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==Tactics== * '''The Drop-and-Spray:''' (Tzeentch-Only) This tactic involves the use of a Chaos Lord with Terminator Armor, a Mark of Tzeentch, and a Deathscreamer and, ideally, a Combi-Melta. Just pair him with a squad of Terminators (preferably with combi-meltas/combi-flamers and either a Reaper Autocannon Terminator or a Heavy Flamer terminator). Then have a team with an Icon charge (using a METAL BOX) into range (they can deep-strike with pinpoint accuracy within 6" of the Rhino) and deep-strike the entire formation of Terminators right into rapid-fire range - and then unload their weaponry. Between the Bolters and special weapons of the Terminators and Deathscreamer of the Lord, this will drop an armor-shredding volume of firepower right into the enemy ranks. Mark of Tzeentch will ensure this squad survives to continue to be a pain in the ass for the rest of the game, one that enemies will [[DISTRACTION CARNIFEX|devote a truly ''ridiculous'' amount of firepower to destroying]] (especially in the case of the Terminators) - to very limited avail. [[Just as planned]]. For even more Dakka, keep a few icons on your termies to drop in some obliterators. * '''Maximum Fuck:''' (Khorne-Only) Coined for the name of an [[Angry Marines]] battle barge, this attack solves the problem of getting squads into close-combat in the ''least'' efficient way possible; grab a fully-kitted-out Berserker squad (Lord optional but recommended), and shove the lot of them into a possessed Land Raider. Be sure that the squad has an Icon. Zoom into close range, using the Land Raider's assault vehicle trait to ensure your troops arrive to thrust [[FATAL|deep into the soft moist folds of your opposition]]. Now that you're in combat, use the icon to call down a Daemon Pack or two to help out. * '''Cut and Thrust:''' (Slaanesh-Only) Simple, simple, simple. Grab a 10-strong squad of standard Chaos Marines, load them up with a pair of flamers, an Icon of Slaanesh, and give their Aspiring Champion a Power Weapon and (optionally) Melta Bombs. Give them a Metal Box. With Initiative 5, they will strike before the vast majority of enemy troops, and their access to Flamers will add a shitton of hits to the shooting phase as they rush in. When they arrive, you should have precious little trouble dispatching most enemies that aren't dedicated close combat troops, and it's fairly frightening just how cost-effective this can be if exploited correctly. Bile them up and they're even more insane. * '''Anthrax, Bane of Tarpits:''' (Nurgle-Only) An ongoing problem with Chaos Marine armies is that, due to the cost per-unit of their troops, they are easily [[Tarpit]]ted. There is, however, a way around this, and it involves the use of a Nurgle Sorcerer with Nurgle's Rot and optionally Wind of Chaos - ideally paired with a small group of Plague Marines and a [[Rhino Transport|Metal Box]]. Press forward, and use Nurgle's Rot and Wind to deal with the Tarpit the old-fashioned way, optionally separating the Sorcerer from the Plague Marines whilst the Marines get stuck in on-purpose. Wind can deal with the enemy being cover-camping shits on the opening turn, whilst Nurgle's Rot can be used even when the Sorcerer is in close-combat - or when his targets are! Approach during the movement phase (whilst the Plague Marines have the tarpit tied) and drop this thing to splatter every model within 6 inches with an automatic Strength 3 hit. Between the Plague Marines' natural resilience and the sheer volume of hits this adds to the mix, even a fuckhuge blob of Kroot will be bled dry within a turn or two! * '''Breaker-Bunker:''' (Universal/Tzeentch) An untested formation designed to maximize survivability in high-point games. Designed to get your troops where they need to go (usually straight into enemy lines, hence Breaker). Focuses on four vehicles: two Rhinos, a Vindicator, and a Land Raider. Two Troops, one for each Rhino, Termies in the Raider, and a Sorcerer or Lord with the Termies. Everything should have Possession except the Raider (for accuracy), and all vehicles have Havoc Launchers. Dirge Caster the Raider and Vindicator, and give the Raider Dozer Blade. Set up the Vindicator with the Rhinos to either side and Raider directly behind, in tight formation (hence Bunker). Send this pain-train right towards points or gunlines. Get as close as possible to the enemy, then dump a Demolisher shot onto the enemy lines and move the Raider (and possibly Rhinos) past the Vindicator and Tank Shock/disembark everything. Watch chaos ensue. I chose to put Thousand Sons and a Sorcerer in for a shooting and invo boost to the army; and because leaving enemy units far-flung and transportless with two Bolt of Change-sniping Rhinos is great fun. The Sorcerer drops out with Warptime, Gift and Wind of Chaos to deal with tarpits and ICs alike, and comes with four wound-allocating Termie Champions. Three Chainfists, a pair of Lightning Claws, a combi-Melta, a Heavy Flamer, and a Mark of Tzeentch between the four of them. Versatile, but still good at chewing up general close combatants. Melta-bombs in all core squads just for dealing with tanks. * '''Tank-Tics''' - Just because Chaos tanks aren't quite on level with the [[Leman Russ Battle Tank|greats of the Imperium]] doesn't mean they're slouches - they cost little and have lots of armor. For big lulz, load up three Predator Tanks with all the trimmings and bring them into a 1500-point game. Unless the opponent plays Dark Eldar or is loaded with anti-tank weapons, they'll have precious little that can deal with 450 points of AV13 front armor making a pain in the ass of itself. If points is an issue, drag in the default versions instead, which give you a lot of dakka to throw around for 300 points. * '''Plasma/Flamer Drop''' - One humorous advantages Raptors have over their loyalist counterparts is that they don't lose their close-combat weapons and chainswords when upgrading with a special weapon. One criminally-underused but potentially effective tactic involves exploiting their deep-strike capabilities to seize an objective. Load the squad up with Plasma weaponry, hot-drop it near the target, and either occupy the immediate area (especially with a building handy) or bunker down. Raptors may not be quite as effective at this as say, [[Tau|certain other factions' jump troops]], but it can catch a lot of players by surprise, which ''can'' come in handy. You can get more mileage, however, out of the ''opposite'' of this technique; if you're dealing with cover-camping enemies, load a Raptor squad with Flamers and drop them right on the enemy's head. 2 templates later, that Guardian Squad, Warrior Squad, or Guardsman Unit that was giving your forces a headache is now on fire, and a few rounds of CQC later, is either dead or a non-issue. * '''Daemon Engine Rampage''' - This is a Forgeworld-only tactic, so it will require that you have the dough to one of these setups. Anyway, here's what you do: take a full squad of blood slaughterers (3) and back them up with a decimator, defiler or plague hulk. If taking a decimator, load it up with two guns, dedication to Nurgle and smoke launchers; if you're rolling with a defiler, you may want to roll with ranged-weapon upgrades like reaper autocannons, lascannons, etc. March the bloodslaughterers forward under the cover of the ranged-weapon daemon engines; the decimator works best for this because of its Unholy Vigour special rule. * '''The Blitz(Apoc Only)''' - Flyers. NOTHING but flyers. Harbingers raining fire and death down on the enemy while lascannon-carrying Hell Talons zoom around breaking things like Hydras and Lightnings and Hellblades mop up the survivors. Much like the [[Dark Eldar]], this tactic is pure undiluted [[rape]] if used correctly but you are going down in flames if you make even a single mistake. [[Category: Warhammer Tactics/Old]] {{Warhammer_40k_Tactics}}
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