ok sat down with your suggested changes. I kept the thermal cannon on the knight as I want the knight for killing tanks and other tough targets, I swapped out the chaos lord for the sorcerer to give me a second set of rolls on telepathy table for shrouding and invisibility.
I changed the way the chaos space marines worked as well, I stripped them down to bare bones, as they mostly sit in the rhinos, doing so allowed me to get in 2 units of cultists as well as the 3rd mauler fiend. this gives me more units for objectives as well as some useful units if I roll a 3 on the chaos warlord trait table, as the chaos space marines will be able to outflank with their rhinos, giving them a easy way to grab objectives.
with how the army is now, depending on my warlord trait i would most likely have all the troops and hell drake in reserve, with just the knight, mauler fiends, bike and characters on the board, ideally behind cover in case I don't get first turn. this should opens up more options for getting cards as the game progress's and the rhinos arrive from table edges ideally by said objectives. If i don't get the warlord trait i want the rhino will probably be on the board from the beginning hiding till mid to late game, grabbing objectives as needed.
opinions?
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
PLAYER: Samuel cook
ALLIANCE LEVEL: BATTLE BROTHERS
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
PLAYER: Samuel cook
ALLIANCE LEVEL: BATTLE BROTHERS
PRIMARY DETACHMENT: COMBINED ARMS DETACHMENT: Chaos space marines codex, Faction Chaos Space Marine
HQ1: Sorcerer (60) Level 3 (50), Bike (20), Force stave (0), Spell Familiar (15), Sigil of corruption (25), Veterans of the long war (5). [175] (WARLORD)
HQ2: Sorcerer (60) Level 3 (50), Bike (20), Force axe (0), Spell Familiar (15), Aura of dark glory (15), Veterans of the long war (5). [165]
Troop1: Chaos space marines [75]
Troop2: Chaos space marines [75]
Troop3: Chaos Cultists [50]
Troop4: Chaos Cultists [50]
FA1: Chaos bikers (70) + 4 Chaos bikers (80), Mark of Nurgle (42),power fist (25), 2 melta guns (20), Veterans of the long war (7) [244]
FA2: Helldrake (170) + bale flamer (0) [170]
HS1: Maulerfiend (125) 2 Lasher tendrils (10) [135]
HS2: Maulerfiend (125) 2 Lasher tendrils (10) [135]
HS3: Maulerfiend (125) 2 Lasher tendrils (10) [135]
Transport1: Rhino (Transport Troop1) [35]
Transport2: Rhino (Transport Troop2) [35]
Total [1479]
SECONDARY DETACHMENT: Forsworn Knight detachment, Renegade knight supplement
Lords of war 1: Renegade knight (325) – , thermal cannon (45) [370]
Total [370]
Army total: [1849pts]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
I changed the way the chaos space marines worked as well, I stripped them down to bare bones, as they mostly sit in the rhinos, doing so allowed me to get in 2 units of cultists as well as the 3rd mauler fiend. this gives me more units for objectives as well as some useful units if I roll a 3 on the chaos warlord trait table, as the chaos space marines will be able to outflank with their rhinos, giving them a easy way to grab objectives.
with how the army is now, depending on my warlord trait i would most likely have all the troops and hell drake in reserve, with just the knight, mauler fiends, bike and characters on the board, ideally behind cover in case I don't get first turn. this should opens up more options for getting cards as the game progress's and the rhinos arrive from table edges ideally by said objectives. If i don't get the warlord trait i want the rhino will probably be on the board from the beginning hiding till mid to late game, grabbing objectives as needed.
opinions?
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
PLAYER: Samuel cook
ALLIANCE LEVEL: BATTLE BROTHERS
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
PLAYER: Samuel cook
ALLIANCE LEVEL: BATTLE BROTHERS
PRIMARY DETACHMENT: COMBINED ARMS DETACHMENT: Chaos space marines codex, Faction Chaos Space Marine
HQ1: Sorcerer (60) Level 3 (50), Bike (20), Force stave (0), Spell Familiar (15), Sigil of corruption (25), Veterans of the long war (5). [175] (WARLORD)
HQ2: Sorcerer (60) Level 3 (50), Bike (20), Force axe (0), Spell Familiar (15), Aura of dark glory (15), Veterans of the long war (5). [165]
Troop1: Chaos space marines [75]
Troop2: Chaos space marines [75]
Troop3: Chaos Cultists [50]
Troop4: Chaos Cultists [50]
FA1: Chaos bikers (70) + 4 Chaos bikers (80), Mark of Nurgle (42),power fist (25), 2 melta guns (20), Veterans of the long war (7) [244]
FA2: Helldrake (170) + bale flamer (0) [170]
HS1: Maulerfiend (125) 2 Lasher tendrils (10) [135]
HS2: Maulerfiend (125) 2 Lasher tendrils (10) [135]
HS3: Maulerfiend (125) 2 Lasher tendrils (10) [135]
Transport1: Rhino (Transport Troop1) [35]
Transport2: Rhino (Transport Troop2) [35]
Total [1479]
SECONDARY DETACHMENT: Forsworn Knight detachment, Renegade knight supplement
Lords of war 1: Renegade knight (325) – , thermal cannon (45) [370]
Total [370]
Army total: [1849pts]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
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
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