.

Nurgle: An interesting option, as a -1 to the damage chart will keep it from being destroyed from anything other than weapons with AP1/AP2. Depending on how many meltaguns exist in your area, this upgrade may either be a waste or prove to be invaluable, as it can force your opponents to chew through all four hull points, penetrating hits or not.

Tzeentch: Another interesting choice, as it makes all bolt and flame weapons on it AP3, which makes several of its weapons much more effective. In addition, it allows the dreadnought to reroll all to hit rolls of a one, so weapons with a high rate of fire but are not twin-linked (like the butcher cannon) can become twin-linked in a way, though not nearly as good.


EL.11
Chaos Decimator
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Extremely durable
  • High armor values for a walker
  • Has the Daemon universal rule
  • Has a chance to get back up after being destroyed thanks to Unholy Vigor
  • Siege Claws can hit models inside transports and buildings with heavy flamer attacks
  • Dedication to a chaos god increases its power in most cases
  • Good, reasonably priced wargear choices


Cons:
  • Expensive
  • Slow
  • Huge model, so finding cover can be extremely difficult
  • Forge World model, making them expensive to purchase (~$80 US)
<description>

Tactics:
Similar in role to the Contemptor-pattern dreadnought, the Chaos Decimator serves the role of a heavy close support walker. While not having as many options as the former, it has the option to take two arm weapons as opposed to one, making it a suitable replacement for the Forgefiend; and it doesn’t compete with other heavy support options, though it is more expensive (200- Forgefiend; 260- Chaos Decimator with two butcher cannons and dedication to Nurgle). With its high base strength and special weapons, it can perform a variety of roles, excelling as both a close combat walker and a gun platform.

Wargear and Special Rules:
Unholy Vigor: Part of the reason he’s so expensive, part of this special rule allows the Decimator to ignore weapon destroyed and immobilized results on a 5+, which essentially gives him a feel no pain against any meaningful damage, as daemonic possession means that he’ll be ignoring shaken and stunned results on a 2+. The other half of this rule relies on luck, but the payoff is huge, as it can turn the pile of slag your Decimator used to be back into a walking killing machine with D3 hull points.

Siege Claws: The Decimator’s default weapon, siege claws behave in a similar manner to lightning claws, but with built-in heavy flamers, except with a couple extra special rules. Having smash, you can choose to half its attacks to make its attacks hit at strength ten and re-rolling armor penetration rolls. In addition, when you choose to make a smash attack with a siege claw against a building or transport, the unit inside suffers D6 heavy flamer attacks per heavy flamer that the Decimator has.

Butcher Cannon: One of the best weapons available to the Decimator, the butcher cannon excels at destroying light to medium vehicles, as well as infantry and monstrous creatures of all types due to its high strength and decent armor penetration. Most of the time, I would want to give it this weapon along with a siege claw to make it flexible.

Storm Laser: A dedicated anti-MEq weapon, the storm laser will chew through models with a 3+ armor save like they were made of paper. A great option if your area doesn’t have a huge amount of tanks or if you’re packing enough anti-tank in your list already, as storm lasers have a high rate of fire, high strength, good AP, and are inexpensive to take to boot. If you take a pair of them, the amount of AP3 fire it can pour out is pretty terrifying for a walker of its caliber (2D3+4 shots).

Soul Burner Petard: An interesting weapon for sure, firing large blasts that are both ordnance and rending, it functions well against infantry of all types as well as light vehicles. The main disadvantage to this weapon is that the ordnance rule forces you to use a siege claw as your other weapon, as the other ranged weapons are simply not worth the points when snap firing.

Heavy Conversion Beamer: With extreme range and power, this weapon can devastate large groups of infantry and even vehicles from across the table with little effort, though it sacrifices its mobility for it due to the Firing Calibration special rule. This is a good option if you intend to park it in a corner and shoot enemies from 18-72 inches away, but most of the time, the butcher cannon is better in nearly all aspects, due to the close firefights and assaults that permeate most Chaos Space Marine philosophy. This is a weapon that I believe belongs in apocalypse battles, as you’ll be able to achieve its optimal range of 42-72 inches quite easily.

Dedications:
Khorne: Rampage for 15 points isn’t too bad on a walker, as it will almost always be outnumbered to benefit from this special rule.

Nurgle: One of the reasons the daemon engines from the codex are so effective is because of this little rule, and while adding 25 points to already expensive vehicle is normally a bad thing, in this case it is more than worth it.

Slaanesh: Assault grenades are great on walkers, as getting to charge into cover without any penalty to your initiative is always a great thing.

Tzeentch: An interesting dedication, but I find it to be lacking. Soul Blaze isn’t very effective, unfortunately, and the ability to re-roll any rolls of a “1” on a model with BS3 also isn’t very good, as you only get to re-roll a third of the misses compared to half, as with the Chaos Contemptor dreadnought. Unless you really like it, I would shy away from this dedication.


EL.12
Plague Ogryns
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Has the Fearless and Feel No Pain universal rules
  • Three wounds and high toughness make them very durable
  • Poisoned attacks (2+)
  • High strength lets them deal with vehicles as well


Cons:
  • You must take a unit of Plague Marines
  • Fifty points a model makes unit of them get pricey quick
  • Much slower than Chaos Spawn
  • Can’t take transports
  • No ranged weapons of any kind
  • Forge World model, making them expensive to purchase (~$25 US each)
<description>

Tactics:
Plague Ogryns are a durable, immovable shield of meat for your other units. I would treat them the same way as slower Chaos Spawn, escorting characters and blocking firing and assault lanes, and bogging down the enemy in a mass of wounds and random attacks. However, due to their lack of speed, they will perform much better in an army that doesn’t use transports or fast units, allowing them to screen softer units from the enemy.

Wargear and Special Rules:
Noxious Touch: This special rule is taken straight from Codex: Chaos Daemons, and allows the unit to make the most of their hits in close combat, as it is not fleshbane, letting you re-roll your failed rolls to wound (though on a 2+, this shouldn’t be often).


Return to Table of Contents
Last edited by Marit Lage on Thu Mar 21, 2013 4:13 pm, edited 3 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
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Post by Marit Lage » Thu Mar 21, 2013 3:37 pm

FA.00
Fast Attack


FA.01
Chaos Bikers
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fast
  • Can take a pair of special weapons, even at minimum squad size
  • High toughness (especially with the mark of Nurgle)
  • Changes to dangerous terrain tests mean that you don’t have to avoid difficult terrain nearly as much
  • Only twenty points a model as opposed to the last codex’s thirty-three
  • Marks of Chaos are tied to the unit, and not icons


Cons:
  • Low model count means that unless they are fearless, casualties will result in leadership tests
  • Difficult terrain can kill bikers
  • One of the most expensive models to own a lot of ($15 US per bike, plus upgrades)
<description>

Tactics:
Chaos Bikers, like Chaos Space Marines, are tactically flexible. You can run them as small squads with meltaguns, or take them as escorts for Chaos Lords like the Torrent, or even just take them in large squads of bikes all on their own. With the reduction in point cost, it has become very lucrative to have bikers (squad of five, no upgrades: 110 points). However, it is still very expensive to own large squads or multiple small squads (squad of three/seven: $45/$105 US). With Chaos Bikers, it really depends on how much you’re willing to spend on them.

Challenges:
The same rules that apply to Chaos Space Marines as a whole apply here as well. However, since you’re able to pick your engagements by taking advantage of the unit’s speed, I would personally go with a lightning claw on the champion, unless you’re running the unit at minimum squad size to squeeze in some extra plasma guns or meltaguns, in which case I would leave him bare-bones or with a combi-weapon.

Wargear and Special Rules:
Flamer: While the flamer is a good, inexpensive choice, it is overshadowed by the other two options available, both of which make very good use of the chaos bike’s speed, and aren’t much more expensive.

Meltagun: Meltaguns are great when you want to crack open tanks like no tomorrow, and with the speed available to them, you’ll be able to place some hot death right where your opponent doesn’t want it.

Plasma Gun: Another great choice for Chaos Bikers, as they’ll be able to pour plasma fire right where you want it, and be able to assault afterward thanks to the rules for bikes.


FA.02
Chaos Spawn
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fast
  • Fearless
  • High toughness and three wounds make them very durable
  • Can take marks of Chaos
  • Inexpensive to field
  • High strength
  • Ignores cover completely while moving thanks to its unit type


Cons:
  • No armor save whatsoever
  • Small maximum unit size (five)
  • The most expensive non-vehicle unit in the codex to purchase ($21 US per spawn)
<description>

Tactics:
These guys are very straightforward. Throw them at the enemy and watch them soak up fire, or have them follow around a Chaos Lord on a mount or bike like a pack of ravenous death puppies. With their speed, high toughness, and multiple wounds, they’ll laugh off most small arms fire as they proceed to charge into something you want dead. If you give them the mark of Nurgle, they can even stall walkers or monstrous creatures for an entire game, as they will have to chew through every spawn one wound at a time in order to escape, provided that the spawn don’t kill them.

Wargear and Special Rules:
Mutated Beyond Reason: The addition of this special rule to Spawn while reducing their cost is what makes them so good. With the chance to get more attacks, an armor save, or even poisoned attacks, they can stand up on their own in close combat quite easily, and their speed will enable them to either destroy or tarpit the unit of your choice consistently.

And now, for something completely different.


FA.03
Raptors:
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fast
  • Can move over difficult terrain and even units
  • Can take a pair of special weapons, even at minimum squad size
  • The box they come in also is used for Warp Talons, so you get five pairs of lightning claws from it
  • Can use jump packs to gain Hammer of Wrath attacks


Cons:
  • Die like regular Chaos Space Marines
  • Needs a minimum of eight models to be effective
  • Close combat has taken a hit in sixth edition[/size]
<description>

Tactics:
Tactics: A common mistake that I see new players doing is taking small groups of Raptors. Never, ever do this. If you’re going to field a unit in this or any army, you need to commit to what that unit needs. For Raptors, they need bodies. At the minimum you need to take eight per group that you intend on fielding. Otherwise, the shooting phase, overwatch, and casualties taken during combat will mean that the unit will ultimately be ineffective, as they might not even make it past one round of close combat.

Other than that, however, Raptors are consummate assault troopers, having the right combination of attacks, speed, weaponry, and appropriate points cost to justify fielding them. Kitted out with marks of Chaos and special wargear, they can hit the enemy like a freight train.

Challenges:
The same rules that apply to Chaos Space Marines as a whole apply here as well. However, since you’re able to pick your engagements by taking advantage of the unit’s speed, you will likely be able to last that much longer in a challenge. As per the norm with assaulting troops, a lightning claw is your best bet.

Wargear and Special Rules:
Plasma pistol: Plasma pistols are terrible when you have to pay for them, and paying fifteen points for a weapon when the same unit can take a meltagun and be more effective for five points cheaper, this is a piece of wargear that was most likely included for completeness more than anything else. You’re better off pretending this option doesn’t even exist.

Flamer: A good, cheap choice. If your area has lots of horde style armies, there’s no real harm in taking a flamer or two in a unit, but I wouldn’t unless you’ve already taken a unit of Raptors with meltaguns.

Meltagun: This is what your Raptors should be toting around. Seriously. You don’t lose a close combat weapon by taking it, and you can pop open transports to chew up the infantry inside with little or no difficulty. And at only ten points, I can’t think of a single reason not to take this excellent piece of wargear.

Plasma Gun: While the fact that the Raptor box comes with these is nice, the plasma gun is not what you should be using in a unit that wants to assault as soon and as often as possible, as the rapid fire rules keep them from assaulting at all. You’re better off saving your plasma guns for your Chaos Space Marines or Chosen squads, which will find them much more useful.


FA.04
Warp Talons
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fast
  • has the Daemon universal rule
  • Can move over difficult terrain and even units
  • Deadly against MEq
  • The box used to make Warp Talons also come with the parts to make Raptors, so you’ll get a set of special weapons and close combat arms


Cons:
  • Extremely expensive
  • No assault grenades means that they’ll strike last when assaulting through cover
  • Close combat has taken a hit in sixth edition
  • Can’t take any special weapons
  • Needs a minimum of eight models to be effective
  • Can’t take icons
  • Not fearless despite being such an expensive close combat unit[/size]
<description>

Tactics:
If only these guys were less expensive, or had assault grenades. As it stands, you’re going to spend about 275+ points making the unit effective, just to watch it get torn apart by a similarly costed force. Tactically, I would treat these guys the same way as Raptors, but without the access to meltaguns or grenades, they can’t do what assault troops are made to do: dig the enemy out of hiding and proceed to butcher them. All in all, while awesome at killing MEq, they can’t really dig them out of cover unless accompanied by a Chaos Lord with a jump pack (who does have them), as they don’t have assault grenades.

Challenges:
Can’t say too much about challenges here, since you can’t change any of the wargear or affect the outcome in any way.

Wargear and Special Rules:
Warpflame Strike: An interesting rule, as it can blind all enemies within six inches of them deep striking, but that is part of the problem with this rule. It requires them to deep strike. Let me remind you that Warp Talons have no ranged weaponry to speak of. They can and will get shot to shreds the turn they arrive, which is a shame.


FA.04
Heldrake
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Flyer [Hover]
  • Has the Daemon universal rule
  • Extremely Durable
  • High armor values for a flyer
  • Can vector strike
  • Baleflamer and Hades Autocannons are both great weapons


Cons:
  • Expensive
  • Huge target
  • Not as anti-air (hereafter referred to as AA) as other flyers of comparable or lesser cost
<description>

Tactics:
There are two ways to field the Heldrake: AA, and a close ground support role. Both suit the Heldrake just fine, the use really depends on your army. In the AA role, you will typically be vector striking and hitting it with its autocannon in the same turn. In the ground support role, the Heldrake will be targeting heavy weapon teams and the like; softening up the enemy while your army closes in.

Wargear and Special Rules:
Hades Autocannon: These guys come standard with this weapon, and if you don’t have any real AA already, you might want to keep it, especially with CronAir and Leafblower armies being all the rage these days (CronAir: Massed Night Scythes; Leafblower: Imperial Guard with lots of Vendettas).

Baleflamer: A strength six, AP3 torrent template weapon, the baleflamer will eat MEq for breakfast, lunch, and dinner. Able to dig almost anything out of cover (including light vehicles), the baleflamer is used best to roast infantry over and over again while vector striking any poor saps that get in your way.


FA.05
Dreadclaw
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Flyer [Hover]
  • Assault Vehicle
  • Units assaulting out strike at their initiative
  • Inexpensive


Cons:
  • Has to enter play by deep strike
  • Takes up a Fast Attack slot
  • Has to spend a turn on the board before disgorging its contents
  • Currently not available for purchase (this may change soon)
<description>

Tactics:
The Dreadclaw has one real purpose: to get something that normally can’t deep strike to essentially deep strike. Most of the time this will be units like a dreadnought or something similar, as it is wasted on regular infantry. Being an Assault Vehicle, this can be a way for Contemptor-pattern Dreadnoughts and Decimator Engines to enter the fray easily.

Wargear and Special Rules:
Dreadclaw Assault: Essentially, this rule sets up the deployment rules for the Dreadclaw, and the fact that it has to have a unit inside of it while held in reserve, along with that it has to deep strike in order to arrive.

FA.06
Hell Blade
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Flyer [Supersonic]
  • Has a 4+ cover save while evading thanks to being Agile
  • 55 points cheaper than a Heldrake
  • Has a pair of reaper autocannons, letting it shred enemy flyers pretty easily
  • Very small for a flyer, so it’s harder for your opponent to shoot it


Cons:
  • Lightly armored
  • Only two hull points
  • Forge World model, making them expensive to purchase (~$77 US each)

A Hell Blade is fast, agile, and well-armed with quad autocannons under its fuselage for its role as an interceptor. They are designed to engage other aircraft in dogfights, leaving ground attack runs for larger aircraft. Its slim form races through the skies, issuing horrific shrieks, wails, and screams as it dives and climbs. They are flown with reckless abandon by corrupted servitors, cursed souls who are hardwired into the cockpit and may never leave.[i/]

Tactics:
The closest thing to a traditional dogfighter that we can field, the Hell Blade is made to go toe to toe with other flyers and blast them to kingdom come with its reaper autocannons, which basically make it a flying quad gun. Almost disposable, the Hell Blade is best used to kill a flyer the turn it comes in, and then either fly off the board, or harass the enemy as much as possible until it is shot down.

Wargear and Special Rules:
Reaper Autocanon: The only weaponry the Hell Blade will ever get or need, the reaper autocannon shines when employed against light vehicles and other flyers, as it has a good chance of shredding their light armor.


FA.07
Hell Talon
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Flyer [Supersonic]
  • Has the Strafing run special rule
  • Has a wide array of built-in weaponry
  • Four hull points


Cons:
  • Lightly armored
  • More expensive than the Heldrake
  • Forge World model, making them expensive to purchase (~$147 US each)
<description>

Tactics:
A medium bomber that’s no slouch in a dogfight, the Hell Talon is best used where other units support it, especially against enemy aircraft and AA, as quad guns and other flyers will rip it to shreds. However, with a reaper autocannon and a twin-linked lascannon, it won’t go down without a fight.

Wargear and Special Rules:
Twin-linked Lascannon: While you can’t replace it, the lascannon here is a boon, as it being twin-linked means that its one shot will have a much greater chance to hit, and lets it deal with light to medium vehicles rather easily, including enemy aircraft.

Reaper Autocanon: The default secondary weapon, the reaper autocannon shines when employed against light vehicles and other flyers, as it has a good chance of shredding their light armor.

Havoc Launcher: While you can replace the reaper autocannon with a havoc launcher, I would caution against it, as the Hell Talon’s bombs are more than enough to deal with infantry.

Tactical Bombs: Almost strictly an anti-infantry weapon, tactical bombs are good for dispersing groups of light to medium infantry, but not for too much else, as they suffer from having only mediocre strength to reliably attack vehicles.


Blight Drones of Nurgle
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Flyer [Hover]
  • Has the Daemon universal rule
  • Very small for a flyer, so it’s harder for your opponent to shoot at it
  • Has a mawcannon (vomit and phlegm profiles) as well as a reaper autocannon
  • Inexpensive for a flyer
  • Can be taken in squadrons


Cons:
  • Only two hull points
  • Low ballistic skill
  • In order to field them, you have to take a unit of Plague Marines
  • Forge World model, making them expensive to purchase (~$56 US each)
<description>

Tactics:
Despite having a reaper autocannon, the Blight Drone is not suited to take on enemy flyers. However, it is an excellent at taking out medium to heavy troops, thanks to its battle cannon. While not as durable as the Hell Blade or the Heldrake, the Blight Drone is an excellent addition to any army that would field Plague Marines anyway, as its lower points cost promotes taking multiple squadrons (similar to the Vendetta).

Wargear and Special Rules:
Mawcannon: Those of us who play Daemons of Chaos need no introduction to the mawcannon. Mainstay weapon of the Soul Grinder, this version of the mawcannon comes with vomit and phlegm profiles (gotta love Nurgle for those bodily fluids). Most of the time you will probably find heavy use in the phlegm profile, which is almost identical to the battle cannon’s profile, albeit with half the range. However, if you want to burn out some lightly armored troops, and you’re close enough, the vomit profile is also very useful, thanks to it being a torrent weapon.

Reaper Autocanon: The Blight Drone’s secondary weapon, the reaper autocannon shines when employed against light vehicles and other flyers, as it has a good chance of shredding their light armor.


FA.10
Chaos Storm Eagle Assault Gunship
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Flyer [Hover]
  • Assault vehicle
  • Four hull points
  • Good armor values for a flyer
  • Extremely high transport capacity (twenty models)


Cons:
  • More expensive than the Heldrake
  • Most good options make it even more expensive
  • Not very good at fighting other flyers without upgrades
  • Forge World model, making them expensive to purchase (~$134 US each)
<description>

Tactics:
The Chaos Storm Eagle is very similar to the Stormraven Gunship in both role and size, functioning as a heavy assault gunship, able to shred infantry and vehicles when properly upgraded. It can carry a lot of models at once to where you want them, and let them out swinging thanks to it being an assault vehicle.

Wargear and Special Rules:
Ceramite Plating: A very simple special rule, but quite good, as it prevents weapons with the Melta special rule from getting 2D6 armor penetration for being within half range.

Twin-linked Heavy Bolter: The Chaos Storm Eagle comes with this weapon, and like most instances involving heavy bolters, you’re better off exchanging it for something else.

Vengeance Launcher: Another piece of stock weaponry, the vengeance launcher is made to kill lots of infantry. With good strength, and the ability to fire two five inch blast markers at units, it is a great piece of wargear.

Reaper Autocannon: Reaper autocannons are good, and the pattern continues here. If you don’t want to spend the points replacing the heavy bolter with a multimelta, then go with this one.

Twin-linked Multimelta: This is probably the best option you have for replacing the heavy bolter, due to its high strength and the Melta special rule, which will allow it to penetrate heavy armor quite easily.

Wing-mounted Hellstrike Missiles (4): Considering that taking a pair of lascannons is twenty points more expensive than this upgrade, I would skip out on this one entirely. It forces other weapons you want to fire at the same time to hit on sixes, and while it does have an extremely high strength, you get the same treatment from having a pair of lascannons.

Wing-mounted Twin-linked Lascannons (2): While very expensive, taking the pair of lascannons allows the Storm Eagle to persecute heavy armor quite easily, especially when combined with a twin-linked multimeltas. A great upgrade, and take it if you have the points.


Return to Table of Contents
Last edited by Marit Lage on Thu Mar 21, 2013 4:13 pm, edited 2 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Post by Marit Lage » Thu Mar 21, 2013 3:37 pm

HS.00
Heavy Support


HS.01
Havocs
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Inexpensive
  • Can take marks of Chaos
  • Heavy weapons are all inexpensive
  • Only unit that can take flak missiles on missile launchers


Cons:
  • Die like regular Chaos Space Marines
  • Actually getting the heavy weapons for the unit can be a pain
  • Flak missiles are not worth their price compared other weaponry
Some Chaos Space Marine squads carry a high proportion of heavy weapons, the better to annihilate the foe. Known as Havocs, these squads provide devastating anti-infantry and anti-armor firepower, dominating large swathes of the battlefield with volley after punishing volley.

Such is the blood-pounding thrill of pouring heavy fire into the enemy ranks that many Havocs become obsessed with the power their weapons afford them. They see themselves as gods of the battlefield, blasting the insect vermin of the enemy into oblivion with each twitch of the finger. Over time, a Havoc squad that lingers within the Warp may find that their weapons becoming physically a part of them, extensions of their own body that can never be laid down or relinquished. Casings blend with flesh, blood plasma becomes highly volatile, and ammunition hoppers become second hungry mouths that snap and growl for more bullets.


Tactics:
One of the more competitive choices in the heavy support section, Havocs exist to pour high strength shots into the enemy from the across the table. As far as what they happen to be shooting at, that all depends on what you give them, as the heavy weapons they have will dictate their role.

Challenges:
Honestly, you’re probably going to want to skip out on any wargear options here. If your Havocs have gotten themselves into close combat, something has gone horribly wrong, and having a power sword isn’t going to help much at all.

Wargear and Special Rules:
Flamer, Plasma gun, Meltagun: If you’re even thinking about these options, you should seriously be considering Chosen instead. They fulfill the close range infantry support much better than Havocs do.

Heavy Bolter: While inexpensive, the heavy bolter suffers from a significant lack of strength (from strength seven to strength five) for only a mediocre increase in the volume of shots. This relegates a unit equipped with them into a strictly anti-infantry role, as opposed to the mixed role that Havocs with autocannons enjoy.

Autocannon: Probably the best choice available to Chaos Space Marines, and certainly the most competitive, autocannons combine high strength, volume of shots, long range, and dirt cheap price all into one package. While well suited to deal with almost all types of targets, they will have serious problems dealing with AV13 vehicles, and they will not be able to even dent AV14 at all.

Missile Launcher: A good option for the same reasons that missiles are good on Long Fangs, missile launchers are adaptable to most situations, will often kill most units and vehicles in a couple rounds of shooting. However, they suffer from a low rate of fire, and an inability to reliably deal with flyers.

Missile Launcher with Flak Missiles: While gaining a strength seven shot with skyfire in addition to the missile launcher’s normal profiles would normally be considered a good thing, this is not the case here, as the price makes them prohibitively expensive. Adding this upgrade actually makes them more expensive than lascannons, which is simply too much. For the points you pay for this type of unit, you could take autocannons and almost have enough for an Aegis Defense Line with a quad-gun, which is significantly more effective in the AA role.

Lascannon: A dedicated anti-tank weapon, the lascannon is suited to destroying heavy vehicles. While considerably cheaper than the loyalist variant, you typically won’t need such high strength against most vehicles, as meltaguns are much more reliable against high AV targets.


HS.02
Obliterators
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Fleshmetal
  • Has the Daemon special rule
  • Has every special and heavy weapon available to Chaos Space Marines
  • Slow and Purposeful means you can fire on the move
  • Can take marks of Chaos


Cons:
  • Expensive
  • Lower rate of fire compared to other heavy support options
  • Slow and purposeful keeps you from overwatching
  • Small unit size
<description>

Tactics:
Like most options in the heavy support section, Obliterators excel at chucking high strength shots across the table. However, unlike any heavy support in any codex, Obliterators switch from one type of heavy to another, firing lascannons one turn to plasma cannons in the next. This adaptability is the main reason they’re as expensive as they are.

Wargear and Special Rules:
Fleshmetal: A 2+ armor save. It’s good. No explanation needed here.

Obliterator Weapons: The whole reason you take Obliterators is to get access to these bad boys. Having access to every infantry weapon in the codex other than autocannons and bolt weapons, you’ll be hard pressed to not find something to kill. In truth, this is why you pay as many points as you do for Obliterators. While they may not have a high rate of fire, they will always have the right tool for the job.


HS.03
Defiler
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Has the Daemon and It Will Not Die special rules
  • Four hull points
  • Has a battle cannon, so it can engage all targets at long range
  • Decent armor values
  • Can take punishment as well as dish it out
  • Lots of attacks, especially once given more close combat weapons


Cons:
  • Expensive
  • Slow
  • Huge Target
  • Other ranged weaponry becomes almost useless when firing the battle cannon
<description>

Tactics:
The Defiler is an interesting unit. With the high power and extremely long range of the battle cannon, you can compare it to a Basilisk or Doomsday Ark as an artillery piece. However, while those two have problems when the enemy invariably closes the distance, the Defiler thrives, able to continue firing its battle cannon point blank into the enemy before unleashing a truly fearsome number of attacks when upgraded properly, making it more than capable of defending itself.

Wargear and Special Rules:
Daemonforge: A great ability, Daemonforge allows you to reroll either your rolls to wound or rolls to penetrate armor for one phase of the turn, at the risk of losing a hull point. However, with the Defiler's battle cannon being an ordnance weapon; it will most likely be used in close combat against harder targets. A great ability, but only use if needed, as it is a once per game ability.

Battle Cannon: Part of the reason the Defiler is so expensive, the battle cannon can engage both light to medium vehicles as well as all other types of models thanks to its high strength and low AP value. You can't replace it, by why would you?

Twin-linked Heavy Flamer: Due to the awkward position of the heavy flamer, this is more of an overwatch weapon than anything else, as you can't fire it while using the battle cannon, and it won't reach many models at all, unless you're an inch or two away from the enemy. While it comes standard, I would replace it with the power scourge for the times that it gets into close combat.

Reaper Autocannon: Another good weapon that comes standard, it is however, lacking on a Defiler, as the battle cannon forces you to snap shot this weapon.

Power Fists: The Defiler starts with two power fists, and this is part of the reason that it can defend itself so easily in close combat, since it'll chop up most things that can actually hurt it before they strike, with the exception of enemy walkers.

Havoc Launcher: I would personally never take this upgrade, as you are replacing a weapon you can't fire for one that you can't fire and can't overwatch with, either. Five points or not, you'd probably be better off giving one of your other units meltabombs as opposed to this upgrade.

Power Scourge: One of the better options available to the Defiler, this nasty little piece of wargear makes it so every model in base contact loses D3 weapons skill, something that can turn the tide against Space Marines, as models with WS4 are affected by this upgrade the most. Taking a power scourge will also increase the number of base attacks the Defiler has by one.

Additional Power Fist: Another good upgrade, this replaces the reaper autocannon with an additional power fist, this upgrade is best taken alongside a power scourge, as it allows the Defiler to have a scary number of attacks (five attacks base, six on the charge).

Twin-linked Heavy Bolter: Still one of the weakest options available to our walkers, the twin-linked heavy bolter limited usefulness is hampered further by the battle cannon, so if you want to retain more shooting weapons, you would be better off retaining the reaper autocannon.

Twin-linked Lascannon: Oh, if only the battle cannon wasn't an ordnance weapon. Twin-linked or not, having a single shot weapon that is forced to snap shot while firing the battle cannon that you have to pay almost as many points as a power scourge for is not very good.


HS.04
Forgefiend:
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Has the Daemon and It Will Not Die special rules
  • Daemonforge can really help in a pinch against vehicles
  • High strength weaponry
  • Decent armor values
  • Can take punishment as well as dish it out


Cons:
  • Slow
  • Huge target
<description>

Tactics:
Forgefiends are gun platform walkers explicitly, so treat it as such. Keeping it at its maximum range while firing will allow it to survive longer, as the Hades Autocannon has pretty impressive range and strength considering its rate of fire. Keep it moving, keep it firing, and keep it alive, like any other gun platform.

Wargear and Special Rules:
Daemonforge: Part of the reason for its price, Daemonforge allows you to reroll either your rolls to wound or rolls to penetrate armor for one phase of the turn, at the risk of losing a hull point. A great ability, but only use if needed, as it is a once per game ability.

Hades Autocannons: Coming standard on Forgefiends, the hades autocannon it able to deal with most targets at range, able to shred light to medium vehicles with ease, as well as monstrous creatures and all types of infantry.

Ectoplasma Cannon (Arms): While a decent choice, replacing the hades autocannons with ectoplasma cannons means sacrificing ability to deal with flyers, as well as reliably dealing with vehicles. However, if this isn't a concern, ectoplasma cannons will destroy any and all infantry and monstrous creatures that stand in its path. The main disadvantage of this variant of the plasma cannon is its limited range (24 inches).

Ectoplasma Cannons (Head): If you have the points to spend on replacing its head with an ectoplasma cannon, go for it. While pricey, you pay for what you get with it.


HS.05
Maulerfiend
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Has the Daemon and It Will Not Die special rules
  • Daemonforge can really help in a pinch against vehicles
  • Very fast
  • Inexpensive


Cons:
  • Huge target
  • Has mediocre armor values for a close combat walker
  • No ranged weaponry, so an immobilization result is as good as destroying it
<description>

Tactics:
The Maulerfiend is a pretty straightforward vehicle, even among close combat walkers. It has no ranged weaponry of any kind, so it needs to be in close combat. However, with its speed and 5+ invulnerable save, it will not have too much of a problem getting there. Best used in pairs or in threes, jam them down your opponent's throat and watch them choke on it.

Wargear and Special Rules:
Daemonforge: A great ability, Daemonforge allows you to reroll either your rolls to wound or rolls to penetrate armor for one phase of the turn, at the risk of losing a hull point. A great ability, but only use if needed, as it is a once per game ability.

Siege Crawler: This ability is amazing on a walker intended for close combat, as it allows it to move twelve inches a turn, and ignore difficult terrain while doing so.

Power Fists: Pretty much standard for close combat walkers, having a pair of them means +1 attack, giving a Maulerfiend three attacks base.

Magma Cutters: The standard wargear option for Maulerfiends, and the best overall, as it allows it to make additional attacks at strength eight with Armorbane. For an all-comers list, stick with the cutters over the lasher tendrils.

Lasher Tendrils: A good option if your area is full of walkers and monstrous creatures, the pair of lasher tendrils you take will keep most of them from hurting your Maulerfiend in close combat. However, if you don't have to deal with a lot of said types of models, then you'll be better off keeping the magma cutters, as models using grenades against it are unaffected by lasher tendrils.


HS.06
Chaos Land Raider
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Extremely high armor values
  • Four hull points
  • Assault vehicle
  • Most armies don't have enough high strength weaponry to deal with it
  • Can carry Chaos Terminators


Cons:
  • Very expensive
  • Huge target
  • Gauss weaponry destroys them easily
<description>

Tactics:
The definitive heavy infantry fighting vehicle and lacking subtlety of any kind, the Land Raider is best used to get a close combat oriented squad where they need to be, and saturate the enemy with heavy firepower once they get there. With the introduction of hull points, most armies aren't packing as many meltaguns as in the previous edition of the game, which makes them infinitely more durable. However, if your area is full of Necrons, a Chaos Land Raider will be more of a liability than an asset.

Wargear and Special Rules:
Twin-linked Heavy Bolter: While not a very good weapon, with the firepower available to the Chaos Land Raider, any extra firepower is good firepower.

Twin-linked Lascannons: While not suited to the role of an infantry fighting vehicle, it does allow the Chaos Land Raider to destroy vehicles of all types while supporting your troops, even when firing snap shots from moving at cruising speed.


HS.07
Chaos Vindicator
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Good front armor
  • Demolisher cannons are extremely deadly
  • Inexpensive


Cons:
  • Low side and rear armor
  • Demolisher cannons are short-ranged
  • A weapon destroyed result can neuter it quite easily
<description>

Tactics:
A close support tank through and through, the Chaos Vindicator is best suited to paving a way through your opponent’s tanks, heavy infantry, monstrous creatures, and just about everything else that gets in the way. The demolisher cannon can be likened to a sledgehammer, and you should treat it as such. However, keep in mind that with its limited range, it can be outflanked rather easily, so keep this in mind when fielding them.

Wargear and Special Rules:
Demolisher Cannon: Strength ten, AP2, and ordnance, the demolisher cannon can destroy almost anything with little to no difficulty. However, it is short ranged, so plan your attacks accordingly.

Siege Shield: Taking this upgrade is completely dependent on how often you like to plow through terrain. If your area plays with a lot of large terrain or you tend to plow through them then taking this might be worth it, as it allows the Chaos Vindicator to automatically succeed dangerous terrain checks.


HS.08
Chaos Predator
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • Good front armor
  • Wide array of weaponry
  • Inexpensive


Cons:
  • Low side and rear armor
  • Must remain stationary in order to be effective
<description>

Tactics:
A Chaos Predator is a flexible tank, and its loadout should reflect its role. Between sponson weapons and turret weapons, it can put down a withering amount of firepower. Adding in what you can take from the armory, it will have no problems destroying entire units by saturating them with wounds, or destroying most vehicles with glancing and penetrating hits. Its main weakness however, is that it has to remain stationary in order to function at peak efficiency.

Wargear and Special Rules:
Autocannon (Turret): A good weapon and the default turret option, the autocannon continues to prove its reliability, and the Chaos Predator is no exception to this rule.

Heavy Bolters (Sponsons): A great option if you intend to shred infantry with your Chaos Predator, heavy bolter sponsons work well in conjunction with either turret option, allowing it to pour more firepower down the field.

Lascannons (Sponsons): Good when used with an autocannon turret for a tank designed to take on all comers, lascannons will allow you to take on medium to heavy armor without too much trouble.

Twin-linked Lascannon (Turret): Cheaper than taking lascannon sponsons, the lascannon turret is a good choice if your army has a good amount of anti-tank weaponry, but you would want to squeeze in a bit more. However, I would never take lascannon sponsons along with the turret, as it makes it much less flexible, and vulnerable to large quantities of models.


HS.09
Plague Hulk of Nurgle
[IIIIIIIIIIIIIIIIIIII]

Pros:
  • High armor values for a walker
  • Has the Daemon special rule
  • Four hull points
  • Lots of AP3 weaponry


Cons:
  • Expensive
  • Slow
  • Huge target
  • You must field at least one unit of Plague Marines
  • Low weapon and ballistic skill
  • Other ranged weapon becomes useless when firing the rot cannon
  • Forge World model, making them expensive to purchase (~$90 US each)
<description>

Tactics:
The Plague Hulk, first and foremost, is a Soul Grinder, dominating ranged warfare in the 13”-36” range, able to take a frightening amount of punishment as well as dish it out. Akin to a battering ram and best used in pairs, Plague Hulks can clear a path through the enemy relatively easily with their heavy armor and weaponry.

Wargear and Special Rules:
Daemonic: Pretty straightforward, daemonic makes it so you ignore crew shaken and crew stunned completely, and keeps it moving and firing its weaponry.

Rancid Vomit: Useful when used prior to assaulting or for an overwatch attack, it can also be used to clear out infantry out of ruins and aegis defense lines.

Rot Cannon: Similar to the Soul Grinder’s phlegm bombardment profile, it differs in only a couple of ways: first, it has the Rending special rule, and its attack is at strength six as opposed to eight. This has the effect of being less effective against vehicles, but more effective against models with a 2+ armor save, thanks to rending.

Necrotic: A very good rule for Plague Hulks, it adds both shrouded and grenades of both types (assault and defensive), making it so that it can hit before most weapons that can hurt it (meltabombs, power fists).


Return to Table of Contents
Last edited by Marit Lage on Thu Mar 21, 2013 4:13 pm, edited 2 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
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Posts: 4182
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Post by Marit Lage » Thu Mar 21, 2013 3:38 pm

reserved for Lords of War
Last edited by Marit Lage on Wed Jan 20, 2016 4:40 pm, edited 4 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Post by Marit Lage » Thu Mar 21, 2013 4:00 pm

WG.00
Wargear


Melee Weapons

WG.01
Chainaxe
On Khorne Berzerkers: [IIIIIIIIIIIIIIIIIIII]
On everything else: [IIIIIIIIIIIIIIIIIIII]
The only unit I even see this being useful in are units of Khorne Berzerkers, where the cost is three points a model as opposed to eight. If it was three or four points I could see it as a cheap way to get AP4 on an Aspiring Champion, but all in all, you're better off springing for a power weapon or a lightning claw for only seven more points.

WG.02
Lightning Claw
[IIIIIIIIIIIIIIIIIIII]
The weapon of choice for Aspiring Champions and Chaos Lords alike, an AP3 weapon with shred is great. Since we're required to challenge whenever possible, and this lowers our chances of whiffing our rolls to wound. Granted, you lose the extra attack, but one wound is all you typically need to deal in most challenges anyway, so that's not much of a big deal. However, you might want to take meltabombs on models with lightning claws to give them some extra kick against harder targets.

WG.03
Power Weapons
[IIIIIIIIIIIIIIIIIIII]

WG.03A
Power Sword
[IIIIIIIIIIIIIIIIIIII]
The problem with the power sword is that the lightning claw is vastly better in most cases. However, on defensive units that will spend most of their time shooting, you’d be better off with the power sword’s extra attack as opposed to the lightning claw’s shred. On Sorcerers, you’ll typically want the force sword’s AP3 as opposed to other available force weapons.

WG.03B
Power Axe
[IIIIIIIIIIIIIIIIIIII]
A good option for Plague Marines and Chaos Terminators, as it’s a good way to shave some points off those units while still retaining an AP2 weapon, even though it’s still unwieldy. If you don’t have the points for power fists, this is where you should be looking for a replacement, especially with Chaos Terminators, who lack the bits out of the box to have power swords standard.

WG.03C
Power Maul
[IIIIIIIIIIIIIIIIIIII]
The power maul, like the power axe, has its role in your units. It gives the model +2 strength, typically making the model’s close combat attacks strength six. Strength six is always a good thing, though the weapon is only AP4, which puts a damper on how good it is in challenges.

WG.03D
Power Lance
[IIIIIIIIIIIIIIIIIIII]
Pick something else. No, really. I cannot think of a worse power weapon for Chaos Space Marines. In order to get AP3, you have to charge with the Champion that has this weapon, and while the +1 to strength is nice, the model is AP4 the rest of the time. For your own good, stay away from power lances, as any other power weapon will serve the Chaos Space Marines better.

WG.04
Power Fist
On its own:[IIIIIIIIIIIIIIIIIIII]
Paired with a lightning claw:[IIIIIIIIIIIIIIIIIIII]
Awesome on Chaos Lords when taken alongside a lightning claw, the only other time I would see power fists being useful is on Plague Marines (as they are initiative 3), and walkers, since they will strike at their normal initiative.

WG.05
Chainfist
[IIIIIIIIIIIIIIIIIIII]
I like chainfists. It's too bad that only models in terminator armor can take them. However, only take them paired with a lightning claw on a Chaos Lords. In Chaos Terminator squads, one chainfist is typically enough to take out heavy armor.


Ranged Weapons

WG.06
Combi-bolter
[IIIIIIIIIIIIIIIIIIII]
If you've got a few extra points lying around, go ahead and give them to your Aspiring Champions. I'd only take it if you have less than ten points to spare, and wanted to use up the last of your points on something.

WG.07
Combi-flamer
[IIIIIIIIIIIIIIIIIIII]
Combi-flamers can be good, but I would never take them except on models with terminator armor, and only if the unit already had plenty of combi-meltas/plasmas already.

WG.08
Combi-melta
[IIIIIIIIIIIIIIIIIIII]
Combi-meltas were brilliant in the last codex, and nothing changes here. They're still awesome at cracking open armor and causing instant death (I'm looking at you, Doom of Malan'tai). If you have the points available, I'd take them every time.

WG.09
Combi-plasma
[IIIIIIIIIIIIIIIIIIII]
Same as the combi-melta, but the combi-plasma has improved with the changes to Gets Hot! special rule. Use them to crack open light vehicles and heavily armored troops, especially monstrous creatures which typically don't have invulnerable saves.

WG.10
Plasma Pistol
[IIIIIIIIIIIIIIIIIIII]
The plasma pistol is always a disappointment when you have to pay fifteen points for it. It's nice when it's free on special characters, but when taking it costs you as much as a power weapon or lightning claw, without actually being useful in close combat; it becomes a piece of junk. I hate to say that about any plasma weapon in 6th edition, but this is the exception to plasma weapons being awesome. Never, ever take a plasma pistol voluntarily.


Special Issue Wargear

WG.11
Blight Grenades
[IIIIIIIIIIIIIIIIIIII]
Assault and defensive grenades are pretty good in 6th edition. It's restricted to models with the mark of Nurgle, but you can take it on a Chaos Lord with terminator armor, letting him use his excellent initiative even when assaulting through cover. All in all, it’s only five points, so if you have a Chaos Lord or Sorcerer in terminator armor with the mark of Nurgle, I would take it.

WG.12
Melta bombs
[IIIIIIIIIIIIIIIIIIII]
Melta bombs are good, but they took a bit of a hit in 6th edition, since they now strike last, which can be a problem if the thing you're trying to blow up is a character. Take them on models with lightning claws if they don't have power fists as well, but I would let your heavy guns take down those models you would have to use melta bombs on, but that is a personal preference.

WG.13
Jump Pack
[IIIIIIIIIIIIIIIIIIII]
Take a jump pack over a bike if you intend to run your Chaos Lord or Sorcerer to get into close combat often. Jump packs aren't as fast as bikes, but the ability to ignore terrain features can't be overlooked, especially now that you can take armor saves on dangerous terrain test, whereas before you couldn't.

WG.14
Chaos Bike
[IIIIIIIIIIIIIIIIIIII]
Take a bike over the jump pack if you want your Chaos Lord or Sorcerer to be more survivable. It makes them toughness five, and faster movement than if you gave them a jump pack, at the cost of not being able to jump over units and impassable terrain.

WG.15
Sigil of Corruption
[IIIIIIIIIIIIIIIIIIII]
A must on Chaos Lords and Sorcerers; typically you’ll be taking this piece of wargear, as a 4+ invulnerable save is too good to pass up. The only time I would even consider not taking the sigil is on a Chaos Lord with a bike, or a secondary Lord who will be outflanking on a Steed of Slaanesh, and only if I had no other choice.


Chaos Rewards

WG.16
Ichor Blood
[IIIIIIIIIIIIIIIIIIII]
An interesting upgrade, but considering how many wounds the models that can take it have, it's not brilliant. However, it is only 5 points, so if you want to squeeze out a couple more wounds out of your HQ choice, then take it.

WG.17
Gift of Mutation
[IIIIIIIIIIIIIIIIIIII]
Gift of Mutation can be really hit or miss, since you can't predict what you'll get on a D66. This is another piece of wargear that's in the same boat as ichor blood and combat familiars. If you've got the points left over to take it, all it can do is help, since you ignore the Spawndom and Dark Apotheosis results on the Chaos Boon chart.

WG.18
Aura of Dark Glory
[IIIIIIIIIIIIIIIIIIII]
Most of the time, if you Chaos Lord has this piece of wargear, it's because it was mandatory, such as the unique characters. On you generic Chaos Lords and Sorcerers, however, I would never take this over the sigil of corruption. The sigil is only ten more points, and the difference between a 4+ save and a 5+ save is huge.

WG.19
Combat Familiar
[IIIIIIIIIIIIIIIIIIII]
The combat familiar is a piece of wargear that gets a little too much hype from the newer players, since the general consensus seems to be that more attacks are good, regardless of how you get them. While two extra strength four attacks can be good, the lack of AP is a real issue for this item. If you have 15 points lying around and you want to give your Chaos Lord extra attacks, by all means take it, but I wouldn't considering taking it until the rest of the army is planned out.

WG.20
Spell Familiar
Mastery Level 1: [IIIIIIIIIIIIIIIIIIII]
Mastery Level 2: [IIIIIIIIIIIIIIIIIIII]
Mastery Level 3: [IIIIIIIIIIIIIIIIIIII]
When you look at the spell familiar on paper, it doesn't look essential. However, because our Sorcerers only have two wounds now, two Perils of the Warp will kill him even if the enemy does nothing to him, and can potentially give your opponent free victory points in the process. On Mastery Level 2 and 3 psykers, I would always take this upgrade, as those 15 extra points you spent can mean the difference between victory and defeat.

WG.21
Juggernaut of Khorne
[IIIIIIIIIIIIIIIIIIII]
It's a shame I still see players completely disregard demonic steeds still, as the Juggernaut is a prime example of what they always should have been. Giving the Chaos Lord a bump to toughness, wounds, and attacks, as changing his unit type to cavalry, he won’t have any problems finding something to tear up. With his boosted profile, he'll be able to shrug off anything up to a walker’s power fist, or a monstrous creature's smash attacks.

WG.22
Disc of Tzeentch
[IIIIIIIIIIIIIIIIIIII]
Another demonic steed that's pretty awesome. For ten more points than a chaos bike, you get to jump over units and impassable terrain, and get an additional attack to boot. If you're going to put your Sorcerer or Chaos Lord of Tzeentch on a bike, you should seriously consider putting him on a Disc of Tzeentch instead.

WG.23
Palanquin of Nurgle
[IIIIIIIIIIIIIIIIIIII]
A great option if you're footslogging a Nurgle-based army, the Palanquin of Nurgle adds two wounds and one attack to an already five toughness model, making him very hard to kill, letting him win wars of attrition with units he normally would have no chance of doing it with. However, unlike the other demonic steeds, the Palanquin is slow, so this piece of wargear is better suited to Sorcerers, as they don’t need to be in close combat to do damage, and gives them extra wounds in case Perils of the Warp decides to be your best friend.

WG.24
Steed of Slaanesh
[IIIIIIIIIIIIIIIIIIII]
At first glance, the Steed seems to be the worst of the bunch, costing the same as a chaos bike without the ability to turbo-boost or the bonus to his profile. However, the steed of Slaanesh is the only way to have a reliable outflanking unit without taking a unique character, and he's fast enough to go with a unit of Chaos Bikers or Raptors, and with acute senses, you'll be able to re-roll the board edge that you come in on.


Chaos Artefacts

WG.25
Axe of Blind Fury
[IIIIIIIIIIIIIIIIIIII]
For the price you pay for it, the Axe of Blind Fury is good. Really good. For 35 points on a Chaos Lord of Khorne, you gain a strength six, AP2 weapon that adds d6 attacks on a 2+. If you have the points to kit out your Chaos Lord of Khorne with some fancy weapons, give him the Axe. You won't regret it.

WG.26
The Black Mace
On a Daemon Prince:[IIIIIIIIIIIIIIIIIIII]
On everything else:[IIIIIIIIIIIIIIIIIIII]
For such an expensive piece of wargear, you would figure that it would have better AP. At only AP4, even though it has the daemon weapon and fleshbane special rules in addition to its own cursed special rule, it limits its effectiveness, except on Daemon Princes. If you take a Daemon Prince that will even think about getting into close combat, give it the Mace. It will rip through squads single-handedly without even breaking a sweat.

WG.27
Burning Brand of Skalathrax
[IIIIIIIIIIIIIIIIIIII]
This is a great weapon to give to a Chaos Lord on a chaos bike or Disc of Tzeentch. Getting an AP3 flamer with torrent is nothing to sneeze at, especially with most armies running Aegis Defense Lines these days. With the torrent special rule, it gives a Chaos Lord on a bike a two foot threat range in which to roast apart MEq. It is also very good as an alternative to psychic powers on a Daemon Prince, since he'll be able to vector strike and use the torrent to really put the hurt on.

WG.28
Dimensional Key
[IIIIIIIIIIIIIIIIIIII]
I want to like the Dimensional Key. I really do. However, with the requirement that you have to kill a model in close combat, while flavorful, makes the price you pay not worth it. In 5th edition when reserves were more likely to come in on turn three or four, this might have had a place, but in 6th edition, where reserves are on a 3+ for turn two and three, and automatically on turn four, it's a waste. It might be really good in Apocalypse, but that doesn’t really help for this tactica.

WG.29
The Murder Sword
[IIIIIIIIIIIIIIIIIIII]
If you really, really want something dead, then this is the weapon for you. Twenty points more than a regular power sword, it really shines when you fight the character chosen to be its victim, where it becomes strength x2, AP1 and inflicts instant death. I really like this if there happens to be a lot of Tyranid players in your area, as it is an easy way to kill Tervigons without breaking a sweat.

WG.30
Scrolls of Magnus
[IIIIIIIIIIIIIIIIIIII]
Now this is a really interesting piece of wargear. It lets you gain additional powers, which is awesome, but every time you roll to see the discipline of power you will roll for, the Sorcerer takes a strength three, AP1 hit. Personally, I would only take this on a Sorcerer that has a Disc of Tzeentch or a chaos bike, as being toughness five will save it more often than a 3+ invulnerable save. An important thing to keep in mind is that if he gets a power that he already has, whether he started with it or not, you will have to roll on the table again and take another strength three, AP1 hit.


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Last edited by Marit Lage on Wed Jan 20, 2016 4:40 pm, edited 4 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
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Posts: 4182
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Post by Marit Lage » Thu Mar 21, 2013 4:01 pm

MC.00
Marks and Icons of Chaos

MC.01
Khorne
A very straightforward mark, the mark of Khorne adds rage and counterattack. While not as good as pervious codexes where it simply gave +1 attack, most combats will only last one round anyway, making this pretty much a moot point in general. Take this mark if you want your units to hit like a Mack truck in close combat.

MC.02
Nurgle
One of the most useful marks, this mark gives the unit +1 toughness, allowing them to shrug off small arms fire and assaults much easier, as most weapons (close combat and otherwise) will be strength four. Reducing your opponent’s chance to wound you means you roll less dice, and fail fewer armor saves. Keep in mind that this mark doesn’t help at all against anything strength seven or higher, as they’ll be wounding on a 2+ anyway.

MC.03
Tzeentch
Almost useless on models without a preexisting invulnerable save, the mark of Tzeentch should be used to improve an existing save, as opposed to creating one. While not useful against most things that the mark of Nurgle is, the mark of Tzeentch excels dealing with high strength and low AP weapons. With plasma guns being as popular as they are, this mark is a fantastic choice for Chaos Lords, Sorcerers, and Chaos Terminators.

MC.04
Slaanesh
An all-around useful mark of Chaos, the mark of Slaanesh is probably the most competitive of the marks, thanks to the boost in initiative. It allows you to be much more aggressive assaulting the enemy, as most MEq will have a much harder time with you striking first, making them more survivable as a result, at least in close combat. It also gives access to Feel No Pain in your regular units, making them that much more durable.

MC.05
Icon of Wrath
Granting Furious Charge and the ability to reroll your charge distance, the icon of wrath is a good mark to take on any unit with the mark of Khorne, with the exception of Khorne Berzerkers, who already have Furious Charge.

MC.06
Icon of Despair
Probably the worst of the icons, the icon of despair gives a unit with the mark of Nurgle Fear. Considering how many armies benefit from And They Shall Know No Fear or simply Fearless*, you shouldn’t be spending the points on this particular icon unless you have some points that simply can’t be put anywhere else.
*Armies that are affected by the icon of despair- Dark Eldar, Eldar, Imperial Guard, Necrons, Sisters of Battle, Tau

MC.07
Icon of Flame
This is an interesting icon, but ultimately not effective for the points you pay for it, as the only benefit is Soul Blaze on bolt weapons. Considering how expensive the mark of Tzeentch is the only unit that I can think of that could even begin to benefit from the icon of flame is some Havocs kitted with heavy bolters or perhaps Thousand Sons, but the AP on the latter keeps Soul Blaze from being useful.

MC.08
Icon of Excess
A great icon of Chaos, this one gives all the models in the unit with the mark of Slaanesh Feel No Pain, allowing them to shrug off more hits and make them more survivable, both in close combat and from shooting attacks.

MC.09
Icon of Vengeance
Probably the simplest of the icons, this one makes the entire unit Fearless, with no requirements for marks of Chaos on the unit you wish to put it in. Due to its price, this icon is better suited to squads with 15+ models in it, as Veterans of the Long War may not be enough to keep them from running on a bad roll in close combat, and for a few points more, you can make sure that your larger units of Chaos Space Marines or Raptors don’t run off the board or into a sweeping advance.


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Last edited by Marit Lage on Wed Jan 20, 2016 4:39 pm, edited 1 time in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
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Re: Chaos Space Marine Tactica

Post by Marit Lage » Sat Jan 24, 2015 12:04 am

VW.00
Vehicle Wargear

VW.01
Combi-weapons
I won’t go into detail here as with the other combi-weapon entry earlier in the wargear section, as all three option are good to add if you desire to have them on your vehicles.

VW.02
Dozer Blade
A decent upgrade if your group or area plays with large pieces of terrain, the dozer blade lets you reroll dangerous terrain checks, making it so that you only have a 1/36 chance of immobilizing one of your tanks and losing a hull point. Most of the time, however, I would only take this on Chaos Land Raiders and Predators, as Rhinos are pretty much disposable anyway.

VW.03
Extra Armor
As usual, unfortunately, extra armor is still useless. While it got a price reduction, it pales in comparison to daemonic possession, which is a measly five points more. The only times I can see this being useful is on transports with an HQ model in them, but this is not useful on either (Chaos Rhinos get shredded too quickly, and Chaos Land Raiders are all but impervious to most weapons).

VW.04
Combi-Bolter
Most often, the combi-bolters you’ll be firing will be standard equipment on your Rhino, as the points used here will often be better spent on other areas of your army. The one exception to this rule would probably be on Vindicators, so that you’ll have a chance to save the demolisher cannon in case a weapon gets blown off.

VW.05
Daemonic Possession
While similar to extra armor, daemonic possession kicks it up to the next level by allowing you to completely ignore ‘Crew Shaken’ and ‘Crew Stunned’ results on the vehicle damage chart. While normally not a big deal for most vehicles, it is important on vehicles that rely on templates to deal damage to the enemy, such as Vindicators. A word of caution if you decide to use this upgrade on transports: daemonically possessed vehicles have a nasty habit of eating their passengers, so don’t put your warlord in a transport that has been possessed.

VW.06
Destroyer Blades
This is an option I was never expecting to see again, but Phil Kelly does not disappoint. Similar to the Deffrolla in function, except the hits are resolved at strength five instead of ten. More of a fun option, as the vehicles that would want to take it (Chaos Rhino, Chaos Land Raider) don’t want to tank shock until they’ve disgorged their cargo. It is also one of the most expensive upgrades available to vehicles, being as expensive as daemonic possession.

VW.07
Dirge Caster
A must on armies that use the assault phase in order to win, dirge casters prevent any kind of overwatching on enemy units within six inches (this includes Desperate Allies and Allies of Convenience, so keep that in mind while positioning your troops), and the few points you spend on them will save you a couple of Chaos Marines.

VW.08
Havoc Launcher
If you want to add some more dakka to a vehicle that doesn’t have Ordnance weapons, then the havoc launcher isn’t a bad option. With a decent strength and a twin-linked blast marker, it will kill enemies simply by forcing them to make saves.

VW.09
Warpflame Gargoyles
A decent piece of wargear for its price, it adds Soul Blaze to all of the vehicle’s weapons. While not terribly exciting, it has the chance of squeezing a couple more wounds out of your tanks. If you have five points to spare and a tank without it, go ahead and add them. Even if they don’t do anything during the course of a game, it was only a five point upgrade on a typically 100+ point vehicle.


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Last edited by Marit Lage on Wed Jan 20, 2016 4:38 pm, edited 2 times in total.
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Re: Chaos Space Marine Tactica

Post by Marit Lage » Wed Jan 20, 2016 4:24 pm

Reserved for tactica
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

User avatar
Marit Lage
MiniWarGaming Grand Marshall
Posts: 4182
Joined: Thu Dec 23, 2010 3:51 pm
Ribbons Earned: Has Completed 5 Painting PledgesWon a Painting Deathmatch Headline EventTook part in a Painting Deathmatch Headline EventWon a Painting Deathmatch Side ChallengeCompleted a Painting Deathmatch Side Challenge Entry
Location: Orlando, Florida
Contact:

Re: Chaos Space Marine Tactica

Post by Marit Lage » Wed Jan 20, 2016 4:24 pm

Reserved for tactica
Chaos Space Marine Tactica (old)
Models painted in 2018:
2 Exalted Champion
Dark Apostle
Abaddon
7 Raptors
2 Chaos Bikers
5 Chaos Terminators
4 Custodians

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