Otherwise, stick with us as we dive further into the book. This guy gets a second equipment build. The Smoke Grenades use in the shooting phase to give -1 to hit against him until your next turn are kind of pointless on a character although OK if he ends up out of position , but now that Terror Troops stacks multiple times and Reivers are a bit cheaper, having a model that can deploy it where needed has some advantages.
Finally, a single model can take a Haywire Mine, which they can place during the Movement phase as they move. This delightful thing is pictured above, and the kit includes a separate option to place it on the table.
These seem like an interesting option. What these are going to be great for is including a squad in your army and parking on a far off objective. This is potentially the most exciting addition to the range in the release, because it gets around the perennial problem of Dreadnoughts — getting them into battle alive. This thing is also priced to move.
You pick from either a twin ironhail autocannon or an incendium Cannon, and end up at or points, respectively. There are also other options for backline shooting platforms, whereas the incendium build is kind of unique. These things seem fantastic, so expect to see groups of them out and about on a table near you very soon. Expect to see these a lot. Or not to see them, depending on how well your opponent has done the camo paint.
Please just give us a Primaris Rhino! Close enough! The transport can then potentially go on to launch a charge, tying up enemy units and protecting your troops from retaliation. You can stick an ironhail heavy stubber on it fine if you have the points free , and get some optional things you can mount on the back if you want it to be proper Razorback-like.
These are:. In summary, we think you should probably consider a single comms array for your first Impulsor, buy a Shield Dome for any Impulsors transporting Hellblasters, and stick the ironhail skytalon array on the rest. The Impulsor has the potential to be a game-changer for Space Marines. A big hit.
There are a ton of units to go through and trying to cover Forge World too would be too much. Some of the units who were on the edge of playability got the boost they needed. Note that all characters are beneficiaries of Shock Assault.
With the most recent FAQ updates, the passengers can now get out of them the turn they arrive on the table. This is a huge upgrade in value for Dreadclaws, which now give you a relatively inexpensive way to put your units in reserves and drop them on the table turn 1. Since the FAQ, these have shown up in a few successful lists, sometimes as a one-off and sometimes running the full trio. Chaos Space Marine tend to lack good long-range shooting, but they have a number of solid Heavy Support choices, both in terms of options for quality mid-range shooting and strong melee-focused daemon engines.
There was a lot of excitement around Havocs and their wonderful new models when the 2nd Codex came out for Chaos Space Marines. Now it looks as though they have some new life in 9th edition, where being a T5 unit with the amount of firepower they can put out and not taking penalties for moving and shooting combines with transports having more value to create something that, in the right armies, has has a lot more value.
Putting two squads of Havocs into a Rhino can provide some solid value for an Iron Warriors army. Reaper Chaincannons are likely still the play here, where the volume of AP-1 shots makes them a better marine killer than heavy bolters or autocannons. They make great targets for Prescience and Warp-Sight Plea.
Obliterators almost always want to have the Mark of Slaanesh so they can double up on shooting and they also really want to be targets for Veterans of the Long War. Above all though, Obliterators need support. Able to scuttle forward and reliably destroy enemy targets in melee — especially marines — while controlling the board and sometimes maybe hitting things with its guns, the Defiler is a nasty piece of work, even when not accompanied by a Lord Discordant.
They have the option of replacing their twin heavy flamer with a defiler scourge and this is pretty much always the correct choice. Venomcrawlers have seen varying levels of competitive play off the back of their ability to run quickly and put out a solid number of attacks for its points cost. They got a bit of a boost when they came out of the 9th edition points update virtually untouched and with the ability to shoot their excrutiator cannons while in combat.
The Sicaran is in a weird place. Tough call. Possibly good enough to consider as a one-of but spending 3 CP to take a trio of them seems like a real tough sell.
They can be particularly nasty in Alpha Legion armies, where they can Fall Back and shoot with Feigned Retreat , or in Iron Warriors, where they can use Tank Hunters to re-roll wounds against vehicles. When paired with a Lord Discordant, these can be nasty, resilient threats. Just use PBCs instead.
The lowly rhino is still on the expensive side but 9th edition has made transports more viable, thanks to an emphasis on durability and board control. They make great transports for Berserkers but do just fine hold regular Chaos Space Marines as well.
Rhinos are simultaneously a little overpriced and underrated in 9th edition, but they add a significant amount of durability to your units and can be used for getting good positioning on objectives. Leave the transport close to or on objectives and if it gets blown up you can drop everyone out of the vehicle onto the objective and cement your control over it. Although points is steep for a transport, the Chaos Terrax-Pattern Termite makes up for it by being an absolute monster once it arrives on the table, demanding opponents deal with it as well as its deadly contents.
Its 5-shot melta cutter is a significant threat to anything it comes near, and its Termite Drill will absolutely shred enemy vehicles on top of its shooting. Note that the November Balance Dataslate limits you to two Flyers in a 2, point army.
Now much cheaper thanks to the Imperial Armour Compendium update — down in cost from points base to before you take the quad heavy bolters or twin lascannons. The Fire Raptor also now has 2 more wounds to work with, giving it It also has the Martial Legacy rule, costing you 1 CP to field it.
The Hell Bladeis still around after the Imperial Armour Compendium update and it has traded its Helstorm cannons for a pair of twin autocannons. These have better range and offer 8 shots instead of 4, but trade out AP and damage and the ability to do mortal wounds. Again, mostly an OK trade. It also traded its bombs for an ability called Infernal bomb, which lets you drop bombs on a unit as you pass over them once per game for a chance to do mortal wounds.
Chaos Space Marines have access to quite a few Lords of War, two of which are surprisingly viable. Most are not. This is a surprisingly viable strategy, especially when you can back it up with support from obsec Nurglings. A bigger, meaner version of the Dreadclaw, but can carry up to 20 INFANTRY models instead or one helbrute or chaos dreadnought , and mounts the equivalent of 10 missile launchers for some reason. It also has a much more sturdy defensive profile, and an improved version of the thermal jets rule for stuff it flies over.
With the recent updates to Lords of War in the GT missions pack and the FAQ allowing passengers to climb out the turn it arrives, the Kharybdis is much more playable, but still too expensive to be competitive. Before we jump into the specifics, note that there are some basic resources you should be aware of and familiar with that are helpful for every army:. It also means you need a way to clear enemies off an objective and capture it that turn — and that will typically require melee units.
Make sure your army is packing enough obsec units to accomplish this, or if not, can mulch a lot of units off an objective at once. Likewise, build your army with a thought toward how it will score secondaries and which ones it will pick. Try to build an army that will reliably be able to score at least two secondaries regardless of the opponent or situation, and then make your third pick contingent. This means taking fast or deep striking infantry to have ways to Deploy Scramblers across the board, or having a plan for scoring Behind Enemy Lines or Engage on All Fronts, or having amble infantry to either Retrieve Octarius Data or Raise the Banners.
Also as you build: Consider whether you even need Psykers at all. Having a free 15 points against those armies is a powerful boost. With Tyranids on the rise and Craftworlds around the corner, this may prove even more important. Unlike their imperial counterparts, Chaos Space Marines have nothing to lose from taking armies that include Chaos Daemons or other chaos legions, including Thousand Sons and Death Guard. The Chaos factions are rife with cross-faction synergies you should consider:.
Chaos Space Marines are a very CP-thirsty army; many of your tricks rely on multiple stratagems, with many of those costing 2 CP. Chaos Space Marines have a number of different Daemon Engines to build around, although daemon engine-heavy armies have fallen out of vogue recently. Shooting daemon engines tend to still be melee monsters, and so have to pay for the ability to do both while only being able to do one at a time effectively.
Chaos Space Marines have some great units that are fairly fragile and in the case of the Lord Discordant, frustratingly easy to target.
This is why you take three Lords Discordant, three Lords of Skulls, etc. Fury of Khorne lets you fight again at the end of the Fight phase. Endless Cacophony lets you shoot again at the end of the Shooting phase. Psychic Powers are a potent part of your arsenal. A good Chaos Space Marines army will usually be active in every phase of the game.
Just be careful about opening yourself up to Abhor the Witch. Set reminders for yourself and your opponent so you know to stop and activate these effects at the start of each battle round. Phew, that was an odyssey! If you see something, or if you have any questions, comments, or feedback, drop us a note in the comments below or email us at contact goonhammer. You must be logged in to post a comment. Sign in. Forgot your password? Get help. Password recovery.
About Us. Which is hilarious. I suppose we should start at the beginning? So, back in the day, Chaos introduced in the tome Slaves To Darkness, which was effectively an expansion to Rogue Trader. That's right, the original 40k didn't have Chaos, although it did have Warp Demons.
In the original Rogue Trader narrative, the Emperor was encased in the Golden Throne because he was thousands of years old and he needed life force from psykers in order to survive.
Once Slaves to Darkness and its sister book Lost and the Damned were introduced, it was revealed that there was this event called the Horus Heresy, and Horus was a primarch that rebelled and nearly killed the Emperor. Talk about a pretty hefty background update! Crunchwise, the CSM were just marines with some different wargear selection, as well as the ability to get Chaos mutations.
The first, most important thing to remember is that Chaos was effectively a WHFB expy, so it included beastmen, daemons and renegades all rolled into one. I want you to picture it, if you can, a codex wherein Chaos Lords had no stats under 5, daemons could be freely taken in any FO slot or the equivalent for 2nd Ed and everything, everything could push a loyalist's shit in.
The CSM received a promotion in the fluff to primary antagonists after getting retconned into the reason as to why the Emperor ascended to the Golden Throne via Horus traitorous ways and that mortal wound. Those were the days of 2nd edition; that's when Chaos was a unified front led by an interesting character on a 10, year quest for bloody vengeance.
These were the days when a Bloodthirster would use an Avatar as a speedbump, and yet the only trump against CSM were the Eldar And to a lesser extent the Tyranids when they evolved beyond Genestealer cults. Noise Marines, Thousand Sons, Khorne Berzerkers and Plague Marines all got their start here, and they started out as Troops or rather, their second ed equivalent.
And guess what? You could field beasts, renegades and daemons in your army. It was also possible to give Chaos Marines equipment and vehicles that only their loyalist equivalents get nowadays including assault cannons, storm bolters, cyclone missile launchers, and various support vehicles , in order to accurately represent the equipment used by Renegades from later Foundings. Yeah, it sounds fucking insane and the coolest thing ever, and it was.
Arguably, things were a bit nascent because in spite of all the other extras, they were still very much just space marines with other armies rolled into it. They had the same stats and many of the same rules and wargear as their loyalist counterparts.
Third edition started by screwing everyone: the rules were fucked up to try and shift the balance of power towards infantry and away from characters so sayeth GW, anyway. Regardless, this is one of a few times that GW actually dialed back the power creep inherent in their game systems to such a degree that all existing armies got hosed worst of all, Eldar and CSM were no exception.
The Codex pumped out was a hackneyed shadow of its former self that needed constant reference checks to the main rules because all the rules for your stuff got printed there instead of your codex. This first release however brought about the much-loved Obliterators , Possessed and Raptors and GW did make rules for entire cult armies available for download on their website at the time, which was a thing GW used to do.
Halfway through its life-cycle, GW introduced Tau and Necrons , breaking the game with Fish of Fury and just simply existing, respectively. In the midst of this renewed cheese surge, the CSM got a second lease on life , cranking their competitiveness to second place behind the dreaded third ed 'crons.
We're talking about a wargear sheet noticeably larger than any other faction, which also included the curious ability to make your aspiring champions psykers. You could load up a squad with stacks of veteran skills, sneaking them into position, moving through cover and then finishing with a furious charge.
That enemy crab thing gets its big introduction as a monstrous creature AND a walker! These were the days when you bought as opposed to rolled for the powers your Possessed had; where you could dedicate vehicles to the Gods, and that gave you certain options thus creating the Sonic Dreadnought You could take a Slaaneshi psyker and give him and his unit immunity from shooting attacks with a well rolled minor psychic power.
Best of all, these were the days of fielding Traitor Legions - ridiculously unbalanced lists that would either fall flat on their faces and cost way too much Thousand Sons or tear the fucking table in half Iron Warriors.
Games Workshop tried valiantly to dial back the cheese by releasing Imperial Assassins, Daemonhunters and Witchhunters but once the Eye of Terror campaign hit and the official and also cheesy Lost and the Damned rules were out, third ed was firmly captoored by chaoz.
That rat-bastard, pointy-eared fuck! In 4th ed, Gav Thorpe raped Chaos and left her to die in a fucking gutter. Those broken-as-hell traitor legions lists? Instead of fixing them for players that liked the other legions, they were removed. Veteran skills? Lost and the Damned? More like "lost-a la vista," amirite.
Worst of all, Thorpe figured they needed their own, super-shitty codex. CSM players were pissed at the "streamlining" their armies got, but they endured it because at the time there were a few nifty silver linings. During this time, the Eldar got pumped from worse than last place to playable, Tyranids got an update that was fair as well, Fish of Fury got pulled from the Tau Codex and the loyalists got a decent buff in the 4th ed SM codices.
Nothing spectacular, but everything felt fair; it felt like we could have fun with each other and save our bitter sniping for the rightly-deserving Necron players and their totes OP 3E rules.
For a brief period of time, the rules system was stable and there was hope that this trend might continue And then this happened. GW, in a moment of clarity and business acumen, summoned Matt Ward from the pit to turn the 40K metagame on its larynx through its asshole to promote sales of their most popular line, Space Marines.
CSM didn't get a release in this edition because GW decided instead to dedicate their time to fanboy service while throwing a bone to the Dark Eldar and Orks. This was when the 4th ed. However, once the 5th ed Grey Knights landed, Chaos was truly on its ass.
These were the days all the jokes made against Chaos finally made it to the internets and the forces of Chaos shifted from that terrifying adversary feared across the galaxy to the Imperium's punching bag du jour. Many were the veteran players who simply left in disgust.
Rumours started pouring in furiously when 6th ed was nearing release. Close combat will have AP values? What's this - CSM will be the first codex out the gate? Hot damn! New models? Revamped rules to finally reclaim some of the fucking glory we lost in the last two goddamn editions? So, has come and gone along with that release and I think we can all say how disappointing that truly was. This however says nothing of the fact that crunch-wise it is arguably the cheesiest flyer in all of 6th ed - praise the dark gods, indeed?
Well, not really because there was a lot of dead weight and questionable mechanic design in that book. Speaking to the former, Mutilators and Warp Talons were just laughably useless.
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