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2011/09/20 08:16:30
Subject: 1500 CSM List - help needed - LIST UPDATED
10 csm change to another 7 plagues like you already have
Defilers only ever should have 2 additional CCW Give the Dread a Missile launcher so he doesnt pop you vehicles when going firefrenzy...
not a bad list.
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
Who cares if it's a sacred number it doesn't make them any better or survive better does it? Just costs more points which means less of a army in unit size.
Vindicators are good for taking fire, but a single weapon destroyed ruins their day - beware. Obliterators are ok but expensive, the multi role of them may mean you might not get enough out of them. Have you considered Havocs for 155 points for 5 dudes and 4 missile launchers? Adds some nice long range fire power.
Target saturation for Dreadnoughts, like anything else.
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
Gotcha. I usually prefer not to take Havocs as their effectiveness is based purely on their initial position. Whereas the other HS choices can move and still deliver big guns.
I am trying to get out of the habit of ALWAYS fielding obliterators and changing things up. Plus, as you said, they ever seem to live up to their potential.
Defiler - Reaper, Extra DCCW Defiler - Reaper, Havoc
Vindicator
I see what you're going for, but I don't like something about this. The CSM unit is... what? Cannon fodder? Why not just take a smaller unit of plague marines instead? They'll last much longer, and might even do something
Dread seems okay. There's a chance it might punch through a transport or defiler, and potentially wreck the game though.
What is the vindicator doing? You have two defilers with battlecannons, why waste the points?
Also. Taking sacred numbers is.... a waste of time, to say the least...
This message was edited 1 time. Last update was at 2011/09/20 14:47:36
Praxiss wrote:Gotcha. I usually prefer not to take Havocs as their effectiveness is based purely on their initial position. Whereas the other HS choices can move and still deliver big guns.
I am trying to get out of the habit of ALWAYS fielding obliterators and changing things up. Plus, as you said, they ever seem to live up to their potential.
Vindicator can only move 6" and fire, Defiler can only move 6" and fire, Predator (not in your list) can only move 6" and fire. All vehicles have limitations (except walkers) for moving and shooting. If you position the Havocs right you won't need to move them again.
I think with Obliterators they have too much going on so it's rare you will make use of everything. Best use I found was them foot slogging behind Rhinos which they can fire lascannons, then once closer multi meltas at things like Rhinos and plasma at troops etc. Once within the magic 6" they could burn infantry and fist them or melta a tank or fist or plasma elite infantry and fist. The latter options rarely happened though.
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
Exactly. I find my best tactic with 'blitz is to rhino rush an icon into the enemy and then DS the 'blitz in so they dont scatter. If it works you give them lots of lovely targets at close range.
By the way, just because a weapon ignores YOUR armour save doesn't make it a weapon that *ignores armour saves*. The only shooting that negates FNP is AP2, AP1 and shooting with a strength of twice its target's toughness.
The plan is for the plasma plagues to guard the home objective. The zerkers rush off to crush infantry targets. the Dp is to deal with any pesky ICs. The Defilers and Vindi can try to pop tanks to muller whel squads as oppotunities coem up.
the downside is i am countign on a 5 man plague squad and my zerkers to capture other objectives....
Is that enough troops for a 1500 point game? Should i drop the Dread and/or Vindi in favour of a CSM squad to assault or capture other obejctives?
This message was edited 2 times. Last update was at 2011/09/22 09:29:21
The plan is for the plasma plagues to guard the home objective. The zerkers rush off to crush infantry targets. the Dp is to deal with any pesky ICs. The Defilers and Vindi can try to pop tanks to muller whel squads as oppotunities coem up.
the downside is i am countign on a 5 man plague squad and my zerkers to capture other objectives....
Is that enough troops for a 1500 point game? Should i drop the Dread and/or Vindi in favour of a CSM squad to assault or capture other obejctives?
I like this list. you have two effective troops for tank, and one big unit for assaults. Very nice. The heavy support seems fine as well. Although triple vindicator is nasty
If only ZUN!bar were here...
2011/09/22 14:31:16
Subject: 1500 CSM List - help needed - LIST UPDATED
Putting Dp on all 3 Vindis means i have to drop down to 8 'Zerkers. Pretty even trade i suppose.
This game will be a challenge. I have started going to a gems club soi'm not with my normal gamign group of 4 other friends, all of whom normally field the same stuff. All i know is that this list will be facing a Crimson Fist army. No idea what the guyhas, how he plays. nothing. A PROPER GAME!
This message was edited 2 times. Last update was at 2011/09/22 15:25:08
Praxiss wrote:I thought FNP didn't work against anythgin that negated your armour save (so for an MEQ, anything AP3 or lower woudl get no FNP)
If it actually denies you an armor save, or is AP1 or AP2, FNP doesn't work. If your armor is penned by something (bolter firing at Tyranids, AP3 shooting MEQs) FNP works fine.
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.