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===Fast Attack=== *'''Chaos Bikers''': T5 W3 M14 and benefitting greatly from the nerfs to Chosen and Terminators, Chaos Bikers can be a fast and surprisingly tough special weapon delivery unit, with bonus flexibility from Marks. **Can take Icon and Marks, so are quite flexible. Tzeentch for making flamers AP-1, Khorne for S+1 and AP-2 chainswords **Best taken MSU (unless you're Red Corsairs) and kitted out with combi+chainsword. LTGB makes flamers extra spicy, guaranteeing theyre always doing at least 3 shots each. **DAMN good as Red Corsairs, and are actually competing with VenomCrawlers for your Fast Attack slots (being the Biker-themed traitors after all). While crawlers are fast daemon engines that blend any type of infantry and are strong enough to threaten vehicles, these guys make great objective stealers and can tough out counterattacks. Red Corsairs count as 2 models on an objective, so gear them to kill enemy troops and seize their objectives for an easy 3 VP via the Long War Stratagem *'''[[Chaos Raptors]]''': Your Assault Marines EQ, but with spooky masks. Useful for tactical disruption and for applying special weapon fire to vulnerable targets (arm them with meltas for sneak-shots at back line vehicles or plasmas for MEQs). Raptors are surprisingly different Assault Marines as they can take 2 Special Weapons PLUS a combi-weapon, with special melee weapons only available for the Champion, [[Dakka|making clear what their intended role is.]] If you want to be dirty, take 2 5-man Raptor squads with 2 plasma guns and a Combi-Plasma on the champs and deep strike in <s>with a Combi-Melta Jump Lord. With precision deep-strike to get in rapid-fire range and the lord's aura to reroll 1s, the amount of overcharged plasma you put out will make your opponent [[butthurt|Groan]] while also being substantially cheaper than Combi-Plasma Terminators</s> Jump lords are dead because fuck all 13 people who played Night Lords I guess. They can do melee with the Mark of Khorne and an Icon of Wrath, though their melee is only helpful if you're playing certain Legions and even then they're better at deep-striking near vulnerable shooty units and charging them. If you don't want to deep-strike to use plasma, or still want meltas/flamers, then use Warptime and slingshot them across the board. **You can now make deep-striking raptor attacks (shooting and melee) re-roll for one command point. If you also mark them as Slaanesh you can make them shoot twice and still re-roll. Set up just within 12 inches and LET FLY ALL GUNS! With overcharging plasma you can unsafely deal 12 damage (8 of which will hit) per squad to a squad of MEQ, or around 8 to a Toughness 7 vehicle before you boost your wounding. **These guys as night lords in the host raptorial are unbelievably good, even though all Vigilus Formations now cannot be used in 9th Edition. They get a 5" 3d6 charge out of deepstrike and for 1 CP tie up a unit a turn, so long as it isn't a vehicle and doesn't have a minimum move characteristic (like an aircraft). Against armies like tau this can be a game changing combo as they rely on only a few units shooting to do all their damage and their units are completely incompetent in combat so your raptors can just sit there pinning two riptides for the whole game. *'''Chaos Spawn''' "NOOOOOOOOOBLRLSD" *BLAM*: A legendary meme and now dedicated meatshield. These are the guys (or things?) you want in front because of their higher Movement, higher Toughness, higher (and regenerating) Wounds and okay combat ability. If you're footslogging anything or want anti-smite bubblewrap then these are your... something. They can do decent in close combat, but they're not great at it since they cost similarly to Terminators who're likely going to outperform. What they can do is soak Overwatch or Smite so there's not much harm in charging in. You might as well get a bit more out of them before they go down, and even if your opponent doesn't target them they can tie up ranged units quite well (and with some lucky rolls, even manage to kill them). Be sure to laugh if you manage to tie up something like a Broadside because there were more threatening/pricier targets for the enemy to be shooting at. Also as Super-Heavy Walkers (i.e. Imperial Knights) can only fall back over Infantry and Swarms you can use Spawn to tarpit them for a turn or two while something that can actually kill them moves in closer. ** With point changes you can get 5 for 125pt. With its deceptive toughness and decent mobility, there are worse things to use to draw fire or fill out a brigade. ** Mutated beyond reason keeps them from performing actions, and unfortunately they're not Infantry, so no secondaries. *'''[[Warp Talons]]''': Got major points increase for 9th, and their no overwatch gimmick is now a roll-off with your opponent if you're engagement range of one of their units. If you win, that unit cannot fall back. Gimmicks aside, the 5++ invuln (even moreso when boosted to 4++ with Cursed Earth) is not as nice as it used to be before the age of AP modifiers. In addition, they lack the {W40Kkeyword|CORE}} keyword, so the buffs they get are limited to whatever a Master of Possession can provide. All that being said, they do have an incredible 5 attacks, ''6'' on the Champ, so a minimum size unit is pumping out '''''26''''' attacks on the charge, which should make mincemeat of guardsmen, and put a sizeable dent in marine equivalents. Couple that with the buffs to the Malefic discipline and a nearby Master of Possession, and you have a unit that can put a suprising amount of hurt on things that might not see it coming. **Creations of Bile put them up to S5 so they can wound most infantry on 3+ and most vehicles on a 5+. Combine this with the re-roll to wound on the claws to let them threaten any target, but you still want to focus on infantry as they are only D1 each. **Interestingly they benefit from the Emperor's Children stratagem ''Honor the Prince'' for a guaranteed 6" on your charge as well as the Black Legion stratagem ''Tip of the Spear'', which lets them re-roll charges. Consider running them in either of those detachments if you wish to deep strike them. **Right, so you're gonna compare these guys to Possessed considering they're the exact same price and attacks per model and basically do the same thing - the issue is in how they do it. Comparatively, Possessed will win out: they're more durable with 3 wounds each and their attacks drop 2 damage per hit. Talons trade that in for a slightly faster M, deep-striking, an easier time wounding, and that gimmicky no-fallback rule. *'''[[Venomcrawler]]:''' Oh hey, look who got reshuffled into Fast Attack? Now cheaper, costing as much as a basic helbrute, with 9W and thus a non degrading profile. Despite being the squishiest of the daemon engines in terms of wounds, the crawler makes up for this with its speed and utility. Gives friendly psykers +1 to cast in an aura, so with its speed it's an excellent backfield screen against deepstrikes, as it's got a big ol' base, as well as decently ranged guns and the speed to run up the board once your opponent has deployed their reserves. Be careful not to put your opponent in a position to think this is the biggest threat on the table, it surely can be but if you do it will immediately die. And when it inevitably does the fact it explodes on a 5+ can be a liability or a boon depending on how close it made it to the enemy. Definitely one of our best fast attacks. *'''[[Blood Slaughterer]]<sup>[Forge World]</sup>''': THE best melee walker for its points, the Blood Slaughterer is a blender on spiky legs. Expect it to attract a lot of firepowers, so much that its Infernal Regeneration is not going to be enough, especially if it scuttles halfway across the board. Using Warptime on it is a must if you want to get into combat turn 1, otherwise DO NOT try to get it all the way to the enemy in only one turn, have it come at the enemy with at least a few other units, preferably alongside something like Warpsmith/Hellwright to repair some of the damage it's going to take. Going up alone's going to put you in range of everything, possibly rapid-fire range of several units and you don't want it weathering that much firepower. Once you get to the enemy, however, go nuts as there isn't anything that it's bad at killing and both loadouts are good depending on what you're fighting (harpoon for vehicles/monsters, which also helps make the charge, blades for everyone else). ** This almost goes without saying, but take this with a (or multiple) Lord Disco in a Soulforged Pack. Adding two to your move characteristic and having the assault after advancing stratagem makes your threat range 18"+2d6" (+2 if you land a harpoon). Add in warptime to go faster than a Heldrake on speed. *'''Greater Blight Drone <sup>[Forge World]</sup>''': The big drone's weapons combined with its movement make this unit pretty dangerous, though it's a pricey unit to field. Unlike the Blood Slaughterer you do want this to go alone and make it to the enemy as fast as possible (made easier thanks to Carrion Haunter, making it so that you don't even need Warptime), as its Bile Maw needs to be somewhat close and it has a much higher chance to explode when it dies. Fortunately, T7, all the benefits of being a Daemon Engine, plus Sickly Resistance being a 5+ FNP rather than the Death Guard's damage reduction should mean that this won't be anytime soon. *'''Dreadclaw Drop Pod <sup>[Forge World]</sup>''': For the price of almost two Spiky Metal Bawkses you can get yourself a Flying Spiky Metal Bawks... that functions more like a mobile drop pod. However, true to its FW origin, it also packs a shopping list of confusing features. Transport-wise it can haul Raptors and Termies who cost 2 slots each or even Obliterators, who count as 3, or even a Dread/Decimator (thanks FAQ, making it the only viable delivery vector for our choppy walkers), which counts as 10. It zips around with flat movement of 15" and {{W40kKeyword|FLY}}, meaning that damage doesn't slow it down and it ignores terrain. Zoom-zoom! It packs a surprisingly good melee weapon (that sadly deteriorates) and it can also burn nearby fuckers with its jet wash, though that's more of a mulligan for before you eat people to heal yourself. Something to remember is that since its move doesn't degrade it can be used to deep-strike, drop off its payload and then fly over to whoever else you want to shuttle around, or charge a ranged unit way in the backfield who really doesn't want to be in combat with anything. Just like a Rhino, so long as it's annoying the shit out of your opponent it's doing its job.
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