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===Fortifications=== Here are the general tactics for fortifications http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications *'''Aegis Defense Lines:''' These are popularly used for Cultists, and with good reason. They're 50 points, they can be upgraded with a Skyfire weapon (no longer do you have to rely on Heldrakes!), and you can add a cheap little comms relay to mess with Reserves (pretty much the only way to do so with the CSM). You can also park your Autocannon Havocs here β let the Champion man the Quad Gun while his squadmates spam S7 shots from cover/eat bullets for him. *'''Skyshield Landing Pad:''' Pretty respectable in a small number of cases, almost worthless in most others. It has some strange special rules, but the provided advantages boil down to a decent defensive structure and an ability to deep-strike without fail. Potentially useful, but if you can't immediately see an opening for it in your army there probably isn't one. **Note that MoT grants +1 to invulnerable saves. MoT Las-Havocs or Oblits with a 3++ sound particularly useful. If you play the Thousand Sons Traitor Legion and add a Blessing it becomes 2++. No it doesn't the limit on MoT still applies and stops sacking beyond 3++. **This thing can now be used to create a flying daemon fortress, take one of the warpsmith formations, sit the smith and his daemon engines down on top, and have some Geomortis sorcerers fly them around the board blasting everything to bits while hiding under a decent invuln save. Fun to try at least once, and decently fluffy in an Iron Warriors list. *'''Imperial Bastion:''' Surprisingly potent. An Imperial Bastion provides a useful anti-air, a place to hide a Cultist or 5-man Chaos Marine squad, and a good place to plonk a squad of Havocs to allow them to blow the shit out of everything while benefiting from 4+ cover and access to the quad-gun (which is good against flyers). The 4 free heavy bolters which can be legally placed all on one facing, gives your men the advantage of height and cover. This is especially good in a very defensively oriented army - and note that it unlocks all of those sweet extra things listed on the fortifications page, like a comms relay for reserves manipulation or tank traps to force people to disembark so you can shoot them for a turn befopre they reach your lines. *'''Void Shield Generator:''' Big ol' AV12 bubble to hide behind and shoot with impunity. 50pts. Want two more layers? 100pts. Excellent in a defensive army, but Void Shields do not prevent Deep Strikes. You could fill that 12" bubble with cannon fodder, either in the form of cultists, or better still, allied in Plague Zombies, for the points, because they actually keep Deep-striking Meltas out of Melta range, which would have to deploy at least 13" away from whatever you were bubble-wrapping, which nixes (Combi-) Meltas and hampers Multimeltas. Or you could focus on Havocs and Obliterators - who needs tanks? *'''Promethium Relay Pipes:''' Rubric Marines now have Flamethrowers, making this thing worth consideration. Take the big fortification with Void Shield Generators for a sorcerous fortress. *'''Wall of Martyrs Imperial Bunker:''' Cheap, tough with 14 armour, you can get inside, on top and it has holes for up to 8 dudes to fire out. And pretty safe to fit a squad in. Put inside someone like Noise Marines, or Havocs, throw in an ammo pile inside for extra accuracy and you can bet no troops will wanna get close to your dakka box. *'''Wall of Martyrs Firestorm Redoubt:''' For a few points less than a Land Raider you get an Imperial Bunker but bigger and with anti air guns. ''(though you may change either of the Icarus Quad Cannons for different weapons if you own them)'' with four 96" range interceptor/skyfire lascannon shots. While being forced to fire at BS2 seems like a pain, being twin linked means that you hit approximately 55% of the time, but you can upgrade it to BS3 if you want to pay more points on the machine spirit, but then any enemy aircraft on (or coming on to) the table has to worry about the incredible amount of dakka heading its way since massed S9 AP2 skyfire is extremely rare. Sadly, only six models can fire from the inside, so it's more suited for heavy weapon teams. *'''Plasma Obliterator:''' Oh my...a simple building at AV14 all around you can get inside it has fire holes and has a Plasma Obliterator which fires a 7" Massive Blast at S7 AP2. Want to obliterate its point cost in heavy infantry? Look no further. However, it still gets hot (luckily since it's a fortification it gets a 4+ save against it), and it has a new rule called '''Plasma Overheat''' which means if it takes a glancing hit due to Gets Hot! a unit embarked takes D3 randomly allocated wounds (just as with classic gets hot! allow saves). You'd think a building the size of a Bastion would have an external cooling system to prevent this fucking rule...still, at land raider cost it's quite an expensive Fortification, but oh man will this thing melt hordes, regardless of how good their save is. *'''Wall of Martyrs Vengeance weapon battery''' You can't get in or on top but it is cheap, you can fit two in a single slot and fires classic battle cannon or punisher cannon shots. *'''[[Fortress of Redemption]]:''' Expensive both in points and actual cost, this huge model doesn't exactly bristle with guns as you would expect. But now, you are able to dominate everything on the table - tanks will be sniped with the '96 lasgun, fliers will be decimated by AA guns. *'''Macro-Cannon Aquila Strongpoint:''' Str D large blast or apocalyptic mega blast a weapon on a large imperial Bunker with AV15. It is even more expensive then the fortress of redemption *'''Vortex Missile Aquila Strongpoint:''' Its all in the name. It's the Aquila strongpoint except this version fires vortex missiles *'''Haemothrope Reactor:''' Boosts Void Shield Generators and plasma weapons (Plasma Obliterator included). Given that you have almost no infantry plasma cannons, it's not really worth the investment.
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