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Happiness is success... (Buddha)
Showing posts with label Chaos Space Marines. Show all posts
Showing posts with label Chaos Space Marines. Show all posts
Tuesday, July 11, 2017
Wednesday, May 24, 2017
Wednesday, November 23, 2016
Tuesday, November 22, 2016
New Tzeentch Psy Powers
There are 10 formations within the book and inside the detachment.
There are 6 Chaos Space Marine formations and 4 Daemon Formations.
There are Updates to Daemonic Loci as well as Icons of Chaos. The Aspiring Sorcerer and Scarab Occult Sorcerer have multiple wargear options.
The Tzeentch Discipline is added. there are also all 4 Traitor Marine Psychic Disciplines inside.
Magnus, Ahriman, Exalted Sorcerers, Scarab Occult Sorcerers as well as Aspiring Sorcerers all have acces to 11 Disciplines (all 6 BRB Disciplines, all 4 Traitor Marine Disciplines aswell as the updated new Tzeentch one)
finally Ahriman is able to Cast powers of his Corvidae Cult as well as many, many more.
Psychic Powers from War Zone Fenris: Wrath of Magnus:
Primaris: Blessing: +1 additional bonus to Mark of Tzeentch & Daemons of Tzeentch invulnerable saves. Passed saves reflect S3 AP3 Blind hits back.
1: Blessing: Target unit Re-rolls all to hit rolls
2: Blessing: Pick the result of one dice in your turn
3: Blessing: Target unit weapons gain Force special rule
4: Witchfire: Range: 3d6″ S: D6 AP: D6 Assault D6
5: Focused Witchfire: D6 roll off adding any number of Warp Charges you want to spend, for each point the opponent loses by take a Perils of the Warp test.
6: Beam Witchfire: Range: 12″ S: D AP-, Warpcharge 1: -2 to D table Warpcharge 2: -1 to D table Warpcharge 3: normal D table
Magnus the Red Rubric power: Nova Witchfire 12″ that works like Mind War and transforms things it kills into new Thousand Sons or Spawn.
Thursday, September 29, 2016
Chaos Space Marine Blues (editorial)
Hi everyone it's your ever friendly Black Blow Fly swinging through your neighborhood again to spread yet moar mischief and the rot. Today I want to discuss the present state of Chaos Space Marines (CSM) and their rank in in the current meta compared to some of the other top tiered codices... so hope onboard this Chaos train... it's going to be an interesting journey.
The Problem
First let's define the problem... entitlement. You see there is a bitter group of veterans that still long for an out-of-print codex that's over 10 years ago. I remember going to large tournaments back during the heydays of CSM - quite often over 70 percent of the armies you'd see were CSM which is very similar to what we see now with certain armies like Eldar.
Now don't take what I say the wrong way... it was in my opinion one of the best written codices ever released by GW. You had an incredible amount of customization with very specific detailed rules for all the legions including both the cults and undivided plus their was an amazing amount of wargear and separate sets of really good psychic powers for each Chaos God excluding Khorne (of course). For example Emperor's Children could take sonic weapons for their terminators and dreadnaughts. On top of all this Chaos daemons were included in the CSM codex as well. So you had the ability to create very powerful armies that reflected their background well using only one codex. The good news is it can still be had albeit a different route.
The veterans I mentioned above still have an expectation that GW will or should release something very similar again for them. They belly ache every time anyone has anything good to say about CSM which is very unfortunate because really there are some great things you can do. We can look longingly to the past or we can move forward. I think the vets are going to be waiting a long long time for what they want which is one codex that's very powerful and has everything in it much like Eldar... They will continue to be disillusioned and cast a shadow on anything good CSM has to offer.
The Solution
If you are open to change and willing to embrace the modern concept of using multiple sources then you can build powerful armies that are fun to play and have a strong theme... this is really where it's at now. I'm talking mixing together codices such as Black Legion, Chaos Daemons, Crimson Slaughter and Khorne Daemonkin (KDK). I have witnessed games and even played some myself where Chaos via combination has taken down super powered armies such as Eldar, Super Friends and even Tau.
I'm a big fan of KDK seeing Khorne is and has always been one of my go to Chaos forces. There are other really great things now right at your fingertips such as the new psychic Cabal and they have access to pretty much the same new set of the psychic powers for their Imperial counterpart - Space Marines. My advice to new players is don't stick your head in the sand and don't waste your time trying to appease those that are still disgruntled. Nothing good ever comes from being unhappy. I know players that are happy enough and winning some games... these are mostly those who are unfamiliar with the ancient CSM codex and that's a good thing for them too.
Conclusion
The old vets need to get over it or give other armies a go... it won't kill you to try something new and really everything eventually changes. To be honest it wouldn't surprise me if their comes a day when the likes of Eldar and Tau finally take a seat back from the top tier... it will happen for whatever reason too.
I haven't discussed what Forge World has to offer but that's yet another great source for Chaos in general and there's even a fairly new book dedicated to the forces of disorder. Renegades for example are a thing now for sure.
All the tools you need are out there... use them and prosper. BBF over and out !
Saturday, September 10, 2016
Night Lords Army List 40k (2k) - Raptor Talon & Cabal ver. 2.5
I've swapped out Belakor for a Cabal... Not gonna lie - Chaos Space Marines need some price breaks... Had to drop the bunker and bump up the points to 2000 to make it all work.
*Units marked such below form the Raptor Talon.
+++ Night Lords 40k (1999) +++
++ Chaos Space Marines: Crimson Slaughter (2014) (Combined Arms Detachment) (1179) ++
+ HQ (320) +
Chaos Lord* (150)
Lightning Claw - Power Fist - Mark of Slaanesh - Melta Bombs (5pts), Power Armour - Sigil of Corruption
Chaos Lord (170) /Warlord
Bolt Pistol - Daemonheart - Jump Pack - Mark of Slaanesh - Sigil of Corruption
+ Troops (310) +
Chaos Cultists (75)
9x Cultist - 8x Auto Pistol - Flamer - Mark of Khorne
Cultist Champion - Auto Pistol
Chaos Space Marines (235)
9x Chaos Space Marines 2x Plasma Gun - 9x Bolt Pistol - 9x Boltgun
Aspiring Champion - Bolt Pistol - Boltgun - Melta Bombs - Power Axe
Chaos Rhino (45pts) [Combi-Bolter - Dirge caster - Dozer Blade - Searchlight - Smoke Launchers
+ Fast Attack* (549) +
Raptors (197)
5x Raptor - 5x Bolt Pistol, 5x Close Combat Weapon - 2x Flamer - Icon of Excess - Mark of Slaanesh
Raptor Champion - Combi-Flamer - Melta Bombs - Power Fist
Raptors (177)
5x Raptor - 5x Bolt Pistol - 5x Close Combat Weapon - Mark of Slaanesh - 2x Meltagun
Raptor Champion - Combi-Melta - Melta Bombs - Power Fist
Warp Talons (175)
4x Warp Talon - 4x Twin Lightning Claws - Mark of Slaanesh
Warp Talon Champion - Twin Lightning Claws
++ Chaos Renegade Knights (Chaos RK Forsworn Knight Detachment) (375) ++
+ Lord of War (375) +
Renegade Knight
Avenger Gatling Cannon and Heavy Flamer - Heavy Stubber - Ion Shield - Reaper Chainsword
++ Chaos Space Marines: Codex (2012) (Formation Detachment) (445) ++
Force Options [Black Legion]
+ Formation +
Cyclopia Cabal (445)
Sorcerer (170) Level 3 Psyker
Bolt Pistol - Force Axe - Jump Pack - Sigil of Corruption - Spell Familiar - Veterans of the Long War
Sorcerer (170) Level 3 Psyker
Bolt Pistol - Force Axe - Jump Pack - Sigil of Corruption - Spell Familiar - Veterans of the Long War
Sorcerer (105) Level 2 Psyker
Bolt Pistol - Force Axe - Jump Pack - Veterans of the Long War
Friday, September 09, 2016
Thursday, September 08, 2016
Night Lords 40k w. Raptor Talon reworked (1850)
+++ Night Lords 40k (1849pts) +++
++ Chaos Space Marines: Crimson Slaughter (2014) (Combined Arms Detachment) (1394pts) ++
+ HQ (555pts) +
Be'lakor, The Dark Master (350pts) [Blade of Torment, Warlord]
Rules: Daemon, Eternal Warrior, Fearless, Lord of Torment, Psyker (Mastery Level 3), Shadow Form
Profiles:
Be'lakor, The Dark Master: Unit Type:Flying Monstrous Creature (Character)|WS:9|BS:5|S:6|T:5|W:4|I:8|A:5|Ld:10|Save:-/4++|Dataslate: Be'lakor
Blade of Torment: Range:Melee|Strength:+1|AP:2|Type:Melee, Armourbane, Fleshbane, Master-Crafted, Specialist Weapon
Chaos Lord (205pts) [Daemonheart (30pts), Jump Pack (15pts), Lightning Claws (15pts), Mark of Slaanesh (15pts), Power Fist (25pts), Sigil of corruption (25pts), The Slaughterer’s Horns (15pts)]
Rules: Champion of Chaos, Fearless, Independent Character, It Will Not Die, Mark Of Slaanesh
Profiles:
Chaos Lord (Daemonheart, Jump Pack, Mark of Slaanesh): Unit Type:Jump Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:6|A:3|Ld:10|Save:2+
Daemonheart: Description:May not be taken by a Daemon Prince. Daemonheart confers a 2+ Armour Save and the It Will Not Die special rule.
Jump Packs: Description:Changes unit type to Jump
Sigil of Corruption: Description:Confers a 4+ Invulnerable Save
The Slaughterer’s Horns: Description:The bearer of the Slaughterer’s Horns has the Furious Charge, Hammer of Wrath and Rage special rules.
Lightning Claw: Range:-|Strength:User|AP:3|Type:Meele, Shred, Specialist Weapon
Power Fist: Range:-|Strength:x2|AP:2|Type:Meele, Specialist Weapon, Unwieldy
+ Troops (298pts) +
Chaos Cultists (55pts) [8x autopistol loadout, 9x Cultists in unit (36pts)]
····Cultist Champion (14pts) [Auto Pistol]
····Rules: Champion of Chaos
····Heavy Weapon upgrade (5pts) [Flamer (5pts)]
Profiles:
Chaos Cultist: Unit Type:Infantry|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:6+
Cultist Champion: Unit Type:Infantry (Character)|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:8|Save:6+
Autopistol: Range:12"|Strength:3|AP:-|Type:Pistol
Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1
Chaos Space Marines (243pts) [9x Chaos Space Marines in the unit (117pts), Missile Launcher w/ Frag + Krak (15pts), Plasma Gun (15pts)]
····Aspiring Champion (38pts) [Bolt Pistol, Boltgun]
····Rules: Champion of Chaos
········Power Weapon (15pts) [Power Axe]
····9x CCW and Boltgun loadout (18pts) [9x Bolt Pistol, 9x Boltgun, 9x Close Combat Weapon]
····Chaos Rhino (40pts) [Combi-bolter, Dozer Blade (5pts), Searchlight, Smoke launchers]
····Rules: Repair, Transport Capacity: Rhino
Profiles:
Aspiring Champion: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
Chaos Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Chaos Rhino: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle(Tank, Transport)
Dozer Blade: Description:Can re-roll dangerous terrain tests. Treat the vehicles front armour as +1 higher when ramming.
Searchlight: Description:Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units loses Night Fighting benefits)
Smoke Launchers: Description:Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn. Unaffected by weapon destroyed, crew shaken and crew stunned results.
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol
Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Meele
Combi-Bolter: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Twin Linked
Frag Missiles: Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast
Krak Missiles: Range:48"|Strength:8|AP:3|Type:Heavy 1
Plasma gun: Range:24"|Strength:7|AP:2|Type:Rapid Fire, Gets Hot
Power Axe: Range:-|Strength:+1|AP:2|Type:Meele, Unwieldy
+ Fast Attack (541pts) +
Raptors (178pts) [2x Flamer (10pts), Icon of excess (30pts), Mark of Slaanesh (10pts)]
Rules: Fear, Mark Of Slaanesh
····4x Raptor (68pts) [4x Bolt Pistol, 4x Close Combat Weapon]
····Raptor Champion (60pts) [Combi-bolter (3pts), Melta Bombs (5pts), Power Fist (25pts)]
····Rules: Champion of Chaos
Profiles:
Raptor: Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Raptor Champion: Unit Type:Jump Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
Icon of Excess: Description:Slaanesh Icon: The unit has Feel No Pain
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Meele
Combi-Bolter: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Twin Linked
Flamer: Range:Template|Strength:4|AP:5|Type:Assault 1
Melta-Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldy
Power Fist: Range:-|Strength:x2|AP:2|Type:Meele, Specialist Weapon, Unwieldy
Raptors (188pts) [Icon of excess (30pts), Mark of Slaanesh (10pts), 2x Meltagun (20pts)]
Rules: Fear, Mark Of Slaanesh
····4x Raptor (68pts) [4x Bolt Pistol, 4x Close Combat Weapon]
····Raptor Champion (60pts) [Combi-bolter (3pts), Melta Bombs (5pts), Power Fist (25pts)]
····Rules: Champion of Chaos
Profiles:
Raptor: Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Raptor Champion: Unit Type:Jump Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
Icon of Excess: Description:Slaanesh Icon: The unit has Feel No Pain
Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol
Close Combat Weapon: Range:-|Strength:User|AP:-|Type:Meele
Combi-Bolter: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Twin Linked
Melta-Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldy
Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta
Power Fist: Range:-|Strength:x2|AP:2|Type:Meele, Specialist Weapon, Unwieldy
Warptalons (175pts) [Mark of Slaanesh (15pts), Warp Talon Champion (40pts)]
Rules: Champion of Chaos, Daemon, Mark Of Slaanesh, Warpflame Strike
····4x Warptalon (120pts) [4x Twin Lightning Claws]
Profiles:
Warp Talon: Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Warp Talon Champion: Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:9|Save:3+
Lightning Claw: Range:-|Strength:User|AP:3|Type:Meele, Shred, Specialist Weapon
++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) (80pts) ++
+ Fortification (80pts) +
Imperial Bunker (80pts) [Escape Hatch (25pts)]
Rules: Repel the Enemy, Wide Fire Points
Profiles:
Imperial Bunker: Armour Value:14|Transport Capacity:20|Access Points:as per model|Fire Points:as per model|Hull Points:4|Building Type:Medium Building with Battlements
Escape Hatch: Description:When this building is first occupied, the owning player can place an escape hatch marker anywhere within 12" of the building that is not impassable terrain or within another building. The escape hatch marker is an additional Access Point for the building, but models using it cannot use the Repel the Enemy special rule.|Stronghold Assault
++ Chaos Renegade Knights (Chaos RK Forsworn Knight Detachment) (375pts) ++
+ Lord of War (375pts) +
Renegade Knight (375pts) [Avenger Gatling Cannon and Heavy Flamer (50pts), Heavy Stubber, Ion Shield, Reaper Chainsword]
Profiles:
Renegade Knight: WS:4|BS:4|S:10|Front:13|Side:12|Rear:12|I:4|A:3|HP:6|Type:Vehicle (Super-Heavy Walker)
Ion Shield: Description:At the start of the opponents shooting phase, select the facing of the Ion Shield. The Ion Shield confers a 4+ Invunerable save against that facing until the start of your opponents next shooting phase.
Avenger Gatling Cannon: Range:36"|Strength:6|AP:3|Type:Heavy 12, Rending
Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1
Heavy Stubber: Range:36"|Strength:4|AP:6|Type:Heavy 3
Reaper Chainsword: Range:-|Strength:D|AP:2|Type:Melee
++ Roster Rules ++
Fallen Household: If this Detachment contains 3 Renegade Knights, it forms a Fallen Household and all of its models have the Preferred Enemy (Imperial Knights) special rule. However, such is the enmity between their former comrades that all Imperial Knights will have the Preferred Enemy (Fallen Household) special rule as well.
++ Selection Rules ++
Champion of Chaos: A Model with this rule must issue and accept challenges. Where there are multiple models with this rule, the controlling player may decide.
Whenever a model with this rule kills a character, roll a D66 and consult the Chaos Boon chart. This boon remains for the rest of the game.
Daemon: 5+ Invunerable, Causes Fear
Eternal Warrior
Fear
Fearless
Independent Character
It Will Not Die
Lord of Torment: If one or more units fail a Ld check in the previous turn, Be'lakor gets +D3 Warp charges in the next psychic phase.
Mark Of Slaanesh: Grants +1 Initiative
Psyker (Mastery Level 3): Be'lakor knows ALL the powers of the Telepathy Discipline
Repair
Repel the Enemy: (Warhammer 40k rulebook p110)
Shadow Form: Be'lakor has a 4+ Invunerable save and shrouded. He automatically passes Dangerous Terrain tests.
Transport Capacity: Rhino: Can transport 10 models. Terminators may not be transported.
Warpflame Strike: Immediately after entering via Deep Strike, all enemy units within 6" of the Warptalons count as being hit with a weapon with Blinded.
Wide Fire Points: (Stronghold Assault)
Created with BattleScribe (http://www.battlescribe.net)
Wednesday, September 07, 2016
Night Lords Army List featuring new Raptor Talon formation
+++ Night Lords 40k (1850) +++
++ Chaos Space Marines: Crimson Slaughter (2014) (Combined Arms Detachment) (1030) ++
+ HQ (185) +
Chaos Lord (185) - Mark of Khorne
Daemonheart - Lightning Claw - Power Fist - Sigil of Corruption - The Slaughterer’s Horns /Warlord
Rules:
Champion of Chaos
Counter-Attack
Fearless
Furious Charge
Hammer of Wrath
It Will Not Die
Rage
Chaos Lord (Daemonheart): Unit Type: Infantry (Character)
|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:2+/4++|
+ Troops (150) +
Chaos Cultists (75) - Mark of Khorne
9x Cultist
8x autopistol - flamer
Cultist Champion -mAuto Pistol
Rules:
Champion of Chaos
Chaos Cultist: Unit Type: Infantry
|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:6+|
Cultist Champion: Unit Type:Infantry (Character)
|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:8|Save:6+|
Chaos Cultists (75) - Mark of Khorne
9x Cultist
8x autopistol - flamer
Cultist Champion -mAuto Pistol
Rules:
Champion of Chaos
Chaos Cultist: Unit Type: Infantry
|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:6+|
Cultist Champion: Unit Type:Infantry (Character)
|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:8|Save:6+|
+ Fast Attack (695) + /Raptor Talon a formation - Can assault directly after deep striking
Raptors (217) - Mark of Khorne
7x Raptor - 7x Bolt Pistol - 7x Close Combat Weapon - 2x Flamer
Icon of Wrath
Rules:
Fear
Raptor Champion - Close Combat Weapon - Melta Bombs - Power Fist
Rules:
Champion of Chaos
Raptor: Unit Type:bJump Infantry
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|
Raptor Champion: Unit Type: Jump Infantry (Character)
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|
Raptors (230) - Mark of Khorne
7x Raptor - 7x Bolt Pistol - 7x Close Combat Weapon - 2x Meltagun
Icon of Wrath
Rules:
Fear
Raptor Champion - Combi-Melta - Melta Bombs -mPower Fist
Rules:
Champion of Chaos
Raptor: Unit Type: Jump Infantry
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|
Raptor Champion: Unit Type: Jump Infantry (Character)
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+|
Warp Talons (248) - Mark of Khorne
6x Warp Talon - 6x Twin Lightning Claws
Warp Talon Champion
Rules:
Champion of Chaos (Champion)
Daemon
Warpflame Strike
Warp Talon: Unit Type: Jump Infantry
|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
Warp Talon Champion: Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:9|Save:3+|
++ Chaos Daemons: Codex (2013) (Allied Detachment) (440) ++
+ HQ (350) +
Be'lakor, The Dark Master
Rules:
Daemon
Eternal Warrior
Fearless
Lord of Torment
Psyker (Mastery Level 3)
Shadow Form
Be'lakor, The Dark Master: Unit Type: Flying Monstrous Creature (Character)
|WS:9|BS:5|S:6|T:5|W:4|I:8|A:5|Ld:10|Save:-/4++|
Blade of Torment: Range:Melee
|Strength:+1|AP:2|Type: Melee - Armourbane - Fleshbane - Master-Crafted - Specialist Weapon
+ Troops (90) +
Pink Horrors of Tzeentch
10x Pink Horror - Daemon of Tzeentch
Rules:
Blue Horrors
Brotherhood of Sorcerers
Daemon, Daemon of Tzeentch
Daemonic Instability
Deep Strike
Fear
Hatred (Daemon of Nurgle)
Magic Made Manifest
Psyker Discipline - Change
Pink Horrors of Tzeentch: Unit Type: Infantry
|WS:3|BS:3|S:3|T:3|W:1|I:3|A:1|Ld:7|Save:-/5++|
++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) (55) ++
Imperial Bunker (55pts)
Rules:
Repel the Enemy
Wide Fire Points
++ Chaos Renegade Knights (Chaos RK Forsworn Knight Detachment) (325) ++
+ Lord of War +
Renegade Knight (325) -mHeavy Stubber - Ion Shield - Reaper Chainsword - Thunderstrike Gauntlet
Rules:
Colossal
Hurl
Renegade Knight: WS:4|BS:4|S:10|Front:13|Side:12|Rear:12|I:4|A:3|HP:6|Type:Vehicle| (Super-Heavy Walker)
Saturday, August 27, 2016
Saturday, January 09, 2016
Batrep Preview - BikeStar vs. Chaos
The big game went down yesterday afternoon with Kenny B at Atomic Empire in Durham, NC. Here's the mission:
Here's most of Kenny's amazing Chaos army...
Belakor
Cultists and Maulerfiend
Soulgrinder and Maulerfiends
Daemonettes and Nurgle Spawn
Kenny won the roll to deploy first and did so holding the Soulgrinder in reserve which would deep strike...
I deployed second holding my Storm Giant biker squad in reserve...
I failed to sieze after scout moves and there was no night fight.
There should be a video batrep in a week or so.
Sunday, July 05, 2015
Chaos Knights & Kytan Daemon Engine • Forge World rules
The Kytan will be a real game changer for Chaos Space Marines - especially with all the special rules, greater number of attacks and higher weapon skill and inititative !
Chaos Knight of Khorne included in a Daemon army (and containing the Daemon special rule) opens up opportunities that normal Knights don't have. First and foremost being the Grimoire leading to 2+ Ion Shields (and 3+ on all other facings, including in combat, and 2+ if a Cursed Earth is nearby) and guaranteed access to Invisibility via Be'lakor.
Monday, June 08, 2015
Friday, January 16, 2015
A fix for Chaos Space Marines
There's a good chance Chaos Marines could get a new book this year. Here's the design studio needs to put in there:
Friday, January 02, 2015
Drach'nyen
Being a daemon weapon, Drach'nyen could be considered a living being and its appearance can change dramatically. The weapon normally appears to be something akin to a two-handed sword, except that Abaddon wields the weapon with a single hand in conjunction with the Talon of Horus. The guard of the weapon tends to be golden in colour, with a leering face of a demon just above the handle. The ricasso of the weapon has spikes protruding from the sides as well as outward from the blade, and the blade itself is blue with red, tormented faces writhing across its surface. It is unknown if these faces belong to daemons or the souls of those the blade has killed over the millennia.
A monstrous, golden-skinned stranger led Abaddon to the weapon under the Tower of Silence on Uralan. To take the weapon from its crypt, Abaddon had to pass several tests given to him by the Chaos Gods in order for him to be proven worthy, as the gift is only given to those who were worthy of their dark powers.
The mighty daemon weapon draws its prodigious power from the bound essence of a writhing warp entity that can rend reality apart, named Drach'nyen. The Warmaster uses this weapon as a symbol of his authority, and with it has led his infamous Black Crusades, as well as using it to effect in battle.
Friday, December 05, 2014
My three favorite Chaos characters • by Alicia Ling • Valkyrie Painting
Always a pleasure to work with and by far the best. Alicia can do anything and always does it extremely well .
Sunday, November 16, 2014
Round 2 • Thunder & Lightning vs. Chaos Space Marines • SoFlo GT (Miami)
The second round was versus vile heretics - Chaos Space Marines by the unholy name of the Crimson Slaughter ! My opponent Daniel was packing a solid army list and the deployment for the mission was quite interesting to say the least. I knew I had my work cut out for me and was up for the challenge. After losing a close fought game in the first round I needed a big win to bounce back up into the upper bracket.
Here is Daniel's army list:
- Primary Detachment - Chaos Space Marines -
Sorcerer - Bike - Level 3 Psyker (Biomancy Lore) /Warlord
7x Chaos Space Marine - Meltagun
Champion
Rhino
7x Chaos Space Marine
Champion
Rhino
4x Chaos Space Marine Biker - 2x Meltagun
Champion - Power Fist
Vindicator - Extra Armor
Maulerfiend - Magna Cutters
Maulerfiend - Magna Cutters
- Allied Detachment - Crimson Slaughter -
Chaos Lord - Bike - Gift of Mutation - Mark of Nurgle - Sigil of Corruption - Slaughterer's Horns - Power Fist - Lightning Claw
10x Cultist
5x Plague Marine - 2x Meltagun
Champion - Power Sword
Rhino
5x Chaos Spawn - Mark of Nurgle
Plague Hulk of Nurgle
Here is the mission:
Deployment zones was modified Dawn of War but offset from the long table edges by 6" so you ended up 12" closer across the board.
Primary Objective 1 - The Relic
Primary Objective 2 - Four objectives placed 18" from the side edge on the inner edge of each deployment zone
Primary Objective 3 - Purge the Alien - Elite units are worth 2 points each and all other units are worth 1 point each
Each primary objective is worth 6 victory points for the win and 3 for the draw.
Secondary Objectives:
First Blood - Slay the Warlord - Line Breaker - Last Laugh
Each secondary objective is worth 1 victory point so the maximum score possible is 22 victory points (6 + 6 + 6 + 4).
My Warlord trait was from strategic traits that allows up to three units to infiltrate. I can't remember which trait Danny got. I rolled on the Telepathy lore - Psychic Shriek and Shrouded were of note. Danny rolled on the Biomancy lore - Endurance and Enfeeble were of note.
Again there was plenty of terrain - the table was setup much like the old Cityfight style campaign with lots of multilevel ruins. Danny won the roll to deploy first (and go first) spreading his units across his deployment zone with the pair of Maulerfiends over to my left side. Danny had his Deathstar as well with the Sorcerer and Chaos Lord both attached to the Chaos Spawn - he deployed them behind the Maulerfiends.
I chose to infiltrate my three biker squads hiding them from the Plague Hulk and Vindicator all over to my left. I deployed BikeStar (all HQ attached to the command squad) over to my left as well and far enough away to make sure there was no chance for first turn charges from either Maulerfiend.
- PRE GAME ANALYSIS -
My plan was to first take out the Vindicator and two Maulerfiends. Grey Hunters are assigned to the tank while I'll let the Maulerfiends come to me so I can shoot them then punch them in the face if need be. I should have given more thought to the Chaos Deathstar - it's very nasty with Endurance up. I try to always keep all of my bike squads at least 19" away from their table edge so if they fall back they won't flee the table... This game I got caught up in the killing spree and forgot about that very important tactic, if I should lose my BikeStar to a failed panic check it's pretty much game over for me.
No Night Fight this game - I then seized the initiative.
Turn 1 - Bike Star
The Grey Hunters pod down beside the Vindicator with minimal scatter and dismount for shots into the rear arc. Two biker squads move into grav gun range of a rhino with a squad of Chaos Marines embarked. The other bike squad moves up beside BikeStar so both units can target the closest Maulerfiend. My Librarian successfully casts Shrouding on BikeStar. The Grey Hunters explode the Vindicator for First Blood - the two biker squads combine to explode the rhino (Chaos Space Marines suffer some losses in the explosion and are pinned). Shooting from BikeStar and the other biker squad manages to strip two hull points from the Maulerfiend and immobilize it. Excellent first turn for BikeStar !
Turn 1 - Chaos Space Marines
The Chaos Space Marine bikers move into position to shoot and assault the Grey Hunters with support from the close by Plague Hulk. The Chaos Deathstar moves such that they are out of range for a turn 2 charge by my BikeStar and the mobile Maulerfiend crashes through the walls of a building headed straight towards my BikeStar. The Sorcerer successfully casts Endurance on the Chaos Deathstar. The Chaos Space Marine bikers shoot the Grey Hunters who go to ground and manage to drop three - they break and fall back outside of charge range. The Plague Hulk assaults the drop pod and explodes it - a couple of the Chaos Space Marine bikers die in the ensuing explosion - they also break, fall back and just hit their table edge... Gone !
The mobile Maulerfiend is just in range to charge BikeStar but two lucky grav gun shots get through and wreck it on Overwatch... Wow really couldn't have gone much better than that did.
BikeStar: 4 KP, First Blood
CSM: 1 KP
Turn 2 - BikeStar
I decide to go for the easy kill point with the BikeStar versus the immobilized Maulerfiend. The three biker squads all converge on the pinned Chaos Space Marines. Grey Hunters regroup and move into position to shoot and assault the Plague Hulk. I successfully cast Shrouding on BikeStar and also Psychic Shriek the pinned Chaos Space Marines zapping a couple. Shooting from the biker squads eradicate the remaining Chaos Space Marines and BikeStar finishes off the last Maulerfiend. The Grey Hunters then explode the Plague Hulk with their meltaguns.
Turn 2 - Chaos Space Marines
Here is where I make a huge mistake that could potentially cost me the game. Danny still has his Deathstar left and they move up to assault BikeStar who are close enough to my board edge if they should fall back it could be fatal. The Plague Marines disembark from their rhino to tackle the Grey Hunters.
The Sorcerer first attempts to cast Endurance which I try to deny with all my warp charge and fail. The Sorcerer then successfully enfeebles my BikeStar... Oh noes !!! Luckily the Sorcerer fails to cast Force. The Plague Marines rapid fire into the Grey Hunters along with their meltaguns dropping them down to just three remaining including the Wolf Guard and they pass their break check.
Danny then declares his assault on BikeStar with his DeathStar - I opt to fire all the twin linked bolters on Overwatch but with Endurance up he takes no wounds. I tank all the wounds on the Chapter Master whom only fails two saves thanks to Feel No Pain but BikeStar fails to inflict any wounds back - Endurance is really good for those Spawn ! BikeStar then passes morale thanks to the re roll due to the chapter banner then hit and run out of combat.
BikeStar: 7 KP, First Blood
CSM: 1 KP
Turn 3 - BikeStar
I need to do something about the Chaos Deathstar and unfortunately my BikeStar is still enfeebled. There is also the newly emerged Death Guard but I consider them a secondary threat. BikeStar and all three biker squads converge on the Chaos Deathstar along with the last of the Grey Hunters - I'm literally going to throw everything I've got at them and this is where the Wulfenstone first really comes into play since it grants Furious Charge to the BikeStar - all my power fists and Thunderhammer attacks will be S7 with Furious Charge versus S6 without it - so I'm wounding on 3+ versus 4+ in melee. I successfully cast Force on the Librarian and then Shriek the Chaos Deathstar dropping one Spawn. All my twin linked bolters and Meltas then unload dropping another Spawn plus two wounds on another. All my units then assault - down goes the rest of the Spawn along with the Sorcerer - the Chaos Lord is fearless so they lock.
Turn 3 - Chaos Space Marines
The Plague Marines move into position to join the mėlee while the remaining squad of Chaos Space Marines drop back onto one of the Primary 2 objective markers. Note the cultists have been chilling the whole time on another objective marker back in their deployment zone hiding behind line of sight blocking terrain. We go straight into the assault phase - I lose a few bikers in the process but wipe out the Chaos Lord and Death Guard.
At this point my opponent then concedes the game and I win with full points.
BikeStar: 11 KP, First Blood, Slay the Warlord, Line Breaker, Last Laugh
CSM: 1 KP
- POST GAME ANALYSIS -
Fairly easy game except for the big mistake when I opted to deny Endurance rather the malediction Enfeeble - with Mastery Level 2 and Adamantium Will (Shield Eternal) the BikeStar is quite resilient versus most enemy Psykers so I really flubbed it and could have possibly lost the game if not for the re rolled morale check due to the command squad chapter banner - don't ever leave the battle barge without it !
Monday, October 27, 2014
Imperial Armor Volume XIII
I have to say this is one of my favorite books from Forge World and it was a long time coming — basically everything Chaos from Forge World in one book. I can't wait to break out a lot of my favorite toys. I will be doing a short series of articles highlighting the units not reviewed by others such as the Greater Brass Scorpion of Khorne. This is your go to book for Chaos. I've noticed a lot of the standout units were missed — I'm talking about the through and through Chaos Space Marine units that Daemon players just seem not to understand.
Sunday, September 14, 2014
BikeStar RTT Report
I got to play in a semi local RTT yesterday. It was 1000 points and you could only use one source. You had 10 minutes to complete each player turn so kind of interesting. There were four rounds but the friend I rode with had to leave after the third round... I think I had a good shot at placing if I could have played the fourth round. Anyways here is a quick summary of my three games.
I brought White Scars:
Chapter Master:
Bike - Artificer Armor - Shield Eternal - Power Fist
Command Squad:
Bikes - 4x Storm Shield - 4x Grav Gun - 3x Meltabombs - Thunderhammer
3x Biker:
2x Grav Gun
Attack Bike - Multi-Melta
Sergeant - Meltabombs
3x Biker:
2x Grav Gun
Attack Bike - Multi-Melta
Sergeant - Meltabombs
Round 1 vs Chaos Space Marines
Chaos Lord:
Mark of Tzeentch - Sigil of Corruption - Murder Sword - Plasma Pistol
3x Chaos Biker:
2x Meltagun
5x Chaos Space Marine:
Mark of Nurgle - Plasmagun
Rhino
5x Chaos Space Marine:
Mark of Nurgle - Plasmagun
Rhino
Helbrute - Multi-Melta
Helbrute - Multi-Melta
Helbrute - Extra CCW
5x Warp Talon
Mission - Crusade
We roll up three objective markers that are placed evenly across the center of the table. 3 battle points for each objective marker you hold at the end of the game plus 1 battle point for First Blood, Slay the Warlord and Line Breaker. I felt it should have been a fixed number of objective markers for Crusade since with the random number of objective markers it was possible for some players to score more battle points.
Deployment - Dawn of War
I can't remember the Warlord traits we rolled up. My Librarian got Prescience, Misfortune and Perfect Timing (really good). My opponent won the roll to go first and I opted not to seize.
My opponent deploys up on the edge of deployment zone with his rhinos and Helbrutes over to one side. His Warlord joins one of the CSM squads. He deploys his bikers far away in the opposite side and reserves the Warp Talons (deep striking).
I deploy aggressively... All three squads right up on the edge of my deployment zone side by side - both HQ are attached to the command squad.
1st Turn - Chaos Space Marines
The Chaos bikers move and flat out towards my army. Rhinos and Helbrutes also move forward as well. Shooting sees no damage inflicted.
1st Turn - White Scars
All three bike squads move forward straight towards the Helbrutes and rhinos. I successfully cast Prescience and Misfortune (targeting the close combat Helbrute). Orbital strike from the Chapter Master assplodes the close combat Helbrute and a rhino for First Blood. Three of the Chaos Space Marines die in the assplosion... Wow! The biker squads both fire on another Hebrute and explode it as well... Another Chaos Space Marine dies from the burning storm of shrapnel.
2nd Turn - Chaos Space Marines
Warp Talons arrive scattering into terrain and one dies from the dangerous terrain check. The remaining rhino pulls up disembarking the Chaos Lord and his posse. The last Helbrute trundles forward and the Chaos bikers move into range of one of my biker squads. My opponent focus fires his army on one of my biker squads and reduces it to two bikers - they pass their break check. The Hebrute attempts to charge them and is assploded by a lucky Overwatch shot from the multi-melta.
2nd Turn - White Scars
HQ and command squad pull back to target the Warp Talons. The other two bike squads pull back to target the Chaos bikers. I successfully cast Prescience and Misfortune the Warp Talons. Shooting eliminates both enemy units.
3rd Turn - Chaos Space Marines
The Chaos Lord and his possess hide behind the intact rhino while the solo Chaos Marine jumps behind some terrain.
3rd Turn - White Scars
The Librarian splits off and joins the squad of two bikers to take out the solo Chaos Space Marine. Chapter Master and command squad along with the other biker squad go after the Chaos Lord and crew. All enemy units are eradicated along with the last rhino (via multi assault) except the Chaos Lord whom successfully passed all of his 3++ saves in melee but failed to inflict any wounds with the Murder Sword in the challenge with the Chapter Master.
4th Turn - Chaos Space Marines
Again the Chaos Lord passes all his 3++ saves and again fails to inflict any damage with the Murder Sword. White Scars then hit and run out of combat.
4th Turn - White Scars
All units converge on the Chaos Lord and blow him out of his boots in the shooting phase.
Note you could take additional turns to grab objectives if you tabled your opponent before time ran out so I maxed out on battle points with 12.
My next game was versus the one army I knew could give me some problems - dark eldar with venom spam... Can match my speed and the venoms are really bad news versus a low model count.
Round 2 vs Dark Eldar
The Baron
Succubus
5x Wyche
Venom - double splinter cannon - Flickerfield
5x Wyche
Venom - double splinter cannon - Flickerfield
5x Wyche
Venom - double splinter cannon - Flickerfield
10 Warriors
Raider - Lance - Flickerfield
Ravager - 3x Lance
Ravager - 3x Lance
Beast Pack - 3x Beast Master - Khymeras & Razorwinf
Mission - Crusade
Four objective markers this time.
Deployment - Dawn of War
I won the roll to go first and got Master of Ambush for my Warlord Trait. My Librarian got Prescience, Foreboding and Forewarning. My opponent got the Warlord trait for +1 to seize.
I deployed my HQ with command squad behind a big piece of terrain for LoS blocking. My opponent deployed back against his long table edge then I infiltrated my two biker squads 18" away on one of his flanks. My opponent failed to seize.
To be continued...
Sunday, August 24, 2014
Can Chaos make a comeback ?
Daemons seemed to have dropped from tier one now... Kairos is not great anymore and daemon princes don't have much of a chance versus Dreadnaughts and Knights. Chaos Space Marines have always struggled. Also the change to having to wait a turn to assault from swooping is a big nerf in general to daemon princes. However Space Marines are on the rise and are definitely top tier—this in a way has breathed new life back into Chaos Space Marines since they are so good at killing their Imperial counterparts. By way of multiple sources I think you can build a solid Chaos army.
This weekend I played a couple games bringing my Khorne army back out again using Black Legion, a Spartan, Contemptor dreadnaught and the Green Knight amongst other things. Kharn was my Warlord and still packs a mean stick. One game was versus Space Marines with two Sicaran tanks and the Lancer Knighg from Forge World and the other game was versus the Green Tide. It is amazing how many Orks died in one turn. Overall I had some good luck and rolled well. The Contemptor dreadnaught is really good and can take out a Knight in one round of close combat if the dice are willing. I'm really liking Khorne again. Funny how things can change.
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