Sunday, 22 March 2015

Zogwort's Curse

So pack 4 of 6 from the warlords Cycle.

Not played with much of these so completely baseless opinions inc

Old Zogwort
Old Zogwort
This is going to be slightly unfair.  I have no doubt that someone somewhere is totally wrecking house with Zogwort.  But I am just not seeing it.  You do get a LOT of snotlings from his Signature squad, but they are 1/1's  They are rubbish.  And then he kills them all.  Not that that matters much, since it's after combat ends.  But still, he has a ramp up time  to hit any sort of critical mass every single combat which I don't think is good at all.  On the other hand, you are getting free stuff for doing stuff you are already doing.  Agh I do need to play a Zogwort deck but as I see it - 1/5
Zogwort’s Runtherders
Zogwort's Runtherders
3 cost is too much for a 1/3/1.  They do generate snotlings, and since it's an interrupt you get the snotling even if they die from the damage.  Fairly nifty with Ork Kannons though. The drawback of hitting your own guys is much reduced when you get something from it.  3/5
Zogwort’s Hovel
Zogwort's Hovel
More snotlings yay.  I'm going to have to play a game with Zogwort to see if it is at all worth it.  1/5
Wyrdboy Stikk
Wyrdboy Stikk
Has some nifty uses, after a snotling dies, you can exhaust this attachment to get another.  And it appears at ANY planet.  Shenanigans ensue 3/5
Launch Da Snots
Launch Da Snots
Ah a good card from this godawful warlord.  Gives an Ork +atk equal the number of snotlings at the planet.  The problem is the aforementioned ramp up time with generating snotlings.  4/5 for assassination potential alone.
Blood Claw Pack
Blood Claw Pack
Honestly didn't expect to see another Space Wolf this cycle, but here is one.  If the enemy warlord dares to go to the same planet as these, you get a Space Wolf  from hand into play...for free.  Probably not quite enough Space Wolves yet to make them viable, but Ragnar being the warlord hunting beast he is...ouch.  4/5
Rally the Charge
Rally the Charge
+atk equal to your command icons.  has potential to get silly.  Deathwing and Land Raiders become 6 attack, 8 if promoted, Iron Hand Techmarines is potentially double figures.  thing is Space Marines already have the amazing events that are indomitable and Drop Pod Assault and just can't see replacing them for this.  3/5
Secluded Apothecarion
Secluded Apothecarion
Lets face it, All units, even Space Marines, die in this game.  This lets you get a resource back if they do.  Makes the pain a little more bearable.  Funny as hell with Eager Recruits and Holy Sepulchre Recursion.  The little guys go back to your hand and paid for themselves doing so.
Steel Legion Chimera
Steel Legion Chimera
Imperial Guard are the winners this pack by far.  Only works versus attacks, so doing little to save you from Zarathur but it prevents 1 damage dealt to non vehicles you control. Combine with the likes of Bodyguard, Rockcrete Bunker and your little expendable dudes aren't dieing unless you want them to do.  And only 3 cost, bonkers  5/5
Tallarn Raiders
Tallarn Raiders
Tallarn desert raiders are experts at Guerilla Warfare and hit and run...why then do they not have Mobile?  Anyway these are the IG warlord groupie.  Already good at cost 1 with a command, they also become 2/2's when with a warlord.  Very good 4/5 
Staging Ground
Staging Ground
1 cost support that lets you Ambush any unit cost two or lower.  Oh my.  Still got to pay for them.  But the likes of Tallarn Raiders and Strackens Command Squad with Ambush is amazing.  Enginseers become much better when dropped into a combat.  And with Allies, you can drop in Tactical Squads, Raganr can drop in his sentinels.  It's very very good.  And not loyal!  5/5
Gleeful Plague Beast
Gleeful Plague Beast
Beefy Nurgle Plague beast that does 1 damage to every body at his planet when the battle happens.  As always this seems better with Zaruthur than ku'Gath, although this guy does guarantee Ku'Gath starts the battle with a damage to move around.  I think it is an auto include in Chaos for now.  Also a daemon, so yay cultists.  5/5
Doombolt
Doombolt
1 cost event, essentially doubles the amount of damage on an army unit.  Sadly cannot benefit from Zarathur's interrupt.  Not a massive fan.  2/5
Blight Grenades
Blight Grenades
Ah finally a card that makes Death Guard Infantry worthwhile.  Can give these bad boys to Ku'gaths Nurglings, the Death Guard Infantry, Virulent Plague Squad and Rotten Plaguebearers.  And sacrifice the attachment to gain Area Affect 2 until the end of the combat.   Area Effect is never bad.  4/5
Bloodied Reavers
Bloodied Reavers
2 costs is a sweet spot for units.  If it's 2 cost it is prob worth a look.  And these are.  You get a standard 2/2/1 but with the +2atk with a warlord clause.  Slighly weaker than Bor'kan as they can't have wargear attachments, but DE obv can't get the Bor'kan so not a fair comparison.  Not seeing a space for them in De at the moment, but I have no doubt they have a space any in any DE combat deck.  3/5
Crucible of Malediction
Crucible of Malediction
Play a torture discard a card from the top 3 of a deck, Presumably your opponents, but there is also Value in looking at your own cards and removing the chaff.  Probably waiting for Urien/5
Searing Brand
Searing Brand
 Another Torture for the as yet unavailable Urien Rakarth deck.  This one is pretty tasty, it does 3 unpreventable damage or your opponent can discard two cards to cancel it.  Win/win.  4/5
Vectored Vyper Squad
Vectored Vyper Squad
If Ku'gath's Nurgings wasn't a thing these might be pretty good.  As it is, they are so very meh.  Might see some use is a death from above mobile themed deck.   2/5
Guardian Mesh Armor
Guardian Mesh Armour
Doubles the shields on a card played to shield attached unit.  Pretty good for saving key units.  Like Eldritch Corsairs, or wraithguard.  3/5
Sa’cea XV88 Broadside
Sac'ea Xv88 Broadside
Oh my these have the goods.  3 command icons, 6 hp and 4 attack.  for 6 cost.  If they have an attachment (they are in a tau deck, you have attachments) they have Area Affect 2.  If that attachment is, say, Gun Drones, they are area effect 4.  Cower in fear enemies of the greater good!!  5/5 for being what a big scary unit should be.
Tense Negotiations
Tense Negotiations
Forget what it does, what is important is this card lets you Exhaust Aun'shi so he doesn't attack and run away for more Armorbane goodness.  Triggering a battle ability is just icing.  Just imagine moving units to the battle or routing on of theirs.  5/5
Heavy Marker Drone
Heavy Marker Drones
yay Shadowsun is relevant again.  Put this on something annoying, kill it.  And next turn Shadowsun can bring it back from the discard.  

As mentioned, IG won this pack hard.  Get this pack if you at all want to play IG.

Friday, 6 March 2015

Gift of the Etherals

So with Zogworts Curse right round the corner, here goes with some very late completely arbitrary numbers.  It's a not a party if someone doesn't arrive late right?
Aun’shi
Aun'Shi
Phenomenal combat warlord.  Has 2 attack and gives all your Tau Armorbane.  Armorbane is utterly fantastic.  Tau already have a knack for fielding hugely powerful ranged units and buffing them to the gills.  Coupled with Aun'shi you have a warlord hunting machine.  This does come with a cost though, after Aun'Shi attacks he goes home.  But if all your guys have already had a go with ranged, not so much of an issue as there probably won;t be much left to stop you winning.
Ethereal Envoy
Ethereal Envoy
And so with a fantastic Warlord we get four of these guys. 1 hammer for 1 costs is a good deal any day of the week.  And with 3 hp they stick around.  Not all that good for holding a planet though, since all the enemy has to do is go there and one way or another they will leave, by either death or their forced reaction. 3/5
Aun’shi’s Sanctum
Aun'Shi's Sanctum
This is what makes those Ethereal Envoys worth playing.  Double striking  with a buffed ranged dude is so very awesome.  "Any ranged unit" + Ion rifle + this support in play is a more than likely bloodied warlord. 5/5
Honor Blade
Honor Blade
Gives all you other tau +1 attack.  if you put it on Aun'Shi that's +1atk and armorbane.  Delicious.    The problem is that all the Ethereals have the forced run away reaction.  So it's a temp bonus at best, but oh the carnage you can reap. 5/5
Ethereal Wisdom
Ethereal Wisdom
Do you have The sanctum out?  Yes? This card is money.  No?  Well it's +1 attack to a unit, meh.  For free though! 4/5
White Scars Bikers
White Scars Bikers
Yet another of the +2 attack when with warlord groupies.  This is pretty amazing for Space Marines  For a start he is a 2/3 off the bat.  At cost 3 he is able to come into play via Drop Pod Assault.  AAAmazing!  5/5
Know No Fear
Know no Fear
Could be good.  moving 3 units to planets from HQ means they won't arrive exhausted when they travel with your warlord.  BUT, you have to exhaust your warlord to do it, and they have to go to different planets.  Only has a single shield as well.  I'm just not seeing how you can commit a deck slot to this.  2/5
Crushing Blow
Crushing Blow
Free event to do 1 unpreventable damage to a unit after a marine does damage.  The unit has to have actually damaged the unit.  When I last used it, either marines killed whatever they attacked, or shielded it all.  So never saw play.  Mediocre.  Good for chipping away at Warlords though, and really big units. 3/5
Mystic Warden
Mystic Warden.
Free 2/2!!  That's amazing (unlike those crappy free 1/1's from the core).  After the battle ends, he goes away.  But then once a battle has started, he's a pretty good unit to sacrifice for the many abilities that Guard have require a unit to die for the cause.  Really rather good in certain Imperial Guard Decks.  4/5
To Arms!
To Arms
Zero cost event to ready a support.  A lot of supports become much better if you can use them twice a turn.  Catachan outpost immediately springs to mind.  Has 2 shield as well.  5/5
Honorifica Imperialis
Honorifica Imperialis
A unit with this has Ranged and Armorbane if with the enemy warlord.   Guard already have good access to ranged with preemptive barrage, and that comes with the surprise factor.  Does have two shields.  But otherwise, too narrow to be good.  3/5
Mekaniak Repair Krew
Mekaniak Repair Crew
Exhaust and deal him a damage to ready a support.  Good stuff.  He also readies the support before taking the damage, so can die for a good cause.  Bit expensive for what he does, but he is a 3/2/1 body as well for 3 is a reasonable deal.  4/5
Goff Big Choppa
Goff Big Choppa
+2atk and Armorbane.  Can give this to Goff Nobs for an 8/6 with armorbane.  Potentially a lot more with Nazdreg around.  Seems like fun, I am yet to test it though.  4/5*
Ammo Depot
Ammo Depot
If you have 3 or less cards in hand exhaust to draw one.  Card Draw is phenomenally good in this game. 5/5
Rotten Plaguebearers
Rotten Plague Bearers
0/2 but as an action they can do a damage to a unit.  As always with Zaruthar this becomes 2.  And as an action it can go before any attacks are made.  Can also use them to put a damage on Ku'Gath before he attacks to get the benefit of his reaction.  Too narrow to be AAA material 3/5
Nurgling Bomb
Nurgling Bomb
Continuing the theme of the Nurge cards being better with Zaruthar than with Ku'Gath we have a Nurgling bombing.  This does gives non-nurgle unit at a planet a choice, take a damage or run away.  With Zaruthar this is 2 damage or GTFO.   Even at cost 3, which is a lot, this is still stellar.  5/5
Throne of Vainglory
Throne of Vainglory
And the worst card currently in Conquest goes to the throne.  As an action you can throw away the top card of your deck,  if it cost 3 or more (and was therefore probably a GOOD card) you get two cultists.  Now maybe this could see use in a crazy daemon deck.  Expend cards to make the ones in your hand cheaper...but really.  This is shit.  0/5
Sslyth Mercenary
Sslyth Mercenary
1 cost for a 2/2/2.  Stupidly good, and if you are playing Dark Eldar choke, your opponent probably doesn't have the 2 resources to steal it.  5/5 in DE choke.  Can't see Chaos or Eldar ever using it.
Despise
Despise
0 cost event to force each player to sacrifice an Ally.  A quick CardGameDb searh reveals that the Ally units are mostly command units. http://www.cardgamedb.com/index.php/wh40kconquest/conquest.html?&advanced=true&nm=&or=name&vw=spoiler&st=Ally&typ=null&f=amchdeelneoksmtatynu  Seeing as it is a combat Action, and most of these units have already done the damage in the command struggle...not really seeing how it can be rated as good.  2/5
Warlock Destructor
Warlock Destructor
Another Eldar combat unit.  These are a 3/4/1 for 2.  So obviously it has a drawback.  You have to pay a resource tax every turn, or they die.  Eldar are usually pretty good at winnign command, so may not be an issue.  So play this all day imo.  Or even so, having a 3/4 body if even only for a turn is well worth it. 5/5
Eldritch Corsair
Eldritch Corsair
Another Warlord Groupie  These are identical to the White Scars Bikers.  But Eldar don't have drop pod assault or really good ways to ambush them in.  3/5
Foretell
Fortell
Cancel a battle ability. You have to exhaust your warlord to do it which is where the issue is. You obviously are going to cancel planet abilities your opponent has won.  If your warlord was in that battle, he either ran away or died, and is therefore exhausted already.  If your warlord wasn't there then you didn't mind giving up the planet anyway.  Could see some funky play if your opponent is very close to death and goes to Iridial to heal.  You can yield to him, win the first planet and stop the heal. 2/5

So there you have it.   This has the most exciting warlord in the cycle thus far, seeing as it is Tau and Shadowsun is in a weird, not great spot right now.  Opens tau up to be real Warlord assassinating threat, rather than them hoping the star align and they get the right units and attachments in play.  Some amazing cards, and some real stinkers.



Monday, 23 February 2015

Conquest Store Championships 22/02 @ Dark Sphere

So after finishing a 13 hour Night Shift yesterday morning I decided to go to London for a Conquest Store Championship.  Not going to offer it as an excuse, but I was absolutely shattered.

I took the trusty Space Marines,  was tempted by Dark Eldar since they are so dominant against Space Marines but they can also fall apart quite easily and I was in no position to make good tactical decisions.

Worth noting I had no free time last week, and only picked up Gift of the Ethereals I think Tuesday.  So armed with a can of Relentless I added some new cards on the train journey down there.  Possibly a bad idea there.

My deck List was

Captain Cato Sicarius

Sicarius's Chosen x4
Tactical Squad Cardinis x3
Blood Angel Veterans x3
10th Company Scout x2
Honored Libarian x3
Eager Recruit x3
Veteran Brother Maxos x2
White Scars Bikers x2
Land Raider x2
Vash'ya Trailblazer x3
Void Pirate x2
Rogue Trader x2

Cato's Stronghold
Holy Sepulchre

The Fury of Sicarius x2
Drop Pod Assault x3
Indomitable x3
Crushing blow x2
Exterminatus

Tallassarian Tempest Blade
Iron Halo x2
Ion Rifle x2
Godwyn Pattern Bolter

I think this may have been substantially less optimal than what I've ran in the past, but whatever onto how it went,

I believe there was 16 people based on a headcount before we started, maybe 15 participants.

My first match was vs Adam Harvey running Zarathur.
Could of been quite quite close.  There was some misplays on both our parts.  As it turns out I was able to winning 4 of the first 5 planets for the win.  Whilst Zaruthar does bring a lot of pain, I was able to keep enough units around to win planets which is kinda what you need to do.  At one point I had a Land Raider with 1 hp left and a Hale Sicarius with 1 hp left.  He had one last attack to kill one of them before I won that planet.  He chose the Land Raider.  Probably a bad play, the heal a unit planet was available for 3 more turns  so my next play was to go there which netted him his only first planet win of the match.  Win

2nd Game was vs Sam Pigden running Kith.
This was so very bad.  I had a mediocre opening hand.  Which saw me only playing 2 units turn one.  A drop pod assault whiffed and it all went down hill from there.  My last turn before I conceded saw me with a bloodied Sicarius, no units in play and only 2 land raiders and Maxos in hand to work with in front of an army of Mandrakes, Slyth mercs and Khymeras. Loss

3rd game was vs Paul Harlow running Kith
This was a very slight massacre.  I was dominant throughout.  At one point he played 3 Kiths Khymera masters at planet one.  I sent Sicarius there, and lucked into a drop pod assaulted Tactical squad killing the 3 tokens he had got from that turn.  Was harsh.  Win

4th Game was vs Pehjmon, running Eldorath.
I was very lucky this game.  The planet drop was horrendous.  We had 4 0/x planets.  Necessitating a choice between resources and cards.  He was very tricksy, but unanswered indomitables saved my guys from the numerous super attachment buffed units and got me a win.  Funniest play was maybe first turn nobody went to planet one.  So he foresighted his warlord there.  I drop Pod assaulted and got a White Scars Bikers.  Eldorath could not risk staying in front of that much fire power.  Win

So 3 wins, 1 loss put me joint 2nd with 3 others.  Didn't have time for a top cut, so Strength of Schedule saw me with 4th place.  As it turns out, 2 of the other top 5 already had a playmat so would of prob got one even if I had been 5th.  Dark Spheres tournament kit did not include the promo cards. So my loot was the top 4Playmat, top 8 Deckbox and what would of been probably 2 Leman Russ Battle Tanks Promo Cards.  Should get the cards at a later date.






Saturday, 31 January 2015

Conquest, Wargames Workshop MK 31/01

I used Captain Cato Sicarius

Deck looked a lot like the one I posted here with some of the alterations I listed.

So a breif rundown

Game 1 was vs Zarathur with Ork Allies.  I had an amazing opening hand of 2 Vash'ya Trailbalzers, 10th company scout and a tactical squad.  I was able to dominate the Command Struggle and it all went extremely well from there on.
Game 2 was vs Dark Eldar with Eldar Allies.
This went fairly down to the wire.  I had to burn a lot of cards to keep my marines alive.  But was able to keep the DE swarm in check from it, and secured a Warlod kill on the 5th Turn.
Game 3 was vs Ragnar Blackmane
Once again my command units saw me with resources and cards to keep on top of things.  It was a tad brutal.

So 3 wins in swiss, and onto the final.

This went extremely badly.  Mostly I beleive to some very poor shuffling from my opponent.  Basically turn 1 saw me kill a unit which saw him play 3(!!) Elysian Assault Teams in response, bloody-ing my warlord turn 1 and basically destroying my ability to compete.  Not through being outplayed, but dumb luck (or crap shuffling).

So once again, no playmat for me.  And that was that.  Best game of the day was vs Dark Eldar.  It was so close.

Saturday, 17 January 2015

The Scourge

Pack review, completely arbitary numbers inc
Ku’gath Plaguefather
Ku'gath Plaguefather
This rather corpulent fellow comes with the nifty ability of moving damage from himself to another unit whenever he attacks.  Two things that make it great..healing is cool, and you cannot shield moved damage.  Will die to a dedicated warlord snipe, but he makes it almost impossible to just needle him to death.  Warlord/5
Ku’gath’s Nurglings
Ku'Gaths Nurglings
A standard 2/2/1.  Whenever someone moves to their planet, they do a damage.  Has the best effect against mobile of course.  But also can bring the pain if your opponent has a massive army coming in with his warlord. 4/5
Vile Laboratory
Vile Laboratory
Exhaust this to move a unit from a target planet to an adjacent planet. Your opponent gets to choose who, and where they go.   A nuisance card, but has nifty synergy with the nurglings. 4/5
The Plaguefather’s Banner
The Plaguefathers Banner
Duplicates Ku'Gaths reaction to any Nurgle unit.  If attached to Ku'gath himself he gets to move 2 damage from himself when he attacks.  That is pretty darn awesome. 5/5
Fetid Haze
Fetid Haze
Remove all damage from a Nurgle unit to make your opponent distribute it amongst his units.  Just in case you actually come close to killing Ku'Gath he can just say 'no' 5/5
Morkai Rune Priest
Morkai Rune Priest
Is a Space Wolf, so benefits from Ragnars support card.  Aside from that he is fairly beefy and whenever a non space puppy retreats, he does them a damage.  interesting way of forcing damage on Warlords that like to just run away all the time (Eldar/Tau etc) 4/5
Fenrisian Wolf
Fenrisan Wolf
Give a unit, uber ranged.  The unit basically attacks before absolutely everyone else.   But you can't hit warlords or tokens.   Works on Dreadnoughts, just saying.  4/5
Iron Guard Recruits
Iron Guard Recruits
Not soldiers or warriors :(  But they do have 2 hammers.  They fill the same role as the Sanctioned Psyker, trading 2 hp for 1 atk.   Probably better than the psyker all told. 4/5
Dozer Blade
Dozer Blade
Give a vehicle +2hp.  IG vehicles need more attack honestly.  But it's free, and 2hp is what it is. Valkyries also somehow benefit from this, which makes them so very awesome. 4/5
Inquisitorial Fortress
Inquisitorial Fortress
One shot rout a unit, as an action.  So Archons Terror without the surprise factor.  Archons is combat only, this you can use at whatever action window you please.  Can be fished for with the Enginseer for what that worth.  5/5
Attack Squig Herd
Attack Squig Herd
4 resources for 4/6/0 is an efficient use of resources that's for sure.  A beat your opponent round the head unit, Much like the Goff Nob - who is one resource more for 2 more attack. 4/5
Dakka Dakka Dakka!
Dakka Dakka Dakka
I love this card so much.  If you ever intend to use it, basically precludes you from using Rogue Traders or Void Pirates.  But 1 damage to EVERYBODY.  Doesn't matter what they are doing, or where they are.  Do have to exhaust your warlord though which makes me sad.  5/5
Kustom Field Generator
Kustom field Generator.
The worst thing about Nazdreg is he doesn't give himself Brutal.  So more often than not you can just ignore his army, go for Nazdreg and get that annoying Brutal out of the way.  This lets you prevent all damage dealt to a unit and redistribute amongst your units, saving your warlord and turning on Brutal.  Lovely 5/5
Klaivex Warleader
Klaivex Warleader
4 cost to get a really good 3/3/2 unit with Ambush.  If he does Ambush he can kill a damaged unit.  Amazing little guy. 5/5
Bladed Lotus Rifle
Blade Lotus Rifle
Gives a unit +1 atk, if they are Kabalite they get Ranged.  there are Two Kabalite units at the moment.  Sybarite Marksman and Kabalite Strike Force.  The former already have Ranged and the latter will get you a cute ranged Area Affect 1.  Not setting my world on fire. But will inevitably get better when he get more Kabalite units. 2/2
Soul Seizure
Soul Seizure.
5 cost event!!  And needs tortures in the discard to get anything good.  As with all the DE torture cards this cycle, this will get better as we get more Tortures. Urien Rakarth is going to love it when he appears in a few months.  3/5
Black Guardians
Black Guardians
Eldar get cheap combat unit, and good for them. Nothing great, but cheap and with 2/4 stats. 3/5
Death from Above
Death From Above
1 resource for a mobile unit is great.  the fact they appear at the fifth planet is no biggy since they can just mobile themselves to somewhere useful in 2-3 turns.  5/5
Dome of Crystal Seers
Dome of Crystal Seers
Fairly weak at the moment.  Works with the Search planet (name eludes me), Swordwind Farseer and Earth Caste Technician.  of course if you like either of those in your Eldar deck, looking through more cards increases the odds of getting what you want. 3/5
Bork’an Recruits
Bork'an Recruits
2/2/1 for 2 is the standard unit load out.  These guys get +2atk when with a warlord.  Can be either yours, or your opponents which makes them fairly heavy hitters.  With an Ion Rifle they can one hit all the warlords currently available.  4.5/5
Kauyon Strike
Kauyon Strike
Move any number of Ethereals.  There is only one at the mo, but we are getting an Ethereal Warlord soon.  Who comes with Ethereals  Could be Huge.  1/5 now, potentially 5/5
Blacksun Filter
Blacksun Filter
Get a resource when a warlord commits to attached units planet.  Um ok.  2/5


Monday, 5 January 2015

X-wing

Team Covenant has posted one of the games from Worlds.  It has 2 falcons in it, with a gazillion upgrades that mean you just can't kill it.

A falcon list won worlds in the end btw.

A friend has posted that he make his falcon get 2 evade tokens and a focus. 

The game has become Attack Wings bigger brother with zero balance anymore.  May as well play Attack Wing,  Wizkids 'throw shit at the wall and see what sticks' hasn't done the game any good, but at least you get consistent badly produced releases.

Done with this game I think.  It hit it's peak in Wave 3, and since then Wave 4 bought two fun ships, a filler and a beyond broken ship.  Wave 5 is mostly meh, but did add broken combos.  Scum will not save for it for me.  Done and dusted.

Saturday, 3 January 2015

40k Conquest Deck ideas

So played some Conquest today.  Had to go all the way to London for it, but hey,  Them the breaks.

Had a Dark Eldar deck built...and it was shit.  So moving on.  In a bit of downtime threw together (almost literally) a Space Marine deck, and a Chaos one as well.

Space Marines went something like this

Captain Cato ( I refuse to jump on the OMG NEW WARLORD bandwagon.  Cato is still a boss)

Units (32)
Sicarius Chosen x 4
10th Company Scout x 3
Eager Recruit x 3
Tactical Squad Cardinis x 2
Vash'ya Trailblazer x 3
Honored Librarian x 3
Blood Angel Veterans x 3
Veteran Brother Maxos x 2
Iron hands Techmarine x 1
Carnivore Pack x 2
Daring Assault Squad x 2
Deathwing Guard x 2
Void Pirate x 2

Supports (4)
Cato's Stronghold x 1
Holy Sepulchre x 2
Fortress Monastery x 1

Events (9)
Indomitable x 3
The Fury of Sicarius x 2
Drop Pod Assault x 3
Exterminatus x 1

Attachments (5)
Promotion x 2
Godwyn Pattern Bolter x 2
Tallassarian Tempest Blade x 1

Was just able to keep pressure on just about everything.  A bit light on shields.  Tempted to swap the Bolters for Iron Halos for warlod protection.  Carnivore pack is supreisingly useful.  Assuming I could keep Sicarius alive, I was able to generate an ungoldy amount of resources.  I have a new found respect for the techmarine.  I have now altered this thusly, although this may be too much command focus
-2 Carnivore Pack
-1 Godwyn Pattern Bolter
-1 Eager Recruit
+1 Ultramarines Dreadnaught
+1 Iron Halo
+1 Land Raider
+1 Iron Hands Techmarine

Chaos

Zarathur

Units (30)
Heretek Inventor x 3
Splintered Path Acolyte x 3
Chaos Fanatics x 2
Zarathur's Flamers x 4
Umbral Preacher x 1
Khorne Berzerker x 3
Xavaes Spilt-Tongue x 2
Burna Boyz x 2
Deathskull Lootas x 2
Virulent Plague Squad x 1
Possessed x 2
Vicious Bloodletter x 2
Soul Grinder x 2
Black Legion Heldrake x 1

Supports (7)
Murder Cogitator x 2
Fortress of Madness x 1
Shrine of Warpflame x 1
Ork Kannon x 3

Events (10)
Promise of Glory x 3
Infernal Gateway x 2
Warpstorm x 3
Squig Bombin' x 1
Tzeentch's Firestorm x 1

Attachments (3)
Mark of Chaos x 1
Dire Mutation x 1
Rokkit Launcha x 1

LET THE GALAXY BURN!!  I don't think this is a 'good' deck.  BUT, Chaos does bring the pain.  My first outing with it, I had two warpstorms in my opening hand.  I was just left to sit back and play out a coupel of units to win the odd resource from command struggle.  I then proceeded to absolutelty decimate my Guard opponent's army (including a Leman Russ, A Hellhound and 2 of strackens command squad) and bloody the warlord with two firestorms, two Ork Kannons and Zarathu's flamers with Rokkit Launcha all for the lowly cost of my hand, 4 damage on my warlord, and one deathskull loota.  Was a bargain.