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===Infantry=== *'''Accursed Cultists:''' Slightly tougher cultists with a 6+++ FNP and OC2 for... some reason... Look, the only reason you're using these is because they're easy resurrectable fodder. It doesn't matter whether you sacrifice some of the puny mutants or the slightly stronger torments, you can resurrect them provided that they can hide for a bit. *'''Chaos Terminator Squad:''' Benefits from the new termie profile with an improved invulnerable save of 4++, though where the loyalist Terminators gain much from having attached characters, these guys don't benefit nearly as much. What they ''do'' get, is ''Despoilers'': Each time a '''Dark Pact''' is made for the unit, re-roll a hit roll of 1. Ideally they should be marked with {{W40Kkeyword|Nurgle}} if you're footslogging them, preferably with an autocannon and combi-weapons in the squad in order to benefit from both ''[Sustained Hits 1]'' and ''[Devastating Wounds]''. If you wish to Deep Strike them, then {{W40Kkeyword|Khorne}} may be the way to go, thanks to ''[Lethal Hits]'' from their powerfists and chainfist. *'''Chosen:''' Chaos Marine Sternguard [[derp|with a schizophrenic loadout]] and not much else. 2 per 5 can take combi-weapons, 1 can take a power fist [[bullshit|but cannot replace their boltgun when they do]], 2 can take plasma pistols instead of bolt pistols, and one can forgo all ranged weapons to take a set of paired accursed weapons. Admittedly, they have a great unit ability in ''Chosen Marauders'', which lets them shoot and charge whenever they advance or fall back, but with such an anemic loadout you'll find it challenging to find a place for them in your army, especially since many units contribute far more. **Perhaps the best use for them might be to load them up with accursed weapons, partner them up with a Master of Possession & Exalted Champion, and use them as a MEQ grinder. When you have actual Possessed for that, or heck, even Warp Talons who do murdering much better, [[fail|you might as well not bother.]] *'''Fellgor Beastmen:''' Gallowfall's newest kill team. While a bit tougher and stronger than any mere cultist, they are still OC1. This unit has strong preference to get into fights, as the entire squad only gets pistols except for the Shaman's Staff, and that offers nothing but a psychic weapon. In melee, meanwhile, the squad gets a +2 to charge rolls when charging enemies on objectives and you can pick up a very powerful great weapon to kill a couple MEQ on the way. *'''Havocs:''' Your versatile devastator marines. Their ''Stabilization Talons'' ability lets them ignore all modifiers to hit rolls or ballistic skill when firing their weapons, which is nice and lets you bully fliers or other folks with -1 to hit. Their weapons can be fired on the move due to the lack of '''[Heavy]''' at full ballistic skill, so feel free to reposition them if you need it. As for weapons, each Havoc can take any heavy weapon available, apart from the champ who's locked to either special weapons or melee. Their loadout should be focused around what you need to use them for (lascannons for anti-vehicle and monster, autocannons for pasting termies and light vehicles, and the heavy bolter or chaincannon for hordes and MEQs). The missile launcher is still the same jack of all trades and master of none, with the autocannon roughly approaching their krak profile with more consistency. They can be led by a Warpsmith, [[derp|though he provides no specific benefit to them.]] *'''Noise Marines:''' Icons, sonic weapons and you can force a unit you shot at to take a battleshock test. Sonic weapons got a buff for 10th and there is absolutely no reason to hang onto your boltguns - switch them out immediately for sonic blasters, chainswords and that one blastmaster. Do it! Also note that the Champ's power fist has no to-hit penalty, thank Slaanesh! *'''Obliterators:''' Something of a sidegrade from their previous incarnation, they retain the variable profile for their Fleshmetal Guns, they gained the ability to take marks, they can be taken in squads of 2-4, and they lose their ability to shoot into combat, which is replaced with something arguably better in ''Warp Rift Bombardment'': Making a '''Dark Pact''' lets this unit gain the ''[Indirect Fire]'' ability for all their guns. Incredibly useful for all kinds of situations, this makes Obliterators into a versatile threat on the board. They didn't lose out on melee punch either, so don't be afraid to charge them into stuff. **Skinshift is the stratagem you'll want to remember for these guys, with {{W40Kkeyword|Tzeentch}}-marked Oblits reviving a model on full wounds whenever this stratagem is used on them. *'''Possessed:''' They can take icons now, which is fantastic since '''Dark Pact''' is nuts on them: ''Unholy Bloodshed'' This grants them [[rip and tear|''[Devastating Wounds]'']]. They kept that nice 9" move which only gets slowed by 1" if an MoP is attached and they're now T6! Obvious builds are to mark them as {{W40kKeyword|Slaanesh}} for that sweet, sweet 5+ ''[Sustained Hits]'', . After this, feel free to toss them at anything at all, since they'll happily butcher anything smaller than a Leman Russ in melee. Take a Master of Possession to give them a 6+++ and +1 to advance and charge rolls, and consider using '''Unnatural Swiftness''' to get advance and charge, just to make sure whatever they're pointed at dies. Alternatively, give them the {{W40kKeyword|Chaos Undivided}} mark and use the '''Profane Zeal''' strat on them. This combos well with ''[Devastating Wounds]'', with the obvious drawback of losing {{W40kKeyword|Slaanesh}} and advance and charge. *'''Traitor Guardsmen Squad:''' These cultists get access to some of the fancier guns of the Guard like plasma and snipers. While impressive, their melee output suffers as a result. While they can't perma-cap units like regular cultists, they do get cover when camping on an objective. ====Fly==== *'''Raptors:''' Spiky assault marines. Their loadout is almost identical to their 9th edition incarnation, and they're quick with a 12" move and can take marks for some much-needed buffs. They're pretty spooky, too, with their ''Fearsome'' aura reducing leadership or battle-shock tests by 1 within 6", as well as forcing battle-shock tests during the fight phase with ''Terrifying Assault''. They can take 2 special weapons per squad, and since they're fairly versatile they benefit from all marks, though if you want to run all plasma guns then the rerolls from {{W40kKeyword|Chaos Undivided}} is a natural fit. *'''Warp Talons:''' Spikier assault marines. They have no ranged ability, but that doesn't matter because their melee is top-notch. Their claws are ''[Twin-Linked]'' so you can reroll wounds, and their unit ability forces the enemy to make '''Desperate Escape''' tests whenever they try to fall back from combat with them, with battle-shocked units taking a -1 penalty to the tests. They have a nifty 5++ and have a standard 12" move and deep strike, but with no way to gain any buffs to charges they'll struggle to make it into combat. As for marks, {{W40kKeyword|Slaanesh}} is the natural choice for the 5+ ''[Sustained Hits]'', and that also lets them benefit from the '''Unnatural Swiftness''' stratagem for a much needed ability to charge after advancing. There's still that obvious comparison with possessed, the tradeoff being that Talons are way faster whereas possessed are tougher and can be led by a MoP.
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