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| Conscript ![]() Join Date: Jan 2007
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| I have been collectng some space marines for a while and now over the holidays my brother has quickly assembled his own force of . . . wait for it . . .ofcourse he chooses chaos space marines!!!(we are complete opposites). But anyways, does anybody have any suggestions for an anti chaos space marines army using space marines? the models i have are: 1 Land Raider 5 Scouts 10 tactical marines 5 terminators 1 captain 5 scout snipers 1 predator I also have three eldar war walkers which could represent dreadnoughts in gameplay p.s. Im not exactly a veteran with 40k, fantasy is more my thing which is why this may sound like a stupid question
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| i suggest with your hq's that you avoid trying to out-assault a chaos foe because they simply do it so much better than you can! - a cheap, 2 wound chaplain can make a good leader and is great for leading a counter-assault due to his 'litanies of hate' special rule! - an epistolary with feer of the darkness and fury of the ancients is killer against any non-cult chaos army! his main downside being, he's very expensive pts-wise and still can't quite cut it in assaults as compared to his chaos lord opposite... - a commander is generally not that great because he's the worst assaulty character space marines can have... use only if you think you really need an entire Ld10 army, and keep his equipment to a bare minimum. how are you scouts armed? if they've got bolt pistols & ccw's, then i recomend getting another box and making a full unit of 10 led by a vet sergeant with power fist, melta bombs & teleport homer. (the homer is only needed if you plan to deep strike your termies, otherwise the fist and bombs is fine!) scouts are the the ultiment assault unit in a space marine army - cheap, lots of attacks and fast through the use of infiltrate and move through cover! for your tactical squad/s, you'll want plasma guns... granted it's obvious and everyone does it, but having ap2 rapid fire guns against other power armoured foes really does help! flamers can be a neat little surprise though too, and are more usefull if you face lots of daemons as they generally lack high armour/invulnerable saves! (the plasma gun would be ineffective orver-kill in this case!) the main thing to avoid in tactical squads is over generalising... specialise a bit and you'll find your squads are much more effective! (for example, don't mix a long ranged, anti-tank lascannon with a short ranged, anti-hoard flamer!) land raiders are huge point-sinks in anything below 2000pts games... a predator with 3 lascannons or a devastator squad with 4 rocket launchers is much better and costs far fewer pts! hope this helps! cheers!
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| Extremis Diabolus ![]() ![]() ![]() | What is the nature of your brother's forces? What kind of units does he have goin' on? Is the army aligned with any Chaos power? Answering these questions will help us give you even more advice!
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| The Dark Apostle ![]() ![]() ![]() ![]() | yea, knowing what type of chaos he plays helps, because chaos can go from one end of the army-type spectrum to the other. generally the best way to counter most chaos armies is to have alot of tactical squads. unless you are playing nurgle, short ranged firefights, while staying out of assault range, are the way to bring em down. land raiders are big points sinks, as stitch said. if you get one or two of the new devestator boxes, once they come out, i would make 4 with rocket launchers and 4 with plasma cannons. while the 'gets hot' rule could wipe out that expensive squad, 4 space marine killing blast markers wipes out any normal squad. plasma weapons are a must. with your terminators, equip them with as many assault cannons as you can. that is the best upgrade normal termies can get. if you make army lists around the models you have, its tough. when i first started i did that cause i didnt have any money. now that i have a job i can get any models i need without having to scrounge the bitz box. a word of advice on that-dont give them every upgrade you can, cause that will seriously hurt you.
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| (thanks alot for all of the advice so far) as for my brothers forces, he basically has the contents of two battleforce boxes plus a chaos lord, chaos terminators, and bloodletters of khorne (he basically took advantage of the holidays to get himself an entire new army at no expense) A battleforce includes chaos berzerkers, chaos squad(forget what there called equivelent of tactical marines) a predator or rhino, and three bikers his army is following the mark of khorne
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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![]() instead, you'll need to shoot his nasty stuff like the 'zerkers & (inevitablely nasty) lord/daemon prince. now this doesn't mean you want to forgo assault altogether! his regular undivided chaos marines can be delt with by units like veterans, termies and/or a decent command squad. (especially a com squad led by a chaplain!) another fun trick you pull on his 'zerkers and any unit with the mark of khorne, is to keep say a land speeder nearby so that when they secumb to blood rage, they'll run off and chase the speeder! (just make sure the speeder's your closest unit, and he has to chase it - even backwards towards his own lines!) you could also try and use a dreadnought for this too. keep it at the very front of your lines and he'll likely be forced to charge it! using rhinos is also an option... basically, you want to use that blood rage to try and force your bro to attack units he can't really hurt. watch out for those bloodletters though... they're just plain mean and will cut up pretty much any infantry they get into contact with! a vindicator or else a unit that can produce a large volume of decent strength firepower will see them off! hope this helps, cheers!
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| Tyrant of Moray ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: Eye Of Terror
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Blog Entries: 4 | A stitch said a Chaplain is a great HQ unit with some very usefull abilities I would also recomend beefing up your troops choice, bring that scout squad up to 10 Scouts and add another 10 Marine Tactical Squad-fancy units are all well and good but you cant beat basic grunts on the table-they are cheap and effective
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| The Dark Apostle ![]() ![]() ![]() ![]() | dreadnaughts and rhinos are good at diverting zerkers....as ive learned to my expense.... dont throw terminators in with bezerkers with chain axes. they negate your good save and you will go last. assault terminators maybe... a 10 man assault squad and chaplain with jump packs are good. you can keep them back in your lines and counterattack once he charges your dreads or rhinos. as we said before, plasma weapons are exellent against them. have your devestators kill his rhinos and bikes first, hopefully before he hits your lines. otherwise he might be able to assault 2nd turn. khorne deamon princes are NASTY. definatly hit it with a dreadnaught. it can instant kill it, and unless he has demonic stature he cant hurt it. i would go for a whirlwind instead of a vindicator. theyre cheaper and, in my opinion, more effective. vindicators have really low range, and scatter alot.
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| i'd advise you give the chaplain a command squad personally... while the assault squad has the jump packs, the command squad can get the furious assault skill and thus will strike *before* the 'zerkers! dead models can't fight back and combined with the chappy's re-rolls, you should be able to cut down a good deal of the 'zerkers attacks! ![]() plus, you can also pack a pair of meltaguns to easily vape a couple of those raging nutters before your charge! (and unlike plasma, there's no side-effects!) as for using a dread to take down a lord/prince - beware of not just d.stature, but also combinations such as daemonic strength + dark blade and/or melta bombs! cheers!
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| Extremis Diabolus ![]() ![]() ![]() | Chaplains are the most tasty HQ choice for SMs. The built-in Power Weapon and 4+ invul makes chaplains excellent for anti-marine work, not to mention the re-rolls and fearless. They really don't cost an excessive amout for a basic one, and you don't really need to add anything except a bolt pistol and jump pack, or storm bolter and terminator armour.
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