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Warhammer 40k - Start Collecting! Chaos Space Marines 2019

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For Chaos Space Marines, you have access to two disciplines: The Dark Hereticus discipline and the Malefic discipline. The Malefic discipline is the clear winner of the two from a power level standpoint, but there are some gems in the Dark Hereticus Discipline you’ll want to consider. Only Masters of Possession get access to the Malefic Discipline. In addition to these there are three god-aligned psychic powers you’ll get if your psyker has the appropriate mark. They’re all solid and free once you’ve paid the points/Power Level to upgrade that psyker with the relevant Mark. The Dark Hereticus Discipline Ritual Offerings (1 CP). Use when an enemy unit is destroyed by a CULTISTS unit. Until the end of the battle those Cultists automatically pass Morale tests and they get +1 to hit in melee. Solid if you’re running lots of big Cultist blobs, which you won’t be doing. C As always, a guide like this represents a time and place. This was written in December 2022, after the release of Codex: Chaos Space Marines for 9th edition.

Most Chaos Space Marine psykers have access to the Dark Hereticus discipline, which has declined in power with the new codex. The upside to this is that more units in your army now have access to this Discipline, thanks to Malefic Tomes in squads of Legionaires. Note that a unit with the CULTISTS or LEGIONAIRES keyword can only take the first three powers in this list, which will typically means you’re taking a single unit with Prescience to get access to that power. This is probably the best of the Chaos Space Marine secondary objectives and even at its best it’s just so-so. Its value is largely tied to your characters, your ability to keep them alive, and their ability to destroy enemy units in melee. Your biggest obstacle for scoring this objective is that you have a very limited number of characters in your army to do this with – 3 HQs, possibly Abaddon, and however many Masters of Execution you’re going to take. One of those is probably a Master of Possession, and you won’t be fighting with him, which leaves at most 2-4 characters to work with. Only melee kills count, and against the armies that offer you lots of said juicy targets, you’ll often have Bring it Down or Assassination to turn to instead. World Eaters are the odd men out here, currently working off a White Dwarf article, but they’ll move over to the “own Codex” group when their Codex releases in the future. On the whole defilers are frustrating. They aren’t terrible, but you’re paying for them to be OK at two things and in reality you’d just prefer it if they were better at one. But if you made a Defiler much better at one of those two things for cheaper, you just end up with Forgefiends and Maulerfiends. Speaking of which… MaulerfiendIncludes a step-by-step user guide for how to build Start Collecting – Chaos Space Marines, from plastic sprue, through to a completed model which is fully assembled and ready to paint. If you’re taking the Master of Executions, chances are you want him to have the Mark of Slaanesh so he can fight first after intervening. This turns him into an especially deadly counter-charge threat, as staying more than 6” away from him is a real challenge. Traitor Enforcer

These provide you with great flexibility when fighting either hordes or high-toughness units like vehicles. However, a unit making a Dark Pact must pass a leadership test afterwards; should it fail, it suffer D3 mortal wounds. When approaching a brand new Chaos Space Marine army, there’ll be a variety of ways to build out a competitive, complete force, which will depend on the way you want to go and what you want to focus on. But the Chaos Space Marines Combat Patrolis a sturdy foundation.Unlike the other three cult units, Rubric Marines have real play in Chaos Space Marine lists outside of their parent legion, owing to the fact that their casting ability is decent and that they can tall take Warpflamers (with a Warpflame pistol on the champion). This means that they can benefit from Let the Galaxy Burn to get +2 shots each, giving a unit of five models 5D6+10 shots whenever they light up an enemy unit. This is pretty good, if not quite as good as say, Flamers of Tzeentch, but comes at a very reasonable points cost and on a unit that can be pretty damn durable when you factor in All is Dust and the ability to shrug off a single failed save per turn – just remember that they lose the 5+ invulnerable save. Also note that taking an Icon does not give them the ICON keyword, so they won’t get that wonderful AP boost, sadly. You’ll also have to pay the 15 points to give them the Mark of Tzeentch, but it’s worth it for the unit. On the whole, the Enforcer is just OK. The Ogryn’s an interesting beater, but ultimately there’s no shortage of good melee threats in the Elites slot for Chaos Space Marines. The attrition benefit is OK, but given your traitor guardsmen are 7 Ld and only come in units of 10 it’s not super likely you’ll use it in most games. Chaos Terminator Squad Great HQ/Character Options. Chaos Space Marines have access to some great character options in the form of Daemon Princes, Lords Discordant, Dark Apostles, and Sorcerers, to name a few. There’s a ton of versatility at the top of any Chaos Space Marines list. At the end of the game you score 2 VP if your tally is 1, 5 if it’s 2, 9 if it’s 3, and 14 if it’s 4. As a unit, Cultists are fragile and they don’t shoot or fight particularly well. They have insanely low Leadership (6 with a champion), and so will likely lose models any time they take casualties. They aren’t worth spending points to upgrade, and you’ll almost never want to expose them to blast weapons by making them units of 11+.

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