Radio the Forest wrote:Attached is a chaos lord replay, will probably upload more today.
EDIT: It says the "board attachment quote has been reached."
Anyway around this?
Some random general impressions
1. Setup teams should not be used vs IG. Not even double setup teams
2. Jump troops should not be used vs the inquisitor, nor should a bloodcrusher
3. Blood crusher should not be used vs GK: get bloodletters instead
4. Sluggas are the worst T1 melee unit in terms of overall usefulness. Heretics are
better at utility, and get a squad leader. Gaunts can retreat kill. Shees are shees.
5. Apo purification vials are really really good at area denial and anti-melee.
6. MoK CSM are good at killing sentinels. Like really good, especially if stomp is on cooldown.
I tried the K nob and just couldn't make him work. I literally felt like banging my head against the wall in the early game, just didn't have the dps really to do anything before big shootas. Of course, it probably had something to do with my sluggas running into purification vials all the time.
So I'm going to be messing around with the Plague Champion (glory to Nurgle) and the Chaos Lord (milk for the khorne flakes).
Would greatly appreciate any advice from our resident chaos lord experts (Nurland, Raffa, etc).
Might as well respond point by point:
1. My impression is the exact opposite. Case in point: as SM, combine a setup team and sniper to force the IG to come to you if he goes for a sentinel build as SM and IG can struggle a lot. In the end, IG are optimised for defence, not assault. As Chaos, combine a havoc with a noise marine for unmitigated rape.
2. Jump troops are generally risky against IG, as they drop little experience, Catachans fare well against them, and GM drop little xp. They are generally cost-inefficient but have their uses.
3. Bloodcrusher still has its uses, but needs worship to maximise it. Speed worship and infiltration worship are both fantastic and make crusher easily justifiable for cost in several situations.
4. Well, yes. But sluggas in T2 are fantastic, and should be treated with care as they will reach that scary state if not wiped. Use them primarily for capping in T1 and only commit them to a fight if they're really needed.
5. Vials are excellent, but are also situational. Rites are far more well rounded. Typically pick up vials if there's multiple squishy melee squads on the field.
6. MOKCSM are good against almost everything (except melee elites and upgraded shees), they scale slightly worse than TCSM though due to their tendency to get blown up quickly in the late game, simply due to the fact they are melee. In the late game best used for flanking or capping for this reason.
In general, orks are extremely weak in the very early game and shine most at 2 phases: in T1.5 and getting to T3 first.