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Need advice: 1000 points of Chaos

 Post subject: Need advice: 1000 points of Chaos
PostPosted: Thu Sep 30, 2010 12:38 pm 
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Location: Perth, Western Australia
Well, I have been a watcher in the dark on this site for some time, and today finally decided to register, and mostly for my own selfish needs :P

Where I live at the moment, Western Australia, there is a 1000 point BFG tourny coming up (hopefully the first of many) and I have been playing around with a few lists that I would want to take.

I have read the pros and cons for both shooty and carrier fleets, and with the points I had, felt that a balanced list was probably the better way to go.

I was wondering if anyone had any suggestions on the list I have included below?

Quote:
Repulsive Class Grand Cruiser: ‘Despair’ - 230
Chaos Warmaster Ld 9 (50)
Mark of Tzeentch (30)

Total = 300

Carnage Class Cruiser: ‘Revenge’ - 180

Mark of Tzeentch (30)

Total = 210 / 510

Carnage Class Cruiser: ‘Vengeance’ - 180

Mark of Tzeentch (30)

Total = 210 / 690

Devastation Class Cruiser: ‘Deception’ - 190

Mark of Tzeentch (30)

Total = 220 / 880

Chaos Infidel Class Raider Squadron;

‘Hunter’ - 40
‘Thief’ - 40
‘Bandit’ - 40

Total = 120 / 1000


I would really look to move and fight in one formation. Both the Murders and the Repulsive give me some pretty solid firepower, with the devastation able to offer some fighter support if attatcked by ordance, or if in the ideal spot, drop a squadron of bombers and try and wreak havoc.

The escorts are more sacrifical then game winning, either used to hamper the occassional ship, or launch torps to try and out-prick the imperials.

I would really appreciate any thoughts or suggestions people may have...

Cheers!


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 Post subject: Re: Need advice: 1000 points of Chaos
PostPosted: Thu Sep 30, 2010 12:52 pm 
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I find BFG to not be much fun if you want to pick it to points. Get something thats fun and go with that.

But if you insist I'm a bit out of date but swear by Slaughters (fast, excellent firepower) and devestations (great bombers and lances). How much are slaughters now? Should be able to manage a load of cap ships and fill up the left over points with command and those 4+ save escorts that you can use to soak ordance.

In essence the most points efficent way of launching fighters mixed with fast hard hitting cap ships.


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 Post subject: Re: Need advice: 1000 points of Chaos
PostPosted: Thu Sep 30, 2010 7:49 pm 
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So you are going fluffy instead of powergame. Thus better dice but less chance of tourney victory ;)

I appreciate and support your approach.

I played way too long ago with Chaos if every ship could get a mark of tzeentch like that... doh... Isn't a lord per ship needed first. Too lazy to look it up and too forgetful to remeber...

The Carnages go well with the Devestations in fleet setup. The Repulsive is slower but needs to be closer. So get it up front, move your cruisers a little slower then max speed behind. Infidels behind the line to snipe when possible. Never on a flank on their own.

You may get a rough time versus Tau or another ordnance heavy fleet. Use your Infidels then to clear enemy missiles or torpedoes with their own torpedoes. Works wonders if applied well. Close fast with such fleets (AAF with them) and eat 'm up close.

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 Post subject: Re: Need advice: 1000 points of Chaos
PostPosted: Sun Oct 03, 2010 2:41 pm 
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Well, after much thought and with some helpful advice, I re-configured the list to be both legal, and what I was looking for in a 1000 point list, and played my first game with it (not my first game of BFG though ;));

Quote:
Repulsive Despair - 230
Chaos Warmaster Ld 9 - 100
Mark of Tzeentch - 30

Total = 310 / 310

Carnage Revenge - 180

Total = 180 / 490

Carnage Vengeance - 180

Total = 180 / 670

Devastation Deception - 190
Chaos Lord Ld 8 -50

Total = 240 / 910

Iconoclast Squadron
Bandit - 30
Hunter - 30
Thief - 30

Total = 90 / 1000


I found the list to be quite strong, with a decent amount of weapons batteries to do damage, whilst using the escorts and fighter squadrons to either re-direct attacks or protect the exposed flank from torpedo salvos from the squadroned Imperial Cruisers.

I took first turn, and kept my cruisers in a tight formation, with the repulsive centre, with each of the Carnage class cruisers taking position of my Port Prow/Bow and Quarter respectively, at 15cm. The Iconoclast squadron maintained a screen off the Repulsives Starboard side, each touching bases to increase low turret values as well as fully shield the Repulsives large base.

In that first turn, I lumbered in a collumn towards a distant planet.

The Imperial Fleet consisted of 4 Squadrons of 2, each torpedo heavy. They launched their first salvo of torpedos directly ahead of my fleet so that they would intercept in my next ordance phase. The Devastation became handy as not only did I use the escorts to screen the Repulsive, but 4 fighter squadrons were launched an negated all but two of the torps.

In the next phase, the Imperials attempted to Reload but failed their first, so pushed forward, apparantly trying to set up a good line for next turn. The Dev reloaded and the fleet pushed forward, and I unleashed with a strong weapons battery salvo, which combined with lock-on crippled the first ship. I launched fighters, adopting a screen formation with escorts.

He successfully reloaded all ships and pushed for a good torpedo line. Whilst two squadrons took out torpedos, around another 8 got through and destroyed my escorts. By this point though, the Imperials were in a poor position, and my entire remaining fleet opened up. Destroying the crippled, it triggered a warpdrive explosion. After crippling the ship next to it, a few weapons battery hits destroyed that one, pushing a plasma drive explosion, crippling another one.

After that, the Imperials attempted to reload, with only one squadron succeeding, and the other left in a pretty poor position by my reckoning. I was able to use a combination of good anlges and all ahead full to push the 2 carnages and Repulsive around to another heading, with the Dev taking up station and reloading and launching bombers to deliver a strong run against the Imperials destroying another cruiser.

Then came the pain. The Dev was quickly crippled, and I took 3 points of damage on the FWD Carnage.

I was able to push the Dev into low orbit to hopefully save points, and took another gunnery run at now abeam Imperial cruisers. I crippled another cruiser. Being late at night, we decided to call it a night.

At last drinks, he had lost 4 cruisers, to my 3 escorts and crippled carrier.

I took it as a Victory, with all of my Capitals claiming 1 ship already to their name.

Whilst I am pretty sure the intended torpedo rush failed in part to my fleets strong ability to affect force protection (escort and fighters) I think that his whole tactic of whoring torpedoes was flawed.

I just thought I would give you guys an update of how my chaos strike fleet is evolving.


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 Post subject: Re: Need advice: 1000 points of Chaos
PostPosted: Sun Oct 03, 2010 8:01 pm 
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Nice. When you say AAF and turns I hope the turn was due the planet's gravity well....

The Navy should've pulled a shotgun on you. Before torps are fired. All Ahead Full into range and then unleash all torps at point blank range (AAF does not halve ordnance).

But good play. Your fleet cetainly had benefits. Staying abeam and letting the IN come is just easy gunnery.

What did the IN use?

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