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March 7, 2011 by dignity
Darrell takes another step on the road to damnation as he gives us a rundown on the troop choices for the Chaos Space Marines, and lets us know just who among the fallen he would take to battle.
Nice review. What you forgot were the Sonic weapons of the Noise Marines. Thats what makes them special. But i don’t have the codex, so i can’t explain what exactly they do.
Other than that, a disadvantage of the standard Chaos Space Marines is that they don’t have “And They Shall Know No Fear” (at least i think so, don’t have the codex as stated above…).
In my opinion, the best troops choice are the Space Wolves Grey Hunters. I think they should be something like 17P each. And i say this as a Space Wolf player. Having a bolter, bolt pistol, cc weapon and Counter Charge for 15P is just awesome!
A Doom Siren is a template strength 5 ap3: nasty. A blastmaster has two firing modes, one is 48 range str 8 ap3 heavy 1 blast pinning, pretty good i reckon.
I agree grey hunters are possibly the best, but plague marines are up there: they more than make up for their initiative 3.
10 plagues against 10 imperial vets with 3 rapid fire plasma guns, commissar and sgt both with power fist and plasma pistol = gooey, green overrated sludge……..mmmmmm points drain!!!!!!!!
even the strongest units have a weakness
i think that thousand sons ans khorne berzerkres are the two best troop choices; thousand sons have invulnerable save 4+, which makes them hard to kill, the feel no pain doesn’t work against AP-1 and AP-2 wapons as well as power wapons; the only donw side of the thousand sons is that they are week in close combat; tha’t when you use berzerkers; shoot the enemy with sons’ AP-3 weapons and assault them with berzerkers
grey knights are some of the best troop choice, they have all the other stats of normal marines except for WP5 and two attacks; they also get +2 to strength and have a lot of special rules and equipment for justicar; they have also a lot of fire power with their storm bolters, which they use as close combat weapons, that gives them 15 attacks with WP5 and S6, always in a 10 men squad
The Sons are too expansive cause you have to take the sorcerer with them. With the one psi-power he has to choose, the smallest 1k Sons unit (5 Sons, 1 Sorcerer) costs you 177Pt. Thats not really an option. It would be, if i could leave the sorcerer and join a HQ Sorcerer instead.
ok darrel, heres a video question for you make for us here in the states
which wins out tyranid hive guards ignores cover gun, or orks big mek force field on vehicles?
example: a big mech in a battlewaggon rides 2″ behind 3 killa kans, do the killa kans get a cover save against hive guard shooting…
Anything that ignores cover… well… ignores cover… so you never get a cover save against it, no matter if its gone to ground with stealth in cover re-enforced by a Techmarine, the cover is ignored. Kustom force field obscures vehicles, obscured vehicles get a cover save, ignores cover negates cover save.
Another question along the same lines with a less obvious answer, Tau disruption pods obscure, -and grant a cover save to- a vehicle from ‘weapons fired at the vehicle from more than 12″ distant’ but barrage weapons say to treat the shot as ‘coming from the centre of the marker instead of the firing model’ so if I lob a salvo of Medusa or Earth-shaker shells at a tau vehicle does it get its save?
Hive guard do not ignore cover saves anyway, they just ignore the need for line of sight. It actually specifies that models hit by the impaler cannon can take cover saves for anything they would benefit from in all other situations.
Hive Guards don’t automatically ignore all cover saves; the impaler rule is specific about that. If the target is granted a cover save from another unit, like those orcs you mentioned or from a venomthrope, they would still get those cover saves.
Now, an IG weapon like the one artillery attack that specifically says ignores all cover saves, that would still get past the kustom force field.
Plague Marines are gonna end up outnumbered roughly 3:2 by regular Chaos Marines but they can take a lot more than an extra third of the damage. I’m pretty sure the only things that comes close to the Plague marines for survivability are special characters, synergies from multiple(expensive) units or one-per-army units. Their offensive power might not be as good as thousand suns or noise marines, but when they can shrug off a battlecannon you can probably afford another go at anything that survives your shooting as long as the rest of your army is engaging any ap 1 or 2 weapons that wont let you get a FNP save.
You won’t get any saves against the battle cannon as it is AP3 and will instant death your Plague Marines (strength 8).Sorry dude.
I missed the words “anything short of” there..
I’d probablly have some plague marines on my objective and some khorne berzerkers charging the enemy while using noise marines for support fire.
plague marine are good, bang them on a objective within cover and try and shift them!
personally noise marines are mental you’ve the crazy amount of fire that they can pump out and the blastmaster replaces the bolter so you still get the bolt pistol & combat weapon at int 5, throw in some thousand sons for good measure and you’ll have loyalist’s having a mental break down… whilst turning there leaders into spawn’s on a 5+
I play a thousand son’s army and i love it They are realy hard to kill with +4 inv save and with ap3 bolters that can move and stil shoot at 24″ is awesome! Only downside is that you must take a champion for 60pts + one psychic power (for a minimum of 70pts) :/
awsome review, im getting nearer the ruinous power whit each review on plague marines i see m8.
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