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Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

oke so here is the list.


HQ:
-lord with demon weapon

ELITES
-dreadnaught with heavy bolter
twin linked boltgun replaced with heavy flamer.

-3 terminators
2 with pair of lightning claw
1 with lightning claw and heavy flamer

TROOPs
- 10CSM
2 plasma guns

-10 CSM
flamer
meltagun

HEAVY
-5 havocs
2 heavy bolters
2 missile launchers


this list comes to around 850 points. I hope to use this as a competitive list in my local GW. I do enjoy small games. I already played this list once against Orks and I won against them. Only losing 2 havocs( Thanks to fire frenzy :( and and 3 normal CSM) and destroying pretty much the ork player got. I Hope to get some feedback on this list. I might have to take 1 CSM away from each normal squad and add them to the havocs, just to ensure they stay where they are and to avoid taking morale checks.



Automatically Appended Next Post:
I really need some feedback, I'm going to play this list again tomorrow against deamons or orks

This message was edited 2 times. Last update was at 2010/07/13 19:25:31




 
   
Made in us
Rotting Sorcerer of Nurgle





Well, it just looks like what you have, so my suggestions would just be to switch stuff out...whcih might not be too helpful.

Anyway,
Lord: daemon weapon as in the Undivided one. It's ok, but how is the Lord being delivered to combat?

Termies: low model count, combat unit, that either walks or deepstrikes to get into combat is a recipe for sadness.

Dread is so-so, the TLHB is not normally the go-to weapon.

Plasma CSM are ok.
The flamer/melta gun is so so really. Pairs work best and they scream for delivery (ie rhino).

Havocs can't split fire, so the mixed weapons isn't a great idea because there is a heavy oppurtunity cost.

Anyway, working with what you have vs. Daemons, I suggest not spreading out and focus fire.

Vs. Orks... you have to deny them the charge if they are the combatty type. So that means charging into them when the oppurtunity presents itself, but you need to be comfortable with guestimating ranges.

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 be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

thanks for the advive

Sanctjud wrote:
Anyway,
Lord: daemon weapon as in the Undivided one. It's ok, but how is the Lord being delivered to combat?

Termies: low model count, combat unit, that either walks or deepstrikes to get into combat is a recipe for sadness.

The flamer/melta gun is so so really. Pairs work best and they scream for delivery (ie rhino).

Havocs can't split fire, so the mixed weapons isn't a great idea because there is a heavy oppurtunity cost.

Anyway, working with what you have vs. Daemons, I suggest not spreading out and focus fire.

Vs. Orks... you have to deny them the charge if they are the combatty type. So that means charging into them when the oppurtunity presents itself, but you need to be comfortable with guestimating ranges.


oke

Mostly I run this list as a static gun line. The lord with daemon weapon and the termies are there to help out where needed when the enemy comes into CC

on the daemon weapon: well actually, come to think of it, I just gave him that weapon, I thought it would be cool. The lord is just accompanied by the CSM might ditch it and squeeze some more CSM in. It did It's work in that 1st game. 7 boyz or so assaulted me after they got decimated by my bolters in the previous turn. 7 remained. I strike with the lord's demon weapon, and 0 remain.

The termies: I deepstriked them next to his Warboss and nobz. Those roks were threatening my havocs, They could assault next turn so I deepstriked them next to those orks with a bit of luck. Fired the flamer and wounded all of them. The warbos and nobs assault me and I kill all of them.

I agree on the flamer/melta combination.I took them as a close support squad flaming some enemy troops and cooking a vehicle here ao there, when the situation lets me. these special weapons are just for safety. (or opportunity shots)

I also agree on the havocs. No, they can't split they're fire but they have really proven themeless in that battle. the killed a squad of 3 defkoptas in two turns. just in time before they could cause any great damage. (they had buzzsaws)

I never spread my army. certainly if it's a shooty one. I have learnt that with playing Imperial guard.



oh BTW whats TLHB?


This message was edited 4 times. Last update was at 2010/07/13 18:24:29




 
   
Made in us
Napoleonics Obsesser






It seems pretty good, but that TLHB on the dread should go.A plasma cannon is more versatile..Sort of.LOL

Also, if your going to use LC terminators, might as well make the entire unit dual LC, not just two of them. It simplifies things.

The lord seems cool, but maybe you could make him a double LC guy to join the terminators, since they seem to be your main beasts.

The havocs seem good. I use them often enough with good results. Launchers are always a nice addition.


If only ZUN!bar were here... 
   
Made in gb
Chaplain with Hate to Spare






Well, it would seem you're like me - you want a competetive list, but something you like for reasons other than tabletop domination ability.

Your list looks pretty sound as far as gunlines go..

IMO, you should buff this to 1k. Rhinos for your CSM squads.

The terminators aren't too great with just 3 models, and aren't very optimal with the outfit you've given them.

CSM terminators are very good for five models naked, coming in at 150pts. 2+/5++ and 10 twin-linked bolter shots + 3 power weapon attacks on the charge is very nasty, for 150pts.

However, they are a terrible idea for shooting, however in this army it would be a good idea to have them able to shoot.

Remember, combi-weapons are your friend.

As for that lord.. pretty good in combat provided you don't flop your D6 bonus attack roll with a 1, but it really doesn't fit into this army. A better choice would be, imo, if you could find the points, a sorceror in terminator armour. Sorceror's for me can bring a lot more to an army than a lord, especially Tzeentch ones. 2+/4++ termy ones are pretty durable, and up to two psychic powers a turn can be devestating. If I took a sorceror, he'd have warp-time (to make him a lot better in combat with the addition of his force weapon attack - reliable IC killer) and bolt of change for tank hunting.

He comes in at about 190pts for my build, but if played right, can easily make back his points.
   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

oh..... might change that TLHB to a heavy plasma cannon.

another reason I took the termies is that I had some more points to spent. I could drop them and add some other stuff. maybe some Chosen, more CSM or some noise marines.?
but I would not want want to add a sorcerer to my army. (just don't line the idea behind it) I mean, they are good I used to use em, but then only in normal games. I would give the sorcerer tzeentsh, bolt of change and gift of chaos.

I am going to play a few more games with this army and then i'll fill it out to 1000 points. at 1000 points rhino's are a must I know that.


Automatically Appended Next Post:
so here is the revised list.


HQ:
-lord with demon weapon

ELITES
-dreadnaught with plasma cannon.
twin linked boltgun replaced with heavy flamer.

TROOPs
- 10CSM
2 plasma guns

-10 CSM
flamer
meltagun

-5 noise marines
champion and 2 noise blasters

HEAVY
-5 havocs
2 heavy bolters
2 missile launchers

This message was edited 2 times. Last update was at 2010/07/13 19:43:21




 
   
Made in us
[MOD]
Solahma






RVA

Do you not want to use Oblits?

   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

no. They are too expensive for 850 point games. they would probs do more harm than good. I won't add oblits unless in 1000+ games



 
   
Made in us
[MOD]
Solahma






RVA

And you're set on the dread?

   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

yes. very.



 
   
Made in us
Napoleonics Obsesser






Ew, noise marines? Bleck. For those points, I recommend a greater daemon. They can be pretty good.

And what happened to the plasma cannon?


If only ZUN!bar were here... 
   
Made in be
Arch Magos w/ 4 Meg of RAM






In the Wasteland

oh yeah edited.

But I like The fluff on Noise marines...



 
   
 
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