Friday, 9 November 2012
Hidden Gems of the Chaos Codex
The conclusion I have come to is that the Chaos codex is all about punching your opponent in the face really hard on turn 2*. Why do I think that? Lets take a look at some of the units people on the Internet in general seem to be writing off.
Maulerfeinds - Cheap as chips, and most importantly again, beasts. So stupid quick. Yes they are only AV12, but they have a 5+ invulnerable save as well as all the other daemon engine goodness. I would personally always give them lasher tendrils so noone will be getting more than 1 attack with their powerfist. So 3 cheap AV12 daemon engines, which again are in combat turn 2 all for less than 400 points? So 6 dangerous units in the opponents face straight away and they will not be able to stop all of them.
Hellbrutes - Yes really**. For 100 points basic they are cheap. For 125 they can have twin linked lascannon. They are more armour for the opponent to worry about, they can walk behind the spawn and maulerfeinds so will never be a high priority, they have a good and reliable gun, and they will reach the enemy turn 4 or 5 which makes them a big threat late game. Finally Chaos have a viable dread!
So you have your whole list in combat turn 2. Your opponent cannot stop you getting there and when you do you'll be making a mess. If you wanted to lose the hellbrutes and their guns you could take a big scary flying daemon prince to put another massive scary turn 2 combat monster on the board and get some cultists to hang around in the back field to claim objectives.
* Khorne favors actual violence, but ill leave that to your discretion...
**No, really. I'm super serial.
***Bitch, wheres his damn money?
****Not forgetting Hurons tricked out one with the neons, the massive stereo and that suspension which goes up and down.