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Made in us
Hierarch




Pueblo, CO

This is for an RTT coming up, field is looking like a mainly MEQ set with a few others to fill in the gaps.

Lemmie know what you think and where I can make improvements.


HQ-

Chaos Lord
Terminator Armor
Lightning Claw
Combi-melta


Troops-

Noise Marines (10)
Noise Champion w/ Power Weapon/Doom Siren
Blastmaster
Sonic Blasters (8)

Chaos Space Marines (10)
Aspiring Champion w/ Plasma Pistol/Power Fist
Plasma Guns (2)

Chaos Space Marines (10)
Aspiring Champion w/ Plasma Pistol/Power Fist
Flamer
Missile Launcher

Chaos Space Marines (10)
Aspiring Champion w/ Plasma Pistol/Meltabombs
Meltaguns (2)

Chaos Space Marines (10)
Meltagun
Missile Launcher

Khorne Berzerkers (6)
Skull Champion

Fast Attack

Chaos Bikers (3)
Biker Champion w/ Power Weapon/Meltabombs
Meltagun

Heavy Support

Defiler

Defiler

Obliterator Cult (2)

This message was edited 1 time. Last update was at 2009/03/23 16:21:45


Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in ie
Fully-charged Electropriest





Dublin,Ireland

I'd suggest dropping the plasma pistols because the can hurt your champ and they get used once or twice in the game(not worth the points),you should also use those points to buy IoCG for the squads to srop your self running away

 
   
Made in us
Hierarch




Pueblo, CO

I see your point... I've also been looking at swapping out the bikers for a 5 man Chosen squad with 3 meltas and 2 flamers, and dropping the Berzerkers for a similar split with 3 flamers and 2 plasma guns, and just infiltrating them where they can do some decent damage in turn 1, or at least act as a fire magnet in the event that i don't have the first turn.

I know it's a minimally sized squad, but given the concentration of firepower, it should be enough to get my opponents worrying, MEQ or otherwise.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in ca
Decrepit Dakkanaut





You could use with transports, particularly for the Berzerkers.

If you're going to go with Powerfists, you'll probably do better to have a Combi-Plasma or Combi-Melta on your Aspiring Champions.

Don't mix assault weapons and heavy weapons in the same squad, particularly if you have multiple squads. So two Meltaguns? Good. Two Plasmaguns? Good. Flamer and Missile Launcher? Not so good.

With regard to the Chaos Lord, it would be an idea to give him a Mark of Someone, possibly Khorne if you're set on that Lightening Claw, but possibly something else if you're inclined to switch it up.

I'd recommend switching the Bikes for Terminators, to accompany the Lord, and to add Icons to your force so that you don't need to worry about deep striking problems.
   
Made in us
Hierarch




Pueblo, CO

I'll have to take that into account....

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Angry Chaos Agitator






Long Beach, CA

Agreed, I'd drop the bike for the terminators with some combi-meltas, deep strike the lord with the terms. Add icons to squads, and find a way to add Rhinos, maybe drop one troop if needed. So basically everything Nurglitch said

The Rhinos may go fast, but at least you might get one, maybe two turns of movement to get into better position, created walls, or constest/score on far objectives. (also gives temporary lash protection, for as long as they last).. Adds KP, but so far I think its been worth it for me.

   
Made in us
Hierarch




Pueblo, CO

The only issue with me using rhinos is that the only rhino I have is currently being converted into a Vindicator. I've got enough termies to really cause some damage, but, honestly, I can't say I've ever really liked using them as anything more than a way to make my opponent worry.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Angry Chaos Agitator






Long Beach, CA

I think of Chaos Terminators as "Suicide Squads" I usally take a small unit, Deep Strike them, do as much damage as possible, with the expectation that they will die.

   
Made in us
Hierarch




Pueblo, CO

Actually, on the note of the termies, I found that if i drop the ACs, the Berzerkers, and the bikes, I can afford to put an IoCG in each squad, get a 4 man termie squad with an autocannon, and mount them in a Land Raider, giving me some much needed tank-busting at range, and still allowing my termies to get in close by turn 2, if need be.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in ca
Decrepit Dakkanaut





I'd stay away from the Reaper Autocannon if you're planning on Land Raider mounted Terminators. The Reaper Autocannon is better suited for providing the Terminators with their own anti-vehicle cover when they're footing it.

It's expensive, but you pay for the range and the accuracy to deal with units that are too fast to assault on foot, and which can carry heavy enough weapons to otherwise outrange the Terminators (Vipers, Land Speeders, War Walkers, Dreadnoughts, Sentinels, Falcons, soon to be Vendettas).

If they're going to be mounted in a Land Raider, they're better of using the points to increase their short range firepower since the Land Raider itself will have the weapons and range to do anti-vehicle work.
   
Made in us
Hierarch




Pueblo, CO

So it's looking like Heavy Flamer and Combi weapons for this one?

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in gb
Morphing Obliterator





Your noise marine squad is equipped badly. You either need to equip them for short ranged assault or long range firepower, all this comes down to is choosing whether to have a champion or a blastmaster. Blastmasters are best used in a static squad where you can make best use of their S8 blast marker. Champions with doomsirens, on the other hand, like to run at the enemy and gut them at close range. Dont use both in the same squad, it serverely reduces their effectiveness. Pick the one you want and spend the rest of the points on more noise marines.

Your army is a little low on anti-tank, which the landraider will help solve a little. This will then leave you with another problem. Standard CSM arent that good. Theyre just like space marines without any of the cool special rules. At the very least they need to have IoCG so they dont break from combat so easily. It would be a good idea to pick up some more cult marines instead. Berzerkers, plague marines and noise marines are all good. Its just unfortunate that CSM horde armies arent particularly effective.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Hierarch




Pueblo, CO

Honestly, I like Noise marines for the fact that they are supremely flexible, since you can actually make an advance if you need to or use them as a static gunline and actually use that I5 that you're paying an extra 5 points per model for.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Rough Rider with Boomstick





Mah Hizzy

I think you need Vehicals Rhinos would serve you pretty well. My Nurgle list would pick you apart so fast it'd make your head spin.

Get rid of the Melta bombs, Missle Launchers, and Plasma Pistols. Put on Rhinos with combi Meltas or just meltas.

But ranged hate will tear you to shreds then once you get there things like my Chaos Lord with a DW and my DP would wipe a squad a piece you gotta get your squads there in one piece. Or if you wanna make this more shooty which it looks like drop the Beserkers don't half ass the army get rid of them and trade for more Oblits or more Marines.

2000 
   
Made in gb
Morphing Obliterator





Dronze wrote:Honestly, I like Noise marines for the fact that they are supremely flexible, since you can actually make an advance if you need to or use them as a static gunline and actually use that I5 that you're paying an extra 5 points per model for.


If you want to have both then take two different squads, otherwise youre paying 40pts for basically nothing. Its nice being able to do both when it doesnt cost you much, but 40pts is a lot. There isnt significant downside to using two squads appart from it upps your KP count by one but they will be so much more effective for it.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
 
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