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Warhammer 40,000/8th Edition Tactics/Chaos Space Marines
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===Fast Attack=== *'''Chaos Bikers''': T5, 2 Wounds and 14" Move lets them pull off tricky movement and kite most things around the board. With a drop in price in CA 2018 to both the Bikers and Weapons, these guys are pretty good at filling the hole left in any army. Need anti-horde? Take Flamers and move+advance 20" to unleash auto-hitting hellfire on the Greenskins. Need anti-armour? Take melta, have the option to move+advance and still fire, and force your opponent to split their shooting between these guys and your other heavy hitters. Plasma is a good all-rounder option but works best with HQ support. Don't charge with them or gear them for assault, you're trolling with them and they can easily become bogged down. If you must go into melee swap their bolt pistols for chainswords as it is the best option and has no points cost. A good general use for these guys is to take three units at MSU of 3, give the champion combi-melta/plasma/flamer and the other two melta/plasma/flamer and treat all nine like a sort of really fast glass-cannon. Run up the board and unleash hell with all their guns and always keep the combi-bolter when adding special weapons to up your shooting. Should easily make their points back, and against light infantry charging after unloading a powerful flamer/combi-bolter salvo isn't the worst idea. **Boosted like all Marines by Bolter Drill. A squad of 5 Bikers with A Combi-Flamer and Flamers gives you 20 Bolter Shots and 3D6 Auto-Hitting Flamer Shots for less than 150pts. Tack in a Lord and Veterans of the Long War and melt entire conscript or boy squads in a single round of shooting. **A biker with a combi-bolter and a chainsword is 25 points. Compared to 2 Chaos Space Marines with bolters, you get the same number of wounds, the same number of attacks, a higher toughness, a 14" move and the same number of shots rapid-firing, which you can do at 24" while moving unlike a Marine. Plus on top of this you can add a plasma gun for the same price as a Marine, without having to replace your basic gun. ** DAMN good as Red Corsairs or Raiders *'''[[Chaos Raptors]]''': Your Assault Marines EQ, but with spooky masks. Useful for tactical disruption and for applying special weapon fire to vulnerable targets (arm them with meltas for sneak-shots at back line vehicles or plasmas for MEQs). Raptors are Surprisingly different Assault Marines as they can take 2 Special Weapons PLUS a combi-weapon, with special melee weapons only available for the Champion. [[Dakka|Making Clear what their intended role is.]] If you want to be dirty, take 2 5-man Raptor squads with 2 plasma guns and a Combi-Plasma on the champs and deep strike in with a Combi-Plasma Jump-Pack Lord. With precision deep-strike to get in rapid-fire range and the lord's aura to reroll 1's, the amount of overcharged plasma you put out will make your opponent [[butthurt|Groan]], while also being substantially cheaper than Combi-Plasma Terminators. They can do melee with Mark of Khorne and Icon of Wrath, though their melee is only helpful if you're playing certain Legions and even then they're better at deep-striking near vulnerable shooty units and charging them. If you don't want to deep-strike to use plasma, or still want melta's/flamers, then use Warptime and slingshot them across the board. **You can now make deep-striking raptors attacks (shooting and melee) reroll for one command point. If you also mark them as Slaanesh you can make them shoot twice and still reroll. Set up just within 12 inches and LET FLY ALL GUNS! With overcharging plasma you can safely deal 12 wounds of damage to a squad of meq, or around 8 to a Toughness 7 vehicle before you boost your wounding. **These guys as night lords in the host raptorial are unbelievably good, they get a 5" 3d6 charge out of deepstrike and for 1 CP tie up a unit a turn, so long as it isn't a vehicle and doesn't have a minimum move characteristic (like an aircraft). Against armies like tau this can be a game changing combo as they rely on only a few units shooting to do all their damage and their units are completely incompetent in combat so your raptors can just sit there pinning two riptides for the whole game. *'''Chaos Spawn''': An old, dead meme and now dedicated meatshield. These are the guys (or things?) you want in front because of their higher Movement, higher Toughness, higher Wounds and okay combat ability. If you're footslogging anything or want anti-smite bubblewrap then these are your... something. They can do decent in close combat, but they're not great at it since they cost similarly to Terminators who're likely going to outperform. What they can do is soak Overwatch or Smite so there's not much harm in charging in. You might as well get a bit more out of them before they go down, and even if your opponent doesn't target them they can tie up ranged units quite well (and with some lucky rolls, even manage to kill them). Be sure to laugh if you manage to tie up something like a Broadside because there were more threatening/pricier targets for the enemy to be shooting at. Also as Super-Heavy Walkers (i.e. Imperial Knights) can only fall back over Infantry and Swarms you can use Spawn to tarpit them for a turn or two whilst something that can actually kill them moves in closer. ** With point changes you can get 5 for 100pt. With it's deceptive toughness and decent mobility there are worse things to choose to draw fire or fill out a brigade. *'''[[Warp Talons]]''': Lightning claws will guarantee they will mess shit up, especially as they prevent overwatch if they charge on the turn they deep strike (a blessing against Tau). If done to warlords or other prized units, it's downright cheesy and a 10 man unit at 190pts as of CA 2019 can tie up alot of your opponents army assuming they survive the retaliation in melee. 5+ invuln is also nice (even more so when boosted to 4+ with Cursed Earth), though not as nice as it used to be before the age of AP modifiers. That said, that 9" charge is no more likely for them than it is for everything else and they can't take Icons because claws don't let you grip flag poles very well. Keep in mind Warp Talons have the {{W40kKeyword|DAEMON}} keyword - when combined with the mark of chaos, this allows them to benefit from the auras of like-marked chaos daemon characters (ie. Daemonic Loci and Buffs) well as the auras of Greater Possessed and Malefic powers. A fun, cheeky little strategy that showcases this is giving a squad of Warp talons the mark of Khorne so that when you've pulled off the charge you can use the fury of Khorne stratagem to give them another round of '''RIP AND TEAR''' and having an allied Herald of Khorne nearby gives you two rounds of power axe attacks that re-roll wounds. **Your going to want these guys in a host raptorial just to get that +2 to charge out of deepstrike, it doesn't sound big but this makes a huge difference to your chances of getting that charge off particularly considering that you can reroll your charge when you come down. '''Forge World Fast Attack''' As with elites. Found in Imperial Armour and Imperial Armour Index: Chaos. *'''Blood Slaughterer of Khorne <sup>[Forge World]</sup>''': THE best melee walker for its points, the Blood Slaughterer is a blender on spiky legs. Expect it to attract a lot of firepower, so much that its Infernal Regeneration is not going to be enough, especially if it scuttles halfway across the board. Using Warptime on it is a must if you want to get into combat turn 1, otherwise DO NOT try to get it all the way to the enemy in only one turn, have it come at the enemy with at least a few other units, preferably alongside something like Warpsmith/Hellwright to repair some of the damage it's going to take. Going up alone's going to put you in range of everything, possibly rapid-fire range of several units and you don't want it weathering that much firepower. Once you get to the enemy however, go nuts as there isn't anything that it's bad at killing and both loadouts are good depending on what you're fighting (harpoon for vehicles/monsters, which also helps make the charge, blades for everyone else). ** This almost goes without saying, but take this with a (or multiple) Lord Disco in a Soulforged Pack. Adding two to your move characteristic and having the assault after advancing stratagem makes your threat range 18"+2d6" (+2 if you land a harpoon). Add in warptime to go faster than a Heldrake on speed. *'''Greater Blight Drone <sup>[Forge World]</sup>''': The big drone's weapons combined with it's movement make this unit pretty dangerous, though it's a pricey unit to field. Unlike the Blood Slaughterer you do want this to go alone and make it to the enemy as fast as possible (made easier thanks to Carrion Haunter, making it so that you don't even need Warptime), as its Bile Maw needs to be somewhat close and it has a much higher chance to explode when it dies. Fortunately T7, an invuln and regenerating wounds should mean that won't be anytime soon. *'''Hellforged Dreadclaw Drop Pod <sup>[Forge World]</sup>''': For the price of almost two Spiky Metal Bawkses you can get yourself a Flying Spiky Metal Bawks... that functions more like a mobile drop pod. However, true to its FW origin, it also packs a shopping list of confusing features. Transport-wise it can haul Raptors and Termies (herp-de-derp Obliterators count as one model each due to wording) or even a Dread/Decimator (thanks FAQ, making it the only viable delivery vector for our choppy walkers). It zips around with flat movement of 15" and {{W40kKeyword|FLY}}, meaning that damage doesn't slow it down and it ignores terrain. Zoom-zoom! It packs a surprisingly good melee weapon (that sadly deteriorates) and it can also burn nearby fuckers with its jet wash, though that's more of a mulligan for before you eat people to heal yourself. Something to remember is that since its move doesn't degrade it can be used to deep-strike, drop off its payload and then fly over to whoever else you want to shuttle around, or charge a ranged unit way in the backfield who really doesn't want to be in combat with anything. Just like a Rhino, so long as it's annoying the shit out of your opponent it's doing its job. *'''Hellforged Kharybdis Assault Claw <sup>[Forge World]</sup>''': Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Expensive (in every way), tough and somewhat shooty, the Kharybdis is one of those that can really piss off your opponent provided you deep-strike it in, unload however many Berzerkers you took, and get that immediate charge before they were able to react before whisking the thing 15" away next turn to burn and shoot more shit. It's no wonder it was hit with a points hike since it really does justify it, though if you just want it for its troop capacity and are worried about it getting destroyed, you'll be better off with a Storm Eagle.
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