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Made in us
Regular Dakkanaut





I am putting together a fun CSM list rather than something I know will be effective (Maulerfiends and Be'lakor). I wanted a list that gives me a lot of options to do silly things. My group isn't super competitive and I don't want to be in there crushing hopes and having them concede on turn 2 when I've tabled half their army... it's bad juju. Having fun is paramount here!

Chaos Space Marines - Crimson Slaughter Supplement - 1332 points


HQ
230 - Ahriman
157 - Terminator Sorceror, 3 ML, Spell Familiar, Combi-Melta, Force Axe

Troops
277 - 9x Thousand Suns, Rhino, Aspiring Sorcerer rolls on Pyro/Telepathy vs horde, or Biomancy for smite
70 - 15x Cultists

Elite
124 - Termicide Squad, 2x Combi-melta 2x Power Maul, 1x Combi-Melta and Chainfist on champ

Fast Attack
170 - Heldrake

Heavy Attack
152 - 2x Obliterator, MoN
152 - 2x Obliterator, MoN

Daemon Allies - 668 pts

HQ
175 - Herald of Tzeentch, Disc, Conjuration, Exalted (Book)
145 - Herald of Tzeentch, Disc, Conjuration

Both these guys roll on Change and throw a dice or two at Divination for Prescience

Troops
99 - 11x Pink Horrors Flickering Fire
99 - 11x Pink Horrors Flickering Fire

Fast Attack
150 - 6x Screamers of Tzeentch

18 Warp Charges

Put Ahriman in the Rhino with the Thousand suns and drive him around the board shooting at everything or sitting on an objective until he dies. Roll on Tzeentch probably because it's silly and pew pew witchfires out of his rhino port for the rest of his life. The list doesn't really rely on Ahriman, I've just always wanted to use him because Infiltrate shenanigans.

Infiltrate cultists if I need to think ahead and screen Ahriman's Rhino, but MUCH MORE LIKELY infiltrate Obliterators.

Alternatively Infiltrate the two heralds with the Screamer unit if there are some juicy targets that they can get to to charge on turn 1. Alternatively have the screamers screen Ahrimans Rhino to keep him up a bit longer.

Deep strike Termicide squad as needed with Termie Sorceror to blow up a vehicle, distract and charge something having the Terminator Champ soak up the challenge and allow the Sorceror to poke stuff. Remember that this is supposed to be a fun/silly list, and I know it's not the most effective thing. The true Chaos baller inside me wants to run 5x Nurgle Bikers with the sorceror with Daemonheart but this is a _fun list_ and I can always swap it up beforehand if someone brings like 3 fliers and I roll for shrouded/invis.
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

For fun times, roll on sanctic for vortex of doom!

Be'Lakor and Ahriman are for sure fun guys to bring. Make sure you send a death star with Be'Lakor for him to turn invisible, and Ahriman a super shooty squad to melt through stuff when comined with his witchfires. Havocs with 5 plasma guns are fun.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Fixture of Dakka



Chicago, Illinois

Yeah one of the "deathstars" revolve around Ahriman, a Chaos Sorcerer, and 3 Obliterators.

The Chaos Sorcerer rolls for Gate of Infinity on Sanctic, if he doesn't get it oh well.

It's pretty good actually.

Ahriman being able to fire off 3 Psychic Shrieks in a turn is pretty amazing.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in gb
Frightening Flamer of Tzeentch




Huddersfield

I thought the Aspiring Sorceror was restricted to Tzeentch psychic powers?
   
Made in us
Regular Dakkanaut





 Opera wrote:
I thought the Aspiring Sorceror was restricted to Tzeentch psychic powers?


That's a good point. Mark of Tzeentch means he has to roll on at least one Tzeentch power - I guess I overlooked that. Guess I better hope for doom bolt.

I can drop a squad of pink horrors and fit another oblit in so I'll keep that in mind 16 vs 18 WC isn't going to be a huge diff in my playgroup. I play on Thursday and I'm very much looking forward to it!
   
Made in us
Regular Dakkanaut





dump the heldrake,use the new planes out of imperail amour 13 it is so much better,100 points for 6 twin link str 7 ap 4 shoots,and 15 points upgrade they rend,and they get a specail rule something similier to the eldar planes,turn on a dime thing
   
Made in us
Sword-Wielding Bloodletter of Khorne





Killeen

Melta termicide now sucks because there's no way to mitigate deep strike scatter, so you have a pretty slim chance of actually firing meltas within 6 inches of something when you deep strike. If you don't want to replace them with a maulerfiend which is much better at that job and an all around good unit for only 1 more point, I suppose you could go with combi-plasmas and try to hit rear armor and charge next turn with fists if the termis are still alive.

“Idleness is the enemy of the soul; and therefore the brethren ought to be employed in manual labor at certain times, at others, in devout reading.”
― St. Benedict of Nursia, The Rule of Saint Benedict

The Mendicants Polaris, Chaos Warband, Deviant Sect of Word Bearers  
   
Made in us
Regular Dakkanaut





I've never tried the termicide squad before, I've read about it but I wanted to try it. I'll figure out some alternative; I could run a single maulerfiend but it'll probably get slapped off the board pretty quick. Guess I'll get to run that bike squad after all!

As for the fire raptor (I think that's what you're referring to?) it's p damn good, agree.
   
Made in us
Regular Dakkanaut





Updated list I'll be using tonight. There's a little bit of leeway floating around w/ taking a min squad TSons to take more Horrors, or taking two squads of CSM to take objectives instead. Really not a fan of Thousand Sons for the cost tbh but they do put up a lot of 4++ wounds in front of Ahriman.

CSM - Crimson Slaughter - 1429pts

HQ
230 - Ahriman
160 - Terminator Sorceror, 3 ML, Balestar, Melta Bombs, Force Axe, Bike

Troops
254 - 8x Thousand Sons including Aspiring Sorcerer, Rhino
50 - 10x Cultists

Fast Attack
185 5x Bikes including Champ, 2x melta, MoN, hiding a powerfist on the champ
170 - Heldrake

Heavy Attack
228 - 3x Obliterator, MoN
152 - 2x Obliterator, MoN

Daemon Allies - 569 pts

HQ
175 - Herald of Tzeentch, Disc, Conjuration, Exalted (Book)
145 - Herald of Tzeentch, Disc, Conjuration

Troops
99 - 11x Pink Horrors Flickering Fire

Fast Attack
150 - 6x Screamers of Tzeentch
   
Made in us
Fixture of Dakka



Chicago, Illinois

Debilitate wrote:
Updated list I'll be using tonight. There's a little bit of leeway floating around w/ taking a min squad TSons to take more Horrors, or taking two squads of CSM to take objectives instead. Really not a fan of Thousand Sons for the cost tbh but they do put up a lot of 4++ wounds in front of Ahriman.

CSM - Crimson Slaughter - 1429pts

HQ
230 - Ahriman
160 - Terminator Sorceror, 3 ML, Balestar, Melta Bombs, Force Axe, Bike

Troops
254 - 8x Thousand Sons including Aspiring Sorcerer, Rhino
50 - 10x Cultists

Fast Attack
185 5x Bikes including Champ, 2x melta, MoN, hiding a powerfist on the champ
170 - Heldrake

Heavy Attack
228 - 3x Obliterator, MoN
152 - 2x Obliterator, MoN

Daemon Allies - 569 pts

HQ
175 - Herald of Tzeentch, Disc, Conjuration, Exalted (Book)
145 - Herald of Tzeentch, Disc, Conjuration

Troops
99 - 11x Pink Horrors Flickering Fire

Fast Attack
150 - 6x Screamers of Tzeentch


Unless you have something on those HQs that isn't listed your point totals for Heralds of Tzeentch are completely off.

Herald of Tzeentch , Disc , Lvl 3 = 120

Herald of Tzeentch, Disc, Lvl 3, Exalted Reward = 150

Consider Dropping the Mark of Nurgle on one of the Obliterator squads so you could have a "Death Star " of 3 Obliterators, Ahriman, Sorcerer ( he'd have to roll on Sanctic to get Gate of Infinity).

This message was edited 2 times. Last update was at 2014/11/13 18:31:52


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Regular Dakkanaut





OFC you can't run MoT with MoN. Derp! The herald totals are right, the (edit:sp) conjuration locus is worth 25.

If i trade Balestar for familiar, cut the loci, and remove MoN, that might let me add another squad of horrors or some such.

This message was edited 1 time. Last update was at 2014/11/13 19:07:25


 
   
Made in us
Fixture of Dakka



Chicago, Illinois

For some reason in my head I was like , Conjuration = Summoned Daemons.

Also, yeah I wouldn't put that on them. I mean seriously it's not that great with the changes to Psychic Powers and to the way it works now.

I'd drop it and take a Exalted reward on the 2nd one for the portaglyph.


HQ
230 - Ahriman
160 - Terminator Sorceror, 3 ML, Balestar, Melta Bombs, Force Axe, Bike How is he getting this with terminator armour? Also the Familiar is kind of neccessary as it is amazing and to good not to take, like you are hampering yourself by not taking a familiar that's how good they are.

Troops
254 - 8x Thousand Sons including Aspiring Sorcerer, Rhino
50 - 10x Cultists

Fast Attack
185 5x Bikes including Champ, 2x melta, MoN, hiding a powerfist on the champ

170 - Heldrake

Heavy Attack
152 - 2x Obliterator, MoN
152 - 2x Obliterator, MoN

Daemon Allies - 569 pts

HQ
150 - Herald of Tzeentch, Disc, Exalted (Book)
150 - Herald of Tzeentch, Disc, Exalted , Portaglyph

Troops
99 - 11x Pink Horrors Flickering Fire

Fast Attack
150 - 6x Screamers of Tzeentch


= 1902

This message was edited 1 time. Last update was at 2014/11/13 19:39:10


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Regular Dakkanaut





Because I failed at copy-pasting my list. :( I dropped termy armor for power armor to run him in the bike squad. Balestar also allows him to reroll failed psychic tests like the familiar.
   
Made in us
Fixture of Dakka



Chicago, Illinois

I guess, I mean yes it gives you access to divination, but I mean do you need Divination what are you trying to go for?

Because seriously Telepathy is broken as a chart.

Sanctic is also good ,but seriously your not going to get much better of a beatstick than a unit that is T5, Invisible , or has a 2+ jink save.

I think your list is good, the only thing I don't like is your Thousand Sons but hey whatev.


Use the points I pointed out to save to get a ADL w/ Quad Gun simply to provide more Anti Air.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Regular Dakkanaut





Word. Thanks for the feedback dude!
   
Made in us
Fixture of Dakka



Chicago, Illinois

The ADL w/ Quad Gun is especially usefully. Heldrakes are alright at killing other fliers.

I highly recommend the purchase of Forgeworlds, Imperial Armour 13. As it is boss for Chaos right now.

I know you said fun army that can do a bunch but you really can do a bunch with that you have.

This message was edited 2 times. Last update was at 2014/11/13 22:12:46


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Regular Dakkanaut





Last Thursday we ended up with a KP mission and I made a few mistakes. I ended up playing 1v2 against my friends who brought 1k points of Eldar and 1k points of Iron Hands Chapter Master cheese and a flier + some marines. I lost by one point.

I made a couple mistakes such as positioning Ahriman and his Oblits in a bad spot, infiltrating some oblits to a bad spot, and not moving my Pink Horrors up to flickering fire his Dire Avengers for some easy points. My screamerstar unfortunately ran in fear on turn 1 after losing a total of 2 screamers (orbital strike) and were fairly useless on turn 2, but they came back turn 3 and wiped out a squad of 3++ terminators before Grimoire failed them and they got ripped to shreds out of position.

I made a major cock-up by running my bikesquad far too close to his Chapter Master, who was able to tie the entire squad up for the rest of the game (although it did take him 3 full turns abusing challenges). Lesson learned.

Updated the list slightly:
-1 squad of pink horrors gave ahriman's oblits MoT, removed 1k sons and replaced with a melta CSM squad and added ADL w/ Quad-Gun. Added Havocs with 4x Autocannon.

Crimson Slaughter - 1381

HQ
230 - Ahriman
150 - Sorc ML3, Spell Familiar; Bike w/ Force Axe, Melta Bombs

Troops

50 - 10x Cultists
120 - 5x CSM w/ melta and Rhino

Fast Attack
185 5x Bikes including Champ, 2x melta, MoN, hiding a powerfist on the champ
170 - Heldrake, Hades Autocannon

Heavy Attack
152 - 2x Obliterator, MoN
234 - 3x Obliterator, MoT
115 - Havocs w/ 4x Autocannon

Daemon Allies - 519 pts

HQ
150 - Herald of Tzeentch, Disc, ML3, Exalted (Book)
120 - Herald of Tzeentch, Disc, ML3

Troops
99 - 11x Pink Horrors Flickering Fire

Fast Attack
150 - 6x Screamers of Tzeentch

Aegis Defense Line w/ Quadgun

This message was edited 2 times. Last update was at 2014/11/20 18:34:17


 
   
Made in gb
Frightening Flamer of Tzeentch




Huddersfield

Cool list
   
Made in us
Fixture of Dakka



Chicago, Illinois

How did your screamer star run away that does not compute.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Regular Dakkanaut





Just flipped through codex and Daemonic Instability auto passes fear pinning and morale tests


going to go kill myself, i'll be back later tonight with how it goes.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





As SOON as you fail grimoire on them Turbo boost the hell out of dodge. you can do the grimoire at any point during the movement phase. Use that to your advantage and do it at the beginning of the phase so that you have 12" move + 24" turbo boost to get yourself to safety.

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





Debilitate wrote:
I've never tried the termicide squad before, I've read about it but I wanted to try it. I'll figure out some alternative; I could run a single maulerfiend but it'll probably get slapped off the board pretty quick. Guess I'll get to run that bike squad after all!

As for the fire raptor (I think that's what you're referring to?) it's p damn good, agree.

Termi can have hidden fist. That just means do not put the chain fist on champ due to challenges. Any other member can have cf.
   
Made in us
Frightening Flamer of Tzeentch




PNW

I'm sure both sides made mistakes, but since you are aware of some mistakes you made and lost by 1 pt, that doesn't sounds like a loss to me. You learn and improve with your skill and can refine your tactics with each game. Once you start to get used to your army design, the meta will change and you'll have fun doing it all over again.

 
   
Made in us
Regular Dakkanaut





It's a little different than my normal army which is just throw all the things across the board as fast as I can!

Last night I lost (TECHNICALLY tied as I killed BOTH enemy warlords, they had First Blood and Kill the Warlord) in a grab the relic mission. Tonight it was 1k of Chapter Master + 1k of Blood Angels (heavy on the jumppack troopers and FNP). I was able to kill the Chapter Master through a very good Psychic Shriek roll (14), a lucky melta gun shot, and some VERY lucky shooting from the TL Quadgun. Ahriman got extraordinarily lucky against the BA Librarian but still bit the dust against the remaining 4 jump troopers in assault. No one ended in contact with the relic at the end of the game...it was very close though, if we had had time for turn 5 I could have grabbed it with my Bikers and booked it.

I need to get better at keeping my Psychers out of trouble. My firepower wilts once Ahriman + his oblits and my screamers get stuck in assault. I learned after the game from astro_nomicon's post that jetbikes can turbo-boost 24" and it all suddenly made sense how to use that to my advantage with Screamers. :| I also keep forgetting to re-roll ones (FML). CSM is my primary army and I'm slowly picking up Daemons. I think in the future I'll use the Nurgle Oblits and cultists to screen Ahriman and use the tubo-boost effectively on the Screamers in the future.

One question though - if I charge w/ the Screamers and choose to use Lamprey's bite, do they get an additional S5 AP2 attack from the charge or do they forfeit that attack as well?
   
 
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