I cannot overstate just how bad that play is. Deepstrike is at such a disadvantage compared to being on the board in terms of letting your opponent control your location. Upgrading a Terminator Lord into a Red Butcher is a much better play than upgrading a Terminator unit, because he can move up the board safely with his Look Out, Sir protection and then get into the fight.
His fearless bubble works wonders with Cultists and notably applies to non-Black Legion CSM units too , and getting an extra 2 CP for having him as your Warlord is icing on the cake.
But where he really shines is in buffing shooting units around him. Full hit rerolls for your entire shooting castle is the best way to tear down Flyers, Drukhari, or Orks.
But realistically, no units combine firepower and durability like Dreadnoughts. I also think Berzerkers can be fantastic in Black Legion.
Not only are Black Legion Berzerkers a fluffy pick, but they become imitation World Eaters with the Merciless Fighters stratagem and smart charging movement before piling-in. Black Legion Berzerkers near Abaddon average close to 2 hits per attack vs Imperial targets with Prescience. They actually kind of break the game.
Another cute trick Black Legion can pull is supercharging Obliterators. Bring a Khorne Daemon detachment with a Crimson Crown holder, then use Chosen of the Pantheon to give your Obliterators all four marks. Go ahead and shoot again with Endless Cacophony at the end of the phase. If you like Black Legion, and you own some Obliterators, give it a shot sometime. The premier Renegade Legion is the Flawless Host.
Flawless Host Lord Discordants and Infantry are just incredibly killy. Flawless Host Chosen with Lightning Claws are just insane. The issue is delivery. I am a big believer in Flawless Host Warp Talons. Getting full Hit and Wound rerolls for 1 CP makes them really efficient trading pieces. Whether you play at tournaments or on a kitchen table with friends, I really hope these guides and lists give you some ideas. Rather than copy the lists directly, I would recommend you experiment with them and adapt them to your playstyle and preferred models.
As always, have fun, stay safe, and may the Dark Gods bless your rolls! Additional benefits and coaching are available. Interested in learning more about playing Chaos?
This is one of my favorite posts master! I would really enjoy if you bring to a tournament the night Lords list and win it like you did before with other legions! Like Liked by 1 person. Like Like. Love the lists man! Looking at the Black Legion list I was a little surprised by the load outs on the contemptors. Why pick Las over volkites? Seemed to me that there was a ton of anti tank firepower in the list already. What would be a good combination? What are some things youu would suggest or change on this?
Miasma of Pestilence, 5. How about some lists without tons of forgeworld. Not all of us have access to tons of either money or recasts. Just as an exercise because you know nerfs are always coming. Thanks Greg.
You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. On the defensive side, Blast weapons represent a huge problem for horde strategies, particularly for large units that have to walk across the table on foot. That primarily means Possessed in this instance, where the model squads can get torn apart by battle cannons and night spinners.
For Chaos Space Marines, this is a brutal blow to the faction, which relied on buffs from the Daemonkin Ritualists Detachment to boost Possessed, the ability to advance and charge with Daemon Engines in a Soulforged pack, and occasionally made use of the Siegebreaker Cohort and Host Raptorial. While a good number of Chaos Space Marine units are perfectly capable of teleporting onto the battlefield, there were a few stragglers who lacked the ability and for them Strategic Reserves can be a real asset.
Army construction is now significantly different, with detachments costing CP instead of giving us CP. This has three major consequences for Chaos Space Marines:. In case you missed our points overview of the changes in the Munitorum Field Guide, you can find those here.
Terminator Chaos Lords also stayed put, while standard Chaos Lords went up only a small amount. Dark Apostles fared very well, however — they went up just 8 points and their disciples went up 0, making them still a very strong include in the Chaos Space Marine army.
Finally, we have to address the two biggest hits: Winged Daemon Princes went up a staggering 30 points per model, plus an extra 5 if you take a pair of malefic talons. This is a monster hit to a unit that was already borderline — Winged Daemon Princes are OK for Chaos Space Marines, but nowhere near as important as good as the same options for Thousand Sons and Death Guard, and so aligning all three factions to the same cost punishes the crap out of Chaos Space Marines for no compelling reason.
The other is the Lord Discordant, whose base cost increased by 30 points to , while Autocannons on vehicles now cost 15 points, so a Lord Discordant on Helstalker will set you back points. Chaos Cultists inexplicably went up to 6 points per model in a change everyone knew was coming and hated, while Chaos Space Marines go back up to 14 points per model.
Neither unit is particularly great and worth banking on as the backbone of your army, so the real question for most armies will be: 10 Cultists at 60 points or 5 Chaos Space Marines at 70 points? This has been a dilemma for a while but what may tip it over now is that Cultists are much more vulnerable to blast weapons. The big winners of the points update are Chaos Terminators, who went up 1 point each with combi-bolters and got 1 point cheaper with combi-plasma. There may potentially be some play for Creations of Bile or Red Corsairs Helbrutes in a list somewhere.
Probably not. However note that many of the Ritual of the Damned and War of the Spider stratagems that affect Rubrics and Plague Marine do so without referencing a legion, so you can take a detachment of Death Guard and still use some of their stratagems on say, Alpha Legion Plague Marines.
Noise Marines get a big hit here, going up 4 points per model. On the other hand, Chaos Terminators held their current costs on the base model and most relevant builds, making them a very interesting option now.
Raptors are still awful, and thanks to a nonsensical points hike that appears to have forgotten they come with lightning claws equipped, Warp Talons are now incredibly overcosted. The upside is that meltaguns came down 4 points, so taking two on a squad of bikes is a decent proposition plus a combi-melta on the champion. Having a mobile firebase that can threaten vehicles in a pinch and double shoot is a solid prospect for Chaos Space Marines.
You keep them cheap and cheerful on bolters and give the champ another combi-bolter. Havocs are another interesting case. Since Havocs can move and shoot with no penalty, this means that missile and lascannon havocs got functionally cheaper with no reduction in quality. It may be time to revisit anti-vehicle havocs as an option in the army, especially since they combine well with Endless Cacophony.
Maulerfiends inexplicably went up 9 points despite becoming much worse. The only other potential winner from a points standpoint in the codex heavy support choices is the Forgefiend , who went up only 5 points with a 5-point increase on Hades Autocannons and no increase on Ectoplasma cannons.
Add to that the Big Guns Never Tire rule to keep him moving and shooting with no penalty and the addition of Blast to the Ectoplasma Cannon and suddenly these guys look a lot more viable, especially when flanked by a Lord Discordant. The good news is that the Heldrake got a significant boost, going up only 10 points but becoming much more deadly when armed with a Baleflamer that it can now fire in combat.
Outside of Heldrakes, the Fire Raptor stayed at the same cost but is likely still too expensive to provide a ton of use. There are two major options in the Lord of War slot for Chaos Space Marines and both of them got significantly better.
Meanwhile the Lord of Skulls went down 9 points in its base configuration with the Gorestorm Cannon, while only going up 25 with the Daemongore Cannon and 35 with the Ichor cannon. Among all the builds, ironically the one the points changes have left most intact is the triple Lord of skulls Suild, which is still plenty viable. The only winner of the bunch is the Terrax Pattern Termite Assault Drill , which went up only 2 points thanks to the increase to combi-bolters.
It was already an underrated unit, able to deliver 12 models and stick around as a threat, and that value has only increased now that the game favors being able to hold objectives — something its T8 chassis helps support. Instead the biggest change came from the GT missions pack, which we outlined above: Specialist Detachments are no longer permitted in tournament play, which hurts several successful builds and hits Chaos Space Marines particularly hard.
Well, I think running monofaction Chaos Space Marines is going to be very challenging in 9th. The tables appear to have turned compared to 8th, where now Thousand Sons and Death Guard have the edge by virtue of having more durable units.
Thanks to the enduring power of the Lord Discordant, our Daemon Engine strategy probably has many, scuttling legs. There may also be a role for some Night Lords units, since turning off auras is still powerful and stratagems like In Midnight Clad have use. Souping is a lot more difficult than it used to be in 8th and will cost us more. Competitive Innovations in 9th: Last Orders pt. Underworlds Warbands in Age of Sigmar: Harrowdeep. Infinity Faction Focus: Haqqislam.
Kings of War: Deliberations on Deployment. The 40k Balance Dataslate Hot Take. Content We Liked: November 7, Competitive Innovations in 9th: Talavera Team Special. Competitive Innovations in 9th: Many Magnificent Majors pt. Crusade: Catastrophe — The Goonhammer Review. Crude Photogrammetry.
Rip and Tear! Welcome to the New Goonhammer. Do you like playing the bad guys? Do you think that Imperial space marines are kind of lame? Then grab your eight-pointed star and strap in because Chaos Space Marines may be the army for you! As a faction, Chaos Space Marines have access to some of the best melee units in the game, including Possessed, Berserkers, and Daemon Princes, and access to some great psychic powers, but tend to fall short when it comes to options for mobility and shooting options and look a lot like glass cannons when it comes to their infantry.
As with the rest of these articles , the idea is not to give an exhaustive review of every unit and option.
As always, a guide like this represents a time and place. This was most recently updated in August, , shortly before the release of the 9th edition Codex: Thousand Sons. What Changed in 9th edition?
In particular, note the following changes:. Competitive Rating: Medium-Low. With 9th edition, Chaos Space Marines are in a weird spot. Recent lists have begun to mix in some Death Guard units — Plagueburst Crawlers, specifically — for some added punch, to decent effect. Chaos Space Marines require more books to play competitively than any other faction, even loyalist marines.
Chaos Space Marine armies have access to a large variety of subfactions, each with their own special rules called Legion Traits. We suggest you read this article first, and you can find specific information on the other legions in these articles:.
You can find information on how to play them in their own Start Competing articles, which will be updated soon. The upside is that Space Marines are everywhere so now you can at least count on it being active for about half your games. This is a really good boost for your melee units, and will do wonders on large squads of Possessed or Berserkers. There are several powers, relics, and Stratagems which are only available to devotees of a particular Chaos god, and some Legion traits require that your whole army be devoted to a specific god.
A rule across the Chaos factions, a Chaos Space Marines Character can opt to not move during the Movement phase and instead attempt to summon a unit of Daemons, with the restriction being that if you have a Mark of Chaos, you can only summon something that shares that keyword with the character. You roll up to 3 dice when you do this, and you can summon a unit with power level equal to or less than the result you roll. If you roll doubles, you take a mortal wound, and if you roll triples, you suffer D3 mortal wounds.
This is a cooler ability in theory than execution. The theoretical upside to summoning is that you can pick a unit at the moment you summon, giving you a lot of possibilities and the ability to pick a unit that will fit your current situation and opponent.
The big upsides to summoning are that you 1. You can summon on turn 1. Still generally not the core of most plans, but worth thinking about in some lists.
Note that, unlike with Space Marines, not all legion rules are fully faction-locked. You need a full detachment of a legion to unlock Legion traits and the Legion stratagems from the Book of Fire which replaces Faith and Fury , but the relics and warlord traits from The Book of Fire plus the single stratagem for each legion that from the main codex only require you to have a Chaos Space Marine detachment or a Chaos Space Marine warlord for the relics , so you can give a World Eaters Warlord the Slaughterborn warlord trait in a mixed detachment, or use the In Midnight Clad Stratagem from the Codex on a Night Lords unit in a mixed detachment.
The Dark Hereticus discipline is the stronger of the two and available to most of your psykers, while the Malefic discipline is only available to Masters of Possession. Most Chaos Space Marine psykers have access to the Dark Hereticus discipline, one of the strongest psychic disciplines in the game. Because of this, the powers you can pull off here make a Chaos Sorcerer a strong play in almost any Chaos Space Marines army.
The value changes for them because of their range and cast boosts, plus the sheer number of slots they need to fill. These ratings reflect the use of these powers in Chaos Space Marine detachments. There are also three additional powers you can access if your Psyker has the Mark of Tzeentch, Nurgle, or Slaanesh. All three of these are good. The big drawback to them is that the Master of Possession himself is unable to take a jump pack or teleport in, so these powers are severely limited by how far you can move the caster.
Infernal Power WC 6. Since the release of Vigilus Ablaze, Chaos Space Marines have had access to Prayers to the Dark Gods, a series of buffs and debuffs that they can call upon during games. You get these free if your Apostle has a mark. Veterans of the Long War 1 CP. Add 1 to wound rolls for that unit until the end of the phase. This is one of the core abilities of the Chaos Space Marines army, and an amazingly powerful build-around Stratagem.
If a Psyker Character is your Warlord, you can generate a trait for him from this table instead of the of the one in Codex: Chaos Space Marines. Daemon-Bound Power. Chaos Space Marines have access to a variety of relics; there are those in their codex, which include a set of god-specific relics and a set of legion-specific relics, plus another set of legion-specific relics in The Book of Fire.
Daemon Weapons are a set of five relics that can be taken by Characters in any Chaos Space Marines army; four are dedicated to a specific Chaos god and keyword-locked , and the fifth is open to Chaos undivided. Daemon Weapons are basically Relic weapons except they have the Daemon Weapon rule, which has you roll a D6 the first time you choose a model to fight each Fight phase. Now that Tzeentch Winged Daemon Princes will cost you more, the vanilla codex crew are worth a bit more consideration.
There are 9 original traitor legions, two of which — Death Guard and Thousand Sons — have their own codexes and their own Start Competing articles. The remaining 7 are covered in Codex: Chaos Space Marines, along with the Book of Fire, which also has rules for another six Renegade chapters and the deranged group of genetically modified madmen that follow Fabius Bile called The Creations of Bile.
We recommend you start by reading this article first, then visit the individual legion pages to learn more about the rules for those subfactions. Check out the Legion Traits section above for links to those.
Fortunately for us, there are very few Chaos Space Marine units in that category. An area where the Chaos Space Marines army really shines is in the HQ slot, where it has a number of strong choices that can be built into real melee blenders.
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