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cookie's Caledonian test lists
#1
so here's a list I've been working on for the Caledonian tournament in July.

Primary detachment - combined arms - black legion supplement - chaos space marine codex

Warpsmith – chaos bike, mark of Tzeentch, sigil of corruption, plasma pistol, Veteran of the long war. Pts = 190 (warlord)

Sorcerer – mastery level 3, chaos bike, spell familiar, sigil of corruption, Veteran of the long war. Pts = 175 (telepathy discipline)

chaos space marines (10) – 2 plasma guns, Veteran of the long war. Pts = 180
chaos space marines (10) – 2 plasma guns, Veteran of the long war. Pts = 180
Rhino. Pts = 35
Rhino. Pts = 35

chaos bikes (6) – 2 melta guns, champion with power fist, mark of nurgle, Veteran of the long war. Pts = 217

Maulerfiend – lasher tendrils. Pts = 135
Maulerfiend – lasher tendrils. Pts = 135

Forgefiend. Pts = 175

allied detachment - chaos space marine codex

chaos lord – mark of khrone, axe of blind fury, sigil of corruption, juggernaut of khrone, Veteran of the long war. Pts = 175

chaos space marines (10) – 2 plasma guns, Veteran of the long war. Pts = 180
Rhino. Pts = 35

the characters all sit in the bike squad and follow the Maulerfiends around, being able to dish out enough anti-tank and anti-infantry fire power while also having lots of close combat attacks, with the sorcerer providing shrouding and invisibility hopefully to protect the unit from shooting. the warpsmith is there to bring a BS5 melta gun and plasma pistol to the bike squad, while also having a 2+/3++ save.
the chaos lord is all about close combat, providing lots of S6 AP2 attacks.

the Maulerfiends are daemonic walkers that excel at taking out tanks, other walkers, terminators and knights, the lasher tendrils reduce the attack of models in base contact by 2 per Maulerfiend (this also affect friendly models, so I'll need to keep the Maulerfiend at least 1" apart from each other), with 4 S10 AP2 attack on the charge each, the pair can deal with pretty much anything nasty. the warpsmith can also repair them if they get immobilised.

the Forgefiend provide some long range fire power in the from of 8 S8 AP4 shots a turn, while also being a daemonic walker.

the 3 chaos space marine squads sit in their rhinos mostly, staying mobile, taking objectives and jumping out to release mass bolter fire into soft targets.

the one weakness I see in the list is mass flyers, but all I need is one sky fire objective and the Forgefiend should be able to take a flyer out every turn.

what are your guys opinions?


(changed primary detachment to black legion supplement thanks to wills input about allied detachments)
40K: Orks and Chaos Space Marines

standard deffwing tactic: rush fast and hit like a runaway freight train with a rocket booster on the last carriage...
remember kids, never trust an ork who shows his teeth
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#2
It looks like a sound tatical plan to me. One problem is you can't have an allied detachment that is the same faction as your primary. You could always split the troops in the allied detachment into two units of five and make it into a combined arms detachment, one unit wouldn't have a rhino but they could always just sit on an objective that's in or near your deployment and try to not look important.
Also I'm pretty sure that mysterious objectives won't be used, but flyers don't seem to be that popular in tournaments unless you're a tyranid player.
Warhammer Fantasy Beastmen, Woodelves; Warhammer 40K Dark Eldar, Blood angels, Tyranids; Battlefleet Gothic Imperial, Dark Eldar; Saga Vikings; Guild ball Masons; Dropzone Commander & Dropfleet PHR, UCM(dropfleet only); Lord of the rings Mordor, Gundabad; Beyond the gates of Antares Ghar Outcast Rebels
Quote:"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears...in...rain."


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#3
I really like it! My list will play in a very similar way, lots of speed and fast moving things. I really like the Chaos lord with Axe of Blind Fury, he's done fantastic work for me in the past and is an absolute bruiser. As Will said, I don't think you can ally with yourself, because Black Legion is still the same faction. Also, I don't think you can take a bike for a Warpsmith, its not listed on Battlescribe. How about subbing him out for another identical sorcerer that's L3 and fishing for Invis with him too? Or just bring it all into a single CAD with the Axe of Blind Fury lord rolling with the bikers and the sorcerer? With the leftover points, you could maybe buy a Spawn squad to escort the Lord, separate to the bikes or a heldrake?

I've not played with Black Legion before, do you get some benefits for going BL? Nice Warlord traits or something?
Warhammer 40K (Astra Militarum & CSM/1KSons/Daemons) | AoS (Daemons of Chaos) | Dropfleet Commander (UCM) 
Models painted in 2017: 74
Models painted in 2018: 45
Models painted in 2019: 55
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#4
(08-04-2016, 07:18 PM)Agent0range Wrote: I really like it! My list will play in a very similar way, lots of speed and fast moving things. I really like the Chaos lord with Axe of Blind Fury, he's done fantastic work for me in the past and is an absolute bruiser. As Will said, I don't think you can ally with yourself, because Black Legion is still the same faction. Also, I don't think you can take a bike for a Warpsmith, its not listed on Battlescribe. How about subbing him out for another identical sorcerer that's L3 and fishing for Invis with him too? Or just bring it all into a single CAD with the Axe of Blind Fury lord rolling with the bikers and the sorcerer? With the leftover points, you could maybe buy a Spawn squad to escort the Lord, separate to the bikes or a heldrake?

I've not played with Black Legion before, do you get some benefits for going BL? Nice Warlord traits or something?

the chaos space marine supplements (both black legion and crimson slaughter) can ally with the normal codex as battle brothers and crimson slaughter denies me veterans of the long war on my troops.

Quoted from the black legion book (I have the digital copy)
"ALLIES
In addition to following the Allies Matrix for Codex: Chaos Space Marines, Black Legion detachments and Codex: Chaos Space Marines detachments may ally together, treating each other as Battle Brothers."

double check the warp smith, and it turns out he cant take special issue war gear, which is where the chaos bike and sigil of corruption is.

ah.

Double sorcerer it is then.

that gives me 19 points to spent on something.

the warlord traits in the black legion book aren't the best, probably end up using the ones from the rule book.

Some time later.....

spent the 19 point buying the chaos space marine squads combi-bolters for their champions, and melta bombs for the sorcerers. this is how the list stands right now:

PRIMARY DETACHMENT: COMBINED ARMS DETACHMENT: Chaos space marines codex, Faction Chaos Space Marine

HQ1: Chaos lord (65) Mark of Khrone (10), Axe of blind fury (35), Sigil of corruption (25), Juggernaut of khrone (35), Veterans of the long war (5). [175] (WARLORD)

HQ2: Sorcerer (60) Level 3 (50), Bike (20), Force Axe (0), Spell Familiar (15), sigil of corruption(25), Veterans of the long war (5), melta bombs (5) [180]

Troop1: Chaos space marines (75) + 5 Chaos space marines (65), 2 Plasma guns (30), combi-bolter (3), Veterans of the long war (10) [183]

Troop2: Chaos space marines (75) + 5 Chaos space marines (65), 2 Plasma guns (30), combi-bolter (3), Veterans of the long war (10) [183]

FA1: Chaos bikers (70) + 3 Chaos bikers (60), Mark of Nurgle (36), Power fist (25), 2 melta guns (20), Veterans of the long war (6) [216]

HS1: Maulerfiend (125) 2 Lasher tendrils (10) [135]
HS2: Maulerfiend (125) 2 Lasher tendrils (10) [135]
HS3: Forgefiend [175]

Transport1: Rhino (Transport Troop1) [35]
Transport2: Rhino (Transport Troop2) [35]

TOTAL [1457pts]

SECONDARY DETACHMENT: Allied Detachment: Black Legion Codex supplement, Faction Chaos Space Marines

HQ1: Sorcerer (60) Level 3 (50), Bike (20), Force Axe (0), Spell Familiar (15), sigil of corruption(25), Veterans of the long war (5), melta bombs (5) [180]

Troop1: Chaos space marines (75) + 5 Chaos space marines (65), 2 Plasma guns (30), combi-bolter (3), Veterans of the long war (10) [183]

Transport1: Rhino (Transport Troop1) [35]
TOTAL [393pts]

Army total: [1850pts]

with double sorcerer going for double invisibility, that 'should' keep the maulerfiends alive till they get into combat, while the melta bombs on the sorcerers should help the bikers kill tanks in combat if they have to charge something with a armour value.

realised after looking at the list I could move the chaos lord into the primary detachment, turn it back into the regular codex and make him the warlord, doing so gives me access to the normal codex warlord traits, of which Hatred incarnate is very useful, as it gives the chaos lord hatred against everything, which helps off set his lowered weapon skill (due to axe of blind fury).
40K: Orks and Chaos Space Marines

standard deffwing tactic: rush fast and hit like a runaway freight train with a rocket booster on the last carriage...
remember kids, never trust an ork who shows his teeth
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#5
Quote: Quoted from the black legion book (I have the digital copy)
"ALLIES
In addition to following the Allies Matrix for Codex: Chaos Space Marines, Black Legion detachments and Codex: Chaos Space Marines detachments may ally together, treating each other as Battle Brothers."


Cool, that's a nice way to get around the allied detachment limits. you learn something new every day Big Grin

If you get double invisibility be prepared to get called cheesy. Haha
Warhammer Fantasy Beastmen, Woodelves; Warhammer 40K Dark Eldar, Blood angels, Tyranids; Battlefleet Gothic Imperial, Dark Eldar; Saga Vikings; Guild ball Masons; Dropzone Commander & Dropfleet PHR, UCM(dropfleet only); Lord of the rings Mordor, Gundabad; Beyond the gates of Antares Ghar Outcast Rebels
Quote:"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears...in...rain."


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#6
(09-04-2016, 09:52 AM)will Wrote:
Quote: Quoted from the black legion book (I have the digital copy)
"ALLIES
In addition to following the Allies Matrix for Codex: Chaos Space Marines, Black Legion detachments and Codex: Chaos Space Marines detachments may ally together, treating each other as Battle Brothers."


Cool, that's a nice way to get around the allied detachment limits. you learn something new every day Big Grin

If you get double invisibility be prepared to get called cheesy. Haha


till I run into the 4 sorcerer list with 4 invisibility.
40K: Orks and Chaos Space Marines

standard deffwing tactic: rush fast and hit like a runaway freight train with a rocket booster on the last carriage...
remember kids, never trust an ork who shows his teeth
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#7
(09-04-2016, 09:52 AM)will Wrote:
Quote: Quoted from the black legion book (I have the digital copy)
"ALLIES
In addition to following the Allies Matrix for Codex: Chaos Space Marines, Black Legion detachments and Codex: Chaos Space Marines detachments may ally together, treating each other as Battle Brothers."


Cool, that's a nice way to get around the allied detachment limits. you learn something new every day Big Grin

If you get double invisibility be prepared to get called cheesy. Haha

I'm sure there's cheesier things out there. I'm doing something similar on my list.
Warhammer 40K (Astra Militarum & CSM/1KSons/Daemons) | AoS (Daemons of Chaos) | Dropfleet Commander (UCM) 
Models painted in 2017: 74
Models painted in 2018: 45
Models painted in 2019: 55
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#8
Well after my game against JJ eldar tonight I learned a few things:

1) everyone is scared of the mauler fiends, so they ignore the forge fiend, which can one shot armour 12 tanks with good dice.

2) Mauler fiends resist mass str6 shooting pretty well

3) I don't need invisibility to get across the board when its long edges

4) terrify is good, as it got rid of the D cannons and JJ's warlord + his unit of fire dragons

5) try to avoid having the biker unit drive though terrain, they lost 3 wounds to failed dangerous terrain tests this game

6) mauler fiends can fight tank hunting unit in melee and stand a chance

7) the biker squad need to not kill everything with witch fire powers if it wants to charge, as it count as shooting.

8) combi-bolters on the champions is helpful when every dice counts
40K: Orks and Chaos Space Marines

standard deffwing tactic: rush fast and hit like a runaway freight train with a rocket booster on the last carriage...
remember kids, never trust an ork who shows his teeth
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#9
Point 7)

Just to check, you can witchfire a unit, wound/kill it and charge a different target.




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#10
(12-04-2016, 11:44 PM)Cookie101 Wrote: Well after my game against JJ eldar tonight I learned a few things:

1) everyone is scared of the mauler fiends, so they ignore the forge fiend, which can one shot armour 12 tanks with good dice.

2) Mauler fiends resist mass str6 shooting pretty well

3) I don't need invisibility to get across the board when its long edges

4) terrify is good, as it got rid of the D cannons and JJ's warlord + his unit of fire dragons

5) try to avoid having the biker unit drive though terrain, they lost 3 wounds to failed dangerous terrain tests this game

6) mauler fiends can fight tank hunting unit in melee and stand a chance

7) the biker squad need to not kill everything with witch fire powers if it wants to charge, as it count as shooting.

8) combi-bolters on the champions is helpful when every dice counts

Glad to hear it went well. I LOVE my Maulerfiends, they're the secret stars of the CSM codex. Might try and shoehorn a third one in my list, and possibly drop the Heldrake, but will do some playtesting first before I do. Do you find that the Forgefiend does well in games? It always seems quite expensive in points to me, and with BS3 on paper it doesn't seem like as much of a good deal as the maulerfiend.
Warhammer 40K (Astra Militarum & CSM/1KSons/Daemons) | AoS (Daemons of Chaos) | Dropfleet Commander (UCM) 
Models painted in 2017: 74
Models painted in 2018: 45
Models painted in 2019: 55
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