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Thursday, April 28, 2011

Chaos Space Marines Codex Review: Heavy Support


Obliterator Support! This is like somebody telling you what you're getting for Christmas, except that this isn't a surprise but the cruel reality almost everybody is aware of. But that does not mean we're slacking of by not doing a complete Heavy Support review, we just did: Read on and get excited.

Chaos Havocs

VT2: Evil devastator squad, but just as bad. As expected, no special rules.
Four dudes can have big weapons, with a twist. Those four dudes can take special weapons instead. Oh, momma.
When the book was new, you had little kids everywhere creaming their panties at the mere thought of massed plasmaguns, but because this is planet earth, we now know that's a terrible idea.

Every single heavy weapon's terribly overpriced. 20 points for a missile? 15 for a heavy bolter!? Dark angels bad. Oh, yeah, and no plasmacannons, multi-meltas, or anything special in the selection, bar autocannons - which, at 20 points, are way, way too expensive for their own good.

What you do is, you take squads of five, load them up with two flamers and meltaguns each, put them in a havoc launcher rhino, and drive towards the enemy's guns. Dead serious.
The manly alternative to this deranged, fluffy use is 3x20 guys with four autocannons per squad.
OH MY GOD! HORDEY INFANTRY WITHOUT FEARLESS, STUBBORN, OR ANYTHING AT ALL TO COMPENSATE!!!!

No, don't buy champions or sacred sticks.

If you don't have obliterators, these are the backbone of your dakka. Chaos has special weapons everywhere, but almost no way to fit in actual ranged weaponry - which makes their cost in points that much dumber.
It's almost like Gav wanted you to buy more terminators and obliterators, since everybody already had three squads of havocs with missiles or autocannons since 3rd edition.

Zjoekov: This unit also suffers mostly from being overcosted as VT2 said. Actually, I don't have much to add at all to it. I do however think that an Icon of Chaos Glory isn't that bad if you do want to field them with heavy weapons. You'll get setups like these:

5 man; 3 autocannons. 135 ponts.
8 man; 4 autocannons, IoCG. 210 points.

2nd squad at least doesn't suffer from running of the table, untill you lose the Icon of course. But then again, 'normal' Devastators suffer from the same thing, they just aren't that overpriced. (Ofc SW also gets split fire, while BA gets the option to add FnP) Autocannons as a weapon in a Devastator squad is good though. I hope (and assume) that these get simply cheaper in the next codex, maybe even with the option again to buy tankhunters. Couple that with properly priced Fast Attack units and you got a stable support base. Hey I can hope right?

Obliterator Cult

VT2: Semi-monster, with lots of guns. Disadvantages: moves very slow and can only use one gun per turn. Advantages: beefy profile, artificer armor, kills dinky squads that charge them, Invulnerable save and deep strike both come in handy occasionally.

There's a serious drawback to these; cost. 75 points each. In a certain vanilla codex, where the armor's available at 65 points base, well.
Unfortunately for you, this isn't 'that' codex, and as you have no access to anything from it, let's just break down obliterators.

Squads are limited to three, but the minimum is one. S8 instant-kills you.
If you really, really want to, you can go fist something with your heavy support, or you risk linked meltagun death with deep strike. You know, so your dakka's gone for later turns.

And - oh my god! They've got multi-meltas and plasmacannons! Emprah's pink cadillac, I thought you forgot completely about those guns, Gav!
Yes, this is the only place in the entire codex you'll find reliable versions of either, making obliterators mandatory in all armies. Yes, even when you pretend they're not, they still are, and your 'build' would work a gazillion times better with them added in.

So mandatory, the only accepted excuse for not running them is you not actually owning any, but even that's controversial.

Zjoekov: There we are. 'The 3rd of the great 3', you know: Princes, Plague Marines and Obliterators. Are they good? Yes. Are they really good? Chaos list simply need them, but also makes Oblits less good. (No matter how contradicting that might seem)

Biggest problem is that Obliterators need to do too much. As VT2 said: You need MM's, you need long range Anti-tank and some extra Plasma doesn't hurt either... Thing is they are all concentrated on the same unit. This leads to complications:
-When your oppenent actually plays with a proper 5th edition army (yes some do this, although sometimes I wonder if good armies only exist on the internet) your Long Range fire (Lasscannons) isn't enough.
-When your Oblits die early and you haven't done sufficient damage, you got a problem too. A serious problem actually.

You got to look at it while having in mind the whole picture: 3x2 Obliterators is 450 points. That's 6 lasscannons at 3 seperate targets while not being twinlinked. Yes do the math please. Then you have 2 Deamon Princes which die to bolters, some inadequate troops (Plague Marines have little damage output) and Terminators in reserve. Sooo..... Yes that just isn't all that scary when facing proper armies. Armies which have more ranged firepower than 6 Lasscannons...

See Oblits would be really good if you actually had proper support, other forms of Anti-tank. Then their versatality would actually be realy usefull. Now you usually shoot lasscannons for 2 turns and then you're dead. If you face good armies that is....
If you face bad armies: Then Oblits are great! Your oppenent probably troubles killing them and the Princes in time and you might actually not need to shoot lasscannons for 3+ turns (as they took less vehicles and/or you actually kill those with Princes and Plagues now), so they get to use Plasma Cannons and other fun weapons.

This is therefore also the reason why a lot of people still think Chaos is competitive (and Oblits being OP lol): Chaos players play with a good build almost all the time, even 'lesser' generals; the build is that simple to understand. Their oppenents do however field crap...err, I mean unoptimised lists with their armies and thus Chaos looks competitive. Simple isn't it? True though, really.

I hope you get the general picture now, also on how to use them: Against proper oppenents you deploy in 90% of the cases at least 2 out of 3 squads, many times all 3. Then you move and fire lasscannons to attempt at least supressing some vehicles. Anything else is a bonus.
Against bad oppenents you can do whatever you want with them and they'll singlehandedly win you games.

Chaos Predator

VT2: Almost identical to its space marine version, but somehow costs more. Outside of autolas and lasboat configuration, these aren't useful to you. Chaos has enough dakka, but lacks anti-armor and range, so lascannons are welcome.
Yes, even at such an inflated price.
Yes, this is proof of how terrible the book is.

That's all there's to it.
Bunker in a corner. Shoot, shoot, shoot.

Unfortunately, predators are quite clearly not obliterators, and at 130 for two las, versus their two body weapons at 150, the only reason to run predators is because you don't own obliterators.

Zjoekov: I don't agree with VT2, Chaos has not got enough dakka either sadly enough (Ever tried shooting down Fateweaver + Fiends/Crushers or a horde of TWC? Good luck) ... But apart from that he's completely right and therefore I have nothing to add. (Anti-tank is more important in this case than extra Dakka) Well I could go on and precisely explain why you take Oblits over Predators, but I don't think it's needed. Ask and thou shall receive though.

Chaos Vindicator

VT2: It's a vanilla vindicator that costs more, but lacks siege shield. Gav 'forgot' to give it a free stormbolter, so you have to pay for a basic, puny gun.
Strictly terrible, and not an obliterator.

Zjoekov: What VT2 means to say is that the Vindicator lacks as an Anti-tank platform and therefore is not an option. Apart from that the Vindicator has its own problems and these have been discussed to death on the internet.

The Chaos version has 1 sweet thing: Deamonic Possession! Yeah baby, you got a special upgrade which is usuable. It lets you ignore shaken and stunned, which is nice as suddenly not all 6 damage results hurt anymore. It does cost 20 points and reduces your BS to BS3, but you saw something like that coming already of course. Contradictionary to popular believe, BS3 does hurt scatter weapons. Not as much as non-scatter weapons, but enough to feel the pain of it.

Totally unusable? For high-end-play (whatever that might be), yes. Everything below you can gimp yourself and take them. How? 2 Vindicators, some Autocannon CSM, 1 squad of 3 Oblits and Termies with combies. Basicly instead of Vindicators supporting your list, you support the Vindicators. Wait, that sounds actually pretty bad and it is I guess. Well not my fault, I'm trying my best to help the Vindicator lovers out here!

Chaos Defiler

VT2: It's a fleeting dread, but it also has a battlecannon. Why, you ask? Not even Andy Chambers could answer that.
If you know anything about coversavehammer 40,000, you know that battlecannons shoot paint removal shells, so these primarily exist for beating people up in combat.
Three attacks base, two extra for additional combat implements, with the bonus for charging, all equals six massive attacks. Too bad it's 150 points. Massively high weaponskill 3 makes it terrible even at this job. What's that, Gav? It gets initiative 3, so all dreads ever kill it before it can even strike? Yeah, sure - why not.

Zjoekov: Deamonic Possession included in the cost at least, little boon here. Did we say that it's huge and AV12 like a Vendetta? But without anything to migitate this? Expect this thing to die. With a smaller model it wouldn't be half bad... at least if it didn't take your primary Anti-tank slot. *sigh*
Setup: Heavy Flamer will never see any use, take an extra DCCW instead. TL-Reaperawesomesausage? You can keep that; it's way better than a Battlecannon to reliably damage Av11 and below and we all know transports need to die. Actually, the fact that I mention this already shows that this unit doesn't work in the chaos codex: Assuming that you need to shoot the Reaper a lot? Now that's not why you wanted him did you?
All in all if you want to use him: See the Vindicator, same deal.

Chaos Land Raider

VT2: I know what you're thinking. "Did he reduce the cost 30 points by dumping the machine-spirit?" Well, to tell you the truth, in all this excitement, I kind of lost track of myself, but being as this is a land raider - the most powerful and expensive tank in the game - and would blow your librarian's head clean off, you've got to ask yourself one question: 'do I feel lucky?' Well, do ya, punk?

No, you don't feel lucky.
This is a piece of shit. Never take these as dedicated heavy support choices, and never run them as gunboats.
As we established earlier, 'raiders come from terminators, with their sole reason for existing being busing khorneflakes around.

Chaos are so gimped, they lose the machine-spirit, but gain nothing from it. Gav even dared to tamper with the land raider's point cost. In case you didn't know, that's something not even Ward was allowed.
Alright, we fit possession on it. Slap a combi-melta on, too, because we want to pretend we're like the loyalist version. Still can't shoot two targets a turn. No, not even with the old, bad ballisticskill 2.

Combi-melta for 10 points? On my land raider? When loyalists pay 10 for a multi-melta? If Gav's involved, it's more likely than you think
.
Zjoekov: I'm a little less harsh on the Land Raider than VT2, but that doesn't mean I think it's good. I have to admit: I'm not really a fan of Land Raiders in any codex, there is something about them which I don't like. (I think it's the fact that once in a while you lose both to some lasscannon shots and outright lost the game there)

Thing is: 2 Oblits are 150 points. Land Raider is 220 points. The gap isn't that huge and they do perform the same main role (long range anti-tank) while the Land Raider gives you the option to act as a bunker for some troops too, while having Twin-linked weapons. Oblits die and so do Land Raiders. Land Raiders have no other gun options, but then again: You don't get to use those often with Oblits anyway. Land Raiders can screen your Princes and give cover to rhinos too.

I don't know, I'm getting confused now we're nearing the end of the Chaos Codex Review... It's like I'm carrying a heavy burden the whole time and frankly, I'm quite sick of it. I'm done with this codex.

No Deamonic Possession btw; the loss of the BS4 through the whole game hurts more than not shooting for a turn. Extra armour when you plan on delivering something. (for example Berzerkers or Terminators without 3++ and Frag Grenades)

Conclusion:

Heavy Support suffers from the rest of the codex, you need (long range) Anti-tank and you can only somewhat get it here. The units themselves aren't that glorious either overall, some suffering from being overcosted and others from a bad model. Oblits are the obvious choice here (sorry) and Land Raiders or Predators are passable substitutions for them if you refuse to take them.

Comments (21)

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Warboss Stalin's avatar

Warboss Stalin · 727 weeks ago

A fine example of bullshit that is Daemonic Possession...WHY does it drop to BS 3? Is 20 pts for the shaken/stun ignore JUST TOO GOOD. Gav? Fucktard....
1 reply · active less than 1 minute ago
PotMS was bs 2 for Templars, and it is 30 pts for them. So Gav actually Gav them a better deal than BT :)
Must.... Obliterate!
2 replies · active 727 weeks ago
DoW 1? :P You get a +1 for that haha.
"I wonder if good armies only exist on the internet."

So do I, sometimes.

If I were to shackle myself to the Chaos Codex (in the cause of not ruffling any delicate nerd feathers with my counts-as wankery - and having seen some of the local feathers that seemingly exist in a state of permanent rufflement) I would probably take a 'two for value, one for fun' approach to the Elites and Heavy Support slots. In other words, nothing gets into Heavy Support until the two brace of Obliterators are in, and nothing gets into Elites until the two autocannon platforming Terminator squads are in.
Hey, at least chaos doesnt phase out.

But yeah, the codex has 4 units that are usable. The only thing that makes the codex even playable is that all 4 units are on different FOC slots, and you can actually take them all in the same army.
1 reply · active 727 weeks ago
That's actually the most succinct-yet-true summary of the Chaos 'dex I've seen yet.
So yeah, great series of articles. Kinda dashed anyone's hopes of playing chaos competitively but I guess that's Gav's fault. Oh and the army list I wrote is those 4 units =/
AutoLas Preds aren't that bad. 2 Oblits with lascannons for 150, or a AutoLas Pred with HML for, I think, 150. You lose mobility but gain armor saturation, an AC, and a HML. Since, as you said, the Oblits are mostly there for Lascannon shots, the firepower is better on a Pred, you just have to decide whether you want the extra AC and lose mobility and the option for MM when you're closer, or not.

Defilers are solid units on their own, with the Reaper AC to stun light armor as they advance to rip it up. Problem is that they need to be in the Fast Attack slot so they don't eat up Lascannon slots. If Chaos had more options for ranged fire support they might be solid in more lists, but right now each Defiler you take is taking away at least 2 Lascannons. It's not the unit that's bad, it's the option cost.

Vindicator. Hah. The other good stuff in the army is Princes, maybe Dreads, and Plague Marines, all of which want to close with the enemy and don't like large S10 AP2 blasts coming from the rear. They're not a good unit on their own, and terrible with the rest of the codex.

Land Raider: only from the Elite slot, as a way to add more Lascannons without taking up a HS choice. A Termie squad with Reaper AC and a LR put out okay firepower (for Chaos, not for more modern codices). Okay in gunline lists... if you feel that you really want to make a gunline list with Chaos, which no longer supports that idea, or Iron Warriors for that matter. 2 LRs protecting the side armor of 3 Preds is a reasonable 10 lascannons and 3 ACs. Looks solid, as long as you can live with the "pretty immobile" issue. And at least they won't shoot your Rhinos full of PMs in the back as you advance with the rest of the army, right?

Havoks: Terrible in other Codices. Par for the course in this one. In other words, if you do take them, it's not as much of a downgrade simply because the really good stuff in CSM, isn't all that really good. And it's the only source of solid AC fire, even if it's too expensive.

Oblits: As in the review. Pretty poor at everything that they do (overpriced as lascannon platforms, overpriced as plasma, as melta, etc), but the ability to do everything makes them pretty good. Still, since the main use in 80% of your competitive games, at least, will be to fire Lascannons, their versatility isn't quite as useful as it's made out to be. They would work great in a list that has other solid ranged options with ACs or LCs, since their versatility would then see more use, but right now they're a little too needed for their lascannons, making their other options less useful than they could be. I'm not sold on them as the must-have over Autolas Preds since the Preds add the AC, but they are mobile. I think a combination of both works well: either 2 Preds, 1 in each corner for enfilade fire, and 1 Oblit squad in the middle to advance and give weapon variety, or the reverse, would do fine. I prefer the Preds in the corners as the AC fire is more useful against side armor, and a single Pred in the middle will generally face front armor all the time.
5 replies · active 727 weeks ago
You can absolutely not afford to not fire the few lasscanons you have:
-Las/Preds are static and therefore can be denied LoS more easily, especially to targets your oppenent wants to protect. Predators also really can't hide at all, meaning some armies simply supress/kill them if you are going 2nd, potentially leaving you without any long range AT shots before you even got your first turn :(
-Obliterators can hide. They can hide and then move + shoot; making them much more reliable to at least get those firsts shots off.

Oblits are pretty much armour saturation too; tried shooting Oblits down with long range fire? Yeah, that's indeed Anti-tank if you want to do it efficiently. Preds roughly equal Oblits in armour saturation; only you would call it 'tough targets' saturation instead, result is overall roughly the same.
That's why I wouldn't run 3 Preds, and I would run 3 Oblits... but if you mix, I have rarely seen a board where you can't put ONE unit in a good position to have fire lanes. 3 is harder, and 2 is iffy, but it's a really rare board where you have one immobile Predator... and can't find a place to put it where it will get shots every turn.
Sure, but do you really think some armies can't very easily point something at that Pred and stun it at least? 1 Pred makes even less sense, honestly.

I'm just failing to see what kind of lasting advantage you think Predator(s) will give you over Oblits... I only see more potential problems and only some minor advantage now and then.
150 pts for an AC, 2 LC, and HML, versus 150 for 2 LC. The extra AC is the advantage for giving up the advantage of mobility. Both units really are mostly vulnerable to Lascannons and such, so defensively they're similar. It's a firepower vs mobility issue. As for "very easily", any army that can do that can usually "very easily" force 4+ cover saves on Oblits also, killing one per failed save. So that kind of army is going to cause problems for Chaos, regardless of which unit you take.
You still ignore the fact that Obliterators can easily be hidden completely from LoS, that's the difference ;) I rather have people put 1 or 2 wounds more on Princes or blowing up an extra Plague Marine rhino instead of stopping any of the little Anti-tank I have.
Hmph....I guess it was time to whip out the ol' Chaos Dex and re-examine it.
This was a great read, overall- nice work, Zjoekov.

One thing I don't understand GW doing is releasing 4 Loyalist Marine books, IG, Dark Eldar and Tyranids, giving updates to Black Templars and Dark Angels.....and doing NOTHING for the unfortunate Chaos players.
Except take their Daemons and give them a book of their own.....which is also kinda wacked.

Look, I know this is GW, and very rarely do they do something that makes sense and is cool at the same time- they do cool stuff frequently, but it always seems to be for the same handful of Imperial Armies.
The Templar/DA update was outta the blue, and it was cool. I was hoping it would lead to OTHER updates, for books like Necrons and Chaos- both of those armies would benifit GREATLY from just a couple of small rules and points-cost changes.
2 replies · active 727 weeks ago
necrons have rumors floating around about them getting a new book sometime this year
The problem with chaos is the seal clubber lash. Guess why it got nerfed so hard in the CD codex?
It can be compared to loss of control of your character in a multiplayer game on the computer, nothing is more frustrating than that.
I think Defilers would be useable if they had front AV14. They would function like a killcannon Battlewagon with a Deffrolla then, which is a pretty nasty combo of melee and dakka. They both have big side profiles, so the front AV isn't game breaking, but would still make up for their huge height. I don't think anyone would complain if they got that in the next Chaos Dex. They don't make a lot of sense, true, but they are a pretty iconic chaos unit and should see a lot more play. At least they're not just another permutation on the standard bluebook tanks.
1 reply · active 727 weeks ago
Defilers for FA, they have fleet already. Then you could mimic PotMS Templars with 6-9 unshake/stun -ables, or just mix defilers and oblits.
Here's another spot where marks of Chaos could come in handy - why not allow Havocs with the Mark of Slannesh mass Blastmasters? Might be pricey but once again, it'd allow players to have a more cult-focused force if they wanted to. And of course, their weapons otherwise could use an adjustment.

I agree for the most part with the assessments on the other units - unfortunately Obliterators are like Broadsides in use - you need them to bring down hardened targets but at the same time it puts a bit target on them because of that. As for everything else - it's mostly a price issue among other things.

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