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=====Forgeworld===== * '''Chaos Typhon Heavy Siege Tank (Forge World):''' Courtesy of [[Perturabo]]'s fondness for [[Rape|superior firepower]], this tank is basically a super-Vindicator. Larger than a Land Raider it boasts an all around AV 14 and 6 HPs. Equipped with a Dreadhammer Siege Cannon this thing is the ultimate bane of anything that is T5 or below and/or has only one Wound. I mean, the cannon fires a S10 AP1 Primary Weapon 1 Massive Blast (7") which, wait for it, '''Ignores Cover'''. Wanna save your sorry asses with cover saves or Jink? Well, tough luck. The Typhon can also be armed with Predator-esque sponsons and a pintle-mounted weapon up to and including a Multi-Melta. It has the option to take Armoured Ceramite in order to become nigh indestructible. May take Chaos Vehicle upgrades from the CSM Codex too. Combined with its reasonable 350 pts. stock cost it might serve as a nifty Lord of War choice in a standard-sized game. * '''Chaos Fellblade Super-Heavy Tank (Forge World):''' The Space Marine-grade equivalent to the [[Baneblade]], the Chaos Fellblade packs some serious firepower on a durable platform. With AV 14/13/12, 12 HPs and the ability to take Armoured Ceramite it's not going to blow up anytime soon. As such, it has plenty of time to bring all of its guns to bear. The default arsenal includes two Quad Lascannon sponsons (4 TL Lascannon shots total), Demolisher Siege Cannon, Heavy Bolter and finally the main weapon the size of which would make Slaanesh giggle: Fellblade Accelerator Cannon. This oversized double-barreled beauty has an astounding range of 100" and two profiles: S8 AP3 Ordnance 1 Massive Blast (7") or S9 AP2 Heavy 1 Armourbane Small Blast. All of this for 540 pts. stock. Like the Chaos Typhon, the Fellblade can rake a pintle-mounted weapon and Chaos Vehicle upgrades from the CSM Codex as well. Even though it lacks Destroyer weapons of the Titans this Super-Heavy Tank still boasts considerable firepower and is arguably better balanced as far as standard-sized games are concerned. *'''Chaos Thunderhawk Gunship (Forge World):''' Good ol' Super-Heavy Flier which has grown some spikes. For 685 pts. it has mediocre AV 12/12/10, but at the same time it's got 9 HPs and in-built Armoured Ceramite that compensate for this. With a large transport capacity of 30 it is also explicitly permitted to transport Jump Infantry and Bikes, and boasts Assault Vehicle to go with this. Regarding the armament it has a MEQ-killing Thunderhawk cannon which might be upgraded to Everything-killing Turbo-laser destructor with Strength D, four TL Heavy Bolters (because ne'er enuff dakka), two Lascannons and 6 Hellstrike missiles. For 50 pts. it might become a Daemon with 5++ save, though the price for this is that you must roll a D6 each time a unit embarks or disembarks from the transport. If you happen to roll [[Tzeentch|1]], D3 models are nommed by the Daemon Thunderhawk and restore an equivalent amount of lost HPs. * '''Renegade Knight (Renegade):''' Another use for an upcoming board game is to use the knight packaged as your LoW. Though it lacks any Marks like the FW Knight, it compensates by being far more customizable. It can be made to imitate any of the Loyalist Knights (With its stock build being a Gallant), but the bigger bonus is the ability to mount two of the same gun, meaning double gatlings for all the dakka goodness. It should also be noted that since this is technically CSM, Orks can finally ally with a Knight and not be uber-fucked. They...just can't repair it if it gets hurt. *'''Kytan Daemon Engine of Khorne (Forge World):''' Wow. And those [[Imperium|poor bastards]] thought they had you cornered with their Knight bullshit. Right, so it's better armoured, has a better invulnerable save, better WS and an impressive gun. For 525 pts. [https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Kytan_Daemon_Engine_of_Khorne.pdf Rules here.] Not a perfect weapon but it can handily outclass most, if not ''all'' Knight variants and take on damn near anything on the battlefield up to Warhound titans. Also has a handy rule where if you wipe out something with its gun, you can charge something else in the assault phase so be sure to coordinate your fire to take down that squad of MEQs and then charge that superheavy or MC/GC and fuck its shit up! *'''Chaos Knight (Forge World):''' [http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Chaos_Knight.pdf Rules here.] The Chaotic answer to the Imperial Knight. Comes in Paladin and Errant forms. Click and paste of the normal Knight rules and weapons, but with fun Daemon upgrades and the ability to take Dirge Casters. As well as getting the Daemon Special Rule (which is ungodly since it now has an invuln save in close combat) each Deity dedication grants the Knight a special ability as follows: **Khorne: D3 extra attacks on the charge instead of 1, can re-roll the amount of stomp attacks it gets, and has Hatred (Slaanesh). A nice buy, to be sure. **Slaanesh: Opponents must make a Leadership test at -2 or become I1 for the fight sub-phase. Has Hatred (Khorne). You're purely relying on luck, but if it swings your way, bye-bye that unit the Slaanesh Knight charged. **Tzeentch: Heavy Stubbers gain the Soulblaze Special Rule, re-rolls 1 to-hit, and has Hatred (Nurgle). Stupid, the main weapons should have gotten Soulblaze for it to be even worthwhile, and the knight's best weapons are blasts. <s>Re-rolling 1s to hit is useless.</s> This works in close combat so it has potential with only 3 attacks. You're also allowed to reroll the scatter for blasts even if you can only reroll 1s. **Nurgle: Gain IWND and Hatred (Tzeentch). Incredibly powerful, and incredibly expensive. *'''Brass Scorpion of Khorne (Forge World):''' Hilarious amounts of super-heavy walker rape in a segmented can. For 700 points, you get a Baneblade-level armored big metal arachnid with a Demolisher Cannon for a face, Inferno Cannon-equivalents in both arms, a S6 AP3 <i>Heavy 10</i> splattergun on its tail, and close combat capability that will pretty much make anything that survives its ranged weaponry bombardment shit itself (though it's only WS3). Oh, and it makes enemy psykers explode and goes supernova when it finally gets taken down by the massive ordnance your enemy will inevitably deploy to kill the hell out of it before it does a berserk charge and tears his shiny [[Titan]] seven new assholes. What's not to like? Worth to say there is two models of Brass Scorpions - regular Defiler-like one you need to scratch-build yourself and buffed out Great Brass Scorpion, who's model is also one of the most bad-ass-looking thing Forge World ever made. Greater Brass Scorpions get +3 attacks, and +1 to SP and front armor for like 150 extra points (new Apocalypse book puts it at 300 more now. In exchange it's demolisher ignores cover, it gets more stomp attacks, gained It will not die and is a daemon.) - still totally worth it, considering awesomeness of FW model. *'''Chaos Warhound Titan (Forge World):''' The desecrated Scout Titan is a force to be reckoned with. Costs 730 pts. AV 14/13/12, 9 HPs and 2 Void Shields mean it's quite tough. The Agile special rule allows it to shoot all weapons, fire a single weapon after a Run move or Run twice instead. Has the Dirge Caster by default. The Chaos Warhound possesses two weapon slots and may pick any combination from the list of: Double-barreled turbo-laser destructor, Plasma blastgun, Inferno gun or Vulcan Megabolter. All weapons are powerful but the turbo-laser erases entire chunks of the enemy army with its delicious Strength D Large Blasts (2 from one weapon!). On the other hand the Megabolter is one of the rare Titan-grade weapons that might actually fire at a Flyer or Swooping FMC, and with S6 AP3 Heavy 15 it has a reasonable chance of downing one with a single salvo. What sets it apart from the loyalist version is the ability to dedicate it to a Chaos God. This is advisable for the Daemon 5++ save, the rest are mostly bonuses: **Khorne: The cheapest (along with Slaanesh) at 50 pts., gives Hatred (Slaanesh), lets you re-roll the number of Stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? Meh upgrade really. **Nurgle: The most expensive at 100 pts., it gives Hatred (Tzeentch) and It Will Not Die. Despite the high cost this seems to be the best option, granting increased survivability to something that is already a huge fire magnet. **Tzeentch: 75 pts. granting Hatred (Nurgle), re-rolls for 1's To Hit, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective <s>the re-rolls make up for it. Another good option.</s> Tzeentch is probably the worst dedication. Re-rolling 1s doesn't mean shit if all weapons except for one are blast weapons **Slaanesh: the other 50 pts. option, this one grants Hatred (Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn't for the fact that most CC threats are I1 anyways (other Walkers maybe?) this would be good. *'''Chaos Reaver Titan (Forge World):''' In fact, at 1,460 pts. this Battle Titan costs almost as much as a regular army. Anyway, the Chaos Reaver is extremely tough with AV 14/14/13 and '''18 Hull Points''' protected by '''4 Void Shields'''. It is further equipped with a Dirge Caster and must select one carapace weapon and two arm weapons. The carapace weapons are Warhound-grade whilst the arm slots have even stronger BFGs. The Laser blaster in particular is an enhanced version of the turbo-laser with Strength D AP2 Primary Weapon 3 shots per gun. You can totally equip the Reaver with two of those and a carapace turbo-laser to fire '''8''' Strength D Large Blasts each turn. Why? Because '''MAIM! KILL! BURN!''', that's why. Like the Chaos Warhound it may be dedicated to a Chaos God for the Daemon USR and certain other bonuses: **Khorne: The cheapest (along with Slaanesh) at 100 pts., gives Hatred (Slaanesh), lets you re-roll the number of Stomps you get, and gives +D3 attacks on the charge. Because you were going to charge instead of just shooting it with your guns anyways right? <s>Meh upgrade really.</s> People tend to forget how much this can save their bacon. A common tactic against Reavers is to tarpit them with blobs of cheap units so they can't shoot. Re-rolling stomps can really help you clear out tarpits. **Nurgle: The most expensive at 200 pts., it gives Hatred (Tzeentch) and It Will Not Die. Seriously, a Daemon Reaver Titan of Nurgle '''will not die'''. Despite the high cost this seems to be the best option, granting increased survivability to something that is already a huge fire magnet. **Tzeentch: 150 pts. granting Hatred (Nurgle), re-rolls for 1's To Hit, and gives the Inferno Cannon Soul Blaze. Despite Soul Blaze being kind of overkill and not really effective <s>the re-rolls make up for it. Another good option.</s> Tzeentch is probably the worst dedication. Re-rolling 1s doesn't mean shit if all weapons except for one are blast weapons (and why would you take the Vulcan Mega-Bolter over an Apocalypse Missile Launcher or a Laser Blaster?). **Slaanesh: the other 100 pts option, this one grants Hatred (Khorne) and in CC forces the enemy to take a LD test at a -2 or reduces their initiative to 1. If it wasn't for the fact that most CC threats are I1 anyways (other Walkers maybe?) this would be good. **'''Alternative Opinion:''' Dedicating your Reaver to Nurgle really isn't worth it. Dedicate it to Khorne and give it the "Veteran Of The Scouring" legacy of ruin. It's 20pts cheaper than Nurgle and still grants IWND and Daemon. Hatred (Space Marines) is also way better than Hatred (Tzeentch). If you want proof, compare the amount of Tzeentch players to the amount of Marine players... yeah. Not only this, but you also gain +D3 attacks on the charge (not that useful, to be fair) and re-rolls for the amount of stomps you get (excellent if your opponent is trying to tarpit you). If you really want to piss off your opponent, take the Reaver dedicated to Khorne with "Veteran Of The Scouring". Add in Daemon allies and take the Grimoire of true names and some Malefic Daemonology and pray to the dark gods for Cursed Earth. That gives you a 2++ Invuln, but wait, there's more!. Take Be'lakor as you're warlord and spam invisibility. You're left with a Reaver Titan with a 2++ Invuln that can only be hit on 6s. Watch the loyalists cry! *'''[[Warlord Battle Titan]]''' - Hoo boy, just when [[Imperium of Man|you]] thought you were safe. Forgeworld has noted that this beast can be taken in a CSM army [https://www.forgeworld.co.uk/en-GB/mars-pattern-warlord-titan-body]. This destroyer of wallets is also a destroyer of friendships, as it's rules are as ridiculous as you think. Making an appearance in HH:5, it brings the pain in oh-so many ways. Coming in at a whopping 2750 points it sports 6 void shields and '''30 RUINOUS-POWER-DAMNED HULL POINTS'''. Should you reach said hull points it has a 5++ save against hits to those hull points. It has a variety of go-fuck-yourself weapons (most of which are blasts) and rules, such as; the ability to fire Overwatch with some of its built-in weapons, immunity to being locked in combat as well as the Haywire rule and all non-Witchfire psychic attacks (and ceramite plating, fuck melta weapons), can only be hit in assault on a roll of 6 by infantry and MCs (or a 5+ by other superheavies and GCs), and all of its stomps use a Large Blast template. Oh, and should anyone actually manage to destroy it it explodes in a 12"/24"/36" blast with its own table, 1 is S D/8/4 AP 2/3/5, 2-3 is S D/10/6 AP 2/3/4, and 4-6 is S D all round and AP 1/2/2... Good luck finding someone who will play you with this, asshole.
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