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Love the New Chaos Codex!! No idea what problems people see

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Timbo
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Love the New Chaos Codex!! No idea what problems people see Empty Love the New Chaos Codex!! No idea what problems people see

Post  Guest Wed Oct 10, 2012 10:58 pm

Just had my first play test with the new codex, and I can say that I am very happy with how most of my units performed, and I am blown away by Kharn the betrayer with 20 CSM mark khorne.

So, Kharn walks up to a tyrant. Rolls to hit

1 2 2 2 2 4 5 6 (Something like that)
Re-roll 1 get a 2

Roll to wound, S7 vs T6
5 wounds,,, GG

rolls on chart, gets fleshbane for gorechild

There is now NOTHING on the table that can take him in CC, and noone can shoot psychic powers at him cuz he denies on a 2+

Rest of game went well, Autocannon Havoks are 50 poitns cheaper than they used to be, predator is 15 points cheaper. Lotsa dudes on teh table


We now have MUCH cooler Daemon Weapons and other Chaos Artefacts. EVERY chaos named character is redonculous now (even the slaanesh ones). And chaos Marinse are NOT low Ld, you just have the option of paying 1 point per model (oh noes) to go back up to 9 for squad 10 for champs ACROSS THE ENTIRE CODEX and you get hatred space marines SPECIFICALLY to beat down on GREY KNIGHTS and BLOOD ANGELS aaad black templars and space wolves, and dark angels, and ultramarines and salamanders and........

So if a 19 point Khorne Berzerker pays his 1 point to gain Hatred (grey kngihts, etc...) he now costs 20 points, same as a grey knight.

Khorne charge--> 4 attacks, (3+ to hit re-roll w/hatred) 3.55 hits
3.55 hits (3+ to wound furious charge) 2.37 wounds
2.37 wounds (3+ power armour save) 0.79 dead Knights per berzerker attacking

Grey Knight charge --> 2 attacks (4+) 1 hit
1 hit (4+) 0.5 dead berzerkers

when charged... (skip the math) (Assuming zerkers pass Ld10 counter charge test) Zerker 2.66 hits, 1.33 wounds, 0.44 dead knights

when charged...Grey Knight 0.5 hit, 0.25 wounds/dead zerker


So same point cost, zerker wins hands down.


Yes Hell Drake is costly ooooh nooos, the Storm Talon aint that good either!

And the forge feind may be more expensinve than a psybolt-autocannon dread, but it takes 8 S8 autocannon shots (4 hits still > auto dread) and its a daemon so 5++ save, and 1/game it can be like IMMA RE ROLL ALL MAH WOUNDS AND PEN REZULTS

AAAnd it can buy a 3rd gun, and it regenerates so yeah.

what else? you can now in 6th ally with daemons and go back to playing chaos with giant monsters and unspeakable evils running about. AND we have the best scoring units in 40k (zerkers, noise, plague, T-sons)

Stop complaining, its a great book, great stats, BEAUTIFUL COVER ART!!! And our guys now beat out grey knights in CC.

So there is my nerd rage rant. Thank you all for reading Very Happy Razz

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Post  Planes Wed Oct 10, 2012 11:06 pm

So this is why you are so keen to face my Knights on Sunday.
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Post  Timbo Wed Oct 10, 2012 11:17 pm

Your math is a little suspect my friend. Grey Knights are generally str 5, not 4 in hand to hand. Also, they have these things called "storm bolters" that shoot twice as far as bolt pistols and twice as many times! It's true! So by the time your berzerkers manage to hoof it across the table they're usually not at full strength. Just sayin'. But yes, if you place your dedicated hand-to-hand unit in base to base with an enemy generalist unit you will have success.

Chaos troops are not the best in the game. They are pretty average, at best. Certainly not the worst.
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Post  Guest Wed Oct 10, 2012 11:44 pm

Ok, save yourself 4 points a model and 'dowgrade' the berzerks to CSM mark khorner

You go from 88% accuracy to 75% accuracy, and lose nothing else (attach HQ to make fearless) (Banner grants furious charge), and you can use 2 of those 4 points you saved to buy boltguns

Now you are out melleeing grey knights, AND can shoot AND carry melta guns (note: grey knights dont even get melta guns)

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Post  Timbo Thu Oct 11, 2012 12:41 am

So are you shooting or running? What are your Khorne marked marines doing? Shooting boltguns? Also you should understand that attaching a fearless HQ is a pretty steep surcharge. All of a sudden your cheap unit is not looking so cheap anymore.


Last edited by Timbo on Thu Oct 11, 2012 1:25 am; edited 1 time in total
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Post  Lore Weaver Thu Oct 11, 2012 1:04 am

Do you move Kharn accross the field in a Landraider? Otherwise, he's useless. Also, that's a lot of eggs in one basket... eggs that don't find S8+ shooting very comfortable.

--
That said, there's a lot of power in the Chaos HQ, those boon charts seem to be able to really move your characters along.
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Post  Rhaevyn Thu Oct 11, 2012 7:59 am

Black templars are not space marines according to the csm dex. just sayin.
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Post  Rhaevyn Thu Oct 11, 2012 8:31 am

And just so we are clear. Khorne berzerkers were crap in 5th edition. Now that they are cheaper they are almost useable.... Except that there is no usefull way to deliver them to the enemy. so saying that you can make 2 point cheaper zekers on foot with one of your hqs to make them fearless isnt really an argument for them. It just showcases how little thought kelly put into the codex.

I reckon cc marines at the moment to be like a suppository viagra. The special effects sounds good.... But...
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Post  System Commander Thu Oct 11, 2012 9:35 am

Oh no..berserkers were great in last edition! Not as great as plague marines mind you.. But being troops and a scary unit coming at you.. They were fantastic. You could never ignore them as a threat. Now.. If your saying old berserkers in 6th edition were rough.. Yeah.. That was gettng tough. Overwatch amd random charge.. Especially throuhh terrain is ugly.

For now.. Im gonna try out 2-3 units of them to see how it pans out.. I dont expect that great.. Smile Im going with the hide the rhinos if you dont get first turn.. Then 18" up. After that.. It doesnt matter to me what happens to the rhinos.. The berserkers are close along with bikes and a chaos lord.. You wont be able to shoot them all!

Although i wish furious charge still had the init boost.. That was huge for berserkers. I dont mind them chaning up their rules.a bit though.. Nice to get some different play out of them.

Not like fourth edition either when you couldnt take rhinos anymore and had to run across the field. Id have four units on foot with another unit of possessed.. Hoping everyone is gonna rage and run faster to the enemy.. Smile
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Post  Lore Weaver Thu Oct 11, 2012 11:47 am

You need a Land Raider to put them in so you can assault the turn you disembark.
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Post  System Commander Thu Oct 11, 2012 12:12 pm

Ive got one of those..

Ill still reiterate i wish there was a faster transport introduced for chaos. Tired of running every game Smile
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Post  Lore Weaver Thu Oct 11, 2012 12:20 pm

18" on turn one not fast enough for ya? :-) (move 12, turbo boost 6, next turn, move, disembark, assault, win?)
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Post  Termagant Thu Oct 11, 2012 1:00 pm

All this theoryhammer is all great and dandy if you play an army that can shoot well and at long range. Tyranids are neither of these. I play to assault or I lose.

My Tyrant tried to take on Kharn and I had basically one chance to smash him. He has too many rerolls. Reroll this reroll that. After that, I had nothing that could possibly take him on. Tervigons have I 1 and the Trygon Prime fucked up his deep strike.

My rolls were no better, as I failed 3 out of 4 psychic checks, rolling 5 and 6, and Kharn's lackies rolled 23 out of 30 successful saves.

The only chance I had in the game was to win by objectives and keep throwing fodder in front of Kharn, but luck as it be, I got a kill point mission, my 2nd one in a row (1 in 6 chance as well).

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Post  System Commander Thu Oct 11, 2012 1:29 pm

Hmm... He shouldnt be rerolling thaaaaaaat much. He has hatred everything meaning he gets to reroll misses the first round.. Thats it. He hits on 2's yes.. But no rerolls for subsequent turns.

Yeah.. Having kharne running around your area killing gaunts and mc's for a kill point is a bad situation.

As for the faster transport.. You bet. A flyer coming in on turn 2 seems more reliable then a landraider still lumbering across the field... ill yake it.. But its not fast enough! Going 18 on the first turn leaves it open for meltas. Even with the smoke. My chaos raider usually dies before it shoot anything.. Poor little guy
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Post  Timbo Thu Oct 11, 2012 2:49 pm

Rhaevyn wrote:Black templars are not space marines according to the csm dex. just sayin.

Um, yes they are. Page 28?
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Post  Rhaevyn Thu Oct 11, 2012 2:59 pm

huh. i read that box 5 times and noted thier exception.

that will show me for only reading the first line and last line of an email... like my boss.
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