Page 1 of 165 1 2 3 11 51 101 ... LastLast
Results 1 to 20 of 3299

Thread: Tactica: Chaos Space Marines - 6th Edition

  1. #1

    Tactica: Chaos Space Marines - 6th Edition

    The 6th edition is upon us and while it seems that there will be e new CSM codex out fairly soon, we still have some time until then to look at how current Chaos fares with the new rules. As a DG player, I will mainly concentrate on nurgly stuff, but it seems that in general the gods were merciful on their followers.

    Good changes from a Death Guard perspective:

    Thoughness 4(5) counts as Thoughness 5: Probably the biggest change! Infantry and characters are more resilent and bikes zoom around with a T6.

    FNP: At first the reduction to 5+ seemed like a down side. But FNP now works against everything but instant death. Together with T5 plaque marines now have FNP against all but Railguns and Dreadnough CCWs.

    Rapid Fire: Infantry with rapid fire weapons now have a greater threat range. Plasmaguns seem more useful now, as they can glance a vehicle to death.

    Overwatch: Nice addition to thin out those attackers.

    Allies: Daemons are back. We will probably see quite a few Epidemius + DG lists. Epidemius abilities seem to work on Plaquemarines too!
    Quote Originally Posted by Avian View Post
    Now if you'll excuse me, I'm writing the Warseer version of "The Emperor's new clothes". In this version, when one guy points out that the Emperor is walking around stark naked, everyone gets mad at him and the two fraudsters who sold the invisible clothes get to carry on as normal.

  2. #2

    Re: Tactica: Chaos Space Marines - 6th Edition

    Or Fateweaver

    That reroll.

    "You are but ephemeral whereas we are forever"
    - Imhotekh the Stormlord
    Compilation of my Necron Batrep detailing the conquest of the Sautekh Empire - The Sautekh Chronicles

  3. #3
    Chapter Master IAMNOTHERE's Avatar
    Join Date
    May 2006
    Location
    Bulford
    Posts
    4,015

    Re: Tactica: Chaos Space Marines - 6th Edition

    Blastmaster got a boost; can snap fire when they move for BS1 blast - that stays S8 even if the hole misses a vehicle.

  4. #4

    Re: Tactica: Chaos Space Marines - 6th Edition

    Um, yeah...

    Now that bracketed toughness doesn't lose to instant death, those T6 Nurgle bikes are lookin' pretty solid...
    HIKEEBA!

  5. #5

    Re: Tactica: Chaos Space Marines - 6th Edition

    I didn't think possessed could get any worse, but I was proven wrong.

    Also, Kharn getting a power axe is a mixed feeling. Nice that he can still kill 2+ saves, but now he strikes last and only has a 3+ armor save. So PW squads/characters will tear him a new one since he can't thin them down first.
    Last edited by White_13oy; 30-06-2012 at 16:19.
    Civilian of Khemri since 2005
    Quote Originally Posted by Boss_Salvage View Post
    Your army is possibly the coolest CSM list I've seen
    Play: Tomb Kings(Main), Khorne WoC, Dwarfs. 40K: Dark Eldar, World Eaters (Shelved until a real Chaos Codex).
    My Slayer Cult Army Book, New everything, including Runic Striking. http://www.warseer.com/forums/showthread.php?t=322805

  6. #6

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by White_13oy View Post
    I didn't think possessed could get any worse, but I was proven wrong.

    Also, Kharn getting a power axe is a mixed feeling. Nice that he can still kill 2+ saves, but now he strikes last and only has a 3+ armor save. So PW squads/characters will tear him a new one since he can't thin them down first.
    Yeah I was sad to see this one. Hopefully he will get an invulnerable or a special rule to bring him back to power.

  7. #7
    Chaplain Sappysid101's Avatar
    Join Date
    Jan 2009
    Location
    England
    Posts
    272

    Re: Tactica: Chaos Space Marines - 6th Edition

    I cant see mech happening as much, after watching some games today anything other than raiders melt sooooo fast to token shooting. I can see myself rolling massive squads (15-20) with plasma and taking advantage of these snapshot reactions to charging. Mixing in a blob squad and a squadron of basilisks for my iron warriors as well :P oh fliers are a pain in the ***. Bring missiles to deal with them (because we all needed more reason to bring missiles as a marine). Kharn changes suck. Ummm fortifications are a nice change, the aegis defence lines are really cheap and provide 4+ cover saves with 2+ go to ground, can see myself bringing those to every game. New missions are nice be prepared to not contest / cap while in a vehicle. They're really pushing foot slogging from what i've seen.

    - Sid
    Quote Originally Posted by Dorn's Arrow View Post
    Did he kick your dog or something?
    Quote Originally Posted by Leth Shyish'phak View Post
    If I take a magic weapon on a Chaos Lord, I like something big and smashy.
    Quote Originally Posted by warmong3r View Post
    I see where you're coming from, it kind of makes me want to kill a baby

  8. #8
    Librarian CULCHAIN's Avatar
    Join Date
    Apr 2008
    Location
    Colorado
    Posts
    345

    Re: Tactica: Chaos Space Marines - 6th Edition

    Small dev squad with 4x ML a must for now.
    My Noise marines got a boost
    I'll hold off using Kharn in my world eaters
    My DG bikers got a boost
    TS will still wait for new codex
    Praetors will take one blob squad and all units with plasma and autocannon all around
    Our DP's flight not as good as Daemons

  9. #9

    Re: Tactica: Chaos Space Marines - 6th Edition

    Using lash to pull heavy/special weapon guys out of cover then focus firing is going to be very useful.

  10. #10

    Re: Tactica: Chaos Space Marines - 6th Edition

    New edition has rolled around and I've decided to take a fresh look at CSM but I have a couple of questions

    1. Can Aspiring Sorcerers choose a power from the new psychic schools or are they stuck with the powers from the codex?
    2. Givings mark to various squads e.g Terminators/Tacticals/Havocs/Bikers... Do the marks really just apply to a single model or do they apply to the while unit? I cannot imagine why anyone would pay the huge points costs for a single model and I always assumed the mark applied to the whole unit.

  11. #11
    Chapter Master Gimp's Avatar
    Join Date
    Nov 2006
    Location
    Daegu, South Korea
    Posts
    1,798

    Re: Tactica: Chaos Space Marines - 6th Edition

    Chaos Lords and the Special Characters can now join non fearless squads like Terminators and by doing so make the squad fearless. This is a big big big boost.

    Typhus seems to be a solid HQ.
    He is toughness 5 now so in most cases he wont be instant killed and will be able to use his feel no pain.
    He is also AP 2 which is far better than Abaddons AP 3
    Also he is a psycher. Thats some good options.

    Kharn took a tumble having an the AP 2 is cool but strikes last and unlike Typhus we wont be able to survive power fists and power klaws.

    Princes well most certainly not as cool as the Demon ones.

    Termiantors got relentless which is great.

    Interested in Thousand Sons having 4+ invul and ap 3 guns is better in a world dominated by 5+ cover.

    Also Plague Marines will also be interesting. While feel no pain is only 5+ now, there are however ot many ST 10 weapons out there so they will get it more often.
    WAR IS PEACE
    FREEDOM IS SLAVERY
    IGNORANCE IS STRENGTH

  12. #12

    Re: Tactica: Chaos Space Marines - 6th Edition

    Thousand Sons are suddenly much more fun. a constant armament of AP3 Rapid fire bolters, and a psyker in every unit suddenly seems a lot more promising. My personal pick for the sorcerers would be Pyromancy (Fiery Form - 4+ invulnerable save... Added to MoT for a 3+ invulnerable, +2 strength for a respectful 6 and force weapons? Plus Soul Blaze? Tasty.... That said, nothing against Fire Shield or the sheer number of powers that ignore cover saves either, given that those were a major weakness of the TS's last edition)

    I'm sad about Kharn dropping down to initiative 1, but he's still an absolute beast against vehicles. Besides, Winged Demon Princes, particularly of a Tzeentchian nature, could well prove to be a hilarious alternative HQ. Vector Strike plus spell 1 of pyromancy is going to make for a hellishly tough thing. Shame we can't get any battlebrothers with Biomancy, Endurance could make for some Terrifying daemonic types...
    Current Armies: Warhammer Fantasy - Warriors of Chaos - Khor'Ghurneth's Warband
    Warhammer 40'000 - World Eater Space Marines
    "There is but one path to victory, and it is pathed with Blood and Skulls. For the Glory of Khorne, By the Might of Khor'Ghurneth!!"

    Quote Originally Posted by Wyrmwood View Post
    I like Kharn's post. It's thoughtful, strategic and not kneejerk. It's one of those posts that puts us all to shame...

  13. #13
    Chapter Master RunepriestRidcully's Avatar
    Join Date
    Jul 2010
    Location
    Reading, UK
    Posts
    1,898

    Re: Tactica: Chaos Space Marines - 6th Edition

    Used to always take of Bolt of Change on all my Sorcerers/Aspiring sorcerers, but I can see myself using a mixture of the rule book lores, am thinking Familiars may now be worth it, take one plus doombolt and bolt of change and swap the non bolt of change powers for lore ones? I am thinking of doing a few Aspiring sorcerers with axes now as well, shame my HQ sorcerer has a staff, (AP4 makes them and maces almost useless in a power armour rich environment) however he may not need it using the telepathy spells (he is an athenae after all)
    Reduced cover saves and spell variety make my thousand sons happy, shame we can't take all lores though.
    Quote Originally Posted by DeviantApostle View Post
    Most importantly, someone wasn't thinking of sales when they came up with Pink Horrors. How the hell are you going to sell PINK forces of evil outside Hello Kitty? In the Grim Dark future of the 41st milennium... horror is PINK. Yeah... sorry, doesn't work.
    Iyanden Eldar W:7 D:2 L:4 Thousand sonsW:5 Draws 4 Loss:6
    My blogs http://www.warseer.com/forums/showth...blog-of-Sci-fi
    http://www.warseer.com/forums/showth...rs-of-Tzeentch

  14. #14
    Chapter Master Minsc's Avatar
    Join Date
    Feb 2010
    Location
    Sweden
    Posts
    1,129

    Re: Tactica: Chaos Space Marines - 6th Edition

    I have mixed feelings about Thousand Sons.
    AP3 is better now with worse coversaves, they can always move 6" except when moving trough terrain, and having a ML(1) psyker in the unit is nice.

    But they still cost way to much, they can't overwatch, they can't run, your Asp.Sorc automatically dies if he rolls 2 or 12 on his P.test, and they die to small arms-fire/when charged.

  15. #15
    Veteran Sergeant
    Join Date
    Aug 2009
    Location
    Terminus Est
    Posts
    124

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Minsc View Post
    I have mixed feelings about Thousand Sons.
    AP3 is better now with worse coversaves, they can always move 6" except when moving trough terrain, and having a ML(1) psyker in the unit is nice.

    But they still cost way to much, they can't overwatch, they can't run, your Asp.Sorc automatically dies if he rolls 2 or 12 on his P.test, and they die to small arms-fire/when charged.
    Why can't they overwatch?

  16. #16
    Chapter Master Minsc's Avatar
    Join Date
    Feb 2010
    Location
    Sweden
    Posts
    1,129

    Re: Tactica: Chaos Space Marines - 6th Edition

    Slow and Purposeful units can't overwatch.
    They Asp. Sorc might still be able to overwatch with his boltpistol but...whooopeedeef*ckingdooo.

  17. #17

    Re: Tactica: Chaos Space Marines - 6th Edition

    So Obliterators can't overwatch? Oh gawd that's bad

  18. #18
    Chaplain Agnos's Avatar
    Join Date
    Apr 2010
    Location
    Fort Collins, CO
    Posts
    155

    Re: Tactica: Chaos Space Marines - 6th Edition

    Has anyone put together any ideas about what kinds of lists can be fielded in the new rules, specifically given the ability to fill holes with other armies? I've always considered a Valkyrie as a big threat, especially with the kind of close range support Chaos is able to put out. Perhaps Bloodletters or Horrors?

  19. #19

    Re: Tactica: Chaos Space Marines - 6th Edition

    At the moment the problem is that, what with having few to no battle brothers, most of the more interesting interactions are lost to us. That's where the Allies Matrix got really interesting, and... I don't think we even get Daemons.

    So at the moment we're just shoring up our weaknesses with other teams units.

    That said, I have always wanted an excuse to get some decent fast attack into my list, and now I can ally with Dark Eldar... Okay, Decent may be stretching it, but still, hellions!
    Current Armies: Warhammer Fantasy - Warriors of Chaos - Khor'Ghurneth's Warband
    Warhammer 40'000 - World Eater Space Marines
    "There is but one path to victory, and it is pathed with Blood and Skulls. For the Glory of Khorne, By the Might of Khor'Ghurneth!!"

    Quote Originally Posted by Wyrmwood View Post
    I like Kharn's post. It's thoughtful, strategic and not kneejerk. It's one of those posts that puts us all to shame...

  20. #20

    Re: Tactica: Chaos Space Marines - 6th Edition

    Thousand Sons are hosed in a number of ways. The cover rules are the only saving grace.

    The aforementioned no invulnerable for perils and inability to overwatch plus the advantage of being stationary for rapid fire disappearing.

    Then we don't get grenades like every other marine so we can't hit monstrous creatures at strength 6. Our force weapons are AP 3. All the old weaknesses and ridiculous cost per model are there. And they rely on transports because of slow and purposeful and transports are worse.

    At least we're mastery level 2.

    P 66
    "In older codexes, Mastery Level may be written out long hand in the form of a special rule that allows the Psyker to use more than one psychic power each turn - the number of powers that can be used per turn is their Mastery level."

    Chaos Marine Codex
    "Models with the Mark of Tzeentch may use two psychic powers per turn."
    Also Daemon Princes not getting the Flying Monstrous Creature rule sucks.
    Thousand Sons/Daemons of Tzeentch/Vampire Counts

    There is a way through the coming darkness. But to find it we must change.

    We must change and change until Change is our master, for nothing neither god nor mortal can hold that which has no form. Change is the constant that cannot be changed.

Page 1 of 165 1 2 3 11 51 101 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •