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Made in ca
Fresh-Faced New User



Mississauga Ontario

As a modelling/painting project while still being functional on the table top was curious if something along these lines would work? Bearing in mind I havent actually played in an edition or 3 I hope I dont completely lack a grasp of the current play environment.

Termi Sorc: CF, Familiar, Icon, Warptime&Wind of Chaos (warptime lets you re-roll wind yes?)

4 Termis + Champ: 2 CF, 2 CM, HF, Land Raider

4 Termis + Champ: 2 CF, 2 CM, HF, Land Raider

10 CSM: Flamer, Melta, Rhino

10 CSM: Flamer, Melta, Rhino

10 CSM: Flamer, Melta, Rhino

10 CSM: Flamer, Melta, Rhino

10 Summoned Lesser Daemons

Leaves 75 Points to play with for additional upgrades or an obliterator or something. Although I doubt the last option would be very effictive having just one.

Any comments or suggestions would be most welcome, Thanks.

4k Legion of the Damned
1500 Orks 
   
Made in us
Winged Kroot Vulture





Seattle, WA

I would suggest moving to dedicated anti-infantry and anti-tank squads, that always seems better for me, in my limited experience.

Move it to 2 squads /w 2 meltas and 2 squads with 2 flamers.

   
Made in us
Frightening Flamer of Tzeentch




You are correct about Warptime allowing you to re-roll Wind of Chaos. Just remember that you must re-roll ALL of the results...not just the failures.

I agree with Cottonjaw, definitely stack your special weapons in one squad or you'll often find yourself wasting shots.

You might want to try dropping something for some long range AT. Right now it looks like that is your biggest short coming.

2.5k Suffer no Daemon to exist!

2.5k Sorcery, Sex and Chopping off Heads!

2k

2k Happiness in slavery 
   
Made in gb
Tough Tyrant Guard






uk

Hmm, having recently delved in lesser daemons, I don't see any personal icons on your units. With only the icon on the sorceror they don't have any flexibility in where they deploy save within 6" of him. Maybe one each on the termie champs to give you some other options in case the wizard goes down?

Edited for not reading the OP properly.

This message was edited 1 time. Last update was at 2011/09/06 12:24:05


Masochist: Hit me!
Sadist: No.

Hive Fleet Kronos 3500pts
Craftworld {Insert eldar name} 3000 pts
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P+M blog http://www.dakkadakka.com/dakkaforum/posts/list/338826.page

 
   
Made in ca
Lesser Daemon of Chaos





Toronto, Canada

Wow....I've been playing Warptime wrong all this time.....

In the embrace of great Chaos, I am no longer afraid, for with its power and favor, I shall become the embodiment of that which I once most feared.....Death

Chaos Space Marines: W50, L23, D17
Warriors of Chaos: W15, L2, D0
CSM 6th Edition: W19, L6, D3
CSM 7th Edition: W17, L2, D2
Kill Team: W2, L0, D0 
   
Made in gb
Tower of Power






Cannock

The specials in the squads should always be the same weapons. So double meltas or flamers. This gives you double chances for taking that tank out or burning more infantry. The rest isn't too bad, but I would deep strike those Terminators using icons and invest the rest of the points for some long range fire power.

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
Winged Kroot Vulture





Seattle, WA

Is that 100% definitely the way warptime is played?

Because it was ruled the opposite way @ the 'Ard Boyz tournament I attended.

This message was edited 1 time. Last update was at 2011/09/06 15:49:42


   
Made in us
Regular Dakkanaut




13 inches from the table edge

No.

Warptime says, "The power is used at the start of any player's turn. If successful, the psyker may re-roll all rolls to hit and rolls to wound for the entirety of that player's turn."

The "all rolls" meaning shooting and assault, as the spell permits. Pay attention to the "may".

The intended use of the spell is to reroll any failed dice. Not forcing the player to reroll all of them (even non fails). Otherwise the spell would note, "and must keep the final results".

Here is a breakdown by rulelawyers.

http://www.theruleslawyers.com/2009/09/warptime-and-re-rolls/

Even GW glances over the spell while talking about it's benefit to Ahriman:

"Warp Time primarily increases Ahriman's close-combat abilities, as it provides a healthy supply of rerolls and all but guarantees that each of the sorcerer's Attacks will claim a victim."

(http://www.games-workshop.com/gws/content/article.jsp?catId=&categoryId=600005§ion=&aId=1200006)

The wording would be very different if he were re-rolling all dice. Far from being healthy or guaranteeing.

This message was edited 5 times. Last update was at 2011/09/06 17:35:58


"Understanding is a three edged sword: your side, their side, and the truth." J. Michael Straczynski 
   
 
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