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===Red Corsairs=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:RedCorsairs.jpg|100px|left|]] In the grim darkness of the far future, there is nothing sweeter than revenge. Thematically these are your pirate Marines, raiders who swoop in and take what they want with no fucks given. They are also one of the largest CSM forces, thanks in no small part to the fact that they'll accept any sad fuck who's ditched his original force in favour of something greater. Crunchwise... hey kids, you want some CP? Red Corsairs are insanely good at getting CP, between their main trait, warlord trait, and special character no other faction in 40k (yet) can get cp so efficiently, just a simple 6 MSU CSM squads with an assortment of 4 HQs will net you a cool 16 CP to spend on just about anything. Suffice to say Red Corsairs are easily one of the strongest traits you can choose for your army. <div class="mw-collapsible-content"> *'''Renegade Trait: ''Raiders from the Maelstrom'':''' Units with this trait may Advance and Charge in the same turn. In addition, if a detachment contains 3 or more units with this trait, that detachment's command benefits are increased by 1 CP. If that detachment contains 3 or more units of chaos space marines, the command benefits are increased by 3 CP. The former catch-all trait for the Renegade Chapters as a whole was already strong, and has been buffed even further for seemingly no reason, so make sure to take advantage of that by combining this with Warptime and Icons of Wrath (since you aren't playing a cult Legion there's no reason not to go multi-god) which makes you one of the fastest armies of 8E, and combines with the natural choppiness of Berzerkers, Raptors, and Possessed (while Bikers become ludicrously good) to make CSMs play like they always should have- powerful CC units that favour a balls-out, risky play style. Don't forget the Chaos Space Marine units, since even if they're all expendable MSUs you'll still get the bonus CP. *'''Warlord Trait: ''Reaver Lord'':''' Your army can have one extra relic for free (as opposed to paying CP for it like anyone else). Still can't give two relics to the same character. In addition, each time your warlord slays an enemy character, add 1 to their number of attacks for the rest of the battle. If you're using Vigilus Ablaze to give him the Raiders from the Maelstrom Renegade Trait, Huron gets this Warlord Trait instead of Eternal Vendetta. *'''Stratagem: ''More Where They Came From (3 CP)'':''' Tide of Traitors but for Chaos space Marines instead of cultists. Corsairs are asking for you to spam CSM, and you should always take a full 20 man squad with bolters and a tricked out champion. Since your CSM detachments generate their own command points, the second ~ 270 point squad you hurl onto the battlefield is essentially entirely free for both points and CP. *'''Relic: ''Maelstrom's Bite'':''' Replaces a Combi-Melta. The Bolter part is boosted to Rapid Fire 3 AP-1 D2, and the Melta part is boosted to +1S (S9 total), making it a very bad idea for anything to be within 12" of it (24" with the bolter drill rules). Ironically, Huron was nearly killed by a melta blast, seems he has grown to respect these weapons and now offers some of the best ones around to his top Captains! *'''Unique Character: [[Huron Blackheart]]:''' Huron and his <s>pirate parrot</s> Hamadrya are now separate models that make up a single unit, and as long as the latter is alive Huron can attempt to manifest one additional psychic power. Aside from that he's a sort of a Sorcerer Lord with 1 extra attack, and who gives a command point if he's the warlord. Comes with the equivalent of a Fist, Axe, and Heavy Flamer. Of particular note is that the Hamadrya can be used to soak up a hit that could've killed him, although you don't want to give up his pet too early, as without it he's lost half of his psychic game. Also remember that any buffs that affect him will also affect the Hamadrya, even if it won't come up that often. Annoyingly, he is far weaker than his fluff and pre heresy counterparts, though he is almost half the price. **He is fairly well priced, though his lack of Terminator armor to deep strike along with no other options for increasing movement aside from Warptime means all he is really good for is baby sitting blobs of CSM. Luckily, Corsair CSM blobs are fairy potent and he works well marching up the board alongside them casting powers and increasing Dakka output. Once they crash into enemy lines he is a mid/upper tier beat stick who can get very dangerous for his cost under the right psychic powers/stratagems and after he kills a character. **Best not to make him your warlord, since Corsairs can garner so many CP his bonus 1 isn't all that valuable. Make someone else the warlord (Demon Prince/Termie Lord) and build them for a specific role. *'''Strategies:''' The Red Corsairs are very quick with a strong a very easy way to generate CP, naturally there are a few ways to take advantage of this. **'''Suicide Fire Bikers:''' Take an Outrider detachment with three squads of bikers, a Chaos Lord on a bike and a Sorcerer on a bike. Give the bikers flamers and chainswords, have the Lord take a combi-flamer and thunder hammer while the Sorcerer takes whatever is point efficient for your army. Give them the Red Corsairs trait and put them front and centre. Have the Sorcerer buff whichever squad needs it, run 'em, Advance 'em, hit them with 7D6 worth of FLAMES!! Then Charge 'em. They (should) kill most of anything that is willing to fire overwatch, and finish what's left of a horde army with plenty of chainsword BRRR-ing. ***Note that while this works out well for deleting large hordes, you'll need something for the tougher units, like Berzerkers to follow behind them (especially if they're a separate detachment of World Eaters). Use the hammer and force weapon to full advantage and consider fists on the Sergeants to aid in busting multi wound models, also take Malestroms Bite on the Lord since you are getting so close. *'''Fun Tactics:''' These are fun tactics that work better for Red Corsairs than any other subfaction. **'''The 30/30/60/90 Build:''' What would you do if you had ~30 cp and an endless supply of dudes, and not just Cultists, but actual Marines, with gear? ***'''Step 1: Take a Brigade.''' Fill it with Cultists, and other cheap Compulsory choices, seasoning to fit your meta. Wargear, Marks, and Legion traits don't matter that much at this point, but Tzeentch and Crimson Slaughter net tonnes of Command Point recursion and some defensive power. ***'''Step 2: Take 2 Red Corsair Battalions.''' HQ's here don't matter too much, although you might shoehorn Blackheart in, if you wish. All that really matters is 6ish Chaos Space Marine squads with the Red Corsairs Legion trait. ***'''Step 3: PROFIT!!!!!''' With this build, you're looking at 90 recyclable dudes, 60 of which are Cultists, 30 are CSMs, and 32 CP. With the right mix of powers, wargear, and units, you can get resilience, a decent range of support units, and all the flexibility you'd need to pilot this list. **'''Piratical 17:''' Thanks to the Red Corsairs Renegades trait, a detachment with 3 units that have the keyword '''CHAOS SPACE MARINES''' will receive a bonus of 3CP. The basic idea is to use a Battallion for 5CP + 3CP for this trait. ***'''315 Points''' - 2x Warp Smith (60 per) ; 3x Marines (65 per). ::Remixing is encouraged to suit your needs. Adding heavy weapons or swapping a lord in for a smith will increase cost, but potentially get more mileage out of your CP detachment. ''Note that the smith becomes essentially pointless except as tax since it's locked to repairing '''RED CORSAIRS''' vehicles'' :*For something maybe useful, use a dark apostle and a daemon prince with wings. Give your CSM chainswords and a flamer. Enjoy your cp and use csm as budget assault units. :*Just take a Master of Executions or two instead. Cost the same as a Warpsmith, but does work by itself. </div></div>
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