Chaos Einsteiger sucht Rat

nano

Testspieler
25 September 2013
187
17
6.706
Hi,

Ich fange gerade mit Chaos neu an und frage nach einer Sinnvollen Liste.
Diese soll für 1250 AB sein.

Night lords (Warhammer 40,000 8th Edition) [76 PL, -1CP, 1,250pts]
  • Battalion Detachment +5CP (Chaos - Chaos Space Marines) [76 PL, -1CP, 1,250pts]
    Rules: Daemonic Ritual, Despoilers of the Galaxy (Night Lords)
    • Configuration
      • Legion
        Selections: Night Lords
        Categories: Configuration
        Abilities: Terror Tactics
        AbilitiesDescriptionRef
        Terror TacticsIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a NIGHT LORDS Detachment gain the following ability: Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this trait which is within 6" of theirs (to a maximum of -3).Codex: Heretic Astartes - Chaos Space Marines p157
    • Stratagems [-1CP]
      • Gifts of Chaos (1 Relic) [-1CP]
        Categories: Stratagems
    • HQ [12 PL, 191pts]
      • Chaos Lord with Jump Pack [6 PL, 103pts]
        Selections: 1. Night Haunter's Curse, Claws of the Black Hunt, Frag & Krak grenades, 2x Lightning Claw [10pts], Mark of Khorne, Warlord
        Categories: HQ, Faction: Chaos, Chaos Lord, Character, Fly, Infantry, Jump Pack, Faction: <Legion>, Faction: <Mark of Chaos>, Warlord, Faction: Khorne
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Claws of the Black Hunt, Death to the False Emperor, Jump Pack Assault, Lord of Chaos, Night Haunter's Curse, Sigil of Corruption, Unit: Chaos Lord with Jump Pack, Weapon: Claws of the Black Hunt, Frag grenade, Krak grenade, Lightning claw
        AbilitiesDescriptionRef
        Claws of the Black HuntModels with two lightning claws only. The Claws of the Black Hunt replaces both of the bearer's lightning claws.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Jump Pack AssaultDuring deployment you can set this unit up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        Lord of ChaosYou can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model.
        Night Haunter's CurseOnce per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for this Warlord.
        Sigil of CorruptionThis model has a 4+ invulnerable save.
        UnitMWSBSSTWALdSaveRef
        Chaos Lord with Jump Pack12"2+2+445493+
        WeaponRangeTypeSAPDAbilitiesRef
        Claws of the Black HuntMeleeMelee+1-3D3Increase the wielder's Attacks characteristic by 1. In addition, you can re-roll failed wound rolls for this weapon.
        Frag grenade6"Grenade D6301-
        Krak grenade6"Grenade 16-1D3-
        Lightning clawMeleeMeleeUser-21You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
      • Sorcerer [6 PL, 88pts]
        Selections: Bolt pistol, Force sword [8pts], Frag & Krak grenades, Mark of Tzeentch, Prescience, Smite, Warptime
        Categories: HQ, Faction: <Legion>, Faction: <Mark of Chaos>, Psyker, Infantry, Faction: Chaos, Faction: Heretic Astartes, Sorcerer, Faction: Tzeentch
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Death to the False Emperor, Psychic Power: Prescience, Smite, Warptime, Psyker: Sorcerer, Unit: Sorcerer, Weapon: Bolt pistol, Force sword, Frag grenade, Krak grenade
        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Psychic PowerWarp ChargeRangeDetailsRef
        Prescience718"If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warptime63"If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Sorcerer21Smite and 2 powers from the Dark Hereticus discipline
        UnitMWSBSSTWALdSaveRef
        Sorcerer6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force swordMeleeMeleeUser-3D3-
        Frag grenade6"Grenade D6301-
        Krak grenade6"Grenade 16-1D3-
    • Troops [10 PL, 142pts]
      • Chaos Cultists [3 PL, 40pts]
        Selections: No Chaos Mark
        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: <Mark of Chaos>, Faction: <Legion>
        Abilities: Mere Mortals, Unit: Chaos Cultist
        • 9x Chaos Cultist w/ Autogun [36pts]
          Selections: 9x Autogun
          Weapon: Autogun
        • Cultist Champion [4pts]
          Selections: Autogun
          Unit: Cultist Champion, Weapon: Autogun
      • AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
      • Chaos Cultists [3 PL, 40pts]
        Selections: No Chaos Mark
        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: <Mark of Chaos>, Faction: <Legion>
        Abilities: Mere Mortals, Unit: Chaos Cultist
        • 9x Chaos Cultist w/ Autogun [36pts]
          Selections: 9x Autogun
          Weapon: Autogun
        • Cultist Champion [4pts]
          Selections: Autogun
          Unit: Cultist Champion, Weapon: Autogun
      • AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
      • Chaos Space Marines [4 PL, 62pts]
        Selections: No Chaos Mark
        Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Faction: <Mark of Chaos>, Troops, Chaos Space Marines
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Death to the False Emperor, Unit: Chaos Space Marine
        • Aspiring Champion [13pts]
          Selections: Chainsword, Combi-bolter [2pts], Frag & Krak grenades
          Unit: Aspiring Champion, Weapon: Chainsword, Combi-bolter, Frag grenade, Krak grenade
        • 3x Marine w/ Boltgun [33pts]
          Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
          Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade
        • Marine w/ Plasma pistol [16pts]
          Selections: Boltgun, Plasma pistol [5pts]
          Weapon: Boltgun, Plasma pistol, Standard, Plasma pistol, Supercharge
      • AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        UnitMWSBSSTWALdSaveRef
        Aspiring Champion6"3+3+441283+
        Chaos Space Marine6"3+3+441173+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Boltgun24"Rapid Fire 1401-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Combi-bolter24"Rapid Fire 2401-
        Frag grenade6"Grenade D6301-
        Krak grenade6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32On a hit roll of 1, the bearer is slain.
    • Elites [13 PL, 239pts]
      • Greater Possessed [4 PL, 60pts]
        Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Infantry, Daemon, Character, Greater Possessed, Elites
        Rules: Hateful Assault, Hateful Volleys
        • Greater Possessed [4 PL, 60pts]
          Selections: Daemonic mutations, Mark of Khorne
          Categories: Faction: Khorne
          Abilities: Champions of the Host, Daemonic, Death to the False Emperor, Locus of Power, Unit: Greater Possessed, Weapon: Daemonic mutations
      • AbilitiesDescriptionRef
        Champions of the HostThe first time this unit is set up, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Greater Possessed is treated as a separate unit.
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Locus of PowerAdd 1 to the Strength characteristic of <MARK OF CHAOS> <LEGION> DAEMON units whilst they are within 6" of any friendly units with this ability.
        UnitMWSBSSTWALdSaveRef
        Greater Possessed7"2+3+555583+
        WeaponRangeTypeSAPDAbilitiesRef
        Daemonic mutationsMeleeMeleeUser-2D3-
      • Khorne Berzerkers [9 PL, 179pts]
        Selections: Icon of Wrath [10pts]
        Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: Khorne, Elites, Faction: <Legion>
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Blood for the Blood God, Death to the False Emperor, Icon of Wrath, Unit: Khorne Berzerker
        • Berzerker Champion [25pts]
          Selections: Frag & Krak grenades, 2x Lightning Claw [10pts]
          Unit: Berzerker Champion, Weapon: Frag grenade, Krak grenade, Lightning claw
        • 9x Chainsword and Chainaxe [144pts]
          Selections: 9x Chainaxe [9pts], 9x Chainsword, 9x Frag & Krak grenades
          Weapon: Chainaxe, Chainsword, Frag grenade, Krak grenade
      • AbilitiesDescriptionRef
        Blood for the Blood GodThis model can fight twice in each Fight phase, instead of only once.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Icon of WrathYou can re-roll charge rolls for units with an Icon of Wrath.
        UnitMWSBSSTWALdSaveRef
        Berzerker Champion6"3+3+541383+
        Khorne Berzerker6"3+3+541273+
        WeaponRangeTypeSAPDAbilitiesRef
        ChainaxeMeleeMelee+1-11-
        ChainswordMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
        Frag grenade6"Grenade D6301-
        Krak grenade6"Grenade 16-1D3-
        Lightning clawMeleeMeleeUser-21You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
    • Fast Attack [12 PL, 190pts]
      • Warp Talons [12 PL, 190pts]
        Selections: Mark of Khorne
        Categories: Fast Attack, Daemon, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Fly, Faction: Heretic Astartes, Infantry, Jump Pack, Faction: Khorne
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Daemonic, Death to the False Emperor, Warpflame Strike
        • 9x Warp Talon [171pts]
          Selections: 9x Lightning Claw (pair) [90pts]
          Unit: Warp Talon, Weapon: Lightning claw
        • Warp Talon Champion [19pts]
          Selections: Lightning Claw (pair) [10pts]
          Unit: Warp Talon Champion, Weapon: Lightning claw
      • AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Warpflame StrikeWhen you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Warpflame Strike to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against units in the same turn that they arrived by warpflame strike.
        UnitMWSBSSTWALdSaveRef
        Warp Talon12"3+3+441183+
        Warp Talon Champion12"3+3+441283+
        WeaponRangeTypeSAPDAbilitiesRef
        Lightning clawMeleeMeleeUser-21You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
    • Heavy Support [16 PL, 279pts]
      • Hellforged Leviathan Dreadnought [16 PL, 279pts]
        Selections: Butcher cannon array [40pts], 2x Hellflamer [34pts], Hellforged siege drill [30pts], Mark of Slaanesh
        Categories: Faction: Chaos, Dreadnought, Heavy Support, Hellforged, Faction: Heretic Astartes, Vehicle, Helbrute, Faction: <Legion>, Faction: Slaanesh
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Containment Breach, Hellfire Reactor, Machina Malifica, Unit: Hellforged Leviathan, Weapon: Butcher cannon array, Hellflamer, Hellforged siege drill, Wound Track: Hellforged Leviathan, Hellforged Leviathan1, Hellforged Leviathan2, Hellforged Leviathan3
        AbilitiesDescriptionRef
        Containment BreachIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a Psyker, in which case it suffers D6 mortal wounds instead.
        Hellfire ReactorA unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase.
        Machina MalificaAt the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means.
        UnitMWSBSSTWALdSaveRef
        Hellforged Leviathan***8814482+
        WeaponRangeTypeSAPDAbilitiesRef
        Butcher cannon array36"Heavy 88-12If a unit has any models slain by this weapon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative.
        Hellflamer8"Heavy D65-12This weapon automatically hits its target.
        Hellforged siege drillMeleeMeleex2-44-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Hellforged Leviathan-MWSBS
        Hellforged Leviathan18-14+8"2+2+
        Hellforged Leviathan24-75"3+3+
        Hellforged Leviathan31-33"4+4+
    • Flyer [9 PL, 140pts]
      • Heldrake [9 PL, 140pts]
        Selections: Baleflamer [20pts], Heldrake claws, No Chaos Mark
        Categories: Flyer, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Fly
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Crash and Burn, Daemonic, Infernal Regeneration, Unit: Heldrake, Weapon: Baleflamer, Heldrake claws, Wound Track: Heldrake, Heldrake1, Heldrake2, Heldrake3
        AbilitiesDescriptionRef
        Crash and Burnif this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
        DaemonicThis model has a 5+ invulnerable save.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Heldrake**4+7712*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Baleflamer18"Assault D66-22This weapon automatically hits.
        Heldrake clawsMeleeMeleeUser-1D3When attacking models that can FLY, you may add 1 to this weapon's hit roll.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        HeldrakeMWSA
        Heldrake17-1230"3+4
        Heldrake24-620"4+3
        Heldrake31-310"5+2
    • Dedicated Transport [4 PL, 69pts]
      • Chaos Rhino [4 PL, 69pts]
        Selections: Combi-bolter [2pts], Combi-bolter [2pts], No Chaos Mark, Smoke Launchers
        Categories: Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle
        Rules: Hateful Assault, Hateful Volleys
        Abilities: Explodes (D6"), Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon: Combi-bolter, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3
        AbilitiesDescriptionRef
        Explodes (D6")When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds.
        Self-repairRoll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        TransportCapacityRef
        Chaos Rhino10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack
        UnitMWSBSSTWALdSaveRef
        Chaos Rhino*6+*6710*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Combi-bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Chaos Rhino-MBSA
        Chaos Rhino16-10+12"3+3
        Chaos Rhino23-56"4+D3
        Chaos Rhino31-23"5+1
Force Rules
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds. ()
Despoilers of the Galaxy (Night Lords): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal. ()
Selection Rules
Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. ()
Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon. ()

Created with BattleScribe


Nehm Ich statt dem Lord, lieber noch ein Apostel mit rein?
 

Ordenspriester Raziel

Tabletop-Fanatiker
10 November 2003
4.409
4.006
28.436
39
Hi.
Ich kann in der Liste kein Konzept erkennen.
Ich hab hier schon ein paar mal geschrieben, dass ich ein Fan von Night Lord Berserkern bin, dann musst du ihnen aber auch eine Chance geben, um zum Gegner zu kommen.
Dein Leviathan ist vielleicht gut im Nahkampf, aber langsam und für seine Punkte schießt er zu wenig, als dass man ihn in Runde eins von der Platte bekommen muss, vom Drachen bin ich auch kein Fan, den kann man auch mal ignorieren, außerdem bekommt man auch mal ein Rhino und einen Drachen in einer Runde vom Tisch.
Bleiben deine Talons und ja die sind sehr gut, aber dann auf jeden Fall im Raptorial Host und mit the Tip of the Claw.
Im Grunde baut deine Armee darauf, dass deine Talons es in den Nahkampf schaffen, du sie dort zweimal aktivierst, den ersten Schirm weg haust und dann so viel bindest wie möglich, und der Gegner dabei nicht zurückhaut, wäre mir zu wenig.

Der Leviathan ist nach den Beschränkungen durch, außerdem würde ich den immer nach Iron Warriors spielen.

So erstmal sollten wir klären, welches Konzept du spielen willst, welche Einheiten dabei sein müssen, was du Modell technisch zur Verfügung hast.
 

nano

Testspieler
25 September 2013
187
17
6.706
Also Kohrne Berserker im Rhino sind definitiv gesetzt genauso wie die Talons.
Standart wollte ich auch so lassen.
Nur die Chaos marines sollen nackt bleiben.
Also komplett ohne ausrüstung.
Den Drachen wuerde ich gerne für das keine Aura srat dabei haben.
Kommt mit 30" sehr weit und das strat hat ja 18".
Durch die Punktereduktion scheint der ganz gut zu sein.
Vllt Fahrzeuge wegbinden.


Ich selber habe im Moment, die chaos Apo Box 10 Kultisten 1 Rhino und einmal einen Kohrne Berserker umbausatz.

Raptoren würde ich natürlich auch gerne spielen, nur sind die wohl nicht so gut?

An einen Dark Apostel mit den discipel hab ich schon gedacht.
Um relativ sicher turn 1 - 2to hit zu geben.
Mit 9 berserkern koennte man ihn ja dann mit fahren lassen. Kann dann zwar 1 runde nicht beten. Aber mit Glück im Unglück vllt doch.

Panzer abwehr sieht natuerlich mau aus. Aber wenn der levi nicht mehr so gut ist.
Was dann, Havocs sind da auch sehr fragil 🤔

Bin im chaos sektor noch ziemlich neu.

Daemonen passen nicht zu den Night lords also die fallen raus.
Gefallen mir optisch auch gar nicht.
 

Ordenspriester Raziel

Tabletop-Fanatiker
10 November 2003
4.409
4.006
28.436
39
Ich seh zum einen das Problem, dass du den Raptorial Host für die Talons einpacken musst, davon aber nur der Lord und die Talons profitieren, vielleicht wirklich noch einen Trupp Raptoren einpacken, und dass du vielleicht zu wenig Commandpoints hast, um wirklich deine Vorteile nutzen zu können.

Das Rhino durch den Apostel haltbarer zu machen, kann Sinn machen, dann solltest du ihm auch das Mal des Nurgel geben und dem Hexer Miasma, ist aber auch teuer, würde definitiv noch einen zweiten Nurgel Trupp einpacken den du später mit den beiden buffen kannst.

Havocs sind richtig eingesetzt eine der besten Einheiten im Codex, das Problem ist eher, dass die nach Iron Warriors gespielt werden wollen und du du keine Commandpoints hast um sie zu buffen.
 

nano

Testspieler
25 September 2013
187
17
6.706
So ich hab jetzt noch mal ein paar dinge geändert.



Night lords (BBCode)

++ Battalion Detachment +5CP (Chaos - Chaos Space Marines) [80 PL, 7CP, 1,250pts] ++

+ Configuration +

Battle-forged CP [3CP]

Detachment CP [5CP]

Legion: Night Lords

+ Stratagems +

Specialist Detachment [-1CP]: Host Raptorial

+ No Force Org Slot +

Dark Disciples [1 PL, 10pts]: Mark of Nurgle
. 2x Dark Disciple: 2x Close combat weapon

+ HQ +

Chaos Lord with Jump Pack [6 PL, 103pts]: 2x Lightning Claw, Mark of Khorne, Talisman of Burning Blood, The Tip of the Claw, Warlord

Dark Apostle [5 PL, 72pts]: Benediction of Darkness, Mark of Tzeentch, Mutating Invocation

Sorcerer [6 PL, 88pts]: Bolt pistol, Force sword, Mark of Nurgle, Miasma of Pestilence, Prescience

+ Troops +

Chaos Cultists [3 PL, 40pts]: Mark of Nurgle
. 9x Chaos Cultist w/ Autogun: 9x Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 40pts]: Mark of Nurgle
. 9x Chaos Cultist w/ Autogun: 9x Autogun
. Cultist Champion: Autogun

Chaos Space Marines [4 PL, 65pts]: No Chaos Mark
. Aspiring Champion: Boltgun, Chainsword
. 3x Marine w/ Boltgun: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
. Marine w/ Heavy or Special Weapon: Heavy bolter

+ Elites +

Greater Possessed [4 PL, 60pts]
. Greater Possessed: Mark of Khorne

Khorne Berzerkers [9 PL, 163pts]: Icon of Wrath
. Berzerker Champion: 2x Lightning Claw
. 8x Chainsword and Chainaxe: 8x Chainaxe, 8x Chainsword, 8x Frag & Krak grenades

+ Fast Attack +

Warp Talons [12 PL, 190pts]: Mark of Khorne
. 9x Warp Talon: 9x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)

+ Heavy Support +

Hellforged Deredeo Dreadnought [14 PL, 212pts]: Butcher cannon array, Hellfire veil, Mark of Nurgle, Twin heavy bolter

+ Flyer +

Heldrake [9 PL, 140pts]: Baleflamer, Mark of Nurgle

+ Dedicated Transport +

Chaos Rhino [4 PL, 67pts]: Combi-bolter, Mark of Nurgle

++ Total: [80 PL, 7CP, 1,250pts] ++

Created with BattleScribe
 

Ordenspriester Raziel

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10 November 2003
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Finde ich schon besser. :)
Man muss aber dennoch sagen, das dein Ansatz weit weniger Potential hat, wie ne Liste mit Possessed oder Kyborgs.
Der Deredeo braucht den Raketenwerfer.
Du könntest dem Hexer ein Sprungmodul geben, ihn zum Warlord machen und für die Punkte des Lords und des Greater Possessed einen Lord Discordant ein packen.
 

Ordenspriester Raziel

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10 November 2003
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Extrem hoher Output pro Punkt im Nahkampf
Sehr gute Aura
Sehr gute Sonderregel
Sehr gut buffbar durch zum Beispiel Dämonenherolde
Recht schnell
Kann auf sich alleine gestellt operieren
Profitiert als einzige Daemon Engine vom Legion Trait
Guter Input

Viele Leute schätzen den Lord Discordant zu beginn falsch ein.
Denken der ist in erster Linie ein Buffer, der leider beschossen werden kann und neben dem man anderen Daemon Engines spielen muss damit er sich lohnt, es ist aber genau das Gegenteil, er lohnt sich im Prinzip immer alleine, ist für sich selbst die beste Daemon Engine im Buch (Ausgenommen des Lord of Skulls) und wird eher zur Pflichtauswahl, will man andere Daemon Engines spielbar machen.
 

Ordenspriester Raziel

Tabletop-Fanatiker
10 November 2003
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4.006
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