Chaos Elites Choices, What’s Working for You?

So, we’ve worked our way through the HQ, troops, and heavy sections. What about the Elites?

I think most folks are looking to port the cult units into troops, but what about the others? Possessed look situationally ok to me, actually. Fearless, fleet, maybe MoT to make them more resilient, or MoS for the speed, but then, like warp talons, no grenades means they really struggle.

Terminators suffer the same weaknesses as CSMs, in terms of leadership. They need to be babysat, or they run the risk of being run down or running off the board. Too many points to risks. With a lord it’s better, and they’re better with an icon as they’re harder to kill but it’s still a big risk.

I like hellbrutes. Cheap, versatile and hard hitting.

What about mutilators? Haven’t tried them yet, but they look crappy in anything but a land raider to me. What’s your experiences been?

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18 Responses to “Chaos Elites Choices, What’s Working for You?”

  1. Avatar
    Greg October 25, 2012 2:53 am #

    I have played a couple of games and my experience is that they play slow at the elite level. Due to the current meta/ chicken stuff nature of avoiding the 35 pt Rhino due to 1st Blood and I can get 2 Hellbrutes or 2 Maulerfiends for less than the price of a land raider.

    Can I get a storm raven or a doom scythe?

    • Reecius
      Reecius October 25, 2012 10:58 am #

      I think you’re right, the Hllbrute is a really good choice.

      And yeah, Chaos needs a flying Transport, that would help a ton. We allow the Dreadclaw in our events, so there is that (along with the excellent Helltalon and Blight Drone) but I would have loved a Stormraven esque transport.

      • Avatar
        Vidar October 25, 2012 11:17 am #

        Ive been thinking of using a Warpsmith attached to a squad of AC Havocs siting behind an Aegis Line w/ Quad Gun (Warpsmith BS5). Nothing special there but!, flank him by 2 Shooty Dreads (Lascannon & ML). So he can repair the dreads, shoot the Quad (or the Havoc Sgt can when necessary), and babysit an obj with a pretty good group of melee attacks. The warpsmith gives the 2 Helbrutes some added resiliancy along with the Aegis line of course. The 2 helbtutes area about 250, the Warpsmith is about 150, Aegis Line and Quad is about 100, AC Havocs is about 115, Cultists are about 50. So for about 700 points you have a defensive BRICK that can address most any types of enemy and score OBJs.

        • Reecius
          Reecius October 25, 2012 12:04 pm #

          I don’t think that is a bad plan at all. Plus, you reduce enemy defenses as well. 6th edition is about having a part of your army that can hold objectives, and another that can take them. That would leave you 1,000pts of pure offense.

      • Avatar
        Regnirok October 25, 2012 11:49 am #

        Throw in a Stormeagle from FW. It’s essentially the same thing. You just give up the 360 turret on top and can carry a few extra guys. I actually think that they’re a pretty good buy for CSM, so much that I keep going back and forth as to whether mine will get painted for the Heresy-era Wolves or Death Guard.

        • Reecius
          Reecius October 25, 2012 12:12 pm #

          Very good point, I forgot you could take a Storm Eagle with Chaos. You lose some of the cool bells and whistles of the Imperial version, but it does help a ton with getting those big units of assault units up field where they need to be.

          • Avatar
            Regnirok October 25, 2012 12:21 pm

            Yeah, my brother plans on picking one up to carry Berzerkers/MoK CSMs inside of, since the codex arrived sans-a-new-land-raider-variant-that-carries-lots-of-models. 😉

            I think you really only lose POTMS, but it’s 25 points cheaper. Oh, and you cannot replace the front heavy bolters with a Typhoon. But you get to take a Reaper Auto (or the MM), and you can possess it you that tickles your fancy.

            Just have fun building it. Not a fun time.

          • Reecius
            Reecius October 25, 2012 2:39 pm

            Yeah, 20 Zerkers with Kharn in that bad boy is going to put some people in the serious hurt locker! Plus it’s a beautiful model, we’ve built and painted a few here at the shop. They’re very cool.

  2. Avatar
    Captn Dees October 25, 2012 8:34 am #

    Well I used to run Termicide squads so I’ve tried a bit of that and it is pretty much the same effectiveness. Which is to say when it works its great and when it doesn’t bleh.

    I’ve also tried slogging MoT terminators with a Fearless HQ and that seems to be working pretty well. Nothing earthshattering, but I guess depending on the HQ choice mileage may vary.

    I’ve also tired the Hellbrute and played against the hellbrute, and overall they are still just not contributing a whole lot. They are cheap though!

    • Reecius
      Reecius October 25, 2012 11:04 am #

      I really like the Hellbrute! For almost no points you get an aggresive assault unit that shoots while it marches up field and then assaults quite well. I think they will work best in a list that utilizes lots of aggressive threats for target saturation.

      I want to make Termies work though, and I am toying around with some builds that I think would be good, but it really comes down to points efficiency. Why take the Termies when you can take Plague Marines that are very close in resiliency, are fearless and are a scoring unit.

  3. Avatar
    Gordy October 25, 2012 10:22 am #

    Mutilators seem utterly pointless. Dreadnoughts are still nerfed and the Hellbrute is basically a Dreadnought, so I don’t think there’s a whole lot going on there. Everything else seems like it has a purpose, but just like in Troops there’s no clear standout.

    I’m thinking that CSM is the anti-spam list. There are tons of options, but trying to make a particular unit do everything and then spamming that unit like they were Purifiers or something will just result in overpriced units. You need to pick and choose specific units and upgrades tailored to your needs. So for one particular list, a couple squads of Chosen with special weapons might be idea, but for another you might need Possessed in a Land Raider with a Lord, while in a third you might need Combi-plasma/melta Terminators deepstriking in.

    CSM units strike me as more ‘specialist’ than most Marine units. You need to kit a unit for a particular role, and stick to that. No simple 6×5 Grey Hunters with melta in a Razorback for CSM.

    • Reecius
      Reecius October 25, 2012 11:24 am #

      I agree 100%. I think you CAN spam in with this book and build a very, very good list. However, I think that you nailed it by saying that this is going to be a dex that really comes into its own when built for a specific general’s needs. Somewhat like Eldar, the units each need to have a specific purpose and be used to fulfill that role. If done right, I think it will be quite powerful. There are some tools that I think the dex lacks, but what is has can be quite good.

    • Avatar
      Regnirok October 25, 2012 12:23 pm #

      I’m not sure I agree that mutilators are pointless. I’m looking at them as a terminator bodyguard replacement for Typhus. With mutilators I believe that you’ll end up with six terminator wounds for cheaper than you can get six terminators, and you can fit those six terminator wounds into a Land Raider with Typhus, and it leaves you one transport slot for another IC if you really want to go balls out. Plus you’ll get the versatility of choice in CCWs if you need to make up for the fact that Typhus is going last.

      I still wish Muties could be fielded in units of up to five, but I think that they’ve got potential in this case(which works for me, because I’ve been married to Typhus/Nurgle for a few editions now).

      • Reecius
        Reecius October 25, 2012 2:38 pm #

        I agree, I think they can be good when run in a Land Raider with a choppy character, but I think that is the only real way to run them. You might be able to deep strike them to goo effect, especially with Typhus or Abby.

        • Avatar
          Hippesthippo October 25, 2012 3:53 pm #

          Consider using them as a solo disruption unit ala Lone Wolves or Solodin, both of which I’ve seen put to great use.

          • Reecius
            Reecius October 25, 2012 4:23 pm

            Yeah, they aren’t prohibitively expensive, either. Drop them in the backfield and force your opponent to deal with them. Oblits may be better as they can shoot the turn they come in, but they’re in Heavy, so not a competing slot. Haha, take 3 units of each!

  4. Avatar
    Joel October 27, 2012 7:58 am #

    I have thought of using mutilators or possessed in a fluffy 1ksons list. Ahrimans master of deception warlord trait allows you to outflank them in a land raider on turn 2+ (which is when you’d want them to come in b/c advancing troops will allow a more disrupted flank). Thousand sons are terrific mid-field unit with little melee power. The possessed or mutilators can really help clean out that backfield of shooting heavy support. That master of deception warlord trait is awesome. It can really address the limitations in both the land raider and the two specialized melee units and the trio of assault vehicle, dedicated assault unit and outflanking should be an obvious synergy. Don’t forget Lugft Huron has it too.

    • Reecius
      Reecius October 27, 2012 11:13 am #

      That could work, it is just a crying shame they can’t assault out of reserves. If so, they’d be brutally good.

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