Friday, October 30, 2009

Another Great Unclean One Update, Nearly finished!




Old School here,
Got around to painting a little more of my Ultraforge Greater Plague Daemon, which at the moment will be a Greater Daemon for my CSM ... but I have been thinking about maybe making a Daemon army and in my typical over the top way of doing things, possibly making counts as versions of stuff for the Daemons of the other gods and making my own crazy looking Nurgle-centric looking army in the process, like Plague Bearers riding giant maggots (Bloodcrushers), Huge bugs (fiends), Horrors (Ghouls with makeshift shooting arms), but that is perhaps for another post.
Anyway, I hit the gouges in the flesh with a rotting flesh/liche purple mix and made sure to carefully trace the edges of the riges in the meat. I am on the first coat of wash on the hooves and horns and I am saving the sword and the base-work for last as I tend to pick the mosel up by the base of the sword a lot. The armour is a couple coats of watered down Tin Bitz washed with delvan mud. Feel free to comment.

Artist of the Week: Hortwerth!










This week's Artist of the Week is Hortwerth! I have been a fan of Hortwerth's work for about 2 years now and as far as conversions go, this man is a madman. In fact, I would probably say that he is the undisputed master of the Defiler Kitbash Kung Fu arts!
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His AdMech army is amazing and makes use of his own line of miniatures, Iron Brotherhood. His 13th Company Space Wolves do serious justice to the fluff and look awesome! He has done everything from a Sisters of Slaanesh to an awesome Tzeench Lord conversions (straight from the art) and much, much more. Check out his gallery and judge for yourself here: http://www.hortwerth.com/gallery.html

Wednesday, October 28, 2009

The power of the Blogosphere and wonderful "Counts as"












Old School here,
Raptor over at Spite for the Dice Gods posted a compelling post here: http://raptor1313.blogspot.com/ recently that really dealt with the cost to start some armies at the price for the GW models, Daemons being the biggest offenders and he brought up some great conversion ideas. Being somebody who has always secretly lusted for an all daemon army, I dove into the blogosphere after some images and posts that I remember seeing that really looked incredible to me.
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First I found one that bit at what Raptor brought up, Cannonfodder's Bloodcrushers from his blog, Path of the Exodite (they are the bloodletters riding the cold ones pictured above). Check out these and his other conversions here: http://exodites.blogspot.com/search/label/Conversions
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As I scrolled through the amazing conversions (artist of the week type stuff), I caught a glimpse of something amazing (see top photos); A daemon army that reminded me of Doom and the entire range of conversions were built from plastic! Relatively cheap plastic at that! Of course, I am speaking of CatPeeler's amazing Daemons, which YOU-HAVE-TO-SEE! Check out those conversions here: http://www.dakkadakka.com/dakkaforum/posts/list/248261.page
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It almost makes me mad, because I wish I could make them, but they already exist! Maybe I can just use a little inspiration ...
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Anyway, enjoy the links and hopefully, through the combined efforts of other bloggers, you can find those ideas and solutions for your army. Thanks to Raptor for providing me the curiousity and to Cannonfodder for the inspiring crushers and the link to the equally inpiring models Catpeeler is working on. Your feedback is always welcame and if YOU have a link to something that hits the 'Counts as nerve' leave it in the comments and contribute to this exchange of ideas!



Chaos Space Marines Units and Tactics: The Chaos Vindicator



The next article in the hopper deals with the Chaos Vindicator!
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Shock and Awe and ... awwww Let's face it, the vindicator is good at killing things in close range. If you can get close to ANY infantry (even termies), they will die in short order as long as you don't scatter too much. Tanks can get it too as the vindi will roll two dice for penetration and take the higher. The trouble with the vindi is that it takes up a heavy support spot, which for Chaos is the home of our only significant long range firepower (Havocs, Oblits and to a lesser extent preds), making the decision to take a vindi one of great consideration when trying to follow the rule of Defense in Depth.
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IT MUST DIE!!! Able to drop mass killyness on the enemy and shake off all but the dealiest attacks, the Chaos Vindicator might as well have a giant target painted on it! Sometimes, I will take just one in my take all comers list just to save the rest of my army (particularly my rhinos, enabling me to take advantage of my mobility) from the first round of shooting. It never seems to fail that an enemy (even the smart ones) will dump whatever it takes onto it to make sure it dies before worrying about anything else. For me, this is one of the greatest strengths of the vindicator, but at the same time it suffers from it's infamy by almost never getting in range to kill something.
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Strength in numbers Much like the Obliterator, the vindi finds stregnth in numbers. One vindi can get popped, even with denomic possession, but three vindis ... that is a lot of pucker factor for an enemy to deal with. Three vindis will create large portions of the board in which the enemy fears to tread and much like the oblits, this creates a tactical advantage for you by controlling enemy movement. In numbers, you have the choice of taking them naked to save points, as AV13 will go a long way toward protecting them from most things, but if you have the points, Daenomic Possession takes this tactic into a silly degree of effectiveness.
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Be Warned however than Space Marine Dreadnoughts in drop pods can pop you on turn one and there are a number of deep strikers out there with melta equivilents that can be dangerous in subsequent turns.
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You will also have to build your army to be a little more in your face with this layout to make up for your shorter range, but I think when it comes to vindis, it really is 1, 3 or none at all.
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How Do I pimp this badboy? The vindi, when fielded alone should always have daenomic possession as it will help you in either the fire magnet situation AND in the rolling deathwagon scenario. Extra armour will do little for you as it only allows you to move after being shaken, denying you that shooting power you will need. As I stated above three vindis can go with or without possession, but if you field two, I would still take it unless you are playing at a low point game and you feel there will be little there to hurt it (yeah right).
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A dozer blade can be nice for helping you get into good cover and getting out of it if you have to.
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Havoc Launchers can be nice, but you are already getting an awesome template out of the deal and the 15 points are better spent somewhere else. If you really must put a second weapon on it, then take a cheap twin linked bolter just to give you one more layer of protection from an auto-wreck or auto-immobilize.
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Well, that is all I can think of for the vindicator. I just want to say that Death Guard with three vindis is a sexy fluff army, but I prefer some oblits outside of the fluff armies. Let me know what you think as your feedback is highly valued.

Tuesday, October 27, 2009

Great Unclean One painting update 1




Old School Terminator here,
I finally started painting my Ultraforge Greater Plague Daemon and it can seem pretty daunting looking at all the little details that I am going to eventually have to address as I paint the basic scheme onto the model right now.
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I decided to go with the basic skin tones of Dark, almost greyish green with a very purple tan color (looks mostly purple due to the camera for some reason). I think by the time the paintjob is done, it will tie together well with the pustules, open wounds and the guts. The idea is that the pustules will recieve layers of wash to make them look realistic, the wounds will get additional meaty shades and pinks added into them for the texture and the guts are sure to look foul.
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I have left the armor, hooves, sword and eyes alone for right now and I know it is a terrible sight at the moment, but I want everyone to see how it progresses. I wish I would have posted the terrible looking initial painting photos I took when I was painting my daemon prince because it didn't even look like the same model when it was done. Anyway, let me know what you think so far, feedback is always appreciated.

Chaos Space Marines Units and Tactics: Obliterators

I would like to crack open Chaos' robust selection of Heavy Support choices for the next line of posts for my Chaos Space Marines Tactics series. What better unit to open it up with than the much loved (and hated) Chaos Obliterators!
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The Strengths A Chaos Obliterator weighs in at a hefty 75 points a pop, making it one of the most expensive infantry models in the game, but for that price, you get a fearless, two-wound, deep strike-capable, 2+ armor, walking wall of fist and firepower! Also, the fact that they are a statline versus a vehicle gives them a level of durability you won't always get from heavy tanks ... But how does one use them effectively?
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Fire Control The most obvious use of obliterators is their Long-Range heavy support power, giving you the ability to engage targets with Lascannon (against vehicles) or even Plasma cannon (against troops, works great with a lash) fire starting turn one. I tend to set them up either behind my rhinos or in cover. If I can't get right into cover or if the rhino wall gets immobilized, then I still have the option of being able to move into safety or into LOS and still lay down fire. If your opponent gets turn one, this is especially important as your oblitz will usually be target priority number 1.
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Deployment and Lanes of Fire When setting up, keep in mind that your lanes of fire (or your LOS+Range) will often influence your enemy's movements in the following turns, allowing you the advantage of limiting where his transports (if mech) and monsterous creatures or massed infantry (for hordes) may travel - this is perhaps the best advantage of taking obliterators, as it will protect your army and set your tactics for the rest of your army. Remember, your deployment will often set the tone of how your game goes - think hard about how you will dictate your enemies movements with fire. Also keep in mind what your enemies capabilities are, so you are not creating an inverse firing lane back to your oblitz.
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Come and Get some! Obliterators are also one of the few units in the game who get deadlier the closer the enemy gets. Starting with Lascannons, moving to Plama cannons, with a gap really at 24 inches as both single shot plas and muti-melta isn't to impressive there (best to stick to the las and plas cannons there). Once the enemy breaches twelve inches, their vehicles are in multi-melta range (2d6), double-tap plasma gun (twin linked) and any closer than that, they run the risk of getting twin linked flamered before getting assaulted with powerfists on the charge. Taking into account my rule of mutual support (think daemon princes or any other big nasty unit), their combat potential is made dealier by an approaching enemy, which plays to a defensive players abilities very well. In this case, their versatility is a boon for your army that very few armies can recreate.
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The Weaknesses For how much I love Obliterator squads for the fact that they have a statline instead of being a vehicle (which can be popped by an errent lascannon shot), their infantry status can also be their undoing.
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Any smart opponent is going to take advantage of their T4 by pumping a few S8 weapons into them (lances, dark or otherwise, lascannons ect), insta-killing oblitz with low AP weapons is much easier than trying to contend with their wounds and termie armor. With the mech epidemic of 5th edition, there will likely be more and more of these weapons to deal with. The fact that you are taking expensive Oblitz also means you will likely have less tank targets. This makes it easy for the enemy to pick who he is going to shoot and Obliterators will likely have a great big target on them.
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Also, because you will need line of sight to fire, there is a chance the enemy will have LOS on them as well and though you will likely have a cover save and always have an invul, it is still better for your enemy than dealing with your armour save.
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While this can be great for you in the sense that the enemy will not be focusing on your troops or daemon princes, it is bad, because every Oblit that drops is a significant loss to your firepower, especially your long range fire support. While I love these buggers, this means, you will likely have to spam them to have enough on the board to withstand multiple turns of fire, or you will have to have even deadlier or more obvious targets for the enemy guns.
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What about Deepstriking? I would like to shift away from their weaknesses, but the option of deepstriking can also seem like a way to keep them out of trouble in the early turns of the game. I can see where that may seem like a good idea, but keep in mind that you paid A LOT for them and every turn they are off the board is another turn that their expensive firepower is also missing. In general, if I am fielding multiple squads I will keep them on the board, unless it seems like a good idea to take one squad in reserve to help bring some pain to the backside of an objective (which plays into their ability to be deadlier at close range). The deepstrike option is really a matter of how comfortable you are with their points versus what you want them to do, but I like them on the board from turn one.
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How Many should I take? At 1750, Due to the ideas I brought up in the weaknesses section, I like to take 2-3 squads of 2. At lower points, I will take multiple 1 man units. This means the enemy will have to engage them with multiple units and also will allow you to engage multple enemy targets with whatever firepower you may need. I like two man squads because two shots tend to get the job done without a lot of wasted firepower (sometimes the third Oblit is overkill - 75 points of overkill). Two man squads also give you durability to the other bane of termie-types, focused small arms fire (which forces saves). Finally 2 man squads give you the points you need to spread some love across the rest of your army. Afterall, Obliterators are nice, but they aren't going to win you the game. Just some food for thought, feedback is welcome as always!

Monday, October 26, 2009

Please. Don't be That Guy! My first and probably only rant


Ols School here,
While you may not have seen a guy looking like the photo in your FLGS, there often are those guys who we would call D bags that have decided to join our hobby. I happen to know a few and while at times, watching them can be more entertaining than making your cat chase a laser-pointer, there comes a point where it just gets old.
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For instance, if you built your list after watching another player succeed with it repeatedly and then copied his list down to the tinyest peice of wargear: You might be a DBag.
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If you have been proxying broken models which are also the inappropriate models for what you are trying to represent ... and you can clearly afford to buy the correct ones or at least can convert them, but you are too lazy (and they are only primed or in whatever condition they were when you found them somewhere over a year ago): You may be a DBag.
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If you join a conversation about lists or tactics that you were not invited to and then interupt with something like "XXXX unit is so gay" and then jabber on with something unrelated about how great your army is, then you might be a DBag.
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If you marginally beat a freindly person's fully painted army with your above mentioned models and then brag about how you may move on to another army because you are just 'too good' with the army you are pretending to field: you probably are a DBag.
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I am not writing this post to try to be a comedian and I am not trying to hurt those who have poor painting skills or those who proxy based on economics, no, those are perfectly fine excuses. I am writing because there are those out there who came to this hobby to contribute nothing and use the rest of us like a dog uses a person's leg. They do not care about our hobby or how much time we have put into making great looking, functional armies and they really hate to lose to our 'gay' units and have a coniption fit when they lose, often taking it out on the poor store manager with some vague rules fudging. Overall they ruin the fun of a bunch of guys getting together to have fun with their spacemen :)
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With that off my chest, I ask you, do you have a Dbag story you would like to get off your chest, so you can move on with your life? Do you have a hilarious DBag story? Are you a former DBag (hopefully not) who has seen the error of their ways? Am I totally off base by posting this and am I hurting the hobby? This is the place to comment, your feedback is welcome.

Sunday, October 25, 2009

Total War's Guide to bike bases video!

Hey everyone, while the idea of replacing GW's terrible bike base with a round version is not a totally new idea, it has occured to me as I have seen a lot more biker armies, that not a whole lot of people know how to build a proper bike base. To address this, I have pulled this video by Shisnaft1 at Total War to show us how it is done.

If you enjoy this video, take a look at his Youtube channel and let him know what you think. Check it out here: http://www.youtube.com/watch?v=vDe9eySvbIk

Chaos renegades, Berzerk Ogryn and more can be yours!











Good evening everybody, while I do not like to offer up these sorts of things as posts here at DFG, I also know that there are few chances for a person to snatch Forge World items on the cheap, so here it goes.
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I have come into possession of quite a bit of Forge World Chaos Renegades stuff and though I really love the models, I don't think I will ever have the desire to field a Guard army. After taking out the few things I like, I have placed a healthy amount of stuff up on Ebay, including 7 lots of renegade torsos, 5 lots of converted renegades, 4 Leman Russ battle tanks, 2 lots of renegade psykers, a lot of 5 berzerker ogryn, 5 lots of single berzerker ogryn, some Death Korps and more. Check it all out at: http://shop.ebay.com/fo2gs/m.html?_nkw=&_armrs=1&_from=&_ipg=&_trksid=p4340
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If you are interested, hopefully you can get what you are looking for! Now back to your regularly scheduled program.

Chaos Space Marine Units and Tactics: Possessed




Alright, wrapping up the elites in this series are the much decried possessed! Some people may throw up in their mouth a little when they think of this unit and others claim to actually see stink lines coming from their page in the codex, but none the less I will discuss them.
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Something Random As we all know Chaos Possessed have the Demonkin special rule making them role a D6 AFTER deployment to see what special rule they will gain for the rest of the game. While that might make some people absolutley love them, the majority of Chaos players get mad or disinterested because for 26 points a model, we would like a little more control over our units and with some of our troops costing over 20 points a model, we can think of better ways to invest our points.
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That being said, lets talk about the special rules. They really aren't that bad considering. Almost all are a benefit worth having in a fearless unit. Scout is perhaps the worst because it takes effect AFTER deployment and while some folk will say it allows you to get cloder for assault, all it does is give you the chance to move that expensive unit out of mutual support range and into the jaws of the enemy.
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On a S5 model, Rending can be fun, furious charge is nice and so are power weapons (awesome for killing meqs), but the unit runs into the same problem zerks do when in a rhino, which is the idea of waiting a turn to hop out and assault and since Possessed have less attacks than zerks and no pistols, this means they are even worse at this tactic. The plus side is that you have rending or PWs, but the enemy knows this and will spank you for it. WHile this may buy your other units some time, 26 points a model ducks as a sacrifice.
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Fleet can be very nice and it can help with the rhino situation. COmbined with S5, it makes for a nice little charging unit and because of this, I actually think it may be the other optimal choice along with power weapons. Fleet also gives you the chance to get a unit into assault and tie it up for another unit (like zerks to cme along and put some real hurt to it.
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Feel no pain will make these T5, S5 models with fearless, very nice for holding objectives except for the fact that they aren't troops. Combined with the Nurgle Icon this unit can be nigh unkillable.
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What to give them You could buy a champ (kind of worthless with the fearless and the inability to buy a powerfist) or you can buy icons. When it comes to icons, the choices become grim. If you need a icon for deep strike, take the Icon of Chaos Glory. Other than that, given the expense of the other icons, khorne is the best for adding to the Possessed one skill: close combat. Other than that, the other icons are going to make this unit even more expensive than it already is and in geneal I woul avoid giving them an icon at all and just leaving the squad alone in a rhino or maybe give them the mark of khorne and keep them in the rhino.
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My honest opinion Look, if you want to run possessed, then run them and run them well and in all the fluffy ways you please, but I have used them before and I have tried to find uses for them. Alas, their best uses seem to be for converting CSM models or making kitbash raptors. If you could pay per special rule, then take an icon, they could be much more dangerous, but as I already stated, they are a very costly unit in a very costly army and their random ability means that they may not always be there when you need them, sometimes making them unable to provide mutual support, thus breaking one of my golden army writing rules. Imagine being able to pay for mark of slaanesh and fleet and have S5, or feel no pain, mark of nurgle and keep fearless ... but for now that is all left to chance.
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That is my take on possessed, take it for what it is worth and here's to hoping a new codex writer will give them rules to fit their awesome models. As always feel free to comment.


Friday, October 23, 2009

Dark Eldar and the need ... the need for speed!







Captain obvious here with another installment of DE info. In this brief post I will cover DE tactics.

One of the main factors of DE is our over all speed. We are by far one of the fastest armies in the game and that is hard for some armies to counter. Proper usage of our speed can win us games or help turn the tide of a failing battle to our favor.
Ill will post the list I have been running quickly and run over some of the tactics I have used with it and how they were successful and how they…….weren’t.


HQ
Archon Agonizer, Shadow Field, Combat Drugs
Retinue- 4 incubi, Drazhar, 3 warriors, Raider Scaling nets
Drachite Agonizer, Combat Drugs


Troops
2 10 man Dark lance squads
2 10 man raider squads Blaster, Splinter Cannon….Scaling nets on raider


Elites
10 wyches raider Succubus, Agonizer….Scaling nets on raider
10 wyches raider Succubus, Agonizer….Scaling nets on raider


Heavy
Talos x2
Ravager 3 Dark Lances
1750pts


This is a quick post of the list I have been running… The way I have been running this list is by basically running 2 teams. Both teams consist of a Wych Squad, a warrior squad (Covering their movement lane), a raider squad, and a Talos. I usually always put the ravager in the center and it redeploys to either flank as needed. The HQ sits back and usually won’t be seen until turn 3 when they are needed to help clean up a fight that is going sour. The Talos keep pushing up and hopefully all is going well with your wyches, which should be in combat by turn 2, and the Talos just floats his way into that combat and helps clean it up. If your opponent is running a hard hitting squad….like a bike command squad or something along those lines, you will want to charge your retinue into that, seeing as you don’t want that command squad charging anything of yours.

When you run a formation like this most people tend to push themselves into the center of the table in attempts to avoid your wyches and the Talos and the game turns into a huge blood bath that usually swings to the DE favor. People are afraid of Talos, wyches, dark lances, and are VERY afraid of the DE retinue.

Another way to setup your forces is to mass your dark lances and Talos in the center of the battlefield. Keep your wyches and raider squads on the flanks; keep your retinue on a flank and re deploy it as needed through out the battle. When you deploy like this it causes your enemy to split his forces or makes him mass up onto one of the flanks. Most people don’t have the balls to run dead on into all your dark lances. If they do for some reason that works out perfectly for us. They will take heavy loses charging into those lances and your flanking squads will be hitting them before they even get to those lance squads, not to mention they will be having to deal with 2 Talos running up the gut of the battlefield as well. This setup works well against most armies except those that have a lot of outflanking units……IE Un-Phasable’s White Scares. Getting hit all on one flank with 1000+pts of bikers hurts and hurts BAD……personal experience.
As usual please comment and suggestions welcome.


Here is a picture of one of my common setups. It is a team game so its not my regular list, but you can see the 2 raiders on the flank...These are the Wyches and the Raider squad....You will also notice i have 2 Dark Lance squads covering this lane to ensure a clear path for raiders to move down with out taking massive fire. You can also see Mr. Talos pushing up this flank as well. Is what ended up happening was our right flank was covered by a ravager, Dark Reapers, and a talos. This caused the bikers to push into the middle and attempt to take the 2 center Objectives. PLaying right into both of of our armies. Over all is was a good game, but we soon discovered that Dark Eldar teamed up with Eldar is not fun to play against.










Magnet Professional: Las One Standing!












As I started combing through the blogosphere upon my return from NYC, I spotted a blog called Las One Standing and what I found there was so awesome, I decided to put the word out.
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Las One Standing is a fairly new blog with only 7 posts at the time I am posting this, but what you will find there has real substance. As you scroll through his entries, you will find that Lantz has a tutorial on magnetising a Dire Avengers Exarch, making bikes into attack bikes and back again in seconds with ... you guessed it ... magnets. He also has a great Rhino/pred tutorial for magnets and it doesn't stop there, he also has a tutorial in which he makes scouts with bolters into scouts with sniper rifles using trusty old plastic card.
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I recommend his blog to old modelling pros and novices alike! Check him out at: http://lasonestanding.blogspot.com/



Artist of the Week! Artur's amazing single mini work!












This week's artist of the week is Artur from CMON! His detailed work on single miniatures is awe-inspiring. Throughout his gallery, there are tons of subtle conversions and plenty of painted on battle damage. He uses a bright pallette of colors and does not seem in the least bit intimidated by breaking the rules a little bit.
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Anyway, check out his gallery in the link below for more Space Marines, Xenos and heretics!! There are always plenty of things we can learn from great artists and Artur is no exception! http://www.coolminiornot.com/browse/page/1/submitter/Artur/orderby/Descending



Monday, October 19, 2009

Old School Termie in NYC


Old School here in the NYC. I am staying at the W in Times Square for a conference that I am attending and I have to say that this hotel is out of control. The city is even awesomer than I remember from the early days of 2001 when I was last here and I have had tons of fun being here so far. While this means most likely an slow down in the service you are used to from Dark Future Games, please understand that Life Happens and if you want to really lend a hand, tell me if there is a FLGS near times square and I will gladly go there and get you some NYC pics! Have a great night wherever you are!

Chaos Space Marines Units and Tactics 5: Chaos Terminators

Ok, so here we go with another Chaos Space Marines article, this time focusing on our heretical Terminators.
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The Chaos Assault Terminator: The ability to put a termie on the table for 30 points with a power weapon may seem fairly attractive. Upgrading said termie to a champion will give it +1 attack for a total of 3 attacks base will cost you an additional 10 points, making it the same points cost as a loyalist. While this may be attractive to some, the assault termie for chaos really only comes into it’s glory in two ways; either with the mark of Khorne in a Land Raider (giving it another attack for a total of 5 attacks on the charge, or with lightening claws for even more attacks … or with a combo of fists and claws with the mark of khorne for high strength attacks and a volume of powered attacks.) Make no mistake, this squad will absolutely make mince meat of enemy infantry. While all that seems wonderful in theory, the cost of putting this unit in your army is more than I am willing to commit to a single unit. As an army that typically enjoys the use of elite troop choices, we simply cannot afford to place a points investment of approximately 400 points in a game of 2000 points or less.
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This leads us to the Chaos Shooting Terminators. The most common form of this unit in 5th edition is known as the termicide unit (ie a unit of 3-5 termies deepstriking, each termie armed with a combi-melta.) While this unit also in theory will also lay the smack down on enemy armour, especially with the addition of personal icons in your squads, it also suffers from a lack of versitillity. This unit will come onto the table and (chaos willing) will come on where you want it and hopefully will hit with enough meltas in range to kill it’s target. The problem here is that sometimes the optimal place for the squad to arrive is not near the 5 point personal icon and it is across the table where the nomal scatter may make his unit totally ineffective and I do not know about you, but any unit I am going to pa 120+ points for, I want it to do its job without failure.
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The tale of two camps This really brings to a head the ever present debate of termicide units vs Chaos Chosen units. The chosen weigh in at 175 if given 5 men with 5 meltas in a rhino. The idea is to outflank with them, giving you a 2/3 chance of getting them where you want them and even when they show up on the wrong edge, they give you the mobility of getting within critical melta-range. The terminators on the other hand will either rely on the icon of another unit or will have to suffer the deepstrike, which could put them out of melta range and nerf their ability to bring the pain to the enemy. This is counter-balanced by the extra survivability of terminator armour. The question you ave to ask yourself is whether you are willing to risk 120+ points on a shaky chance with the termies or 175 on a near-sure shot with the chosen. Both are, in my opinion, suicide units, but given the ability to take the kill to the enemy in a single turn, I give the advantage o the Chosen.
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With that being said, there may be those of you who still choose to take the Chaos Terminator. For those hardy individuals, the question is what mark do I choose. For assault purposes, the LR termies will almost always want to take the icon of khorne. Even in a unit of termies dedicated to assault, I cannot see a time where the I5 of the icon of Slaanesh will benefit your termies more than the bonus attacks afforded by khorne termies (outside any fluff reasons of course).
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For shooting termies, that really leaves Nurgle and Tzeentch as the marks of choice. Nurgle, in my opinion is a bit of a waste because people will either try to attack you with a high number of normal strength shots (which is kind of good for MoN, but not worth 30 points), or they will try to attack you with AP2 weapons (which is more likely in the age of the Guard and also means the Icon of Tzeentch will protect you more often than not.) The thing you have to consider is the overall fluff of your army and the way you want it to flow … if termies are the thing you really desire, then I recommend going hard one way or the other (the high priced Khorne Lclaw termies in a LR or the Shooting termies with combi-mltas and the icon of tzeentch).
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If you really want a suicide unit capable of killing tanks and elite infantry and MCs, then take he chosen, but that is really just my two cents. Make of it what you will and may the Dark Gods give you power!