So I faced a rather intimidating list yesterday in a friendly game. I brought a fluffy but semi-competitive list of Abaddon with Chosen. I'll give you our two lists below:
Chaos Space Marine List
HQ
Abaddon (Warlord)
Kharn the Betrayer
Troops
Chosen Squad: 1 extra CSM, 5 x Plasma Guns, MoN, 1 x power weapon + Rhino with havoc launcher, combi-bolter, and dirge caster
Chosen Squad: 1 extra CSM, 5 x Plasma guns, MoN, 1 x power weapon
Chosen Squad: 1 extra CSM, 5 x melta guns, MoN, 1 x power weapon + Rhino with havoc launcher, combi-bolter, and dirge caster
Chosen Squad: 1 extra CSM, 5 x melta guns, MoN, 1 x power weapon + Rhino with havoc launcher, combi-bolter, and dirge caster
Elites
Chaos Terminators: chainfist, MoZ, + Land Raider with havoc launcher, dirge caster
Space Marine Army List
HQ
Librarian - Divination (Warlord)
Troops
Tactical Squad: Flamer + Drop Pod
Tactical Squad: Flamer + Drop Pod
Fast Attack
Drop Pod
Drop Pod
Drop Pod
Heavy Support
Centurion Devastator Squad: Grav Cannons
Centurion Devastator Squad: Grav Cannons
Formation
Skyhammer Annihilation Force
- Assault Squad: 10x Marines + flamer + melta bomb
- Assault Squad: 10x Marines + flamer + melta bomb
- Devastator Squad: 4 x Grav cannons & grav amp, 5 x extra marines
- Devastator Squad: 4 x Grav cannons & grav amp, 5 x extra marines
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After that I don't think I need to describe to you how the battle went. I was wiped except for a single Rhino (which was on its last hull point) on the end of turn two. I managed to have Abaddon get into assault and wiped out one Devastator Squad and Kharn wiped out one Assault squad, but other than that I inflicted no losses on the Space Marines.
Observations
(1) My opponent really played well and did an excellent job of making his list. He purposefully had a third drop pod to allow his Grav Centurions to come in Turn 1 alongside the Skyhammer Annihilation force.
(2) Considering their effects, I feel like Grav Cannons need to be adjusted somehow. I'm not sure how you could do it, but the fact that they're AP2 is just *ugh*. I spent the entire game trying to make a 5+ FnP or a 4++ Invul save against a stupidly large number of shots. Reducing Grav Cannons to something like 'Salvo 2/3' and Grav Guns to 'Salvo 1/2' might make them a bit more chill. Still strong, but definitely more chill.
(3) The way in which the Vehicle Damage Chart functions in regards to multiple Immobilized results needs change imho. He was firing 20 grav shots at my land raider and got six sixes, causing a total of 11 Hull Points to be removed, of which I managed to get a small cover save and blocked 2 hits from going through; obviously I still lost my Land Raider. I believe that in the wake of grav weaponry becoming so popular, that the Vehicle Damage Chart should no longer award an additional HP removed for each additional Immobilized result after the first. Instead, if they make the attack and it successfully get's through, then it's a single Hull Point removed, not two. And come on, when you're firing 20 shots, you kind of don't need those multipliers.
(4) Grav Cannons make Wraithknights weep and as such I an torn between wanting to change them and wanting to see more Eldar tears.
(5) I'm going to go with giant hordes of cultists from now on when playing my friend's Cheese Army.