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Thursday, October 25, 2012

Chaos Codex Review Part 7: Heavy Support!


On to the last section! Heavy support, one of my favorites!



Havoks: Compare these to Space Marines and you have a very versatile unit here with options out the wazoo! The popular heavy weapon choices is of course the favorite Autocannon and missile Launchers, that makes the missile launchers even more popular more than ever is this codex is the first to take flakk missiles to the mix. Sure adding them on makes them cost more than a lascannon but now you have THREE options when it comes to shooting. The Autocannon is a strong mainstay at STR 7 with good range making it a reasonable choice for it’s price and performance. Also the ability to take up to 4 assault weapons like flamers, meltas and plasma makes this unit form a different use depending on your needs of your army list. Pepper in a Mark of Nurgle and a possible transport (if needed) and this becomes a very strong unit option (perhaps one of the best!) Don’t forget to take Veteran’s of the Long War to get that bonus LDR!

Obliterators: Still good for what you get in the package, the marks now add some value (namely Tzeench and Nurgle) plus the extra weapon additions adds nicely with the assault cannon and heavy flamer. The only real downside is not being able to fire the same weapon you fired in the prior turn. Just be clever with your shooting and use the Obliterators to fill in the gaps to match your opponents and you will find this to be a very useful unit.

Defiler: This was once a great unit, and then went a bit meh when 5th encouraged people to use them less. Now they have Daemonic Possession, Daemon (Fear and 5+ Inv save), Fleet, Daemonforge (reroll wounds) and It will not Die (let me catch my breath!) making the price upgrade to 195 still very reasonable. I personally am looking forward to trying these guys out as universal filler to my army.

Forgefiend: Again another demon engine that is ok, the Mauler and Defiler weigh in better and the Exctoplasma cannons are nice and helps make the BS 3 easier to swallow as you can adjust at least your template by 3”.

Maulerfiend: I am holding my opinion on this until I see them in action. To me these guys in a pair could be a real threat and could support a close combat based army better than most other unit options.

Chaos Land Raider: Very disappointing to be honest on this one. Price dropped in point value but you get a Marine Version, no variant, no special rules….after all this time in the warp. Take it if you need it, but IMO there is better.

Chaos Vindicator: Another mainstay tank, while the same price the upgrades can make it a bit more worthwhile of an option and 2-3 of these can scare the hell out of many armies.

Chaos Predator: Another mainstay tank, works well in the cheap and simple format of a TL lascannon or simple Autocannon with perhaps heavy bolters. Again the upgrades are what make this guy a gem with adding a Havok launcher to the mix.

Monday, October 22, 2012

Chaos Codex Review Part 6: Fast Attack!


In the last codex this area, well just sucked ass. Now, we have something that makes us proud and perhaps a very viable option for army building when it comes to Chaos.

Chaos Bikers: Price per pound, simply a great choice. Add the mark of Nurgle and some melta or plasma guns and a possible character that is compatible with the unit and have fun! Go on, waste your ammo on this unit, the rest of the army is going to pound you and if you don't pay for it later.

Chaos Spawn: Here was another really bad unit that now has some options to it. To me this is a cheap bullet magnet and can draw attention away from the army without paying a high cost. Ignore it? Well, may suck for you later.

Raptors: Chaos has useful dump troopers again and cheaper (perhaps slightly better) than the marine version. Depending on options this unit could be a serious threat to your opponent with proper scenery and screening by transport vehicles.

Warp Talons: They are very expensive, but if you apply them correctly they can garner a great value on the field. Then again, they can also be a serious liability if you are not careful.

Heldrake: To me the most popular of the choices, load them with a baleflamer and enjoy roasting marines over an open fire. A flying hellhound marine killer is the only way to sum this up.....oh an you can still strike flyers in the air as you pass over...a two for one value. Please leave the Hades Autocannon at home.

Chaos Codex Review Part 5: Troops!


The Chaos codex is very deceptive as it has only two entries but with selecting a character with a specific mark you can shift units around in your book including all four cult troop choices and Chosen (if you take Abbaddon).

Chaos Space Marines: Some people have tried to compare them to a Grey Hunter, which is like holding an apple to an orange. You get something different from each in terms of tastes and nutrition, that can be said in this case. For 2 more points they get a close combat weapon matching the cost of a Grey Hunter, but then this is where it gets different, they can take two special or one special and 1 heavy weapon, their Aspiring Champion makes the unit have a decent leadership (add for another point Veterans of the Long War) and perhaps a mark for a few points more and the unit can be built to suit your needs. A CSM unit is a nice filler between a Cult Troop Choice and a Cultist Troop choice, so keep that in mind.

Chaos Cultists: Cheap, massed troops and with the right leadership hard to break. These guys are great to hold objectives, swamp targets with massed attacks and Marks are cheap. It should be obvious how to take cultists and use them on the table. The favorite of late seems to be taking Typhus and upgrade your units to Plague Zombies, now you have cheap scoring, horde units that are fearless. Yes please!

Saturday, October 13, 2012

Bonus Review: Rhino Transports!


I could add this at some other point but I figure that it would be better to address it here.

It is the typical 35 points that is common among Marines what is interesting is how you can modify this transport into some unique concepts.

First it is interesting in the Chaos Wargear list for Vehicle Equipment states a model may can take up to one of each of the following. So this means that with the base combi-bolter, you can add anotehr combi-bolter, a combi-flamer/melta/plasma AND a Havok in theory. Granted where the hell you would stick all these weapons would be a good question. Granted this is going to cost almost the price of two Chaos Marines and with the ability to kill a vehicle is much easier saves you much pain from considering this.

What is one of the best choices is the Havok Launcher and makes the Rhino into what I call a Havokback, something similar to a heavy bolter razorback in theory. Still, what is odd is that you cannot just upgrade the combi-bolter instead of adding another one which is perhaps a weird option.

Daemonic Possession is perhaps the most interesting, being able to ignore shaken and stunned on a 2+ and if a unit embarks it could eat one member of the unit to regenerate a hull point.

To me the best options to keep a Rhino reasonable in price is a Havok+Daemonic Possession at most. Dozer blade is a good runner up option.

Chaos Codex Review Part 4: Elites!

On with Elites!
Chosen: This unit can make a nice specialist unit for the typical multiple small units (MSU). If you have Abbadon you can use them as a troop choice again allowing the MSU unit option for troop choices. This is a specialist unit so build it wisely and don’t forget the rhino.
Possessed: Well, they no longer suck. They do have a high price tag, but they are a specialist close combat unit. Again, build this unit wisely and always take a rhino to ensure they can get somewhere to do something.
Chaos Terminators: Not a bad choice, but slightly more expensive than other choices and while the 2+/5+ (or even 2+/4+ with a Mark of Tzeench) seems appealing using deep striking to get weapons like combi-meltas near a target, again a small unit may be worthwhile but a larger one would be a huge point sink.
Hellbrute: Also known as a Dreadnought, again they no longer suck (no shooting and destroying your own army instead) the Crazed Rule makes them very viable as a unit choice. What makes a nice crown to this unit is seeing the Thunder hammer and Power Scourge return to the Dreadnought.
Mutilators: Well, this may be the only item of crap to me in the codex. Expensive, small unit size and limited options unless you can get them into close combat unless you are willing to front for a Land Raider to drive them down the field to get them close enough to be worth a crap. Still, it costs 25% of a 2k list.
Khorne Berserkers: This here is a specialist close combat unit that is very effective; you have to compare them (if you want a reference) to a Wolf Guard unit.   This unit is best as a large unit or at least with a rhino to ensure they get close enough to be useful. A unit with Rage, Counter Attack, Furious Charge and Fearless (and for 2 more points each you can get Hatred) makes this a very impressive unit.
Thousand Sons: Still, a decent unit and a specialist AP 3 killer that if built correctly you can take advantage of the bonus sorcerer and firepower. Be careful to avoid getting tangled in close combat as it will be a slow and painful death.
Plague Marines: Perhaps one of the best choices in the army as they are tough and able to hold up against things with a T5, Fearless and Feel No Pain. What else is just an added bonus that offsets the I3 is the return of the Plague Knife and Blight Grenades making their high cost still a decent value.
Noise Marines: Another decent unit at shooting ignores cover is a great option with the massed firepower they could put out at a low price. Plus they are able to handle getting into close combat taking advantage of the higher I stat they have. Plus throw in the icon of Excess they become another great unit with feel no pain if you are willing to eat the high point cost.

Friday, October 12, 2012

The Music of Chaos Marks

I figure I would share a few songs that I find associate well with Chaos as a nice "fun" article between all these reviews. I should have the Elites done later tonight....

Tzeench: 
Blue Oyster Cult: Veteran of the Psychic Wars

Slaanesh
Judas Priest: A touch of Evil

Khorne
Drowning Pool: Bodies

Nurgle
 
Disturbed: Down with the Sickness

What are your favorites? Share with the class!

Thursday, October 11, 2012

Chaos Codex Review #3: Troops


This should be quick as there is just two options!

Chaos Space Marines: Try no to compare them to a Grey Hunter, they won't match up once you pay the 2 points for the extra close combat weapon, still another point and you can take +1 leaderhip and hatred. Then add a mark and some weapon options to me becomes stronger and more flexabile unit for the game. Oddly GW seems to discourage MSU with this unit build making it more worthwhile to invest in larger squads.

Chaos Cultists: Got Cultists? Take them! for 135 points I can pack in 35 cultists, take a character and they are fearless. Not as great as they used to be but oh what the hell! Cheap squads now for Chaos!