@insane_shadowblade85 said:
Huh, I would've guessed that they would be more useful, I mean, aren't they all crazy sorcerers or something?
They work a bit like veteran space marine squads. They carry bolters that do crazy things. The Thousand Suns fire bolter rounds that ignore armor saves on anything short of someone in Terminator armor. A space marine can usually try to shrug off an attack on a 3 or higher. If hit with a round from a thousand sun, if they're wounded, they simply die. The thousand suns can also have something called an invulnerable save. If someone were to shoot at them with a weapon that would punch through their armor, unlike the space marine, a thousand sun doesn't just die, they need to roll a... 5 or higher. For that, they pay big points.
The problem is that the current Chaos Marine book is very outdated. Everyone now plays transport heavy, whereas in the older version, transports were very risky, in this version, well, I call the game Parkinglot Hammer 40k now. You can't shoot the marines with your thousand suns, as your bullets would just bounce off a transport. What you need is a way of opening up those transports first. So, you need two squads now to take on one transport. Without the ability to have tons of melta weapons like other armies, disembarking your chaos marines is very risky. If your melta marines fail to destroy the enemy's transport, your thousand suns will sit there with their thumbs a'twiddlin. Until your opponent disembarks, hits your much more expensive thousand suns with massed bolter pistol shots and flame throwers before charging. Also, the transport choice you get for the thousand suns will become a fire magnet. Cover saves are abundant in the game as well. A cover save is essentially your units hiding behind waist high walls and lets them save any 90% of ranged attacks on a 4 or higher. Even Imperial Guardsmen or Orkz that normally die if you roll a 6 to save them.
For the points, an Imperial Guard player can probably field two transports that are much more resilient than a space marine's transport, has tons more weapons, more guys, and more special weapons. They can roll a transport out, pop open the hatch so the guys inside never have to worry about getting shot at by small arms fire, and fire out 4 melta shots. Those fail to destroy the target? Their transport has a multi-melta. The space marine veterans can come down on drop pods. A squad of ten can carry... 5 melta weapons? They can break off into squads of 5. So, if the first squad destroys the transport, the second can tear into the infantry. If the first squad fails, the second squad can try. Space Wolves? Do you like the sound of 12 rocket launchers from 3 squads? That can shoot at 6 separate targets? Marines that cost less than your Khorne Berzerkers but hit faster, harder, and more frequently?
I play 40k for fun, not to be stomped on by flavor of the month gamers. If you want to play Chaos, the best advice I can give you is, if you see a list that's spamming:
Imperial guard veterans with melta guns with tons of chimeras. Space Wolf Long Fangs. Blood Angels razorbacks. Grey Knight auto-cannon dreadnaughts and Draigo. Simply kindly decline the game. The matchup is already a NBA team vs your high school team scenario. Those units are the 90's Chicago Bulls starting lineup.
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