How disappointing is the new chaos codex?

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How disappointing is the new chaos codex?

Postby Generalissimo_Fred » Sun Nov 04, 2012 10:16 am

I'm sorry, but the chaos codex is not up to par with the recent codex's rom GW. I'm talking both power wise and flexibility. I can't think of a chaos list that I would have to think about when I make my own army list. No chaos list that I would have to take into consideration when I make a necron list for example.


Has anyone else taken a crack at the chaos codex? Have you found success or failure?
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Re: How disappointing is the new chaos codex?

Postby Redbeard » Sun Nov 04, 2012 1:59 pm

I'm disappointed. There are a lot of units that serve the same battlefield role (assaultish specialists) in a game that seems to have gone away from assault. I'm not convinced in the viability of any of them. There are hidden point increases across the board, a requirement to use one of the worst rules in 6th, and very little that stands out as a reason to play this codex, as opposed to say, space wolves with ig allies. The only real strategy I can think of that is unique to this codex is to go dinobot heavy.

Are flying daemon prince without eternal warrior really worth that many points??? How is this remotely competitive?

On a more personal note, as a long-time emperor's children player, noise marines have, yet again, had their configurations changed. What happened to favoured numbers? I can see needing six men to get a blastmaster, but ten? I thought Fulgrim killed Guilliman over his pointless obsession with base-10 number systems. My noise champion is stuck with a bolter, he can't use a sonic blaster anymore, and the new rules for Salvo weapons means no more shoot&assault.

I'm certainly not feeling any great desire to play this book.
"All very successful commanders are prima donnas and must be so treated."

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Re: How disappointing is the new chaos codex?

Postby Lord Krungharr » Sun Nov 04, 2012 4:15 pm

I was also disappointed that Helbrute-noughts did not get any coolness with Marks or dedications to the gods of Chaos. Nor can they take any vehicle upgrades. So that sucks, but at least they won't blow each other up like the last version. I wish a Nurgle Sorcerer could give us Plague Marines though.....any HQ with the Mark of a Chaos god should grant those Elites as Troops, that's a major complaint of mine with this book.

And except for having fluffy fun, there's basically no reason to run Thousand Sons. They're way too expensive to be worth it. I too miss the magic number thing, that was fun. Why write backstory if it's not incorporated into the damn game?

That said, I have had fun using Nurgle Obliterators and Flakk Missilie Havocs, especially on a Skyshield Landing Pad. I've been using them with my Epidemius/10 Plaguebearers as Allies for a solid firebase to rack up the Tally.
And I agree, this Codex is all about the big guys; Daemon Prince with either a Murder Sword or the Black Mace. The latter really jacked up the Tally in turn 2 by swiping away 9 Necron warriors and some other guy, and did it so thouroughly they couldn't rise up again. I think a flying Prince with the Burning Brand is also a neat choice, like a mini Heldrake that can also assault things with Smash attacks later on. Slaanesh is a good Daemon Prince choice because of the extra run 3" and Fleet; Nurgle is better because of Shrouded rule, so you can start on the board in deployment and swoop 2 feet into ruins for good positioning next turn and a 2+ cover save until then after being hit on only 6s.

I haven't tried a big Typhus zombie list, as I lack enough zombies; nor have I tried any other unique characters. My multi Daemon Engine game didn't go so hot even with 2 of them on the Skyshield with a Warpsmith in contact with both. Of course that was vs a ridiculously shooty GK list, Jokaeros all over rolling extra 12" for their multi-melta shots. Heldrakes are good though, I really want to convert my Hellblade into one. I think an outflanking Maulerfiend would be very cool.

For Troops choices I always feel compelled to take Plague Marines, which means I have to take a Nurgle Lord of some sort, so far just on a bike with Burning Brand and Lighting Claw running with Nurgle Spawn for the Tally List. That's pricy and not that great; so next time I plan to use my Juggernaut/Axe of Fury Lord with regular Spawn; same points and much more killing power.

Overall, however, this Chaos Marines army is much faster, a very welcome change in my opinion. I always max out my Fast Attack now, and my Oblits won't die to S8 weapons now instantly. I even still take Rhinos just to go full speed ahead towards objectives, and sometimes they don't even blow up before my guys hop out. I think Speed is more key to this Chaos Codex than ever before. Double teaming a unit is a great tactic; carefully softening them up with shooting to limit Overwatch then assaulting with the Artefact Princes, who should be able to finish them off.
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Re: How disappointing is the new chaos codex?

Postby Generalissimo_Fred » Sun Nov 04, 2012 4:32 pm

Very good incites. I'd be carefull with those new chaos daemon princes though. They lost Eternal Warrior and one Enfeeble later they can be instant killed by Hive Guard.
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Re: How disappointing is the new chaos codex?

Postby Lord Krungharr » Sun Nov 04, 2012 7:57 pm

Oh yeah, I forgot, that is actually the crappiest change to the Chaos Codex, no Eternal Warrior. A lucky single rail gun shot can instakill them now without Enfeebling.
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Re: How disappointing is the new chaos codex?

Postby Chubs » Mon Nov 12, 2012 9:25 pm

I'll post more tommorrow or this week, but Mike Mutschuller from the toledo group got 2nd place at da boys tournement with an balanced list. Jugger lord, big unit of discounted biker, lord with murder sword and Nurgle oblitz.

The jugger lord does serious work
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Re: How disappointing is the new chaos codex?

Postby Lord Krungharr » Mon Nov 12, 2012 11:10 pm

Yeah, JuggerLord rules! Except when you roll 1s for every Daemon Weapon roll in 3 games. And I was even switching dice too, in the hopes of evading whatever curse befell me!
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Re: How disappointing is the new chaos codex?

Postby Redbeard » Tue Nov 13, 2012 12:48 am

Lord Krungharr wrote:And I was even switching dice too, in the hopes of evading whatever curse befell me!


That's the problem right there. If you switch dice, you go to a new die that hasn't yet used up its '1', so you're more likely to roll a '1' than with a die that's already rolled one.
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Re: How disappointing is the new chaos codex?

Postby Lord Krungharr » Tue Nov 13, 2012 10:39 am

I'll try soaking them in blood or something next time the night before. Those gods are SOOOO fickle.
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Re: How disappointing is the new chaos codex?

Postby Generalissimo_Fred » Tue Nov 13, 2012 7:14 pm

Chubs wrote:I'll post more tommorrow or this week, but Mike Mutschuller from the toledo group got 2nd place at da boys tournement with an balanced list. Jugger lord, big unit of discounted biker, lord with murder sword and Nurgle oblitz.

The jugger lord does serious work



I want to hear more :!:
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