Footslogging on with CHaos Marines
Sunday, April 26th, 2009    Subscribe To Our FeedGot in a couple more games with the footslogging chaos marines. Mech Eldar, and Mech Dark Eldar. In both cases, I found that the oblist get shot by all the anti-tank weaponry first and the prince gets shot after he eats a squad to remind people he’s there.
The Havoc squad has yet to be wiped out, and yet it consistently kills more vehicles then the obliterator squads. I basically get told the enemies just don’t have a good way to remove the entire squad.
The Lesser Daemons have been doing well. they either enter combat and die but not before killing off at least 1 unit, or they sit off in never-land camping an obscure objective that wins me the game. In a slow list like this, thier ability to pop in where I need them makes them very handy.
The big Khorne marked squads are kinda so-so. They tend to be the focus of enemy attack and often die rapidly. In fact, thier most often cause of death is fleeing from close combat and either running off the board or getting swept. An Icon of Chaos Glory would greatly alleviate that, albiet at the price of some offensive punch.
So, what I’m thinking of next:
Drop the Prince and the Oblits entirely.
Take a cheap lord.
Add in another squad or two of basic CSM with missile launchers
Change the melta squad to Chaos Glory from Khorne and add a combi-melta on the champ
Beef up the size of the main Khorne squad some more.
The net result of various tinkering on this leads to about 80 models in the army. 72 in power armor, and 8 daemons.
Other ideas:
Add in what is known as a “Karmoon Special”. It’s a squad of 4 terminators. 3 with combi-plasma, and 1 with a power fist and Heavy Flamer. It’s a deepstriking suicide squad that’s only 140 points and can unleash a lot of havoc.
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April 26th, 2009 at 10:08 pm
Much as I like the idea of Oblits, I think your proposed changes would go over better. The Oblits are just vulnerabler to high-strength, low-AP damage.
The big Khorne squads probably WOULD work out better with the two meltas and combi-melta. The Chaos Glory Icon would help, but I’m not sure it’s going to help so much in close combat. Depends on how much you lose combat by. Re-rolling Ld7-8? Not so bad. Re-rolling 5 or 6? Then it’s worse. You’re still not melee specialists, but you ARE a cut above the average joe with the power armor and 2 attacks per guy.
I do like the idea of more Havocs. You have good range on them, though a more nimble enemy might make you move ‘em out here and there to get good line of sight.
I also like the idea of dropping the DP…he DOES tend to die, and he may or may not make an impact. I’d probably go with the warp-time sorc, just because it’s the most cost-effective melee HQ you can find in the ‘dex.
the Karmoon special isn’t bad, but it’s still as sacrificial as anything in your army. Since you’re footslogging, there’s the real chance they won’t be coming in at a good time/place. It’s still got to be dealt with, but I feel like a mech army would be better able to deliver the merchandise. STill, all that plasma WOULD be painful.
April 26th, 2009 at 11:36 pm
Yeah, the oblits are probably getting phased out over time. They function much better with a defiler around instead of some havocs because the defiler draws way more fire. Amusingly, it rarely does as much damage as the havocs even if it stay the whole game, unless there’s a Lash around.
The Prince has actually made an impact in every game he’s been in so far. He has yet to fail to reach melee at least once per game. After that pleasant reminder of his power, he gets bumped up the target priority list and the oblits get a breather
He’s also 15 points cheaper then the warptime sorcerer.
The point of the Karmoon special (and maybe taking two of them) is to help overcome the limited mobility of the footslogging army. The icons are handy if around, but the termies would more likely be dropping far from the main army to hit behind enemy lines and start cracking tanks that are shelling me. 3 oblits did it against pathfinders and this is a cheaper tougher (if slightly less well-armed) version of the same.
I could, in fact, drop the oblits entirely and then add 2 Karmoon specials and a 2nd 8-daemon squad with points left over to beef the HQ to the warptime sorcerer. I’m still playing around with ideas right now.
April 27th, 2009 at 12:32 pm
Hmm. The double-Karmoon and double-daemons WOULD give you some more ‘mobility’ as it were, but it’s still like ‘Deathwing’ mobility: You CAN be anywhere until you hit the table, but once you hit you’re on foot.
I think the DP survives that long for the reasons you said: people want to silence either the squads or the Oblits, and Prince Swolt isn’t doing anything UNTIL he comes a-knockin’ in melee.
I think people fear the Defiler because it IS a battle cannon, and CAN crack tanks reasonably well. Plus, if you KO the big gun, you ALSO have to immobilize it, otherwise it’s just going to Fleet into combat and it’s only slightly less terrifying than a Soul Grinder to deal with in melee.
April 27th, 2009 at 7:34 pm
Hey, in a footslogging list, deepstriking is about as good as mobility gets
I have contemplated some Raptors, though.
And hey, people fear the *potential* of pie plates of doom. even if the reality is that it usually isn’t all that great over the course of a game.