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Post by Deleted on Nov 29, 2006 13:14:05 GMT -5
Know Thyself ~ Chaos Space Marines [Note:] The Descriptive text in italics is taken from the actual descriptive text from Codex: Chaos Space Marines.HQChaos Lord or Chaos Sorcerer Lord or Daemon Prince (0-1):“Chaos Lords are the most powerful of the Chaos Space Marines. With the genetic advantages of a Space Marine, millennia of combat experience and the blessings of the Dark Gods there are few more dangerous entities in the Galaxy. Chaos Lords are warriors who have within them the will, skill and strength to be the greatest of Mankind’s heroes. Their tragedy is that they have chosen to be Mankind’s greatest nemesis.”The Chaos Lord is a very unique Commander, whilst Loyalist Commanders inspire and maintain morale; Chaos Lords are total killing machines, slaughtering all who dare to stand in their way. Chaos Lords are unlike other Commanders, they are more like an Elite or Heavy Support choice, and the wargear, marks and daemonic gifts they can purchase reflects this greatly. Chaos Lords can be equipped to fill all manner of battlefield roles, from destroying weak infantry squads in close combat, to even wasting Terminators! Chaos Lords are very flexible, and very potent weapons, and as such should be treated with care. Now when you first see the Chaos Armoury you will be like a Kid in a Candy Store, you won’t be able to help yourself, so many powerful upgrades, but do not be tempted, as time and experience has proven that Chaos Lords can be abused easily and kitted out to destroy civilisations. This is not the way to go with Chaos Lords! The must #1 mistake people make is by over spending in the Armoury, mainly Daemon Princes. The options for a Chaos Lord are so vast, different Marks offer you more choice and wargear, the options are limitless, so unfortunately I won’t go through every single possibility, I will allow you to find that out for your self. Chaos Lieutenant or Chaos Sorcerer:“At the right hand of may a Chaos Lord stands a trusted Lieutenant. These are powerful fighters in their own right and may aspire to leadership should anything ‘unfortunate’ happen to their master.”Chaos Lieutenants are merely the equivalent of the Chaos Lord although they are not as powerful and have a limited amount of points to spend Chaos Lieutenants can still be very nasty. A Chaos Lieutenant can fill also a number of roles, although they cannot execute these roles as quickly as Chaos Lord, Chaos Lieutenants are good in low points games, or if you are pressed for points. Greater Daemon (0-1):Bloodthirster – “Khorne”: “Of all of those who shed blood in the name of Khorne, the Bloodthirster is the most terrifying, the most proficient and the most utterly savage. Wearing archaic armour forged at the base of the Blood God’s throne and bearing a whip of hell-fire and an axe larger than a man, the Bloodthirster throws itself into battle upon wings that block out the light of the sun. None can save the Primarchs of old were truly equal in it’s power” The Bloodthirster is the most powerful and brutal Greater Daemon available, with an expensive points cost this behemoth of destruction is not cheap! The Bloodthirster has a WS double that of a Space Marine, and a strength that would flatten even the most heavily defended of foes making the Bloodthirster incredibly vicious. With wings, the Bloodthirster can fly great distances over any obstacle, and because of it’s gigantic height the Bloodthirster can smash most terrain aside. Great Unclean One – “Nurgle”:“Wreathed in swarms of giggling Nurglings, the Great Unclean One shambles across the battlefield spreading disease and pestilence wherever it passes. To the mortal eye it is the foulest of servants of the Ruinous Powers, appearing as a malformed being of weeping pustules and exposed, diseased organs; few men have the stomach, let alone the ability to oppose such a being.”The Great Unclean One is the weakest of the Greater Daemons; it has in incredible amount of wounds though, so this beast is incredibly difficult to kill. The Great Unclean One still has a very high strength, so it is still of great use. Unfortunately The Great Unclean One moves like normal infantry, so compared to the others it is relatively slow, but the high wound count more than makes up for this. Also the Great Unclean One can select 1 Nurgle or Undivided Psychic Power for no cost, so this also is a very useful and handy tool. Lord of Change – “Tzeentch”:“To face a Lord of Change in battle is to stand against a master of fate itself. It unravels and deciphers what will come to pass, and uses the knowledge to confound its enemies plans. The ultimate master of the medium of the Warp, the Lord of Change is second only to Tzeentch itself in mystic power. Its appearance reflects its capricious nature; the Lord of Change is a bizarre creature of multihued skin, massive feathered pinions and a bird-like face with eyes that shine with the ruinous light of the very depths of the Warp.”The Lord of Change is the most points efficient Greater Daemon, although many consider the Bloodthirster as the most powerful, it is also the most expensive. The Lord of Change has a weapon skill double that of a Space Marine, and a high strength, so already the Lord of Change is quite deadly. The Lord of Change has wings, so it can move quickly and avoid terrain. The Lord of Change can select a Tzeentch or Undivided for no cost, plus the Lord of Change never has to take Psychic Tests. Keeper of Secrets – “Slaanesh”:“To look upon a Keeper of Secrets is to surrender every last shred of self will. It knows the most secret desires of every mortal being, and will use the horrific knowledge to gain power over its foes, seducing them with promises non can resist. But the Keeper of Secrets is not just a master of psyche; on the field of battle it is a lithe and dextrous killer, gifting all with the most delicate of killing strokes and the most deadly of caresses.”The Keeper of Secrets is a very sleek killer, using the Warp Scream ability it can cripple a foes initiative, granting the Keeper of Secrets a quick kill. It to has a very high weapon skill and Strength, so it has little problems killing things! The Keeper of Secrets can also an Undivided or Slaneesh Psychic Power at no cost, this can also be very helpful. EliteChosen:“The Chosen are the elite of a Chaos Space Marine army. Drawn from the most experienced and capable warriors of the Traitor Legions, they have literally thousands of years of experience. These men have ruled planets, led armies and destroyed civilisations; they are the Chosen of the Chaos Gods and the bane of all that lives.”Chosen are a very varied unit there are limitless options available depending on what mark you give them. Chosen are in all ways, similar to ordinary Chaos Space Marines, but they have a Leadership of 10, so already they will be very difficult to push back. Also every single member of a Chosen Squad can be upgraded to be Aspiring Champions, granting the upgraded Chosen an extra attack and access to the armoury. You can also upgrade Chosen to Chosen Terminators, as Chosen in power armour have access to special & heavy weapons, Chosen Terminators can only take Reaper Autocannons, heavy flamers and combi-weapons. Chosen Terminators can take powerfists, power weapon, lightning claws or chainfists, so they to are a flexible unit. One downside with Chosen is that they cost a small fortune in points, and should only be taken in high points games, or for fluff games. Possessed Chaos Space Marines:“Motivated by either a deep devotion to their infernal masters or an unquenchable lust for power some Chaos Space Marines allow themselves to be possessed by Chaos Daemons. Each pact is different but Chaos Space Marines never entirely give up their self-will and normally remain the master in the blasphemous symbiotic relationship. When the stench of blood is in the air though the Daemon within them is far more powerful and the possessed become even more bestial.” Possessed Chaos Space Marines already are very powerful in close combat without the upgrades, enough to make most opponents think twice. Possessed can be given one daemonic ability, they are: Daemonic Flight, Daemonic Talons, Daemonic Fire, Daemonic Visage and Daemonic Mutation. Chose with care though! As you can only have one Daemonic ability for you possessed squad. Plus they can take a Mark of Chaos, furthermore making them expensive and more powerful units. Obliterator Cult (0-1):“Obliterators have dwelt too long in the Eye of Terror and have contracted a contagion that sears their flesh to their armour. Marine and armour become one entity, growing down the centuries into hulking, weirdly baroque leviathans able to reshape their forms to spew death at their enemies. Obliterators are no longer even Chaos Space Marines instead they are an amalgam of Marine, Daemon and armour each part in separable from the rest.”Obliterators are most definitely my favourite unit; with the ability to morph most of the weapons available to Chaos Space Marines Obliterators are the most versatile unit available. What makes them even better is that you can chose which weapons to fire during the shooting phase, although you can only fire one weapon you have the option of choosing from a vast array of weapons, from Heavy Bolters to Lascannons the Obliterators have a weapon for everything and anything. Obliterators are expensive and limited, so they are a valuable unit! Also they can fend off enemies in close combat, unfortunately they only have powerfists, so even though a unit of 2 could throw out 4 S10 attacks, Obliterators fare off better at shooting than assault, so you should avoid close combat at all costs!
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Post by Deleted on Nov 29, 2006 13:14:33 GMT -5
Troops
Chaos Space Marines:
“Chaos Space Marines or Traitor Marines, were once loyal Space Marines, charged with defending Mankind in the name of the Emperor. They have since renounced their vows of loyalty and allied themselves with the Dark Gods of Chaos, putting their own selfish lust for power above all else. Their armour, weapons and even their physical form have changed to reflect their new loyalties and the darkness of their souls. Now, Mankind has no greater enemy than its own fallen protectors.”
Chaos Space Marines are in many ways similar to loyalist Space Marine Tactical Squads, being able to take on a number of tasks, the Chaos Space Marines can be equipped to fill all manner of battlefield roles. Chaos Space Marines have a high leadership of 9, and if given an Aspiring Champion can use his Leadership of 10, making them even more difficult to shift. Chaos Space Marines can select 1 heavy and 1 special weapon, or 2 special weapons. They also have access to veteran skills and marks of chaos. Chaos Space Marines will be the back-bone of your force, and serve as the rank & file troopers, as resilient as Chaos Space Marines are you still need a healthy number to keep your force afloat, so always make sure you have plenty of these chaps.
Cult Marines – “Khorne Berzerkers”:
“Berzerkers are Chaos Space Marines dedicated to the worship of Khorne. They are frightening, unrelenting warriors who fight with a manic frenzy to claim skulls for the skull throne of Khorne.”
Khorne Berzerkers are Chaos Space Marines with the Mark of Khorne, and if you decide to take Khorne Berzerkers they become a Troop choice for World Eater armies, or an Elite choice for armies with no mark at all. Khorne Berzerkers are the most brutal Close Combat unit available, with a high amount of attacks and the option to have Khornate Chainaxes (the best armour save possible against Khornate Chainaxes is 4+) and the Blood Rage ability, which enables your Berzerkers to move, and extra D6 but then they must attack the nearest unit. When using Khorne Berzerkers it is crucial that you get as many into close combat as possible, using terrain to safeguard them against enemy fire.
Cult Marines – “Slaanesh Noise Marines”:
“Noise Marines are followers of Slaanesh who crave all manner of visceral sensation. Their practices are both despicable and unspeakable, their history of atrocity going all the way back to the Horus Heresy. Their cravings have led to the use of a range of Sonic Weapons. Noise Marines hear the subtlest changes in pitch and volume and this in turn affects their brain, causing extreme emotional reactions. The louder and more discordant the noise, the greater the effect.”
Slaanesh Noise Marines are Chaos Space Marines with the Mark of Slaanesh, and if you decide to take Slaanesh Noise Marines they become a Troop choice for Emperor’s Children armies, or an Elite Choice for armies with no mark at all. Slaanesh Noise Marines are indeed the most tactically flexible unit. Equipped with Sonic Weaponry these beasts can lay waste to enemies at range, and then charge them using the Warp Scream ability to crush the enemies’ initiative. But all of this flexibility comes at a cost, so be prepared to dish out points for them. They also operate better in squads of 6 (Slaanesh’s chosen number) granting them a free Aspiring Champion.
Cult Marines – “Nurgle Plague Marines”:
“Plague Marines are followers of Nurgle who have chosen to be the vessel for all manner of contagion and pestilence in return for immunity from their effects. Bloated and diseased Plague Marines are horrific to behold but can endure tremendous punishment thanks to Grandfather Nurgle’s blessings.”
Nurgle Plague Marines are Chaos Space Marines with the Mark of Nurgle, and if you decide to take Nurgle Plague Marines they become a Troops choice for Death Guard armies, or an Elite choice for armies with no mark at all. Nurgle Plague Marines are incredibly resilient (they are T5) and have the True Grit skill, making them great for offensive and defensive tactics. Most people give Nurgle Plague Marines the Infiltrate skill, getting the Plague Marines up-close and in the enemies face is vital. Also Plague Marines can only take special weapons.
Cult Marines – “Tzeentch Rubric Marines”:
“The Thousand Sons Legion of Chaos Space Marines serves Tzeentch and has always included many Sorcerers capable of wielding powerful psychic energies. Since the Heresy many other initiates with a talent for sorcery have turned to Tzeentch but there is one category of warrior that will always be unique to the Legion. In an attempt to arrest fast spreading mutation within the Legion the Sorcerer Ahriman cast a spell known as Rubric of Ahriman, which was so potent that every member of the Thousand Sons who was no a Sorcerer was turned to dust and bound forever in his armour as a disembodied spirit.”
Tzeentch Rubric Marines or Thousand Sons as they’re known are Chaos Space Marines with the Mark of Tzeentch, and if you decide to take Tzeentch Rubric Marines they become a Troop choice for Thousand Sons armies, or an Elite choice for armies with no mark at all. Thousand Sons warriors are unbelievably resilient (they count as having 2 wounds) so they already make for great troops. But they have the Slow & Purposeful rule, which means that they move always as if being in difficult terrain, but they always count as stationery so you could roll a 6 and still fire you Bolters at a 24” maximum range. Also the Aspiring Champion is upgraded to a Sorcerer, plus Tzeentch Sorcerers never take psychic tests! Sorcerers are the only source of Anti-Infantry (doom bolt, power weapon) and Anti-Tank (bolt of change, powerfists) so equip your Sorcerers accordingly.
Daemon Packs:
“There is no limit to the number of rapacious warp entities eager to feast on the flesh and souls of the living. They have infinite different forms and equally infinite malice. Each of the Chaos Gods has their own favourite servants however and it is these who fill the ranks of their Daemon armies, waging eternal war for the glory of the infernal masters and their own vindictive satisfaction.”
Daemon Pack – “Bloodletters”:
Bloodletters are the foot soldiers of Khorne, their brass blades and armour thirsting for blood as they relentlessly kill in the name of Khorne. Bloodletters are the most expensive Daemons available, equipped with power weapons coupled with a high strength, a 3+ save and an invulnerable save you do definitely get you points worth. Bloodletters excel at killing MEQ and TEQ infantry, the high strength and power weapons capable of killing any high priced unit they touch.
Daemon Pack – “Plaguebearers”:
Plaguebearers are the rotten minions of Nurgle; their shambling forms gripping venom ridden blades as they seek to spread Nurgle’s plague. Plaguebearers excel at killing monstrous creatures, as they have Daemonic Venom, which means that when rolling to wound Plaguebearers never require more than a 4+ irrespective of relative strength & toughness. Plus Plaguebearers are incredibly resilient, making them good at also tying down units.
Daemon Pack – “Horrors/Flamers”:
Tzeentch Horrors/Flamers are weird multi-coloured beasts that float around the battlefield, spewing forth balls of flame whilst their forms constantly change to confuse and kill in the name of Tzeentch. Horrors of Tzeentch are terrible in close combat, they count as having flamers, and have 2 wounds but still in order to use their flame weapons you have to get dangerously close. But you can upgrade Horrors to Flamers, a unit of Flamers will set you back 200+pts but they get the doombolt psychic power (the same as a heavy bolter) and they never have to take psychic tests. So a unit of 9 would get 27 S5 AP4 shots a turn! Most definitely not to be sniffed at.
Daemon Pack – “Daemonettes”:
Slaanesh Daemonettes are the foot soldiers of Slaanesh, their scantly clad female forms seducing those who dare to look upon them. Daemonettes are the cheapest Daemon available, although they have a low toughness do not be fooled! They have Daemonic Talons, which makes their attacks rending (much like genestealers) so already they are good against any unit in close combat. They also have the warp scream ability, which reduces the enemy’s initiative by 1 meaning that the Daemonettes will most likely strike first. Daemonettes are good when you want an effective close combat unit without having to spend a small fortune.
Nurglings:
“Nurglings are the creations of the Chaos God Nurgle. They caper across the battlefield in a putrescent tide, highlighted by a babbling cacophony of shrieks, seeking to drag larger opponents down with their infection-riddled claws and venomous bites.”
Nurglings are the cheapest troop type available, indeed their stat line reflects this greatly they do make an ideal pinning unit, able to tie down much more powerful units due to the Nurglings high wound count. So Nurglings best serve tying down big beasties you think the rest of your force can’t handle, although Nurglings won’t kill the unit they’ve tied up, they most definitely will hold them up in close combat for a few turns, valuable time for your force to re-position.
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Post by Deleted on Nov 29, 2006 13:32:25 GMT -5
Fast Attack
Chaos Raptors (0-1):
“At the time of the Horus Heresy, the Adeptus Astartes made very limited use of jump packs. Those that escaped to the Eye of Terror with theirs were a rare breed who, after millennia swooping and soaring in the burning skies of Daemon Worlds, became a faction that cut across the boundaries of the Traitor Legions, unified by the thrill of the hunt. Down the centuries their equipment has mutated in they way of Chaos, fusing the original machinery with demonic power. Now their battle cries are amplified to project a howling scream that drives their prey before them.”
Chaos Raptors are similar to loyalist Assault Marines, although Raptors cost slightly more. They have Daemonic Visage (-1 to enemies Ld) and also the Hit & Run skill, making them great guerrilla fighters, especially against tough infantry and Dreadnoughts. The Champion also plays a big part in the squad, he can be equipped to fight infantry (power weapon, daemonic strength) or against armour (power fist.) The Raptor Squad can also have 3 special weapons: Flamer, Meltagun and the Plasmagun. So these weapons can reflect on what our Raptors can do, e.g. a Raptor squad with 3 meltaguns and a champion with a powerfist would be perfect against tanks and monstrous creatures, whilst a squad with 3 flamers would be ideal against Imperial Guardsmen, Eldar Guardians…. Note that Raptors are a 0-1 choice, so when you take Raptors equip them to suit a battlefield role! They are too expensive and rare to be wasted.
Chaos Space Marine Bikers:
“There was a time when bikes were simply another piece of equipment to the Traitor Legions but years within the Warp have changed this. The bike is almost an extension of its rider, both covered in cruel spikes and jutting horns. The roar of the bike’s engine is the growl of a snarling beast that fires the damned soul of its rider to acts of greater recklessness. They trail brimstone and death in their wake as the harbingers of the dark legions.”
Chaos Space Marine Bikers are incredibly fast units, with the Turbo Boost rule Chaos Bikers can reach any place on the battlefield, leaving nothing but devastation in their wake. They also have an increased toughness of 5, making them difficult to kill; they can also have meltaguns, plasmaguns of flamers adding a bit of DAKKA to the squad. Once again the Aspiring Champion can play a big part in the squad, usually daemonic strength and a power weapon is enough, as bikes are quite costly, but Champions can add a punch to the squad making them quite valuable. Chaos bikers can also select veteran skills, so its all up to you on how you want to equip them, but in the end they make great at capturing objectives, destroying flanks and taking table quarters.
Daemonic Beasts:
“Many of the more primal Daemonic entities are used as hunting beasts by the Traitor Legions. Whilst they lack the calculating evil of their anthromorphic kin, they combine feral cunning and bestial power in the most terrifying way.”
Daemonic Beasts – “Flesh Hounds”:
Flesh Hounds serve Khorne, chasing down and tearing their foe into shreds, their oversized maws making short work of any enemy. Flesh Hounds are the most expensive Daemonic Beast, but you do get your points worth. Flesh Hounds still have a 5+ Invulnerable save just as the others, but they move as cavalry and they can cause a massive amount of damage to Psykers due to the Collar of Khorne.
Daemonic Beasts – “Screamers”:
Screamers serve the Chaos God Tzeentch, Screamers soar on winds of multi-coloured fire, striking fast and hard at any foe that dare opposes the will of Tzeentch. Screamers are more of a distraction unit although they have Daemonic Flight, Furious Charge and Hit & Run they cannot take much damage. So these I would say would best serve attacking Heavy Weapon Squads, Devastators etc….
Daemonic Beasts – “Furies”:
Furies are beasts that roam free on the Daemon Worlds, captured and trained by Raptor Cults Furies have been tamed, and trained to attack those who oppose the might of the Traitor Legions. Furies are an Undivided Daemon so are available to most of the Legions, Furies are very similar to Flesh Hounds, except that they have Daemonic Flight and a worse Leadership. I would say that Furies serve best as a distraction, or attacking Devastators/Heavy weapon squads, much like Screamers…
Heavy Support
Chaos Havocs:
“Chaos Havocs are Chaos Space Marines with a preference for killing at range with their powerful weaponry. Each Chaos Havoc’s heavy weapon is a trusted ally of a thousand battles, its wielder completely familiar with its every operation. Together, weapon and Chaos Space Marine touch every part of the battlefield with death and destruction, laying waste to their enemies like capricious gods.”
Chaos Havocs are much like loyalist Devastators, they can be equipped with either 4 heavy weapons or 4 special weapons. Also Chaos Havocs can take veteran skills, which can be a great advantage if your Havoc unit has a specific role. Chaos Havocs can have the following weapons: Heavy Bolter, Autocannon, Missile Launcher, Lascannon, Plasmagun, Meltagun or flamer. So already we can notice that they have an amazing range of weapons. The most common and effective combination is, 8 Havocs with 4 Autocannons and the Tank Hunters Veteran skill. This means against vehicles you would get 8 strength 8 shots! Much like 8 Krak rounds of a missile launcher, plus Autocannons are brilliant at killing infantry, and so this combination offers a great amount of flexibility and is cheaper and efficient than 4 lascannons.
Chaos Predator:
“The Predators of the Chaos Legions are a legacy of pre-heresy times, although now they are barley recognisable to those familiar with the Imperial version. Daemonic maws adorn every gun barrel, dark icons cover every surface and their hulls are twisted and mutated.”
Chaos Predators are very similar to they loyalist version, being able to either destroy armour (annihilator) or destroying infantry (destructor.) The Chaos vehicle upgrades can make your Predator even more powerful, but the Chaos vehicle upgrades are expensive, so watch out and don’t over spend!
Chaos Dreadnought:
“Whilst in the Imperium the Dreadnought is a living icon venerating a great warrior from the past, in the Chaos Legions the Dreadnought is a symbol of the unending pain and torment of the damned. The occupants of these infernal sarcophagi are kept alive but are in constant howling agony. Inevitable insanity does not curb the pain and within each machine the Chaos Space Marine rages against the world outside, a terrifying and unpredictable beast that needs to be shackled when not in battle.”
The Chaos Dreadnought has far more weapon options than its Imperial cousin. It can be equipped for pretty much any role, but there are a number of downsides with Chaos Dreadnoughts. First is the armour value is nothing special, so treat them with care! Also they have to roll a D6 each turn to determine if they lose it or not. They either Blood Rage, which grants them an extra D6 movement and has its basic attacks doubled! But then it has to charge the nearest unit. And if it gets Fire Frenzy it may shoot all of its weapons twice! But if it can’t shoot at any enemy models (no LoS) then it has to shoot the nearest friendly unit, so you have to be careful there. So all in this entire beast is flexible, powerful and yet seemingly deadly to both you and your opponent!
Chaos Land Raider:
“The mighty Land Raider is without doubt the most powerful battle tank ever built. When the Chaos Legions fled into the Eye of Terror they took with them hundreds of these precious machines. Now, whenever the Legions issue forth on another Black Crusade these same Land Raiders are ever in the vanguard, demonstrating that even after ten thousand years there is no better engine of destruction.”
The Chaos Land Raider is the most expensive tank available, but you definitely get your points worth here. The Chaos Land Raider is the only tank capable of transporting models in Terminator Armour. It can carry either 10 Chaos Space Marines or 5 Chaos Terminators. The land Raider is equipped with 2 twin-linked lascannons and a hull mounted twin-linked heavy bolter, the Land Raider can select powerful upgrades from the Chaos Vehicle Armoury, but bare in mind this will make your Land Raider incredibly expensive! The Chaos Land Raider when either stunned, shake or unable to fire can fire a single weapon via the Infernal device/Daemons inside the Land Raider, so you can fire this single weapon, but the shots are made at a BS2, so this is a very nifty trick. The Infernal Device can also move the Land Raider if it is stunned, shaken or unable to move, although you can only move in a straight line you can move it at maximum speed, so once again this make the Land Raider a pretty aggravating vehicle for your opponent to deal with. Note only take Land Raider in 1500+pts, as experience has proven Chaos Land Raiders don’t work in 1000pts below, its just a unnecessary waste of points best spent on more efficient units.
Chaos Defiler:
“The Defiler was fashioned at the command of Abaddon the Despoiler. It is a six-legged baroquely forged machine with savage hooks and barbs along its limbs. Shrouded in noxious fumes, its engine is a bestial growl, the Defiler lays waste to the ground it drives over and batter sown the strongest defences with its mighty battle cannon.”
The Defiler is in my opinion, rather over priced for what it does. Its armour value is not particularly good, and it has a very poor WS. But it makes up for this with its weaponry! First off it has a battle cannon, with a lucky shot the Defiler will be able to lay waste to entire squads of enemies, it also comes equipped with a Reaper Autocannon and a Heavy Flamer, both useful weapons. The Defiler can purchase the Indirect Fire ability, basically it makes the Defiler like an artillery piece, able to shoot its battle cannon over cover, which prevents enemies shooting and destroying the Defiler, why? Because they can’t see it! You don’t require line of sight with the Indirect Fire ability, so as I said before this can be a god send in saving your Defiler from inevitable destruction.
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Post by Deleted on Nov 30, 2006 2:26:12 GMT -5
just one comment.. no more guess range.. just roll 2d6 plus the scatter dice for the indirect fire rule.. that alone has just made the defiler worth getting, though massive conversions are required cause it looks god awful.. nice lay down of the squads and the overall forces of chaos there.. really like your take on the havocs there.. might have to try that trick.. have a few space marine players that would hate to see me pull that one on them popping the rhinos and land speeders would be nice..
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Post by Deleted on Apr 7, 2007 17:52:24 GMT -5
just one comment.. no more guess range.. just roll 2d6 plus the scatter dice for the indirect fire rule.. that alone has just made the defiler worth getting, though massive conversions are required cause it looks god awful.. Edited. There we go, all sorted.
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Post by Warmaster Stabwhiskers on Apr 8, 2007 5:17:31 GMT -5
Someones been reading on chaos......i suspect a heresy.....
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Post by thefishki345 on Apr 16, 2007 22:53:55 GMT -5
lol yes BURN HIM!
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