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Made in ch
Crazed Cultist of Khorne





As Shas'O'Dorian said, 2 flamers and 2 meltas is a really good choice. Why shouldn't I mix special weapons? 2 Flamers is usually enough to kill some MEQs and 2 Meltas is enough to damage a vehicle.

2 meltas and 2 flamers is pretty much the same againts MEQs and gives more flexibility than 4 flamers or 4 meltas.

Anyway, I'll take your message in consideration and try both.
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

I agree that mixing specials can work fine. Three meltas and two flamers is probably the better ratio; averaging two hits with the meltas for good odds of a dead tank.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in ch
Crazed Cultist of Khorne





Yeah, but that's 5 special weapons in a 6 chosens squad, which means that I can endure 1 wound before I begin to lose special weapons.
If I take 5 special weapons, isn'it better to take like 8 chosens per squad?

And I heard that MoK is better, but let me disagree with that. MoK is always a little better, but MoS is often much better. I think that a big situational advantage is better than a small constant one.
   
Made in gb
Tower of Power






Cannock

Rosarius wrote:Why shouldn't I mix special weapons? 2 Flamers is usually enough to kill some MEQs and 2 Meltas is enough to damage a vehicle.

2 meltas and 2 flamers is pretty much the same againts MEQs and gives more flexibility than 4 flamers or 4 meltas.

Anyway, I'll take your message in consideration and try both.


For reasons already mentioned. Bad weapon synergy and you'll find the other weapon not doing very well for the other ones role.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Stormin' Stompa





Rogers, CT

Is your title a Deathstars reference?

   
Made in ch
Crazed Cultist of Khorne





Haha, yeah, it's a Deathstars reference To laugh with a friend, we do like in a Fire Emblem game : a music theme during my turn and another music theme during my opponent's turn.

I always put "Blitzkrieg" during mine, because it corresponds to my army (move, disembark, shoot) xD

I'll definitely stay with 2 Flamers and 2 Meltas in each squad.

List edited, what do you think now? I withdrew all the IoCG and added 2 Obliterators.

This message was edited 1 time. Last update was at 2011/01/12 16:07:50


 
   
Made in us
Stormin' Stompa





Rogers, CT

Rosarius wrote:Haha, yeah, it's a Deathstars reference


One of my favorite bands

   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Looks pretty darn tight, except for one thing:

I would not worry at all about not having bulletcatchers in the Chosen. The whole unit is disposable. Either you're overwhelming your opponent with other units and he can't afford to devote attention to the Chosen at all, or he jumps them with something and they die immediately, regardless of there being 5 guys or 6. Don't bother giving them any more than 5 guys unless you REALLY want to make them an assault element. In which case you want ~8 guys and you need to start taking HtH gear in the squad, but overall you're better off using other units for HtH. Chosen shouldn't bother unless it's a squishy unit like Eldar Pathfinders or something.

I recommend dropping the two extra Chosen, buying the two other meltaguns (so you get three melta shots averaging two hits), and spending 20 more points to give each of their Rhinos a combi-melta, potentially allowing the Rhino AND the squad to each bust a tank the turn they arrive, if targets are close enough to the table edge. That leaves you with 18pts; I'd say either three meltabombs or one meltabomb and a combi-melta for another Rhino.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Khorne Rhino Driver with Destroyer





I can see your point with PW on the Berzerkers, but I prefer PF. It gives them so much more versitility- if you are set on the power weapon then I would put melta bombs on the champion at least.

On the rhinos- I would consider popping a combi-melta on some of them. Then you can keep ur melta squad in the rhino and still get 2 melta shots on a tank.

Obliterators- an expensive "termicide" unit- I've found they are disappointing deepstriking in groups of 2

DP- I like running them vanilla with wings/warptime :-0
-may want to give it a shot, being able to take down a trygon with a DP is AWESOME




 
   
Made in ch
Crazed Cultist of Khorne





Thanks a lot, your really accurate answers helped me a lot. I added meltabombs on the Berzerkers and combi-meltas on the Chosens'Rhinos.

And yeah, the last thing to decide is which mark is better in my list? My preference goes to MoS, but maybe is it a little bit "random"?

MoS + Lash = awesome in most cases (Psychic Hood, Eldars, etc.)
MoN + Warptime = awesome in most cases (Psychic Hood, Eldars, etc.), bolters need 6 to wound.
MoK = reliable

This message was edited 2 times. Last update was at 2011/01/12 19:24:23


 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

You're welcome!

Bertus has a good point that DSing oblits is often disappointing. Most of the time you want them starting on the table (shielded by terrain or Rhinos), because you need the long range fire support from lascannons (and the occasional lash+plasmacannon combo) starting from turn 1.

I've seen Khorne princes do okay. They're nice and cheap. They just don't act as a force multiplier the way a Lash prince does.

Most of the time I find Lash princes work well; you just have to hedge your bets a little and keep track of distances when you're up against Hoods. Your odds are better than 50% even against a hood, but it's better not to take the chance if you can get out of range. Runes of Warding still gives you exactly a 50/50 shot of getting the power off; just don't expose yourself too much doing it.

Warp Time/Nurgle is also excellent; good at catching and killing a vehicle on a key turn, really reliable in combat, and significantly more durable.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in ch
Crazed Cultist of Khorne





DSing two obliterators near the Berzerkers (which are supposed to be close to my opponents) is really helpful. They can destroy a vehicle with a TL Melta or a Multimelta and then allow my Berzerkers to charge.

Depending on the situation, I either begin with 6 obliterators on table or with 4 obliterators on table and 2 in reserves.

For the DP, I think that Lash + Plasmacannon is deadly, but being able to kill a DP, an Avatar or a Trygon in CC would be good.

What would you guys choose?
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

I primarily use a lash prince and a flying lash sorc. Sometimes I swap out the prince for a Warp Time prince. Both work well.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
 
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