Tuesday, October 23, 2012

Chaos Space Marine Analysis and List Building: Part One



This series of posts has been composed a few paragraphs at a time over the last week as I have begun the journey of learning a new book, and play style, as I move away from tyranids this next tournament season. Rather than changing previous ideas or reworking this post I have left it as is. I feel that is shows the process I use while creating and testing lists as well as providing insight behind why I am and will continue to make the list building choices I have been. This is part one of four interconnected posts.

I wish I had the time to write all of my thoughts on the new CSM book and other wargaming topics in my head. Most notably of the topics I will not be covering right now is how hard the hobby bug is getting me. I have big dreams involving doing a fully converted CSM army. I also have only 18 days to paint 2200 points of Dark Elves for a fantasy GT, which is itself a crazy task. Enough of that though, this is about Chaos Space Marines.

I have played two games with the new book. I faced a 3 flyer and a 4 flyer Necron list each game. My first game I had the Biker Lord and Daemon Prince from my last CSM post, 3 untis of havocs with missiles and flakk, 4 small cultist units, 1 large cultist unit, 5 spawn, and two heldrakes. My opponents dice were cold, but I got to see how the Chaos units interacted. The second game I took out the Prince and added Typhus with six units of zombies, and switched the spawn out for some bikes. Here is my unit by unit analysis.


Chaos Lord - Remember when I said he was “broken”? He is a boss. In the first game him and his spawn friends single-handedly took out 5 wraiths, a full immortal unit with attached Lord and Nemesor, and an annihilation barge. They would have killed more, but the rest of my army had already done that. In the second game his first boon roll turned him into a spawn (he still took several hull points off of a barge and lived the whole battle). The only change I would make, and this was suggested in the comments by Hulksmash), is putting him on a Juggernaut instead of a bike. For 15 points you get an extra wound and attack, and stay at T5. Sounds like a good deal to me; 175 points for someone who has 7+D6 S6 AP2 I5 attacks. He re-rolls all misses against Space Marines and is fast with a 4++. What isn’t to love?

Chaos Spawn – The day the codex leaked one of the local players was talking about spawn being good and I told him he was wrong. I later had to write back to him admitting I was the one who was wrong. These guys are massively improved. Yes they are fragile, but that requires your opponent is shooting them, and no one wants to waste shots on spawn. Even if you roll a ‘1’ for attacks, with rage on the charge you have three attacks each. I personally am torn on whether to use spawn or bikes for my lord’s escort. When the Spawn have cover (and being beasts there is little downside to being in it) they are just as durable as the bikes. I for now am going to put the spawn on the shelf, but that is mostly because of a crazy conversion I want to do for Khorne bikes.

Bikes – Why are these so cheap? For serious. I run them at 23 points each (Khorne/Veterans), plus another 20 points for an Icon of Wrath. Think about that…23 points for a T5 marine that moves 12” with rerolls on their charge range and has 4 S5 attacks on the charge (rerolling misses on marines). A Khorne Berzerker is 20 points with VotLW and is far slower. I have no idea why bikes are cheap, but they are something we will see a lot of, especially the nurgle variety.

Daemon Prince – Being a Daemon of Nurgle does not make you T6. Read that again. Are you back from checking your codex because you don’t believe me? I was surprised too. I can’t kit one out that makes it survivable enough for the points investment. Yes, with nurgle it is shrouded for a 2+ in ruins or a 3+ jink, but it is still only four wounds. I think they might work with the right psychic buffs, but that is far too big of a risk rolling on tables to get your powers and thus utility.

Havocs – Flakk missiles will not change the meta away from flyers. I am sad too. I played two games with 12 flakk missiles in each. In both games I had at least 7 alive at the end of the game, so they had plenty of time to shoot, and I only did a total of three hull points in each game. Only being S7 is a killer. My dice were not cold, 4 missiles only have a 14% chance to down a Necron flyer…before they jink! I am dropping them from my list. I have never been an autocannon guy, but recognize their effectiveness in that capacity, and may look at them in the future.

Cultists – Cheap scoring units = awesome. My opponent the first game was commenting on how fragile and vulnerable they are, I reminded him that these are the same as gants that don’t need a synapse babysitter. This is true, and I strongly believe my time with Tyranids has made me very aware of how to use cultists (including their capabilities as a feigning unit and as a speedump and a unit that can pin someone in a target priority pinch. They are not impressive offensively. I had a unit of 35 attack five Necrons and only kill three. They will get the objective holding job done though.

Plague Zombies – Troops that are cheap, fearless, and feel no pain? Sure, I will take five. Most people have complained about the price of Typhus, and that is valid, but I do not think they are evaluating the full picture. To make a sorcerer who is comparable (but nowhere near as good) as Typhus will cost you 155 points. Then if you take say 5 units of cultists, and split the extra cost among them, it is only 1.5 points per model to make them zombies. Would you pay 1.5 points to make something FNP and fearless? I am sure people will poke holes at that logic, but I am standing by it. I also strongly feel that until an FAQ is released zombies can only be in units of 10 (between writing this and posting it an FAQ was released saying you could add additional models). I don’t mind, small units are easier to hide.

Heldrake – So the internet though everyone was going to start footslogging? Get back in your transport, because Heldrakes are going to kill you. When I played Blood Angels I always used at least two Land Raider Redeemers. A S6 AP3 flamer is nothing to mess with. Being able to hit models 56” away with that flamer is outright scary (36”+12”+8”). No one is safe. All the talk you hear about “Double Dragon” is true. I have been of the mentality that I could just “ignore flyers,” Heldrakes are making me seriously reconsider. These are a must have.

I like this new book, I like it a lot. 

As I stated at the beginning, this is the start of a four part series on my initial list building and testing of the new Chaos Space Marine book. Because of the composition process there will be things in this post that I disagree with in later posts. That is part of the raw analysis as I develop a new list.

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