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Wednesday, February 17, 2010

Tactica Chaos Space Marines - Part 6 Units that don't use a FO Slot.

Chaos Rhino: Keep em cheap, less than 40 Points is good. Don’t field them in ones or two’s. They have low AV so they can get destroyed easily But if you field enough of them in conjunction with other heavy vehicles then A: your opponent wants to shoot the more dangerous stuff – or you just have some damn many he can’t get them all. If keeping your rhino’s moving is essential to your plans I’d grab the extra armor upgrade – otherwise points are better spent on more troops. If your playing a Rhino rush army I’d grab some havoc launchers for the Extra S5 Templates at low price – that should help even things a bit numbers wise between you and your opponents.

Lesser Daemons:
an interesting unit – needs to be summoned off of Icons, so no need for it to be on table. It’s got 2 attacks, and a invulnerable save as well as fearless. Against assault marines and the like they are likely to get their warp based arses handed to them, but they have other uses. They are cheapish for a chaos unit, you can summon them anywhere and they count as troops. You can use them to reinforce a unit already in combat or my personal Favourite – just drop them into cover near a objective, afterall the cover save is likely better than your invulnerable save and can still you invulnerable vs flamers. S4 T4 is still better than guardsmen. You can start trying for a summons on turn 2 requiring a 4+ and it gets easier from there. You can summon them from within a vehicle as long as you have a icon. In all not a stellar unit – but can definitely work in armies built around them. Doesn’t take any force org slots. Arachnid notes you can use these to tie up enemy monstrous creatures and the like - They wouldn't get a armor save against these targets anyway, but are free to use their invulnerable save.

Greater Daemon: WS8 T6 S6 4 wounds – nice, 4+ invulnerable also nice. Fearless… tasty. BUT we need a unit to sacrifice to him so you will lose a champion – on the other hand his high toughness and good save should keep him in combat easily, he has 5 attacks – ample to kill most units with. He ignore saves due to his monstrous creature status but it’s mobility is limited to 6+D6 a turn. If you have a delivery system for this guy and the troops to back him up he can make a seriously good final blow in your opponents army. Counts as a HQ choice in most respects but does not take a force org slot. Arachnid notes that a Chosen squad is a excellent delivery for a greater daemon - you can infiltrate these boys close to enemy lines and them give them a excellent present in the form of greater daemon. Just make sure you keep the champ who bites it cheap.

OK - If you've had the decency to read this wall of text, I'd love to hear what people would like added. Any ideas will be added with full credit, if your a new player or anyone that loves reading guides, please give me some feedback - what did you like what did you not like and why. Please provide a suggestion if you have improvement - as long as 1 person got some worth from it, it was worth writing. Enjoy people.

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