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Terminators: Chaos Space Marines

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If you’re keeping them cheap or want them as a purely shooting threat, the Chainaxe is great for getting to that wonderful S5 and AP-1. 1 point is a bargain for getting +1 S and AP. Powerfists are great, as this is only 1 of 2 melee weapons that has multiple damage. The Chainfist beats the Powerfist out, as they cost the same points, and the only thing the Powerfist does better than the Chainfist is that it is Damage 2 flat, which makes it more reliable against anything but vehicles. Khorne has a 3 CP strat to fight twice at the end of the phase. Unfortunately this is expensive and has been nerfed slightly in 9 th due to the change to multi-charges. Still powerful, and can make these Terminators do a lot of damage. The Khorne icon is an auto-take because it allows you to reroll charges. This is powerful, as deep striking is how the Terminators will be delivered in a lot of matches. These genetically-enhanced transhuman warriors have all the strengths and skills of their Imperial counterparts, to which are added the power of Chaos and a brutal devotion to their patron Chaos Gods. Follow the instructions provided to carefully assemble the Chaos Terminator Squad using plastic glue. Ensure all the parts fit securely together. For those wondering, the Leviathan Terminators are easy to build push-fit models. They are monopose, so aren’t posable, and only come with the loadout you see on all the promo pictures, which means assault cannon only. There is an alternate bare head for the Sergeant though. Hopefully, there’ll be a multipart kit with more weapons and close combat options down the road.

Accursed Cultists return largely unchanged, which isn’t a bad thing. The ability to regenerate 1 destroyed Torment or 3 destroyed Mutants in each player’s command phase, combined with a 6+ Feel No Pain and OC2, means these are going to be surprisingly annoying for your opponents to shift off objectives. Looking at the updated points now though, power swords, power axes, power mauls, and lightning claws are zero points (like the chainaxe), but are objectively better.Vindicators. With a profile that is very effective into both elite infantry and monsters/vehicles, Vindicators hit very hard when given the Nurgle mark. They are also surprisingly durable with a 2+ save. Their weakness is their limited range, but at least they don’t mind being touched by the enemy–their special rule lets them continue firing their Blast weapon even at enemies in Engagement Range with it. With both of these legions not having a lot to offer Terminators in terms of Legion traits or Stratagems, these go at the bottom of the pile. [Insert tearful confession about how I have 10 Word Bearers Terminators painted up that I want to use; see picture above]

The weapons combinations available to Chaos Terminators combined with their fearsome armour make them terrifying opponents to fight against. While not the swiftest of troops, they can use a Land Raider to travel across the battlefield to positions which their weaponry will make the best impact. Otherwise they can teleport through the use of arcane technology or sorcerous powers. Often they appear ready to strike, giving their foes little chance to react. [1a] Traitor Guardsmen return as your “slightly more durable than Cultists” objective holders, gaining the Twisted Defence Force rule to always have cover while on an objective. However, as the Horus Heresy drained the resources of the Imperium, Terminator exo-suits became increasingly rare, for they were exceptionally difficult to create and maintain. In addition, during most battles their bulk became a disadvantage against the lighter power-armoured warriors who easily outmanoeuvered them. Innes has chosen to forego Accursed Cultists and Abaddon for a trio of Chaos Lords paired with minimum-size units of Chosen (the Chaos Lord gives them free uses Profane Zeal once per round). There are two Rhinos here, each marked with Nurgle to give them the ability to make them untargetable as needed, and ranged fire support shows up in the form of two units of Obliterators (one Nurgle, one undivided) and two Forgefiends.Chaos Space Marines were a faction that came out of the gates swinging in 10th edition, with powerful shooting and melee prowess across the board. They weren’t quite among the game’s top factions – Eldar, Necrons, Knights, and Custodes just had more raw power – but they were definitely waiting just outside, and when the Q3 balance dataslate hit the faction received a few nerfs as a bit of insurance against suddenly becoming the next boogeyman following major nerfs to Eldar and the game’s other top competitors. Changelog Since the time of the Horus Heresy the Chaos Terminators' brutal reputation as fearsome, unrepentant killers has spread throughout the galaxy.

We’ve had enough time to get to grips with the armies of 10th Edition, so over the next few weeks we’re going to be publishing a competitive faction focus for each of them, showcasing what’s been working for them in early tournament play. Today, We takes a look at Chaos Space Marines, a faction currently sitting on top of the meta for 10th edition. Very good in balanced squads where other terminators can strike first and receive any wounds before you can bring your fists to bare. Choice of icon is very important for terminators. They improve their abilities in one of two ways. Either they increase their combat ability or increase their durability. Squad size and cost are very important when considering icons because you pay a static price for them no matter how many members there are. Generally speaking the more expensive icons (icon of tzneetch and icon of nurgle) are best used with larger squads to help spread the cost and lessen the dangers of wound allocation. You’re a bit of a glass cannon. On that note, it should be clear that Chaos Space Marines have the ability to put out quite a bit of damage – more than the average faction – by combining effects and dropping pacts on some very efficient units. And while the non-Cultist units aren’t fragile, they’re not super durable either, so you’ll need to plan carefully for when and how you use those units and make sure you’re trading up wherever possible when you lose them. You’re also very vulnerable to indirect fire, so watch out for Whirlwinds, Exorcists, and Plagueburst Crawlers. Chaos Lord • Exalted Champion • Chaos Champion • Aspiring Champion • Sorcerer Lord • Daemon Prince • Daemon Prince of Nurgle • Daemon Prince of Tzeentch • Death Guard LordIf you aren’t as keen on Possessed, you can also pair a Master of Possession with Chosen, who trade a bit of durability for shooting prowess and more versatility. In particular, they aren’t dependent on Unnatural Swiftness to Advance and Charge, and so can make better use of the MoP’s boost to advance and charge rolls while also taking advantage of the benefits of the Mark of Chaos Undivided. In 1991 the range was expanded to include a Captain, and heavy weapons. This allowed for the full matching counterpart squads and officers to the Imperial Terminators. This not only made them useable in the 40K side of things, but as dangerous foes in Space Hulk. Note that funky Traitor Storm Bolter 1 with the over-under clips. NICE!

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