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New chaos codex

PostPosted: Mon Oct 08, 2012 7:15 pm
by Generalissimo_Fred
I'll just dive right into it with some random thoughts.


At first glance it appears blob units have gotten a boost with the chaos cult units. A Dark Apostle can make them rock hard to displace off an objective and Typhus can make them fearless. But while Chaos now has the new Blob unit of 6th edition, I think the codex has also given us a tool to defeat all blob units everywhere. 10 Khorne Berzerkers will deliver an average of 22 wounds to blob units of cultists or guardsman. Throw on chain axes and all of them get no saves. Plague marines can dish out 30 attacks on the charge, but more importantly can only be hurt on 6's from the blobs. The power axes hurt the plague marines on 5's, but they still get their FnP save. Even the basic chaos marine unit can be built do dish out 40 attacks and average 18 wounds for only 170pts.

The point is there are many choices in this codex for dealing effectively in combat with blob units. Will people take them? That's another story.

Next are the Obliterators. They can get toughness 5 and become immune to instant death from str 8-9 weapons. This is how they were at the beginning of 4th edition and that made them very powerful. Well now they are back to that power level. One new thing about Obliterators is they are no longer in terminator armor which means they can ride in rhinos. It is also possible to shove 3 of them in a Bastion and make them immune to return fire while all three can shoot out with impunity. Three of them can also fit on top of the bastion so attach an IC to them who mans the Quad Gun and the unit has a 2+ armor and 3+ cover save. Not to shabby, but they are safer inside the bastion.

I'm not sure what to think about the new daemon engines. Their BS/WS of 3 is a turn off so is their armor of 12. I suppose if people insist of take psybacks and psycannons, then the Daemon engines will be a struggle to take down. Maybe all they will do is keep people honest and prevent every meltagun turning into a plasmagun.

I like Huron Blackheart for two reasons. One he gives d3 infantry units the ability to infiltrate and thus outflank and two he is not that expensive. I like the idea of outflanking either Obliterators or plasmagun toting havocs or a large unit of cult troops or a big unit of terminators. Now we are talking.

The babies crying and I have to go.

Re: New chaos codex

PostPosted: Mon Oct 08, 2012 8:23 pm
by tg787
There is a lot of good stuff in this book, I cant wait to break it out at the next awc. As far as killing blobs go, you missed one of the best ways. Estatic seizures will wreck blobs.

Re: New chaos codex

PostPosted: Wed Oct 10, 2012 2:31 am
by Chubs
Currently wrong side of the world... But from what I have seen, the dex looks good. The wacky chart can start to get cumbersome, but at least we can get use of the lost and the damned models again.

Re: New chaos codex

PostPosted: Wed Oct 10, 2012 7:19 am
by swampthing
whats a blob unit?

Re: New chaos codex

PostPosted: Wed Oct 10, 2012 2:44 pm
by 00Enron
35 chaos cultists

Re: New chaos codex

PostPosted: Fri Oct 12, 2012 5:13 am
by Lord Krungharr
I think I like the Heldrake. It is a potent anti-flyer flyer with 4 S8 shots, along with Daemonforge you get to reroll the AP dice once per game; and a Zooming Vector Strike at S7, which means they could possibly nail 2 Flyers per turn. Plus they have the Daemon special rule, so they get Fear and the 5+ invul save, which means the Heldrake doesn't have to Jink. And thankfully it's a Fast Attack, not a Heavy Support.

Haven't tried a Forge or Mauler Fiend yet.

The Dark Apostle has the Zealot rule, so he's already Fearless to give a big Cultists unit Fearless. But the Plague Zombie idea is a funion.

I really wanna try out a new big Nurgle list, with Allied Epidemius in there. After this weekend's little tournament down here I'll know if my Tally-jacking idea will be effective for the Epidemius list or not.
I'm trying out Spawn in there too, with the Mark of Nurgle. No better time for Spawn to come out to play!

Re: New chaos codex

PostPosted: Fri Oct 12, 2012 9:27 am
by seahawk
The Tally-Plague Marine list is even more devastating now than it was before. Nurgle-marked obliterators and much cheaper marked havocs boost that tally very quickly.

In other news, holy heck a daemon prince with the black mace! He really delivered the beatdown on paladins last night, much in this manner:

Image

Smash brings his attacks down to 3, then adds D6 :shock: .

Killed off 8 paladins, a Callidus, and 5 tactical terminators, all while only taking 1 wound in return from storm bolter fire! Having never used a daemon prince before because I thought they sucked previously...all I can say now is wow.

Plus my teammate had Typhus, two mobs of plague marines, and three giant mobs of zombies...

Re: New chaos codex

PostPosted: Fri Oct 12, 2012 9:17 pm
by Lord Krungharr
Oh hell yeah, I'm making a new Mace for my old magnetized Daemon Prince. He hasn't gotten any battle time in a few months.

Tomorrow I'm trying out the Typhus/Epidemius list at 1999. I have 1 unit of 30 zombies, 1 of 10 Plague Marines, Epi is with 15 Plaguebearers, also a Bike Lord with Burning Brand running with 5 Spawns, a Heldrake just in case of aerial threats, 3 Oblits, and a Daemons D.P. with wings and breath. The fast moving templates should help me out early assuming I get the 1st wave in 1st turn.
I considered Bikers but went with the Oblits instead, ranged wounds are better. Typhus can march with the zombies, and WOW, charge 2d6"! Slow is so much less slow now.

Re: New chaos codex

PostPosted: Sat Oct 13, 2012 9:29 am
by Chubs
Generalissimo_Fred wrote:
Next are the Obliterators. They can get toughness 5 and become immune to instant death from str 8-9 weapons. This is how they were at the beginning of 4th edition and that made them very powerful. Well now they are back to that power level. One new thing about Obliterators is they are no longer in terminator armor which means they can ride in rhinos. It is also possible to shove 3 of them in a Bastion and make them immune to return fire while all three can shoot out with impunity. Three of them can also fit on top of the bastion so attach an IC to them who mans the Quad Gun and the unit has a 2+ armor and 3+ cover save. Not to shabby, but they are safer inside the bastion.


Actually, oblitz can't ride in a rhino. Rhino have a rule that says no to bulky things...that said, oblits have always been money, now more so. Nurgle obilts will get (rightlyfully so )love, but it's not to say Tzeentch obilitz are good. In the new age of plasma, having a 4+ will help.


At a glance,the choice of HQ is more important than ever for Chaos. You can not just buy 5 man plagues are objective holders. Blobs are good for selling models and throwing some dice around, but pretty much any thing will mulch these guys (zombies aside). Troops look to be winning 40k games these days. I'm not totally sold on the prospect of regualr chaos marines. No fearless option seems a little lack luster. time will tell.

Things that caught my eye
HQ -pretty much all the specials are good. The loss of lash will not be felt. Huron and Ahriman are probably the most fun.
Chaos lord can be decent, but may be over shawdowd by the specials. The Sorcerer got a punch in the gut... 2W i4... ugh...

Deamons princes - finally you get what you pay for.

Elite -Choosen -special bonanza
possessed - w/ MON, MOS, or MOT these could be very interesting, but a bit expensive.
Terms -still got the 3 man option, still like these guys.
I'm not sure what to thing of the mutilators. Cool models


skip the cults and troops for now aside from plagur marines who got sweet plague knife. Love these guys more now.

FA - Spawns are freaking cash for gold money. sweet delivery system for a CC character (say a jugger lord? or Nurgle biker lord).
Helldrake, anti flyer. Enjoy and profit.

HS - Havors got love on the discounts. Oblitz, already mentioned. Predator seems like a good bargin. Not sure what to think of the defiler, pretty step cost for AV12.