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Made in us
Fresh-Faced New User




New to the game please any help will be appreciated. tear the list up if it needs it.


Daemon Prince Wings, Mark on Nurgle 150
Chaos Terminators x 5 terminator champion, Mark of Nurgle, 1 power fist 210
Chaos Space Marines x 10 aspiring champion w/ twin linked bolter power fist, 260
Mark of Khrone, Rhino
Khorne Berzerkers x 7 skull champion, w/ power weapon, 2x plasma pistols 207
Obliterators x 3 225

Total 1052
   
Made in us
Battleship Captain




Oregon




Daemon Prince Wings, Mark on Nurgle 150

Thats a good start, I'd consider giving him a power, Warptime or Wind of Chaos are both good choices. Even Doombolt is cheap enough to consider tossing on.


Chaos Terminators x 5 terminator champion, Mark of Nurgle, 1 power fist 210

You don't need the Champion, it gives you very little honestly. It looks like you're deepstriking this squad since you have no Land Raider. If thats the case, I'd consider adding some Combi-weapons. At the bare minimum, give the squad a Heavy Flamer. 5 points for a nasty template is a no brainer.

Chaos Space Marines x 10 aspiring champion w/ twin linked bolter power fist, 260
Mark of Khrone, Rhino

You don't need that TL Bolter, instead I'd try to buy the squad some special weapons. Since you're focused on assault, I'd aim for either Flamers or Meltaguns.

Khorne Berzerkers x 7 skull champion, w/ power weapon, 2x plasma pistols 207

This squad would be better in a Rhino, they need that mobility. I would shave some points by losing the PP. A power weapon makes the most use of FC but I feel that the PF is a safer, more reliable choice most of the time.

Obliterators x 3 225

Since your army is already over 1k, I would cut one of the Oblits. 2 is a good start and you can use those points elsewhere.

Really its a pretty good start. The Terminators are a bit of a point sink because IoN is expensive for 5 guys.

   
Made in us
Warplord Titan Princeps of Tzeentch





Pat that askala, O-H-I hate this stupid state

Minigun covered it pretty well.

Then it comes to be that the soothing light at the end of your tunnel, its just a freight train coming your way!
Thousand Sons 10000
Grey knights 3000
Sisters of battle 3000
I have 29 sucessful trades where others recommend me.
Be sure to use the Reputable traders list when successfully completing a trade found here:
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Made in us
Tough-as-Nails Ork Boy




Winston-Salem/Chattanooga

Theme wise, it would look better for them all to have the same mark, but I doubt anyone will call cheese for that (and daemon princes hardly need one more attack).
Minigun really nailed it with the rhino. Those zerkers will be a high priority target and won't make it much of anywhere without one. Do it.

This message was edited 1 time. Last update was at 2010/01/08 03:21:23



 
   
Made in us
Fresh-Faced New User




ok how is this?

Daemon Prince Wings, Mark on Nurgle wind of chaos 180

Chaos Terminators x 5 4 pairs of lightning claws, 1 heavy flamer 195

Chaos Space Marines x 10 aspiring champion w/ power fist, Mark of Khrone,2x flammer, Rhino 265

Khorne Berzerkers x 7 skull champion, w/ power fist 222

Obliterators x 2 150

1012
   
Made in us
Hierarch




Pueblo, CO

alwaysryu wrote:ok how is this?

It needs work. Allow me to shuffle things about here...

Daemon Prince Wings, Mark on Nurgle wind of chaos 180

I like the winged nurgle prince... it's a hard target to break and takes a bit of dedicated fire to deal with, which is never a bad thing.

Oh, and unless you're really attached to the power, drop it and spend the points elsewhere.

Chaos Terminators x 5 4 pairs of lightning claws, 1 heavy flamer 195

A good unit that would do really well to have a LR with Daemonic possession.... for the Berzerkers.

Chaos Space Marines x 10 aspiring champion w/ power fist, Mark of Khrone,2x flammer, Rhino 265

Interesting start, but you may want to go with Meltaguns instead of flamers. Zapping tin cans (chimeiras, rhinos, etc...)is how you're going to get that fist in with the squishy things insthat it can really have fun with

Khorne Berzerkers x 7 skull champion, w/ power fist 222

7 is good, nine is better. Paired up with a CC kitted lord, and shoved into a LR (the one you took with your termies), you've got one nightmare of a squad that your opponent has to deal with...

Obliterators x 2 150

I like Oblits... and they're easy to make with plastic termies and green stuff. If you're only taking 2, then split them up... they become more of a problem like that. If you're interested in expanding the army, then some Defilers or Vindicators will never steer you wrong, either.

Standard caveats apply, YMMV.

This message was edited 1 time. Last update was at 2010/01/10 05:28:27


Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Jealous that Horus is Warmaster





The eye of Terror

Here is my input, the CC lord, and the Zerkers are a definite good point when placed in a LR, the Termies i would equip with a heavy flamer and deep strike if you are keeping them at 5 man squad, now the prince with the mark of nurgle and wings.... it is a very tough thing to bring down, and with warptime a very good melee unit, but it still falls to a 5+ save against power weapons, with 5 attacks on the charge, again if you are not too attached to it drop it and invest points in say another capturing unit or possibly a small squad of outflanking Chosen with 4 flamers and a power fist, great anti infantry unit
   
Made in us
Fresh-Faced New User




So if i drop the prince and pick up the CC Chaos Lord. what benifit do i gain by adding him to the KB Squad?
if i give the CL a mark does the squad gain that mark as well?

This message was edited 2 times. Last update was at 2010/01/10 06:37:46


 
   
Made in ca
Excellent Exalted Champion of Chaos






Grim Forgotten Nihilist Forest.

It's nice could use work. But all the advice I'd give has been spoken for.

I've sold so many armies. :(
Aeldari 3kpts
Slaves to Darkness.3k
Word Bearers 2500k
Daemons of Chaos

 
   
Made in us
Hierarch




Pueblo, CO

Katavus wrote:Here is my input, the CC lord, and the Zerkers are a definite good point when placed in a LR, the Termies i would equip with a heavy flamer and deep strike if you are keeping them at 5 man squad, now the prince with the mark of nurgle and wings.... it is a very tough thing to bring down, and with warptime a very good melee unit, but it still falls to a 5+ save against power weapons, with 5 attacks on the charge, again if you are not too attached to it drop it and invest points in say another capturing unit or possibly a small squad of outflanking Chosen with 4 flamers and a power fist, great anti infantry unit

This is just kinda 3 different flavors of wrong... You don't drop the Nurgle prince, you use both. They do different things. The Prince is good for anti-tank, the lord is good against squishy stuff. Give the lord a Mark Of Khorne and a Daemon weapon if you're looking for a fun build, as a potential 12 extra PW attacks on the charge is never a bad thing... all this being said, you don't DS a squad of twin LC termies... you drive up with them. take the points, give them Combi-meltas/flamers (if it's that important), and maybe a chainfist (just in case). drop them in to pop your enemies metal boxes, and then eat the squishy innards. they're tasty.

alwaysryu wrote:So if i drop the prince and pick up the CC Chaos Lord. what benifit do i gain by adding him to the KB Squad?
if i give the CL a mark does the squad gain that mark as well?

Like I said, keep the prince, add a Khorne lord with Daemon weapon, toss a LR in there for flavor and useful berzerker threat range, and you're on your way to a nice starter list.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Fresh-Faced New User




im making a 1000 point army. i dont think there is a way to pull off a prince a CL and and a LR is there?

This message was edited 1 time. Last update was at 2010/01/10 16:14:49


 
   
Made in gb
Navigator




Great Land of the British Empire

Mmmmm.... Get rid of the Daemon prince and have a chaos lord with a Daemon Weapon and Mark of Khorne is which is good (Up to 16 Str 5 attacks on charge!), and give him a Bolter or combi-weapon as the daemon weapon is a 2h CC weapon. 140points ish then.

This message was edited 2 times. Last update was at 2010/01/10 16:46:34


23rd Arcadian Desert Troops ≈ 800 points 1W/1D/2L

I don't need your satisfaction, just your damn money. XD

Mr. Burning wrote:
After consultation with the Blood God I believe it is pronounced as 'Brian'.


DQ:90-S-G+++MB+I+Pw40k(2)04+D++A+/areWD292R+++T(P)DM+ 
   
Made in ca
Decrepit Dakkanaut





Uh, where do you get the idea that a Chaos Lord of Khorne armed with a Bloodfeeder would have S5 unless he's mounted on a Juggernaut?
   
Made in us
Fresh-Faced New User




Chao Lord MoK, Terminator Armor, Pair of Lightning Claws 120

Chaos Terminators x 5 4 pairs of lightning claws, 1 heavy flamer 195

Chaos Space Marines x 10 aspiring champion w/ power fist, Mark of Khrone,2x flammer, Rhino 265
Khorne Berzerkers x9 skull champion, w/ power fist Chaos Rino w/ Damonic Posession 284

Obliteratorsx 2 150

1014

so one last check is this good for a 1000 point army?
   
Made in ca
Decrepit Dakkanaut





It's 14 points over the 1000pt limit.

Additionally Chaos Space Marines cannot get the Mark of Khorne, although they can get an Icon of Khorne that gives the effect of the Mark of Khorne until the Icon-bearer buys it.

I'd suggest ditching the Terminators and the Obliterators for either Chaos Space Marines, Chaos Space Marine Chosen or Chaos Space Marine Havocs.
   
Made in us
Fresh-Faced New User




Are the terminators and obliterators not as good as im thinking they are, or are the too expensive for a 1000 point army.
   
Made in us
Been Around the Block





They are kind of point sinks for what they will do in a 100 point game. I would rather spend it on a havoc's squad with Lascannons/Rocket Lauchers, and more berserkers. Never can have enough Zerkers.

Do you like kidrobbot? Ive got some very rare kidrobbot items I am selling. Pm me if your interested. 
   
Made in us
Fresh-Faced New User




I'm looking for mainly an assault army, ill go back to the book and drop the terminators. I figured they were a bit much but i thought they would be a power house.


Automatically Appended Next Post:
Chaos Lord MoK, Terminator Armor, Pair of Lightning Claws 120
Chaos Space Marines x 10 aspiring champion w/ power fist, IoK, 2x Meltagun, Rhino 275
Khorne Berzerkers x9 skull champion, w/ power fist Chaos Rino 243
Khorne Berzerkers x10 skull champion, w/ power fist Chaos Rino 285
Obliterator 75

998

Is something like this better?

This message was edited 1 time. Last update was at 2010/01/11 03:30:49


 
   
Made in us
Rotting Sorcerer of Nurgle





Looks decent.
Though the Oblit just doesn't look like he fits...
I say drop the Zerkers to 8 a squad and use the points for something else in hvy support.

The terminator lord has no where he can ride......

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Fresh-Faced New User




Right, I was going to have the Term lord ride with the 9 zerkers unit. I just remembered that terminator armor takes up 2 spots in the Rino. If i drop the oblit and one of the bezerkers i think that would only give me about 90 ish points (I dont have my codex with me) what could i spend 90 points on that would help me out?
   
Made in us
Rotting Sorcerer of Nurgle





Well, the Termy lord can't get into the Rhino.
He only counts as two in the Land Raider.

So you'll most likely have to drop terminator armor...which means you'll have points for a dakka pred
If you eek some more points out a AC/LC pred or defiler for kicks.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Hierarch




Pueblo, CO

Zerkers in rhinos are a waste of points....

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Rotting Sorcerer of Nurgle





@Dronze:
Zerkers in rhinos are a waste of points....


You wanna expand on it?
So far anything mech is awesome sauce.
Zerkers in rhinos make great counter assaulters...and with just a little thought and planning, have decent reach into combat when using a rhino.

A waste of points? Far from it. If you are to make sweeping generlization you might want to support it with something...

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Been Around the Block





Well, they can't shoot when getting out of that Rhino, so your Zerkers will be in ity bitty pieces if the oponent is shooty enough. I would also drop the oblit, and maybe one guy from each zerker squad, maybe 2 from each, and see if you can squeeze in a LR.

Do you like kidrobbot? Ive got some very rare kidrobbot items I am selling. Pm me if your interested. 
   
Made in us
Rotting Sorcerer of Nurgle





Why can't they shoot?
They can't assault, but they can shoot.

And note, like I said planning and thought.
I made no mention of assaulting out of it because you can't.

But look at it this way.
Before a rhino moves:
2" disembark, 1" for the base, 6" move, 6" charge, that's a 15" charge range at from the start of the turn. This is a wonky distance and not everyone judges distances that are not the normal 12" increments.

What a rhino brings is beyond the 12" move for an infantry squad, not just protecting them from ordinance and lighter weaponry...they have a whole laundry list of reasons for their inclusion.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Hierarch




Pueblo, CO

I'll explain my comment like this: If the berzerkers are the heart of the force, any turn they spend out of CC is a turn wasted. A LR gets them into combat the same turn they pile out of their metal box. A rhino not only puts itself in a bad spot the turn it pulls in, but you lose an inch or so on the unloading unless you leave that vulnerable rear armor open to the enemy, and on top of that, you're not quite so likely to see that rhino survive to get where it needs to be.

I like the rhino as a transport, but there are better options for an assault-based CSM army, even at 1000 points. Berzerkers just can't afford to be a counterassault force when they make up the bulk of your Troops choices. They fare better in an aggressive role, and one would do well to remember.

Besides, unless they've got enough to really screw up the 'Zerkers' day, who would be dumb enough to do anything but move away from them?

Sanctjud wrote:Why can't they shoot?
They can't assault, but they can shoot.

And note, like I said planning and thought.
I made no mention of assaulting out of it because you can't.

But look at it this way.
Before a rhino moves:
2" disembark, 1" for the base, 6" move, 6" charge, that's a 15" charge range at from the start of the turn. This is a wonky distance and not everyone judges distances that are not the normal 12" increments.

What a rhino brings is beyond the 12" move for an infantry squad, not just protecting them from ordinance and lighter weaponry...they have a whole laundry list of reasons for their inclusion.

Absolutely. just not with assault units. Take them for Plague Marines, take them for Noise Marines, they're even a must for 1k Sons, and they're everywhere a CSM needs to be, but IMO, they just don't seem to fill the niche for a battering ram unit that the Berzerkers are meant to fill.


Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Fresh-Faced New User




ok here we go how is this?

Chaos Lord MoK, Daemon Weapon, Wings 160
Chaos Space Marines x 10 Aspiring Champion w/ Power Fist, 2x Meltagun, Chaos Rhino w/Havoc Launcher 260
Khorne Berzerkers x10 Skull Champion, w/ Power Fist, Chaos Rhino w/Havoc Launcher 290
Khorne Berzerkers x10 Skull Champion, w/ Power Fist, Chaos Rhino w/Havoc Launcher 290
   
Made in us
Rotting Sorcerer of Nurgle





Well, the Lord has no where to ride...
I suggest dropping one Zerker for the space.
IMO, no, following behind a Rhino is a not a healthy plan for the Lord.

In general it looks decent, though I'm not sure how useful Havoc launchers are, esp. if the guys inside almost demand to be moving at a speed each turn to get them where they need to be.
In which case you are so close you are not maximizing the impressive range of the weapon.

Saving there is 45, while the Bloodfeeder is IMO horrid at low points.
With a high possibility of backfiring you can't recover as well due to the lack of points to balance out the bad performance.

Funny enough, if you don't want to drop guys for the Lord, just get a Daemon Prince instead. It'll be cheaper too (DP,wings, MoK)...that and the havoc launchers would yield 65 points...but do you really need 10 man squads of zerkers....8 is fluffy and highly economical. So that's 149 points saved.

If you guys go +/- 1 point or just drop MoK on the DP then you can get:
A Vindi or a defiler or 2 oblits or some terminators.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Fresh-Faced New User




If i pick up the DP will he be able to ride in the Rino with one of the zerker units?

This message was edited 1 time. Last update was at 2010/01/14 18:50:23


 
   
Made in us
Hierarch




Pueblo, CO

alwaysryu wrote:If i pick up the DP will he be able to ride in the Rino with one of the zerker units?

No, but you can give him wings and he should be able to keep up.

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
 
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