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===CSM Units=== *'''Chaos Space Marine (Leader [Aspiring Champion only], Heavy [Gunner only],Combat, Demolitions, Sniper, Veteran, Zealot):''' With good stats and the versatility of being armed with either chainswords for Melee or bolters for Range, these guys can be kitted out to fulfill different rules, with the option to mix in both across the Kill-team. Which is good, as these are the only Power armored guys you're going to get (for now at least). With only 1 wound a piece, one bad roll is all it takes to be taken out of action, though Transhuman Physiology helps with countering the negative of Flesh Wounds on your own attacks. Using cover/cultists is, therefore, key to staying relevant in the first round or two as you move into position. **'''Chaos Space Marine Gunner (2):''' Additionally gain access to special and heavy weapons (though you can only have one of each. No dual special or heavy weapon like in regular 40k). Being the only Heretic Astartes that can have the ''Sniper'' specialism, they have access to reasonably safe overcharged plasma gun shots, which always have a use. A Flamer armed ''Demolition'' specialist can also wound most obscured targets on a 2+ thanks to '''Custom Ammo'''. You may get more benefit by making the Flamer a ''Veteran'' and moving the up the board to put pressure on the foe. An autocannon is exceptional on a ''Heavy'' and a reliable source of kills at range, you can count on his Str 7 and damage 2 to remove any medium armored or lower threat. A missile launcher is a great candidate for ''Sniper'' - you can buff their BS to hit on 2+ with a powerful Krak missile. This is a great solution to problematic 3 wound models like Ogryn or Tyranid Warriors. Skip the heavy bolter - in every case the auto-cannon is better. You should always mark your Gunners as Slaanesh so that they can use ''Endless Cacophony'' if you need another round of shots. Firing you Plasmagun, Flamer, Autocannon, or Missile Launcher twice is a powerful tactic. **'''Aspiring Champion (1):''' The only one who can wield anything above a chainsword in close combat (except for the chainaxe and power maul you got in your entry-level CSM kits, because they weren’t available when Kill Team launched) and can take a plasma pistol. As he is 9/10 likely to be your Leader, whether you want him in danger close depends on the rest of your kill team. He can bring him in close to really wreak face in Melee/Pistol range, but then be potentially exposed to be assassinated. Or he can hold back and do very little. Or thirdly, make a Cultist Champion your ''Leader'', make this guy your ''Zealot'' specialist, and go hunting. *'''Chaos Cultist (Leader [Champion only], Heavy [Gunner only], Combat, Demolitions, Veteran, Zealot):''' What they lack in quality, they make up for in numbers. Three cultists cost the same as one Chaos marine, and you could easily fit 20+ models into a kill team at that price. But don't take that many, seriously. They are only regular humans with a 6+ save, and if they lose half their models and break, the nerve tests will leave most of them standing around shivering in fear for the rest of the game (they ''are'' only Leadership 5, 6 for the champ). If you really want to run a big cultist heavy team, go play Servants of the Abyss instead. Vanilla cultists are best used to shield your scarier and tougher Chaos marine masters, or to block the movements of your opponents' models, or surround them so your chaos space marines can finish them off. You get the idea, just be a nuisance to your opponents' efforts and you're doing your job right. And if by some miracle a cultist does take a model out of action during all this, then praise be the Dark Gods! They are not the best specialists for this reason, save that for your Chaos space marines. **'''Cultist Gunner (2):''' Can take either a heavy stubber or a flamer, adding some stronger and/or more reliable ranged support for your Dark Masters (for free in the case of the stubber). The flamer in particular actually makes the Cultist Gunner much more threatening. When they can move, advance, and still fire D6 auto hits on a target within 8", that can threaten most of the board by turn 2, if not 1. That in turn forces your opponent to choose between D6 Str4 hits, and a potentially more dangerous target if left unchecked. Don't make them specialists though, it just puts a big target on their head, and it doesn't take much to take these guys out. **'''Cultist Champion (1):''' Can take an autogun, shotgun or the brutal assault weapon and autopistol combo the regular dudes have access to. While the shotgun can be good, the weight of three attacks in the close combat would potentially do better to bring down an unsuspecting enemy. If you do make this guy your Leader, it's probably best you hide him out of line of sight, as he will likely go down if exposed to even just one enemy model. Since the release of Elites, this is an even bigger worry, since deep striking units can wipe this guy out. During deployment, set him up out of your opponent's line of sight and don't touch him for the entire game. If your opponent forgets he's there, they can't kill him. You'll be surprised by how often this works. *'''Dark Disciple:''' If your team includes a Dark Apostle commander, you can take 2 of these guys. They don't seem very elite by normal standards, essentially slightly better cultists at the same 4pt - a 5+ save and Ld 6, but they do come with a free Power Maul and each provide a 1" boost to the range of the Apostle's aura if they're within 1" of him. If you're taking the Apostle and Cultists anyway, these are essentially a strict upgrade for melee combat. *'''Khorne Berzerker (Leader [Champion only], Combat, demolitions, Veteran, Zealot):''' BLOOOD FOR THE BLOOOD GOOOOOODDDDD!!!!! For 16p, you get access to a melee focused unit with chainsword and bolt pistol with access to the icon of wrath and chainaxe. Between their two base attacks, Blood for the blood god, a chainsword, and zealot or combat specialisms, Berzerker's will be dishing out enough attacks to turn most things into shredded guts, ''especially'' IMPERIUM units. Run them with the Icon of Wrath and charge your cultists in to soak up overwatch. Don't forget to re-roll their charge distances too. **'''Berzerker Destroyer(2):''' Gets access to plasma pistols. That's it. **'''Berzerker Champion (1):''' Gets another attack and more Ld, as well as having access to lightning claws, plasma pistols, power axes, power fists, power mauls, or power swords, and being able to pick two, can duel-wield any of them. Or, they can just pick one of those weapons and additionally take a boltgun or combi-weapon instead. A World Eaters berzerker champion with a pair of lightning claws and the combat specialism can attack [[RAGE|12 times]] in a single round, [[RIP AND TEAR|which is pretty cool]]. ***If set up right, a Berzerker Champion can get a total of 16 attacks in. give him a pair of lightning claws giving him an additional attack each time he fights. Then you make him your Combat specialist for another attack, giving him 5 attacks each time he fights. Take the World Eater's legion which gives him +1 attack on the round in which he charged, was charged, or piled in. Being a berzerker means he has Blood For the Blood God, which lets him attack a second time each fight phase. then you pay 2CP for the Fury of Khorne strategem. That's 16 attacks with a S5 AP -2 weapon. It doesn't matter what you point that thing at, it will die, it will be bloody, and khorne will be pleased. Also keep in mind, if you're going against an Imperium army 6's still explode. *** However, dual lightning claws only only do 1 Damage, meaning that no matter how many armour saves the enemy model has to make, you will only make 1 Injury roll per activation. Lightning claws are fine if you're up against grouped hordes, but if you're trying to kill a tough opponent, power fist and chainsword are the way to go. This is a much more reliable way of taking down tough units like Death Guard and Custodes. The World Eater's legion trait is fantastic on this loadout. Give him the combat specialism for more attacks to try and overcome the power fist's -1 to Hit or go zealot if you want to smack someone with 4 Strength 12 attacks and then tap them with the chainsword for good measure. *'''Possessed (Leader, Combat, Veteran, Zealot):''' Despite not having access to any ranged weapons, or any options at all beyond marks, Possessed give Berzerkers some stiff competition as the go-to melee unit of Chaos, and at the very least are yet another unit that shines much more in the close confines of Kill Team than on the open battlefields of 40k. Possessed are fast and tough, with two wounds and an invulnerable save, and the horrifying mutations they're armed with are basically lightning claws. Problem is, the base number of attacks Possessed have are decided by a D3 each phase, so they could end up hitting like a [[rip and tear|whirlwind]] or a [[fail|fart]] depending entirely on luck, which makes them a rather poor candidate for Combat specialization. All in all, Possessed are decent, though Berzerkers are probably more reliable. **While Possessed are merely okay in regular games, they ''really'' come into their own in a Commanders game, running with a Master of Possession or Greater Possessed, where they can be buffed into near-unstoppable melee monsters. **The Greater Possessed and Possessed mush share a Mark of Chaos. If your Legion allows a Mark of Khorne, here’s no point choosing any of the others, as Khorne is the only one that gets a Tactic. *'''Terminator (Leader [Champion only], Heavy [Gunner only], Combat, Comms, Demolitions, Veteran):''' On the face of it, Chaos Terminators don't seem as good as their Loyalist counterparts. They have the same stats and base cost, but are stuck with chainaxes by default and have to pay extra for power fists. They also don't have access to Zealot specialism, assault cannons, cyclone missile launchers, plasma cannons, or thunder hammers and storm shields. ''But'', what they ''do'' have arguably makes up for it. They have Death to the False Emperor and Chaos marks. The reaper autocannon has higher range and more powerful (if 2 fewer) shots than the assault cannon. Any Chaos Terminator can take a combi-weapon, and they have access to a full range of melee wargear without faction restrictions. **'''Terminator Gunner (2):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Terminator Champion (1):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ====CSM Commanders==== *'''Exalted Champion (Commander) (Ferocity, Fortitude, Leadership, Logistic, Melee, Shooting, Stealth, Strategist, Strength):''' Probably the best duelist in Kill Team thanks to his ability '''For the Dark Gods''' that permits him to re-roll failed hit rolls against a Commander. ** Plasma Pistol and Power First is probably the best combination if you're using him mainly to kill the Commander, because you have in both cases a rerollable 3+ to hit and at minimum a 3+ to wound. **Shooting is a waste on this character, you should take a Strategist (it's never a wrong choice), Melee (especially if using Axe instead of Fist, to deal with nearly every enemy in melee) or Strength (if you're using a Fist and you hate to remember how wound roll work, now you always roll 2+) *'''Sorcerer (Fortitude, Melee, Psyker, Shooting, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Greater Possessed (Ferocity, Fortitude, Melee, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Master of Executions (Ferocity, Fortitude, Melee, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Dark Apostle (Ferocity, Fortitude, Leadership, Melee, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Master of Possession (Fortitude, Leadership, Melee, Psyker, Strength):''' You pay 3pts more than the regular Sorcerer for the same statline and lose the slight melee edge offered by the force sword over the force stave. But in return you get a 5++ and the ability to make enemy psykers peril on all doubles if they're within 12", both of which are much more relevant than they seem, as squishy Commanders lose matches and every third commander is a Psyker. Their set of powers is mostly oriented around buffing Possessed, but even if you're not taking them, the reality is that most of the time you're going to be manifesting Psybolt for one of your two powers anyway and you can always swap the other for one of the [[Warhammer_40,000/Tactics/Kill_Team(8E)#Psychic_Phase|generic powers available to Commanders]] *'''Sorceror in Terminator Armor (Fortitude, Melee, Psyker, Shooting, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Chaos Lord in Terminator Armor (Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength):''' What the Captain in Terminator Armor is to the loyalists, this guy is to Chaos- dead killy, infinitely versatile, and he has a Commander Tactic that lets allies re-roll 1s. You can't go wrong with him.
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