Create New (viable) Chaos Units

Generic non-balance topics.
Tex
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Re: Create New (viable) Chaos Units

Postby Tex » Mon 27 Jan, 2014 5:46 pm

Hehe Riku. I guess I'm using transitional AV as a more specific term in this circumstance.

I mean yes, havocs and noise marines can both be considered transitional AV... But, when you click an upgrade for these squads, instead of hiding their upgrade, staying setup, and then all of a sudden switching into a powerful AV weapon, they instead float in the air and have to set their weapon up again.
I wont go into all the nuances associated with what happens to a chaos player as he is forced to "transition" into AV sources, because I know you already know what they are... ie) there is a reason why razorbacks/chimeras are an absolute nightmare to deal with in early T2 and often cause a genbash or massive map loss.

And also you've peeked my curiosity a bit, which vehicle am I going to bring down or even do moderate damage to with my bloodletters?
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Dark Riku
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Re: Create New (viable) Chaos Units

Postby Dark Riku » Mon 27 Jan, 2014 6:03 pm

Tex wrote:But, when you click an upgrade for these squads, instead of hiding their upgrade, staying setup, and then all of a sudden switching into a powerful AV weapon, they instead float in the air and have to set their weapon up again.
Chaos does indeed tend to like floating ^^
Very true, you can't use the "shock" other setup teams have to suddenly be an av squad. Drawback of Chaos. I try to upgrade in base losing no time on the squad since they are healing up anyway. The only hero that can kinda "shock" is a Sorcerer with them infiltrates, providing the other player doesn't have a detector nearby of course.

Tex wrote:there is a reason why razorbacks/chimeras are an absolute nightmare to deal with in early T2 and often cause a genbash or massive map loss.
I personally don't find transports a problem at all for Chaos.

Tex wrote:And also you've peeked my curiosity a bit, which vehicle am I going to bring down or even do moderate damage to with my bloodletters?
As said before: any of them :p Most likely the "lower" health ones.
This shouldn't be the focus of your Blood Letters in the First place though
but can be decisive in those rare situations.
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Torpid
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Re: Create New (viable) Chaos Units

Postby Torpid » Mon 27 Jan, 2014 6:17 pm

Dark Riku wrote:
Tex wrote:And also you've peeked my curiosity a bit, which vehicle am I going to bring down or even do moderate damage to with my bloodletters?
As said before: any of them :p Most likely the "lower" health ones.
This shouldn't be the focus of your Blood Letters in the First place though
but can be decisive in those rare situations.


There you go then Tex. Following from this we can clearly see that KCSM are a very potent transitional AV choice that chaos has on offer alongside their extremely powerful lascannon set-up team.
Lets make Ordo Malleus great again!
Tex
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Location: Canada

Re: Create New (viable) Chaos Units

Postby Tex » Tue 28 Jan, 2014 4:49 am

Ah yes, another squad that floats in the air... transitioning... bahahah!

You are right though, I did forget that the AC of khorne marines is a source of AV.
Atlas

Re: Create New (viable) Chaos Units

Postby Atlas » Sat 08 Feb, 2014 9:24 pm

How about adding Horrors to the roster? Khorne has the Bloodletters, Nurgle the Great Unclean One and I'm assuming we'll see that Slaanesh subcommander someday. Let's give Tzeentch a bit of love.

Horrors would be a disposable T1 Daemon unit akin to spore mines/rippers. I don't really have any crunch on them though since I've only recently started playing, but the idea would be to have cheap, poor-scaling ranged damage that could complement early ranged battles combined with CSM or be a supplement for CSM all together with heretic heavy builds that can worship them.

They would be above average speed but mediocre plasma damage, bad at melee and fragile. Their ability would be the Screamer, which would temporarily debuff like the Choas Terminators do(except only once and doesn't require on kill).

It'll also be an indirect buff to Nurgle worship with early daemon play and Daemons get an extra boost in HP regen with Nurgle worship iirc.

Obviously the idea would need actual numbers, but just throwing it out there for now.

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