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Made in us
Ambitious Space Wolves Initiate





HQ (260)

1 sorcerer
Mark of Tzeench
Sigil of Corruption
Level 2 mastery

1 sorcerer
Lv 3 Mastery
Sigil of corruption

Troops (918)

8 Thousand sons <---- Tzeench sorcerer
Aspiring Sorcerer


8 Thousand sons
Aspiring Sorcerer


8 Thousand sons
Aspiring Sorcerer

14 CSM <-------- LV 3 sorcerer
&Champion

Fast attack (170)
Heldrake with Bale Flamer

Heavy support (152)
2 Obliterators w/ MoN


Obliterators with MoN so they cant be instant death by anything short of a railgun, and they will sit on the high groun in the back field popping tanks. I dont like the idea of deep striking them.
Please give feedback

Better crippled in body, than corrupt in mind  
   
Made in mx
Morphing Obliterator





Mexico

Sounds good, lots of fearless troops will help you sit on objectives I might change the lvl 3 sorc for a lord so that they have a little more punch and makes your 14 CSM fearless. Also put the oblies on 2 squads of 1 because once one of them die you'll need to take a Ld test against Ld 8, by being on differente slots you make sure they'll never run (should be careful about conceding first blood with them thou).

Also by being 2 different units you can alternate between weapons and force your opponent to dedicate a entire unit to kill only 1 model.

CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hey pal. I may be able to provide you with some helpful input.

You're right about not DSing the Obliterators. They need to be on the table.

Your HQs have no focus. The first indeed has a valuable 3+ invulnerable. Why would this character want to be alive anyways? He's only Level 2 and the Level 3 sorc even has access to better spells just because he doesn't have a Mark.

The first must roll on the Tzeentch table, leaving only one power on another discipline which will likely have no value because it's just a 2nd shooting attack, or be a REALLY cool one like Invisibility. If that's true, you're only using one power at a time and the MoTz power is completed wasted.. Which is where your ML 3 sorc comes into play. I'd remove Sigils and try to make them both ML 3, and get Spell Familiar in there. That keeps them casting those brutal spells.

The Troops section is good. For 1500, 4x Troops choices are nasty.

Have you considered Ahriman? You already have a virtually tailor-built list just for his abilities, and switching to just one Level 4 will accomplish the same as having 5 powers total since most people will shut down a few of your spells anyways. I know I'm all about some Ahriman, but this is a prime example of a list where I would suggest him to someone.

The Helldrake is a fine choice with the Baleflamer.

If you keep the list as-is (and it is solid before any changes or suggestions), your Sorcs belong in the Tsons unit because they themselves are not Fearless. Putting a Level 3 sorc with just 14 CSMs is recipe for disaster and it can really hurt to lose the unit and a good psyker all because of a bad morale check.

Edit: I second the comment above about the Lord. If you're not using Ahriman, just take a Level 3 with Spell Familiar and a combat-oriented lord. That way you can make the CSMs Fearless and still put a 3+ Invul character in a list.

This message was edited 2 times. Last update was at 2012/10/11 18:24:01


 
   
Made in us
Ambitious Space Wolves Initiate





Ahh thats perfect ! thanks, and i was thinking about sitting the obliterators behind cover were they are completely out of sight and since they can move and fire heavy weapons i would move them out, fire las at transports and tanks and maybe shield them with a squad of rubric marines, but ill split them up and keep the mark of nurgle on them. The blob squad of marines is to sit on an objective near my deployment becuse 15 bodies of power armor is hard to move and do you really think the chaos lord would be better than 3 psychic powers a turn on the biomancy table ?



Better crippled in body, than corrupt in mind  
   
Made in ca
Warp-Screaming Noise Marine




Canada!

Seems like your thousands of Thousand Sons will have some trouble getting into position with their lack of transportation and purposeful existence.
Tzeench powers also tend to be pretty bad, I'm not really sure what to do about that though.

I think you'd rather benefit from something of a countercharge or tarpit unit able to get in front of the rest of your slow guys and pick it's target.

I'd also say you'd want a little more reach. 2 obliterators and a drake are a fine start but they feel like they are only just a start. You want something that can reliably put some hurt on things on your opponents side of the table early in and hopefully do something to root out targets behind cover. Right now I foresee some trouble taking out other camped objectives or vulnerable backfield targets.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Well at best, Biomancy gives the unit of CSMs FnP, right? Good, but the unit can still run away. Oh yeah, and also a close combat Initiative 4 sorcerer with 2 wounds buffed to make him (and only him) better with Biomancy. Meh

At worst it gives you 3 Witchfires and you can only use one of them. What a waste for a Level 3.

This message was edited 3 times. Last update was at 2012/10/11 18:35:33


 
   
Made in us
Ambitious Space Wolves Initiate





@ Bromethius

I havent considered Ahriman, he is actually a really good unit, and if i use him i got more points left over, but my question is, What will be a better combo, A combat lord that gives fearless to my CSM and a ML 3 sorcerer with my thousand sons, or Ahriman ?

Better crippled in body, than corrupt in mind  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Honestly?

Just Ahriman, and spend any remaining points on buffing Troops numbers

If you fear the CSMs will get shot up enough to run away, just deploy Ahriman with them because he is between a lord/sorcerer and is Fearless. Or, if you roll Mental Fortitude, he could Infiltrate with some Tsons (solving their Transport issues somewhat) and perhaps be in 24" to give the unit of CSMs Fearless. A lot of where he goes depends on spell combination.

At 1500 it's best to keep the top-end (HQs) of your list cheap. If you take him he provides the list with all sorts of goodies and cuts like 50pts I think

This message was edited 3 times. Last update was at 2012/10/11 18:45:48


 
   
Made in us
Ambitious Space Wolves Initiate





OK how is this list?

HQ (230)

Ahriman

Troops (944)

8 Thousand sons
Aspiring Sorcerer


8 Thousand sons
Aspiring Sorcerer


8 Thousand sons
Aspiring Sorcerer

16 CSM
&Champion

Fast attack (170)
Heldrake with Bale Flamer

Heavy support (152)
2 Obliterators w/ MoN

Depending on what powers he gets ill either put him as a buffer unit or a psychic shooter.
Buffer = Ahriman goes in CSM squad buffing obliterators, CSM and the thousand sons in range.
Shooter= Ahriman goes in a thousand sons squad possibly infiltrating with his squad and blowing stuff up.

How does that sound?

This message was edited 2 times. Last update was at 2012/10/11 18:55:38


Better crippled in body, than corrupt in mind  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Looks good to me but what about to you?

If your original plan was to have the 2 HQs then don't let me persuade you too much, especially if you already have specially converted models already.

   
Made in us
Ambitious Space Wolves Initiate





I like it actually i read your Ahriman tactics post and it is genius. I never played CSM and i got the new codex because i wanted a thousand sons army due to me having space wolves and i love thier fluff. but I love Ahriman i just thought using 5 powers was better than 4 but you brought up a good point in that Ahriman can use 3 shooting powers a turn instead of 1 in which the sorcerers might go to waste.

Better crippled in body, than corrupt in mind  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Well thanks dude. Try your original list then just see if Ahriman makes a difference after a couple games.
   
Made in us
Ambitious Space Wolves Initiate





Thanks for your help man, And just some clarification, The aspiring sorcerer NEEDS to have a tzeench psychic power right?

Better crippled in body, than corrupt in mind  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Yeppers, they generate from Tzeentch
   
 
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