¥ Terminus Est Search Engine ¥

Blood Vow

Happiness is success... (Buddha)
Showing posts with label Eighth Edition. Show all posts
Showing posts with label Eighth Edition. Show all posts

Sunday, February 25, 2018

Eighth Edition Tactics and Tips


I was late to start playing eighth edition with a move across the country last year. I really wanted to play Ultramarines when I saw the new codex. I lost most of the games I played for the first few months. One or even two mistakes are so painful this edition and I made my share of them. I had some good games though and felt like overall I was doing a lot of things right. I think a lot of people think Space Marines are not competitive but I think they are wrong. To me Ultramarines are really good... on top of everything else they have going for them their Chapter tactic basically gives every unit the keyword Fly in that they can fall back and still shoot at -1 BS which is a big deal.

Just after I finally finished building my army it was stolen last December so I had to start over again but it turned out to be a great thing as I was forced to re-analyze my original list and then recently something totally awesome happened - Custodes. Custodes are to the Imperium what Daemons are to Chaos. Bless all the people who supported me when I lost my first army - you kept me in this hobby and you all mean so much to me.

This article is not about Space Marines and Custodes, it is about simple things I’ve learned to prevent making mistakes. Like I said mistakes are a really big deal now... just one mistake can easily cost you a game.

-Don’t Cast Psychic Powers When You Don’t Need To
I had a recent game versus Smash Brothers (Magnus and Mortarion). I successfully rolled for Null Zone and it was not denied. Both daemon Primarchs were really close by losing their invulnerable saves - Plasma to the left - Plasma to the right. I should have stopped casting right then but I decided to go ahead and cast another psychic power then rolled Box Cars. My Librarian had already lost some wounds and died... no more Null Zone. Perils of the Warp is a thing and it can cost you games - don’t get greedy.

-Don’t Charge Everyone into Combat
This is one of the biggest mistakes I see and I’ve fallen into this trap more than once. A classic example is versus daemons... again Null Zone is successfully cast and not denied... daemons lose their invulnerable save. Don’t charge the Librarian into combat. You fight first then your opponent burns two command points to interrupt combat and kills the Librarian shutting down Null Zone. You could have cleaned house but they clean your house because again you got greedy when you didn’t need to... so silly.

-Command Points
I horde my command points like they are solid gold. I’ve seen people burn command points to reroll a bolter hit due to frustration... lol. Ideally you should know all your best strategems inside out. I’d much rather reroll to wound than to hit, the odds are much better you’ll do some serious damage... you could easily reroll a miss into another miss again and not even get the chance to wound. Ideally you should have three to four command points going into the fourth turn. Command points win games and you win games versus competitive gamers during the last couple turns.... that’s when you really need them. If you can design your list to reroll to regain command points do it(i.e. relics or Warlord traits). Like I said - solid gold.

-The Castle
The castle is a big thing and I even see eldar using this tactic (think Dark Reapers). A castle is a piece of terrain granting cover to your infantry. Deploy units with ranged fire power (e.g., Devastators) inside the terrain along with some characters to buff these units (e.g., Captain, Lieutenant, Ancient, Apothecary, etc.). There should be an objective inside the terrain as well so you can score points while shooting out from it.

You should also have some counter assault units deployed in a manner to defend your castle... ideally these units should be held in reserve and be able to deep strike (e.g., terminators). Holding them in reserve keeps them safe until you need them. The more of these units you can hold in reserve the better you’ll be able to react to whatever your opponent does.

Friday, February 23, 2018

No Soup for You


Hi everyone - BBF here again to discuss the current meta and solutions to the problems. I will be attending the Broadside Bash (BSB) this April here in beautiful San Diego. Lots and lots of painting every free hour so I can bring a beautiful army. Today I learned that BSB has officially banned Chaos and Imperial Soup... eldar is next and the old nerf bat it hurts if you like your cheese. The ban for Chaos and Imperialis is that you can no longer use Chaos or Imperial as keywords to fill a detachment. Hopefully Ynnari will suffer just as much otherwise we will see many armies replicating the winning list from Las Vegas Open... reaperspam for days.

I never liked the soup lists as the end result are armies that have absolutely no background whatsoever. For example I have seen one army that features units taken from Sisters of Battle (Saint Celestine), Black Templars, Grey Knights, Raven Guard and Imperial Guard. Sorry but that is really messed up. This is truly an unholy smorgasbord and is also a walking atrocity. Soup lists came about during the early phase of eighth Edition when there was only indices but now it needs to be put down and kept down like a rabid dog. This type of ban eliminates assassin spam on top of everything else - it’s a good thing... trust me.

I reckon the only complaints we will hear are from those that like to roll with their soup. Oh well they have to learn how to play just like everyone else and isn’t that a good thing ? The answer is YES it truly is. There is an option though if you don’t like the ban... move along.

As bad as seventh edition was the soup is a direct throwback to what was the ultimate worst for the hobby... gaming the system as much as possible for each and every advantage possible. Every army should adhere to background, it’s not about fielding a totally aggro black red deck. So I fully salute BSB for doing the right thing... hats off to them.

Sunday, February 04, 2018

8th edition Battle Report - Ultramarines vs. Dark Eldar (rematch)


I had a 2000 point game yesterday versus dark eldar. This was a rematch from the recent FLG league here in San Diego. I lost the original game.

Here’s my new army list featuring Ultramarines(Battlation), Eversor Assassin and Adeptus Custodes (Vanguard) -

++ Battalion Detachment (Imperium - Space Marines) ++

**Chapter Selection**
Ultramarines

+ Fast Attack [236 pts] +

Inceptor Squad [236 pts]:
3x Inceptor
Inceptor Sergeant
-Plasma Exterminator

+ HQ [330 pts] +

Chief Librarian Tigurius [130 pts]
Null Zone - Might of Heroes - Smite - Veil of Time

Marneus Calgar [200 pts] /Warlord
-Terminator Armour

+ Troops [255 pts] +

Intercessor Squad [95 pts]
4x Intercessor
-Auxiliary Grenade Launcher - Bolt Rifles
Intercessor Sergeant
-Power sword

IIntercessor Squad [95 pts]
4x Intercessor
-Auxiliary Grenade Launcher - Bolt Rifles
Intercessor Sergeant
-Power sword

Scout Squad [65 pts]
Scout Sergeant
-Bolt pistol - Chainsword
3x Scout
Combat Knifes - Bolt Pistols
Scout
-Heavy Bolter

+ Heavy Support [198 pts] +

Hellblaster Squad [198 pts]
5x Hellblaster
Hellblaster Sergeant
-Plasma Incinerator

+ Elites [206 pts] +

Redemptor Dreadnought [206 pts]
-2x Fragstorm Grenade Launchers
-Heavy Onslaught Gatling Cannon
-Icarus Rocket Pod
-Onslaught Gatling Cannon

++ Auxiliary Support Detachment (Imperium - Officio Assassinorum) ++

+ Elites [70 pts] +

Eversor Assassin [70 pts]

++ Vanguard Detachment (Imperium - Adeptus Custodes) ++

+ HQ [126 pts] +

Shield-Captain [126 pts]
-Eagle's Eye (Relic)
-Guardian Spear
-Misericordia

+ Elites [575 pts] +

Allarus Custodians [264 pts]
3x Allarus Custodian
-Castellan Axe
-Ballista Grenade Launcher
-Misericordia

Custodian Wardens [195 pts]
3x Warden
-Guardian Spear
-Misericordia

Vexillus Praetor [116pts]
-Guardian Spear [12pts]
-Misericordia
-Vexilla Defensor

Total:
1996 pts
8 CP

Secondary Objectives:
Old School
Head Hunter
Death by 1000 Cuts

Unfortunately I don’t have my opponent’s army list so here’s what I remember:

Lelith
Archon

Tantalus

3x 5 man True Born Squads (3 Blasters each)

5 man Scourge Squad (Heat Lances)

20 man Wyche Squad

Several squads of Warriors

4x Venoms

Ravager (Dark Lances)

Secondary Objectives:
Old School
Head Hunter
Recon


ITC Mission 6 - Precious Cargo
Deployment 1 (Rulebook)

My opponent embarks all of the True Born, Archon and a Warrior squad in the Tantalus. He also place Lelith and the Wyches in the webway (deepstrike reserve).

I place the following units in deepstrike reserve:

Marneus Calgar
Shield Captain
Eversor Assassin
Inceptors
Allarus Custodians

I split the rest of my forces to guard the two objectives in my deployment zone:

-Group A
2x Intercessors
Wardens

-Group B
Tiggy (deployed inside tower)
Praetor (deployed inside tower)
Hellblasters (deployed inside tower)
Redemptor (deployed behind tower)


Scouts make a ballsy move infiltrating into the central building.

My opponent wins the roll to go first (+1) and I fail to seize.

DE 1st Turn:

Archon and Warrior squad disembark into central building around 8” away from scouts. Lelith and the Wyches deep strike 9” from my Group A. I use Auspex scan to shoot the Wyches with an Intercessor squad killing two.

DE shooting strips some wounds from the Redemptor but the 5++ from the Vexilla help keep him at 8 wounds. The Warriors in the building manage to kill one scout.

Both Lelith and the Wyches fail their charge even with one reroll... a couple more Wyches drop to overwatch. The Archon and Warriors both make the charge into the scouts and wipe them out.

Hold 1 Objective (1)
Kill scout squad (1+1) First Strike
Recon (1)

Ultramarines 1st Turn:

Wardens and both Intercessor squads move up into rapid fire range of Lelith and the Wyches. Hellblasters move up into rapid fire range of the Tantalus. Redemptor comes around as well to Target Tantalus.

Eversor Assassin and Inceptors both drop by opponent’s primary objective which is guarded by the Scourges and a squad of Warriors. Marneus drops behind the Intercessors while the Shield Captain drops 9” away from Wyches and Lelith.

Tiggy casts MoH on Redemptor then smites Tantalus inflicting 3 mortal wounds.

Combined shooting from both Intercessor squads, Wardens, Calgar and the Shield Captain destroys the Wyches. Inceptors target the Scourges and destroy them. Redemptor and Hellblasters super charging bring the Tantalus down to 6 wounds.

Shield Captain makes the charge into Lelith - they trade some wounds but both stick. Both the Inceptor and Assassin make the charge into the Warriors. Only 3 Warriors survive since Assassin kills enough striking first so the Inceptors are out of range to strike. The Warriors pass their morale check. I am holding my opponent’s primary objective.


Hold 2 Objectives + Primary (3)
Kill 2 units (Wyches & Scourges) (2)
1st Strike (1)

Dark Eldar: 4
Ultramarines: 6

The game continued to the third turn then my opponent conceded with only a couple units left (Warrior squad and Venom). My dice were burning hot this game, getting all those first turn charges really put the dark kin on the back foot and they just couldn’t get back into the game.

Monday, January 01, 2018

Blood Angels Vanguard (675 points) /Pure Killy


++ Vanguard Detachment +1CP (Imperium - Blood Angels) ++
[675 pts]

+ HQ +

Sanguinary Priest [118 pts]:
Combi-Flamer - Jump Pack - Thunder Hammer

The Sanguinor [170 pts]:
Heroic Bearing, Warlord

+ Elites +

Company Champion [68 pts]:
Combat Shield, Jump Pack- Master-Crafted Power Sword

Sanguinary Ancient [103 pts]:
Angelus Boltgun - Encarmine Axe

Sanguinary Guard [156 pts]
. 2x Sanguinary Guard - Angelus Boltgun - Encarmine Sword
. Sanguinary Guard - Encarmine Axe - Inferno Pistol
. Sanguinary Guard - Power Fist - Inferno Pistol

Sanguinary Novitiate [60 pts]:
Jump Pack, The Angel's Wing (replaces jump pack)

++ Total: [675 pts]

Friday, December 22, 2017

8th edition Battle Report: Black Legion vs. Blood Angels


Mission:
No Mercy (Eternal War)

Objectives -
Kill Points, First Blood, Slay the Warlord (StWL), Line Breaker

Deployment:
Dawn of War

This was a 1500 point game, my Black Legion lead by Abbadon versus the new Blood Angels lead by Commander Dante.

Here’s my army list:

++ Vanguard Detachment ++
(Chaos - Chaos Space Marines) [1317 pts]

+ HQ +

Abaddon the Despoiler [240 pts]

Sorcerer in Terminator Armour [132 pts]:
Combi-Bolter - Force Axe
Psy Powers: Death Hex - Warp Time - Prescience
Eye of Tzeentch
Mark of Tzeentch

+ Heavy Support +

Chaos Land Raider [367 pts]:
Havoc Launcher - Twin Heavy Bolter - 2x Twin Lascannon

+ Elites +

Chaos Terminators [303 pts]:
Icon of Wrath - Mark of Khorne
Chaos Terminator Champion:
Chainfist - Combi-Bolter
3x Terminator: 2x Lightning Claw
Terminator: Combi-Melta - Power Axe
Terminator: Chainfist - Heavy Flamer

Chaos Terminators [275 pts]:
Icon of Excess - Mark of Slaanesh
Chaos Terminator Champion:
Combi-Bolter - Power Axe
3x Terminator: Combi-Melta - Power Axe
Terminator: Chainfist - Heavy Flamer

Note I had permission to run only two elite choices.

++ Auxiliary Support Detachment ++ -(Chaos - FW Heretic Astartes) [164 pts]

+ Elites +

Hellforged Contemptor Dreadnought [164 pts]:
Havoc Launcher - 2x Kheres Assault Cannon

++ Total: [1481 pts] ++

My opponent had the following units:

Dante
Librarian Dreadnaught
10x Death Company - assorted melee weapons
5x Sanguinary Guard - assorted melee weapons
5x Tactical Marine - meltagun & combi-melta
10x Tactical Marine - Power Fist & Heavy Flamer
Rhino
Stormraven

I finished deploying first but lost the roll off to go first which was fine and did not roll to seize. There was some really classic dice rolls this game !

The report is a simple summary covering gaming highlights. I held my Khorne terminators, Sorcerer and Abbadon in teleport reserve. Slaneesh terminators embark in the transport beside the dreadnaught, both behind line of sight blocking terrain.

My opponent held Dante and his Sanguinary Guard in deep strike reserve.

Turn 1 - Black Legion

Roll 3 hits for the landraider to hit the Stormraven with Prescience. I then roll two 1s to wound with the VotW strategem, spend command point to reroll one wound and roll another 1. My opponent then rolls a 6 to save the one wound.

Turn 2 - Black Legion

I drop the Khorne unit to assault the Death Company along with the Sorcerer. If I can wipe them out it’ll be First Blood and one kill point. The Sorcerer Warp Times them straight towards the waiting Death Company.

During the shooting phase I again roll only one hit with the landraider versus the Stormraven with Prescience... I manage to wound it and my opponent rolls a 6 again to save.

During the assault phase I reduce the Death Company to a single model. I pop the strategem to assault again and kill them for 1 KP and 1st Blood.

3rd Turn - Blood Angels

BA kill the Khorne terminator unit in return for 1 KP. The melta toting tactical squad hops out from the flyer to shoot my Sorcerer but he survives and kills two tactical Marines in the ensuing assault phase.

3rd Turn - Black Legion

Abbadon finally decides to join the party !!!

I kill the melta tactical squad during the shooting phase with the dreadnaught firing every weapon into them (Sorcerer had fallen back) for another KP. My landraider finally manages to drop 8 wounds on the Stormraven.

Turn 4 - Blood Angels

BA kill my Sorcerer in shooting phase for their first KP. The Librarian dreadnaught then kills my Contemptor in the assault phase for another KP.

Turn 4 - Black Legion

The Slaneesh terminator unit disembarks and kills the Stormraven with a well aimed shot coming from a combi-melta.

Abbadon slays both the Libby dread and Dante in melee for 2 more KP and StWL. The Slaanesh terminators slay the Sanguinary Guard in melee as well for another KP. Only the BA tactical squad is left along with their rhino and my opponent concedes.

Wednesday, November 15, 2017

40k Batrep 8th Edition - Ultramarines vs. Eldar (Samhain)



Here is my second battle report for eighth edition. I am playing in a local league and this was my first game. It is also my first game playing a tournament style list incorporating some of my current concepts for Primaris Space Marines. In my opinion the new Space Marine codex has plenty of great rules for various Chapters besides Ultramarines such as Ravenguard and Salamanders. One of the reasons I chose to play Ultramarines is because I think their Chapter tactics are quite versatile such that you can design an army that’s well balanced between melee and shooting. I still think Space Marines are top tier and have the tools to beat any other army. Sure they aren’t so shiny now but they are very well designed.


Here’s my current ~2000 point army list I used:

++ Battalion Detachment - (Imperium - Space Marines) [106 PL] ++

+ No Force Org Slot +

Chapter Selection:
Ultramarines

+ HQ +

Marneus Calgar [12 PL, 235 pts]:
Artificer Armour

Primaris Chaplain [6 PL, 85 pts]

Primaris Librarian [7 PL, 105 pts]:
1) Psychic Fortress, 2) Might of Heroes, 3) Null Zone
Force Sword, Tome of Malcador

+ Troops +

Intercessor Squad [5 PL, 105 pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword

Intercessor Squad [5 PL, 105 pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword

Scout Squad [10 PL, 111 pts]:
5x Camo Cloak
Scout Sergeant - Sniper Rifle, Chainsword
Scout w/Heavy Weapon: Heavy Bolter
4x Scout w/Sniper Rifle

+ Elites +

Aggressor Squad [6 PL, 129 pts]:
2x Aggressor
Aggressor Sergeant
Flamestorm Gauntlets

Primaris Ancient [4 PL, 69 pts]:
Standard of the Emperor Ascendant

Redemptor Dreadnought [10 PL, 201 pts]:
2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon

+ Heavy Support +

Hellblaster Squad [16 PL, 211 pts]:
Plasma Incinerator
5x Hellblaster
Hellblaster Sergeant: Plasma Pistol

Predator [9 PL, 189 pts]:
Predator Autocannon, Two Lascannons

+ Dedicated Transport +

Repulsor [16 PL, 352 pts]:
2x Fragstorm Grenade Launchers, 2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Ironhail Heavy Stubber, 2x Krakstrom Grenade Launcher, Las-Talon, Onslaught Gatling Cannon, Twin Lascannon

++ Auxiliary Support Detachment (Imperium - Officio Assassinorum) [5 PL] ++

+ Elites +

Vindicare Assassin [5 PL, 90 pts]

++ Total: [111 PL, 7 CP, 1981 pts] ++

Note I’m planning to soon drop the Ancient for an Apothecary - he will synergize well with the Primaris Chaplain and Agressors riding around in the Repulsor.

Here are a couple things I really like about Primaris Space Marines ...

Why Intercessors rock - The sergeant rocks a power sword with three base attacks, one Marine can pack an auxiliary grenade launcher firing krak -> S6 AP1 d3 damage 30” range; the bolt rifle is 30” range and AP1... that’s your special weapon right there This is currently one of the best troops in the game and highly underrated... versus a 10 man tactical squad they win out hands down with better overall range and higher overall damage output. Intercessors can sustain more damage (2 wounds apiece) - sure there are plenty of ranged weapons that spit out 2 damage or more per shot but there’s this thing called line-of-sight blocking terrain... use it !

Plasma all day 24/7 - Space Marines can proliferate an amazing amount of plasma weapons - supercharging equates to AP4 and 2 damage per shot cutting straight through any armor with a flat damage of 2. Fielding a Captain or Chapter Master to reroll 1s greatly negates the risk of overheating. The basic plasma incinerator for Hellblasters is 30" range (rapid fire S8 AP4 2 damage) which equates to a total range of 36" with movement... they are very hard to ignore if your units have to come out in the open. A Redemptor dreadnaught rocking a Macro Plasma Incinerator is heavy d6 S9 AP4 2 damage at 36" range (maximum effective range 44").

So onto the Battle Report... We played Scenario 3 - Nexus Control from the new ITC mission pack that was used at the recent SoCal Open last month right here in San Diego ...

https://docs.google.com/document/d/1ltQMdeDqYRXOhvdYT3dtUSji3AISvZRM8gDlhOXDaF8/mobilebasic

I highly recommend you follow the link above if you’d like to know the specifics in regards to these particular mission rules.

Here’s my opponent John’s army list:

Eldar (Samhain)

1st Outrider Detachment

+ HQ +

Autarch Skyrunner:
Jetbike, Power Sword

+ Fast Attack +

3x Windrider:
2x Shuriken Catapult

4x Shining Spears:
2x Shuriken Catapult, Laser Lance
Exarch:
2x Shuriken Catapult, Star Lance

2x Vyper:
Bright Lance, Shuriken Cannon

2nd Outrider Detachment

+ HQ +

Farseer Skyrunner:
2x Shuriken Catapult, Singing Spear

Warlock Skyrunner:
2x Shuriken Catapult, Singing Spear

+ Fast Attack +

5x Windrider:
2x Shuriken Catapult

4x Shining Spears:
2x Shuriken Catapult, Laser Lance
Exarch:
2x Shuriken Catapult, Star Lance

2x Vyper:
Bright Lance, Shuriken Cannon

3rd Outrider Detachment

+ HQ +

Warlock Skyrunner:
2x Shuriken Catapult, Singing Spear

+ Fast Attack +

3x Windrider:
2x Shuriken Catapult

5x Windrider:
2x Shuriken Catapult

2x Vyper:
Bright Lance, Shuriken Cannon

+ Flyer +

Crimson Hunter Exarch
2x Bright Lance, Pulse Laser

+ Elite +

5x Fire Dragon
Fusion Gun

+ Dedicated Transport +

Wave Serpent:
Serpent Shield, 2x Shuriken Cannon, Spirit Stones, Vectored Engines, Star Engines

I won the roll to go first and John failed to seize. I deployed in a castle with the Repulsor ready to move out and go hunt some pointy ear xenos.

Here were my secondary objectives:

- Kings Slayer
- Headhunter
- Big Game Hunter

John spread out his forces using a large ruin in the center of the table to hide the best he could... The Vindicare Assassin had an absolute field staging a fell handed shooting clinic throughout the course of the game.

+ Turn 1 - Ultramarines
Destroy Warlock (Headhunter) <- Vindicare

Primary - Hold an Objective and destroy an enemy unit (Warlock)
Secondary - Headhunter (Warlock)

+ Turn 1 - Eldar

Primary - Control an Objective


+ Turn 2 - Ultramarines

Destroy jet bike unit <- Scouts (Hellfire stratagem) plus sniper rifles & Vindicare support

Primary - Destroy Enemy Unit (Windriders)

+ Turn 2 - Eldar

Primary - Destroy Unit +1 (Repulsor, Predator, and Aggressors)
+ Hold an Objective
+ Destroy more enemy units this turn


+ Turn 3 - Ultramarines

Primary - Destroy Enemy Unit +1 (2xShining Spears and Vyper squadron) <- Scouts & Intercessors
+ Hold an Objective

+ Turn 3 - Eldar

Primary- Destroy Units (Marneus & Chaplain)

Hold 2 Objectives +1


+ Turn 4 - Ultramarines

Primary - Destroy More Enemy Unit +1 (Fire Dragons, Flyer and Farseer)
Hold an Objective

King Slayer - Farseer (secondary)
Big Game Hunter (secondary)

+ Turn 4 - Eldar

Primary - Destroy Enemy Units (Librarian and Intercessors)

Hold More Objectives (2) +1


+ Turn 5 - Ultramarines

Primary - Destroy Enemy Unit (Windriders)
Hold an Objective

+ Turn 5 - Eldar

Primary - Destroy Enemy Unit (Intercessors)

Hold 2 Objectives +1


That ended the game and the final score was a minor win for the Eldar, 20-15. So I lost but it was very close throughout the entire game. Obviously Samhain is much more mobile but I was still able to grab objectives while destroying the lion’s share of John’s army. I’m happy with how my army performed overall. I think if I could have gotten the Aggressors into a ruin following the demise of my Repulsor I could have won but at least they served as a very effective meat shield for my melee characters. Calgar was a true beast rampaging through enemy units until he was finally gunned down my mass Shuriken firepower... rending is still a big deal.

Thursday, October 05, 2017

Black Legion Tactica Part 2


Hi everyone ! It’s BBF here to share some tactical insight into playing Chaos Space Marines a new way for 40k. Black Legion is known for their terminators and their very best were referred to as Justearin during the Horus Heresy and prior to that period of strife. Every Legion had access to terminators but there was something very special about the Justearin - they were true monsters back in the day. Many members of the Lupercalia rose up from these very ranks such as Abbadon and Horus always wore terminator plate in battle. Now the Justearin are known as Bringers of Despair, infused with daemonic possession, and that they do so well !

Horde armies are the new black so what better way to counter them than bringing a low model count super elite army ? The army I present has very solid shooting versus infantry-monsters-vehicles, excels in melee and has lots of nasty tricks up its sleeve. It can be easily countered if your opponent tailors specifically against it but it does well versus most anything else. I have a lot of experience playing the same type of army for Horus Heresy (30k) which I feel has converted well to straight into eighth edition 40k.

Here’s the army list I’ve been using ...

++ Vanguard Detachment +1 CP (Chaos - Chaos Space Marines) [114 PL, 1999pts] ++

+ No Force Org Slot +

Legion - Black Legion

+ HQ [20 PL, 398 pts] +

Abaddon the Despoiler

Sorcerer in Terminator Armour:
Mark of Tzeentch
Eye of Tzeentch
Psychic Powers - Death Hex & Warp Time
Combi-Bolter & Force Axe


+ Elites [56 PL, 867 pts] +

Chaos Terminators:
Mark of Khorne
Chaos Terminator Champion: Chain Fist & Combi-Bolter
Terminator: Combi-Bolter & Power Axe
Terminator: Combi-Bolter & Power Axe
Terminator: 2x Lightning Claw
Terminator: 2x Lightning Claw
Terminator: 2x Lightning Claw
Terminator: 2x Lightning Claw
Terminator: Heavy Flamer & Power Fist

Chaos Terminators:
Mark of Slaanesh
Chaos Terminator Champion: Combi-Bolter & Power Fist
Terminator: Combi-Melta & Power Fist
Terminator: Combi-Bolter & Power Fist
Terminator: Combi-Melta & Power Axe
Terminator: Heavy Flamer & Power Axe ü

Chaos Terminators:
Mark of Tzeentch
Chaos Terminator Champion & 2x Lightning Claw
Terminator: Combi-Melta & Power Axe
Terminator: Combi-Bolter & Power Axe
Terminator: Combi-Bolter & Power Axe
Terminator: Heavy Flamer & Power Fist

+ Heavy Support [38 PL, 734 pts] +

Chaos Land Raider:
Mark of Slaanesh
Havoc Launcher
Twin Heavy Bolter
2x Twin Lascannon

Chaos Land Raider:
Mark of Tzeentch
Havoc Launcher
Twin Heavy Bolter
2x Twin Lascannon

++ Total: [114 PL, 1999 pts] ++

You’ve got 6 command points total since Abbadon automatically grants 2 command points and another two since this list is Battle Forged. The two five man Chaos terminator squads each ride in a Chaos Land Raider while Abbadon, the Sorcerer and the eight man terminator squad all teleport onto the battlefield.


Small armies are inherently easy to play as you have less mental book keeping - they do require more skill though than blob armies so there is definitely a trade off but it can work for you in a winning way if you’ve got the stones to roll with an elite army like this one.

A basic tactic is to rush your opponent with the land raiders ferrying Chaos terminators while the deep striking units come in close to their line to disrupt. Casting Warp Time on the eight man Chaos terminator ensures a first turn charge... you can multi assault to prevent as many enemy units as possible without the Fly keyword from shooting their next turn. Smart opponents will deploy in such a manner to prevent you from deploying your deep striking units deep into their backfield so come in front of them on one flank bringing in the land raiders for close by support. Smart opponents will also bubble wrap their best units with chaff like conscripts but a unit like this can easily gut one blob on the charge... remember you can pop the Khornate stratagem to assault twice plus if Abbadon is within range they reroll all missed hits. Removing one large blob first turn and scoring First Blood is a big deal.

The Sorcerer is a big part of what makes this army grind opponents to dust therefore it’s vital to properly screen him with the land raiders so your opponent can’t pick him off easily their next turn during the shooting phase. Death Hex is one of the best psychic powers in the Chaos Space Marine codex versus armies that rely upon invulnerable saves for key units... it will absolutely wreck units like the Swarmlord and Canoptek Wraiths. Eye of Tzneetch helps to ensure you successfully cast Smite and furthers your odds to blowing out a super Smite for d6 mortal wounds.

Abbadon is one of the best melee units in the game and my third article will delve into how to get the most bang for your buck with the Despoiler.