Switch Theme:

[1850] - CSM/ Daemons - just an idea for using the updated forgeworld units  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran





With IA 13 out, I thought I'd post this idea I had.

++Formation Detachment++ (CSM)
Hellcult--255 points
+HellBrute w/ multi-melta + powerfist w/ stormbolter
+Chaos cultists, MoK, 1 flamer, 9 autopistols x2

++CAD++ (CSM)
HQ
Kharn-- 160 points

TROOP
Chaos Cultists, MoK, 1 heavy stubber, 9 autoguns-- 84 points
Berzerkers x18, +champ w/ LC + Power Axe-- 420 points

Heavy
Oblits x2, MoK--148 points
Oblits x2, Mok-- 148 points
Kharybids Assault claw-- 260 points

++Allies++ (Daemons)
HQ
Herald of Khorne, Juggernaut, 1x 30 point rewards, Locus of fury.

TROOP
Bloodletters x19, instrument, icon, bloodreaper w/ 1x 10 point reward

So, Kharn and the berzerkers will ride around in the assault claw, which arrives from reserves turn 1. Then, on turn 2 I drop it down, assault some choice targets out of it. The cultists will fill slots, the oblits will support the berzerkers by knocking down anything that can kill my claw before I can legally land and assault out of it, and the hellcult/ bloodletters will do their thing by tying up anything that can threaten my berzerkers after the first assault.

This message was edited 1 time. Last update was at 2014/10/20 20:08:34


I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in gb
Frightening Flamer of Tzeentch




Huddersfield

I would drop Mark of Khorne and add more culists instead.

Unless they are riding in transports there's no reason for mark of khorne because adding more numbers is a better upgrade in their case. You could get another ten cultists squad with one heavy stubber and five autoguns for what you paid on the marks.
   
Made in gb
Battleship Captain




Agreed. The Mark of Khorne adds half again the points but only adds half again the attacks, at best, for one round. You're actually making yourself worse in combat relative to just adding more dudes.

I'll be honest, I think most of the marks are pretty useless on Cultists. The only one I'd consider is Tzeench IF you have some way to reliably give the unit an invulnerable save (a skyshield landing pad, or a coterie of divination psykers), but even that raises the 'so what' question because they're not going to achieve much even if they survive.

I realise in this case everything has the mark of Khorne "just because" and that it's a khorne army.


So....marine-wise, I'm kind of shooting blind here, because I've read the experimental rules but my copy of IA13 arrives tomorrow-ish.

Assuming they've not changed much, though, there is a flaw in your plan - the Drop Pod Assault rule reads

"In the case of the Kharybdis, unlike other Drop Pods it is not immobile, however, after it has landed it is treated as a Flyer with Hover mode (which starts off as hovering after it has arrived via Deep Strike)."


Which means it lands - as in actually lands lands - the turn it arrives from reserve. You can stay inside it (indeed that's probably a good plan - you can't charge so might as well stay inside and heat blast) but you are 'on the ground' and the assault claw can be shot and assaulted normally.

You can't go far wrong with a tide of cultists with a helbrute and daemons following them up.

The bezerkers themselves are a lethal unit. The one reservation I have is the champion:

~ Power axe and Lightning Claw is an odd combination because it costs you an attack - one has the Specialist Weapon rule and the other doesn't.

~ The combination is presumably there for flexibility but the champion doesn't really need it.

~ You have Kharn the Betrayer in the unit. He is a holywhatthebejeezuschainaxefacebreakerdeath monster in challenges thanks to his weapons and abilities.

~ Excess wounds in challenges now go onto the unit, so you're not getting 'tied up' by accepting challenges, you're just killing the important models first.

~ If Kharn doesn't want to accept the challenge, it'll be because the challenger is something that no aspiring champion is going to stand a realistic chance of beating in combat, no matter what he's armed with.

~ You might as well stick with the Power Axe - it's the most cost efficient squad-butcher weapon available to chaos marines, and with 18 regular bezerkers to get killed first, you shouldn't be especially concerned about it being unwieldy.

~ I might take meltabombs instead. Extra armourbane attacks never hurt.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





I second dropping all marks on cultists.

Lose the Exalted on the Herald (it's too risky without Big Bird around) and give him a lesser instead for AP2 and ID on 6's.

Use all points to switch out Bloodletters for hounds. they're just sooo much better. I'd shoot for at least 17, which you should have close to the points for.

"Backfield? I have no backfield." 
   
Made in us
Painlord Titan Princeps of Slaanesh





I dont think i see you utilizing much forgeworld. Git moar clawz!
   
 
Forum Index » 40K Army Lists
Go to: