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==Secondaries== Try to prioritize secondaries you ''know'' you can get before secondaries you ''might'' get and always be aware of what you're up against while choosing between all of them. Note that the various legions and warbands also have their own special objective as well. <tabs> <tab name="Purge the Enemy"> *''Assassinate'': Highly dependent on the list you're running. Psychic heavy armies have an easier time with this given their ability to spam Infernal Gaze (for targeted mortals), and an Alpha Legion character with the Warp's Malice and Headhunter wlt should be able to pretty reliably score this one. The issue is, somewhat obviously, that good screening can more or less make this impossible. *''Bring it Down'': If you've got plenty of anti-armor/monster this isn't a terrible take. The only caveat is if you're up against a horde of infantry this will be worth maybe 3-5 points, at ''best''. *''Rise to Glory <sup>CSM Exclusive</sup>'': At the end of the battle round, score 2 victory points for each CHARACTER, MONSTER or VEHICLE model destroyed that battle round by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army. If such a destroyed model had a Wounds characteristic of 10-19, score 1 additional victory point for destroying that model, or 2 additional victory points for destroying that model if it had a Wounds characteristic of 20 or more or it was the enemy WARLORD. You can score a maximum of 5 victory points per battle round from this secondary objective. **Each time a CHARACTER, MONSTER or VEHICLE model is destroyed by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army, roll 2D6. If the result is less than the Wounds characteristic of the destroyed model, gain 1 Command point at the end of the phase. **Situational, because it requires that they were destroyed in melee, and by a Character. </tab> <tab name="Warpcraft"> *''Abhor the Witch'': A Khorne army will take this no question, but it can be built towards with any legions with a little forethought. Not wildly recommended as the CSM psychic is generally very strong. *''Psychic Interrogation'': Score 3 points each time you pass a WC4 action within 24" of an enemy character. This is easy points against someone with weak psychic defenses like Tau or Necrons, especially with the decent range of the action. With the Great Sorceror stratagem, you won't even miss out on casts! *''Psychic Ritual'': Can be tricky, as you need to A) keep your psyker alive in the center and B) you need to keep the enemy out of the center for a majority of the game. Not impossible, especially against more ranged armies, but very difficult against close range armies since they'll be coming at you and naturally taking up space in the center. *''Pierce the Veil'': Complete a psychic action 2 times for 8 points or 4 times for 15 points if you can get within 6" of your opponent's battlefield edge and more than 6" away from any of their units. It's fine. A terminator sorcerer with some termy friends can drop down in the back line and start piercing that veil while weathering the inevitable storm of bullets coming at them on your opponent's next turn. Consider marking the terminators with Tzeentch and giving them Weavers for a 4++ to really squeeze out as much durability from them as you can. </tab> <tab name="No Mercy, No Respite"> *''No Prisoners'': Maybe against Necrons since you can farm points off of the reanimation rolls, but otherwise The Long War is just better. *''Grind Them Down'': Kill more of them than they kill of you. This one is (in this anon's humble opinion) an absolute trap. You'd think it'd be as simple as hitting them hard and fast and trying to outlast them based on just having more value on the table, but we're such a glass cannon army that keeping our guys alive through the battle round only really happens if you're hiding out of LOS or your dice are rolling hot. Just take The Long War. *''The Long War<sup>Codex</sup>'': You get 1 point for wiping a unit off of an objective or 2 points for taking an objective away from an opposing unit to a max of 3 per turn. This should be a go to pick against anything that isn't Knight shaped and even then it still isn't ''bad''. If you're playing the objectives like you're supposed to, you'll be getting points from this and there's nothing your opponent can do about it. Unless they opt to stay off the objectives, but if that's happening you pretty much just win anyway. </tab> <tab name="Battlefield Supremacy"> *''Engage on All Fronts'': Usually an auto-take, since you'll typically get some points just by virtue of playing the game. If you take Retrieve Nephilim Data, you'll take this too. <tab name="Shadow Operations"> *''Raise the Banners High'': Has proven to be fairly efficient even with less horde options available. With Nephilim, this has gotten much better by giving double points in the final round. Even just holding two objectives over the course of the game is 12/15 points, good amount for relatively little effort. *''Investigate Sites'': It's fine. Keeping someone out of the center of the battlefield is simple enough and raptors/warp talons can get up there very handily. The issues arise when something tougher than you starts trying to deny the points. Anything dreadnought shaped, custodes, rival death guard, most hordes, most things in 9th to be honest. Huh. *''Retrieve Nephilim Data (Nephilim 2022)'': One Infantry/Biker can attempt this action ''if'' they are 6" away from another table '''quarter'''; the unit rolls a D6, and if they roll equal or less the models in the unit (subtracting 1 from the roll if they're TROOPS), than the action succeeds. 4 points if done in 2 quarters, 8 points if done in 3, and 12 for the full battlefield. **Was previously the go-to along with domination, but a bit trickier now that you need to be 6" away from another quarter, so right in the middle of each quarter. *''For the Dark Gods''<sup>CSM exclusive</sup>: An Infantry/Biker unit from your army can attempt this action if they are within 3" of the center of the board and within a table quarter that hasn't been previously dedicated to a Chaos God. The action is completed at the end of the turn if the unit has ObSec, otherwise, it completes at the start of your next Command Phase. **A marked unit dedicates to their God, otherwise you can choose who you want to dedicate to. All marked units gain +2 LD when they're in a table quarter dedicated to their God. **2 VP for 1 dedicated quarter, 5 VP for 2, 9 VP for 3, and 14 for all quarters. </tab> </tabs>
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