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Made in gb
Monstrous Master Moulder





Essex,, England

Is it possible to have a competetive CSM army, infantry heavy? As when I started I loved infantry in warfare, they do everything, so have 30+ marines+2 plague marine squads, a rhino, a PC armed dread and a lascannon armed predator with heavy bolter sponsoons, I also have 15 termis, a termi lord and a demon prince of nurgle. I did the hobby aspect long before the gaming aspect, so it isn't really geared for gaming power. The games I normally play are about 1000-1500, and so far have been playing a newbie tau friend, who we just throw our forces at each other, and whoever lasts the slaughter wins, I have a basic idea, but I really don't think it is competetive. I don't have a codex on hand, after my Chaos Codex mysteriously disapeared, really, I have absolutely no idea where it is.

EDIT: I apologise for the briefness (is that a word?) but I am writing this on an ipod due to a broken pc

This message was edited 2 times. Last update was at 2011/03/27 13:16:52



 
   
Made in us
Auspicious Skink Shaman





CSM are still some of the strongest basic infantry around. Nurgle is also strong, and they can field the meltas needed to take out tanks.

   
Made in gb
Monstrous Master Moulder





Essex,, England

Oh! I almost forgot, I have a vindicator too.


 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

I think it's certainly possible, but a bit tricky due to the fact that you normally want transports to get squads where they need to go quicker, and to deliver meltaguns on time on target to enemy tanks you need dead. Still, you can make up for this a bit using Outflanking Chosen and/or Deep Striking Terminators. It's also a bit tricky to give you advice on what's "competitive" when you tell us that you don't play missions, like the game is intended. Just playing "kill 'em all" without a turn limit is not a particularly interesting game, IMO, and throws out a lot of important tactical considerations. It's a perfectly nice way to throw some dice with a buddy when you're first learning, but not nearly as fun (IMO) or as tactical as playing the actual game scenarios. Some units are much more or less useful when Objectives or Kill Points are a factor. In answer to your exact question, what I'd recommend putting in the list will vary significantly between 1000 & 1500.

One thing you will generally need is some long-range fire support. Obliterators and Havocs (I favor a squad with 4 ML & Icon of Chaos Glory) can do this as infantry.

You will also need durable Troops capable of popping vehicles which get close, and capable of absorbing an enemy assault. Plague Marines are usually your best bet here. Although large squads of CSMs can be good too.

Daemon Prince of Nurgle (always with wings and usually with Warp Time) is an ideal HQ. The Terminator Lord is not nearly as good.

Dreadnoughts are not that good in a primarily-infantry force. They work better in a force with other vehicles, so the enemy's antitank guns are stretched to cover all your stuff. A Dread with ML & CCW is only 100pts, though. It gives you another 48" range S8 gun, and if it goes Fire Frenzy at your guys, you can choose to shoot Frag instread, which will not kill much when shooting Plagues or CSMs.

The Vindicator, again, is mostly good in a list with other vehicles. If you're fielding it, a couple of dreads, the prince, 3-4 rhinos it starts to work better. I don't think it's a good fit with an infantry horde.

Terminators are good. You can/should field them in one of two main ways-

A) Inexpensive deep strikers with combi-meltas, teleporting in to blow up a tank, then assaulting what they can. Usually this is a minimum 3-model unit, but 4 or 5 can be good too as an additional assault element, as it's not quite so fragile. Best equipment in this role is usually as many combi-meltas as you can fit (bare min 2-3), a chain fist or power fist (so they can assault any tanks in the area after landing), and optionally a heavy flamer to let them toast infantry too.
B) In an infantry-heavy force, a larger squad moving/running up the middle of the field, giving cover to your infantry Troops, and denying control of the table center to the enemy. 8-10 models is better here, and Icon of Tzeentch is often a worthwhile investment for the better Invulnerable save. Combi-weapons, again, are key. And probably 2-3 Fists, in a larger squad like this.

This message was edited 1 time. Last update was at 2011/03/27 14:38:18


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Made in us
Blood-Raging Khorne Berserker






CSM troops are some of the strongest around. You really do want transports for them though. Not sure if that counts, but otherwise plan on a lot of frustration as your infantry eats anti-tank weaponry while slogging up the board.

Taking a Lash Sorceror or Daemon Prince can help alleviate this problem - it's pretty handy to drag something from two feet away into charge range.

I'm not like them, but I can pretend.

Observations on complex unit wound allocation: If you're feeling screwed, your opponent is probably doing it right. 
   
Made in gb
Monstrous Master Moulder





Essex,, England

Well, I think I know what I will be doing, popping down to my FLGS and picking up up a pair of rhinos to be GS and devoted to the powers of nurgle. Should I take bare rhinos, or equip them with havocs ect.?


 
   
Made in us
Blood-Raging Khorne Berserker






Magnetize the turrets and be done with it

Really though, Rhino weapons are a great place to dump "loose" points and one of the first things to harvest when you're a couple short.

Most people do generally run them bare though. I personally find the extra 5 points for an extra Bolter to be insanely worth it (It's like an extra marine/Rhino Hit Point) and have enjoyed the Havocs on the rare occasion I have points to use them.

I'm not like them, but I can pretend.

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Made in no
Liche Priest Hierophant





Bergen

By not taking rhinos you are not mobile so you need him to come to you.

You can get the infiltrait units with meltas for transports and the rest of the army could have ranged weaponds.

Also, you could try bikes (nurgle perhaps, for the T6?)

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Wow, interesting to see transport fever is just as virulent in this part of the world. You do not need rhinos to move around quickly. Your infantry will be fast enough by running.

And CSM troops choices are great. I mean, they can field terminators as troops that sacrifice 1 point of armor for an AP3 bolter, or they can field space marines that count as 3 space marines in close combat. How cool is that?

If you want a power armor horde, take a power armor horde. For example, I can't imagine what an army comprised solely of plague marines with melta and power fists lead by a rot sorcerer couldn't handle.


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Tzeentch Veteran Marine with Psychic Potential





Ailaros, I have no idea what your referring to in regards to the terminators, but I assume you mean 1KSons and Berzerkers?

Berzerkers are fine. 1KSons are awesome fluff and look wise, but suck in practice.

And yes, Rhino's are necessary for Chaos. Since we pay such a premium for our "awesome" troops (that die just as easily as tac marines to anything marine-killing), and since we carry extremely short ranged weapons 95% of the time, we can't afford to plod around the field to get in range while getting whittled down every turn.

The Nurgle army sounds awesome on paper, but once your Fearless PM's get hit by anything remotely good at combat, they're toast. And good ol' Fearless insures that they will be stuck for several turns as they get dragged down.

For somethign that costs 23 points a pop, that is an exceedingly bad thing to happen. Hence, Rhinos

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Made in us
Decrepit Dakkanaut





Vallejo, CA

odorofdeath wrote:The Nurgle army sounds awesome on paper, but once your Fearless PM's get hit by anything remotely good at combat, they're toast. And good ol' Fearless insures that they will be stuck for several turns as they get dragged down.

For somethign that costs 23 points a pop, that is an exceedingly bad thing to happen. Hence, Rhinos

A troops choice can get knocked out in close combat by dedicated close combat elites slots? I'm shocked!

No, actually, I'm not. Furthermore, I'm intrigued as to how a 35 point box is really going to keep a unit safe from, say, assault terminators if your opponent really wants to get into assault with them.

No, rhinos just give you a single turn of guaranteed 12" movement. This is useful, for sure, especially for chaos, but it's far from required.

... which is why, you know, they're so cheap.



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Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Auspicious Skink Shaman





Yes, Rhinos are a guaranteed 12" move, they protect you from small arms fire (bolters, etc) and they're cheap. Hence the popularity.

But we started out assuming that he wants an infantry army, which to me means non-mechanized. If he tries that and doesn't like what happens, he can buy rhinos.


   
 
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