Bit of a bumper post for you today, and
another one tomorrow. Today I'm going to be talking about something
which I think is important in the Chaos Marine book, in the form of
the Chaos Land Raider. But first, my preamble.
I played my second game in the Oxford
Gaming Club 40k league, and like my first game, it was against Chaos
Space Marines. 10 out of my last 11 singles games have been against
CSM now, so I'm getting to know the book quite well. 2 stand out
points for this game though. I got to seem a Daemons ally with them
that wasn't Nurgle based, another Tzeentch army here. So there were
Flamers, and there were Screamers. The second point of interest is
that I had a major brain fart at the start of objective deployment (5
objectives, big guns never tire), and thinking that I was deploying
next to where I was standing, I started loading my opponent's side of
the board with objectives. Well done me.
Therefore, I had an uphill battle. I
deployed aggressively, with my opponent going reserve heavy, and went
to smash him off his objectives. The pivotal moment of the game
however was the Daemon contingent failing, the flamers only managed
to kill 2 Grey Hunters from my Warlord's squad so they, along with a
herald of Tzeentch and the Screamers, tried to charge in. The
Screamers failed their charge, allowing the Grey Hunters to knock the
Flamers about before unleashing a wave of Bolter fire upon the
Screamers, keeping the Warlord alive and securing an objective. The
game finished with me tabling my opponent on turn 6. He was really
cool about it despite the fact that his victory points difference
(like goal difference) had now been ruined, as when I tabled him I
was holding 4 objectives, and had all of the secondary objectives, as
well as the points that I gained from killing his 3 squads of
Obliterators. 18-1.
Now Land Raider, I'll quickly jump
through the upgrades.
Dirge Casters, yes. As an assault
vehicle it's going to want to be up in your opponent's business. Take
them. Dozer Blade, sure. As some defence against terrain, why not?
I'd take this too. You don't want 400pts immobilised in the middle of
the field.
Warpflame Gargoyles. If you have 5pts
to spare, go for it, but it won't make much difference.
Combi-weapons. Leave these alone, we don't want to be piling more
points than we need to in here just because it's already expensive.
Extra Armour. I think you'll be fine
without it. Havoc Launcher. You could do, but remember that the
primary objective is to transport a nasty close combat unit.
Destroyer Blades. I would, but I'm bias. It gives your Land Raider
something to do once it's cargo has been unleashed. Daemonic
Possession. Not really worth its points in my opinion.
There, told you that would be quick.
Overall, I would say that the Chaos
Codex is more close combat orientated than ranged orientated.
Therefore, they need ways of getting into combat quickly and safely,
which is difficult when there aren't really any assault vehicles.
Therefore, if you have a unit that you really want to get into combat
safely, like a hammer unit, then the Land Raider is the ideal
solution. This is exactly like it is for a normal Marine Codex,
simply because you aren't going to be using this for any random unit
to get into combat.
When I've finished doing the individual
unit analysis, I'm going to be writing some Chaos lists. One of them
is going to be a tri-Land Raider list, just to see what it would look
like and whether I think that it'd be any good.
I think that the only problem with the
Chaos Land Raider is the transport capacity, which is the same as a
Rhino. Remembering that Terminators are bulky, you can't really get a
proper hammer unit into the Land Raider, especially when a lot of the
Chaos units rely on larger squad sizes for their hitting power. I
think that this might be a solution for units like chosen,, but I'll
come onto which units would find the Land Raider useful when I get to
them.
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