BrotherGecko wrote:A.T. wrote: BrotherGecko wrote:Point being
SoB can do what
CSM are famous for but better and that annoys me
At this point you've thrown in the sisters biggest glass cannon with a whole slew of buffs and bonuses, an entire army of support and some pretty impressive strategic manoeuvering - it's no surprise that basic
CSM don't stack up.
Besides
CSM aren't an all-in up the board assault army any more than loyalists - they've got far too many guns for that. Sounds like a job for a khorne daemonkin codex.
Well I did express the annoyance that
CSM can't power up to be dangerous at anything. They are stuck being a minor nuisance.
I can power up plague marines in death guard and make a pretty good assault threat. It might not be efficient but in casual games it will be fun.
Building a list around repentia might not be the best but it will be fun.
CSM just exist as the less effective alternative to cultists in their own codex.
You can, you just don't want to. It's the problem with relying on all these buffs.
You can pump them up to 4 attacks as mentioned earlier, give them prescience for a 2+ to hit,
VotLW and soultearer portent to wound even a knight on 4+, or even better if debuffed by summoned nurgle herald or so.
Rerolling ranged hits and melee hits through auras or stratagems
Furthermore generating extra hits on 4+ or even 3 plus with the masque. while being able to double attack and claim any objective.
They'd also be immune to morale.
We're looking at 80 attacks + 40 vs imperial stuff and then double that if fighting twice, hitting on 2s rerollable and wounding most stuff on 2s also rerollable.
You can even speed them up by putting them in a kharybdis and/or slingshotting them via warptime and potentially a re-rollable charge.
You only need an entire army worth of support for a units that can get stopped by a screen and get gunned down by just about anything.
But hey, I suppose you can add a bit more support at this point to make them more survivable if you had enough
CP.....