Page 3 of 165 FirstFirst 1 2 3 4 5 13 53 103 ... LastLast
Results 41 to 60 of 3299

Thread: Tactica: Chaos Space Marines - 6th Edition

  1. #41
    Chapter Master Excessus's Avatar
    Join Date
    Apr 2010
    Location
    Ghorstangrad
    Posts
    1,633

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by nSnAre View Post
    All AP2 melee weapons go at initiative 1 now; unless you're a MC. This makes powerfists the better option if the model can take them. I would recommend khorne princes with wings or khorne lords with bloodfeeder mounted on a juggernaught! (which is now +1 strength!) Str6 AP2 5(+1 for charging)+2D6 Attacks! You will average a 7 on 2D6 giving him an average of 12 attacks as long as you dont roll a '1'. Against marines, those 12 attacks will average 8 hits and 7 wounds. Not bad for 170pts.
    Unfortunately Daemon weapons are "unusual power weapons" and can't be chosen from the power weapon list. They just have AP3 in addition to their other rules and no +1S from being an axe...

  2. #42

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Excessus View Post
    Unfortunately Daemon weapons are "unusual power weapons" and can't be chosen from the power weapon list. They just have AP3 in addition to their other rules and no +1S from being an axe...
    *sigh* well... Nurgle bike sorcerers with Force Axes are my choice then I guess...

  3. #43

    Re: Tactica: Chaos Space Marines - 6th Edition

    Havocs should now be more popular either with AC's or HB's for screwing over vehicles (or bloody fliers)...

    Dreads are still going to sit on the shelf along with possesed, might see more raptors now though.
    Darwin_green

    Also profanity from your opponents can be a good sign too.

  4. #44
    Chaplain
    Join Date
    Mar 2008
    Location
    Guelph, On
    Posts
    250

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by nSnAre View Post
    Yup. Which is understandable. What people are upset about is that a "Winged Daemon Prince" in the chaos space marines codex only counts as 'Jump' because of the FAQ.
    Although that may be a good thing, as all flying MCs have to pay 60 points to do that Im pretty sure. If you to become flying MCs they may just change the cost to something more realistic as well espically since unlike deamons you get access to the fun new psi powers

  5. #45

    Re: Tactica: Chaos Space Marines - 6th Edition

    okay guys.. please care to explain to me why thousand son aspiring sorcerors are psyker level 2.
    they are only able to get a single spell and as such can only ever be level 1

  6. #46
    Chapter Master Gimp's Avatar
    Join Date
    Nov 2006
    Location
    Daegu, South Korea
    Posts
    1,798

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Souba View Post
    okay guys.. please care to explain to me why thousand son aspiring sorcerors are psyker level 2.
    they are only able to get a single spell and as such can only ever be level 1
    In short stuff like Mark of Tzeentch or Soul Stones boost you to Mastery level 2

    Or so I heard dont actually have the rule book
    WAR IS PEACE
    FREEDOM IS SLAVERY
    IGNORANCE IS STRENGTH

  7. #47

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Souba View Post
    okay guys.. please care to explain to me why thousand son aspiring sorcerors are psyker level 2.
    they are only able to get a single spell and as such can only ever be level 1
    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 P 88

    "The only exception to this is a model with the Mark of Tzeentch, which can attempt to use up to two psychic powers per player turn"


    Essentially aspiring sorcerors get mastery level 2 but only one power, so they can use their power and then force weapon or use a power costing two warp charges.
    Last edited by NitrosOkay; 01-07-2012 at 22:53.
    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.

  8. #48

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Gimp View Post
    In short stuff like Mark of Tzeentch or Soul Stones boost you to Mastery level 2

    Or so I heard dont actually have the rule book
    mark of tzeentch lets you just take a additional psychic power. not cast a additional one. it never allowed psykers to actually cast a additional psychic power in the same turn.
    and as of the rulebook : "the number of powers that can be used per turn is their mastery level"


    so no. aspiring sorcerors are not psyker level 2 as they can only cast a single spell per turn.
    Last edited by Souba; 01-07-2012 at 22:51.

  9. #49

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Souba View Post
    mark of tzeentch lets you just take a additional psychic power. not cast a additional one. it never allowed psykers to actually cast a additional psychic power in the same turn.
    and as of the rulebook : "the number of powers that can be used per turn is their mastery level"


    so no. aspiring sorcerors are not psyker level 2 as they can only cast a single spell per turn.
    You should read more carefully.

    Page 88 Codex: Chaos Space Marines

    "The only exception to this is a model with the Mark of Tzeentch, which can attempt to use up to two psychic powers per player turn"
    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.

  10. #50

    Re: Tactica: Chaos Space Marines - 6th Edition

    ah yeah the text on psychic powers. totally forgot about that one. been to long. thanks a lot!

  11. #51
    Chapter Master Excessus's Avatar
    Join Date
    Apr 2010
    Location
    Ghorstangrad
    Posts
    1,633

    Re: Tactica: Chaos Space Marines - 6th Edition

    *sigh* Amazing that we still need to clarify that part, all up to the end...

  12. #52

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Excessus View Post
    *sigh* Amazing that we still need to clarify that part, all up to the end...
    Mind boggling to say the least.

  13. #53
    Commander Leth Shyish'phak's Avatar
    Join Date
    Jan 2008
    Location
    The Chaos Wastes
    Posts
    696

    Re: Tactica: Chaos Space Marines - 6th Edition

    Something strange happened to me today. I was making up a Chaos army list for 40k, and I enjoyed doing it. I was so confused.

    Anyway, I came up with this:

    Sorcerer - mark of tzeentch, force axe, terminator armour, combi-melta, familiar, doombolt, warptime, bolt of tzeentch - 215 (always swaps out for 3 telepathy powers, joins terminators)

    10 Terminators - 3 mauls, 3 axes, 2 fists, 2 chain fists, 2 reapers, 2 combi-meltas, 1 of the fists is a champion, icon of tzeentch - 455

    10 Chaos Marines - 2 plasma guns, champion with power fist - 220

    10 Chaos Marines - 2 plasma guns, champion with power fist - 220

    Defiler - 150

    Defiler - 150

    Bloodthirster - unholy might, blessings of the blood god - 275

    8 Bloodletters - 128

    Soul Grinder - phlegm, tongue - 185

    Total = 1998

    Anyway, I think it looks quite fun to play with, and I think I've got a counter to pretty much everything in there. Amusingly, I think Chaos this army would be quite good against Grey Knights; just throw the Terminators and Bloodthirster at them, while the Defilers and Soul Grinder sit back and shoot at them.

    So, other than "lololololololol Epidemius and Plague Marines", what lists are you coming up with for 6th?
    Last edited by Leth Shyish'phak; 03-07-2012 at 20:31.
    I've just finished a rewrite of Codex: Dark Angels for 6th edition! Find it here:

    http://www.warseer.com/forums/showth...ex-Dark-Angels

  14. #54

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by NitrosOkay View Post
    You should read more carefully.

    Page 88 Codex: Chaos Space Marines

    "The only exception to this is a model with the Mark of Tzeentch, which can attempt to use up to two psychic powers per player turn"
    I am not going to go with the 2 power thing as it states that you have to buy powers to switch them. How are you going to swap a power you do not have? Until it gets clarified, I'm going to assume the Psykik mastery is for power+force weapon or a charge 2 power. I do not expect my meta to say I'm wrong, quite the opposite in fact. If I brought up Psykik mastery 2 as an exucse to swap a power I never paid for(and in the CSM codex it states specificly that an aspiring sorcer has to by one power. It has not been erratad to where he can buy a second. Therefore I would have that conflicting what you quoted.
    Quote Originally Posted by AngelofSorrow View Post
    Look snorri a troll!!!!
    100 games and you have a small list of bad things. Come on now. I've played around 100 games of 8th and I've had the best time I've ever had playing warhammer.

    Let's be realistic though your screenname is bonertron and the location in your profile says you are from planet fellatio. I'm having a hard time taking anything you say at face value.

  15. #55
    Chapter Master Excessus's Avatar
    Join Date
    Apr 2010
    Location
    Ghorstangrad
    Posts
    1,633

    Re: Tactica: Chaos Space Marines - 6th Edition

    Has anyone ever said that you could switch out two powers with an aspiring sorcerer? I don't think i read that stated anywhere in this or any other thread...

    Obviously an asp. sorc. can only switch one power to roll in the BRB, but he can still use charge 2 powers or a charge 1 power and force wep in the same turn, and he gets better dispels from DtW...

  16. #56

    Re: Tactica: Chaos Space Marines - 6th Edition

    the rules that come with the psychic cards (which act as a mini-FAQ for all the codices) are pretty explicit - any model with access to psychic powers can exchange any or all of its codex powers for rolls on any of the BRB disciplines it's allowed. if you can take multiple codex powers, you can take multiple BRB powers

    This can get quite nasty with things like Telepathy, a couple of sorcerors rolling up Invisibility can make a mess of an enemy's day

  17. #57

    Re: Tactica: Chaos Space Marines - 6th Edition

    Telepathy defo seems to be the best power to use with AspSorcerers.
    Can someone tell me if Pyro Spells that give Invulnerable Saves stacks with MoT?
    Lion: Hey Russ, you'll never guess what!
    Russ: Yeah, I know! Magnus is a traitor! To think that he could accuse our beloved brother Horus of turning against us. Impossible! But don't worry. I have taken care of it, Horus asked me to destroyed Prospero and I have. Magnus shouldn't be bothering us again.
    Lion: ... actually, I was going to say that Magnus was right. Horus has turned to Chaos, 7 other Legions have joined him and he has destroyed 3 Loyal Legions already!
    Russ:

  18. #58

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Hashulaman View Post
    I am not going to go with the 2 power thing as it states that you have to buy powers to switch them. How are you going to swap a power you do not have? Until it gets clarified, I'm going to assume the Psykik mastery is for power+force weapon or a charge 2 power. I do not expect my meta to say I'm wrong, quite the opposite in fact. If I brought up Psykik mastery 2 as an exucse to swap a power I never paid for(and in the CSM codex it states specificly that an aspiring sorcer has to by one power. It has not been erratad to where he can buy a second. Therefore I would have that conflicting what you quoted.
    you HAVE to buy a power with the AspSorc, but the second power the generate is activating forcesword, and as far as i can tell in this rulebook... you do not need to pay for that power.. but it is one that CAN be exchanged. as sc's with for lack of a better term "loremaster", exchange upto 3 powers (mastery lvl 3), ones thay didnt neccessarily have to pay for.

    so until another faq to c:csm or one to the rulebook, and upto the new codex, i will be taking 2 phychic powers for the price of 10pts...

  19. #59

    Re: Tactica: Chaos Space Marines - 6th Edition

    I don't think you can exchange your Force Power.

    Aspiring Sorcerers are Level 2 with one power.
    The significance is that you can exchange Doombolt for a Warp Charge 2 power, which Level 1 Psykers can't do.
    Lion: Hey Russ, you'll never guess what!
    Russ: Yeah, I know! Magnus is a traitor! To think that he could accuse our beloved brother Horus of turning against us. Impossible! But don't worry. I have taken care of it, Horus asked me to destroyed Prospero and I have. Magnus shouldn't be bothering us again.
    Lion: ... actually, I was going to say that Magnus was right. Horus has turned to Chaos, 7 other Legions have joined him and he has destroyed 3 Loyal Legions already!
    Russ:

  20. #60

    Re: Tactica: Chaos Space Marines - 6th Edition

    Quote Originally Posted by Thanatos_elNyx View Post
    I don't think you can exchange your Force Power.

    Aspiring Sorcerers are Level 2 with one power.
    The significance is that you can exchange Doombolt for a Warp Charge 2 power, which Level 1 Psykers can't do.
    like i said... until a faq tells me i cant so it that way, by RaW i can do just that. take 2 powers. The addendum of the codex overrides the rulebook still exists.. and my rule book says i can attempt two spells a turn and it only offers me to buy one, RaW i can swap both the FW and Doombolt for new spells

Page 3 of 165 FirstFirst 1 2 3 4 5 13 53 103 ... 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
  •