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![[Post New]](/s/i/i.gif) 2012/10/30 01:33:33
Subject: 1999 Pts. CSM Army
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Been Around the Block
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HQ
Chaos Lord 150
MoN, Burning Brand, Power Weapon, Sigil
TROOPS
CSM Squad 125
5x, Plasma Gun, Rhino
CSM Squad 125
5x, Plasma Gun, Rhino
CSM Squad 125
5x, Plasma Gun, Rhino
CSM Squad 125
5x, Plasma Gun, Rhino
CSM Squad 125
5x, Plasma Gun, Rhino
Chaos Cultists 145
30x, 3x Flamers
ELITES
Hellbrute 100
M-Melta, Power Fist
Hellbrute 100
M-Melta, Power Fist
FAST ATTACK
CSM Bike Squad 160
5x, 2x melta, 5x MoN
CSM Bike Squad 160
5x, 2x melta, 5x MoN
Heldrake 170
HEAVY SUPPORT
Havocs 135
5x, 4x missile launcher
Havocs 135
5x, 4x missle launcher
Havocs 115
5x, 4x autocannons
TOTAL: 1995
The idea is to have the cultists deliver the Lord closer to the enemy while using the CSM squads as mobile plasma platforms for as long as possible. Meanwhile the heldrake, brutes, and bikes will be extra threats to make the enemy chose to hunt troops down or take care of threats that could seriously damage their army if ignored. If I remember the errata Vanilla brutes were dropped to 100 pts. If wrong will correct.
Automatically Appended Next Post: Assume the Heldrake has baleflamer.
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This message was edited 1 time. Last update was at 2012/10/30 01:45:56
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![[Post New]](/s/i/i.gif) 2012/10/30 03:16:48
Subject: 1999 Pts. CSM Army
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Tough Tyrant Guard
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I like the looks of it. Lots of troops for what has become a heavily objective based game. I plan on proxying it and fighting it with my nids, see how it goes.
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~seapheonix
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![[Post New]](/s/i/i.gif) 2012/10/30 03:53:57
Subject: 1999 Pts. CSM Army
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Khorne Veteran Marine with Chain-Axe
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I like it as well, lots of Troops and lots of targets, I know my current list would have difficulty with it.
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![[Post New]](/s/i/i.gif) 2012/10/30 03:54:36
Subject: 1999 Pts. CSM Army
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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It has good things going for it, like the 2x dreads to help flood the enemy with targets.
I guess if I was to try and make a suggestion, I'd give the dreads longer ranged weapons
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This message was edited 1 time. Last update was at 2012/10/30 03:55:25
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![[Post New]](/s/i/i.gif) 2012/10/30 13:46:06
Subject: Re:1999 Pts. CSM Army
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Been Around the Block
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I would but I think they are a nice mid-field option to support cultists and lord. I'll have bikes and drake in their face, havocs covering the rear, and the CSM be flexible options playing the whole board.
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![[Post New]](/s/i/i.gif) 2012/10/30 14:21:54
Subject: 1999 Pts. CSM Army
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Dakka Veteran
Reading - UK
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One of the better lists i've seen, looks solid to me.
All you need now is a test bed.
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![[Post New]](/s/i/i.gif) 2012/10/30 15:27:25
Subject: Re:1999 Pts. CSM Army
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Been Around the Block
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Yeah might be a month or so before I can. Might also give the lord an axe to make it more lethal.
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![[Post New]](/s/i/i.gif) 2012/10/30 16:01:22
Subject: 1999 Pts. CSM Army
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Plastictrees
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My experience of 6th ed is that small troop units die very easily. Even with power armor, and even if you have a lot of them, five guys in a rhino are pretty easy to kill, and MSU armies struggle in a way that they don't when mech was king.
Large troop units of 10+ seem to do better.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2012/10/30 16:17:12
Subject: 1999 Pts. CSM Army
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Been Around the Block
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Flavius Infernus wrote:My experience of 6th ed is that small troop units die very easily. Even with power armor, and even if you have a lot of them, five guys in a rhino are pretty easy to kill, and MSU armies struggle in a way that they don't when mech was king.
Large troop units of 10+ seem to do better.
Yeah, Faeit had a great article on this. Worst case I can consolidate into 3 10-mans and save 70 points (or 175 if I ditched all the rhinos)
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![[Post New]](/s/i/i.gif) 2012/11/03 02:02:23
Subject: Re:1999 Pts. CSM Army
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Tough Tyrant Guard
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I used your proxy list against my nids, had a great game, did make one slight tweak with the havocs. Switched them to autocannons all. (For some reason I thought they were hades auto cannons.) They worked great like that, however, that would not work, now I see why you had missile launchers. DOH!
So aside from that, I think a tweak I would do, is just remove one of the squads, and disburse the troops among the remaining units. I also found that putting the nurgle lord with the cultists negates his toughness 5. Managed to hit the squad with three large barrage blasts, centered right on him. 30 some odd hits, 17 wounds, and they were focused on him. After he took the first wound, felt it necessary to look out sir the rest which ate the cultists very quickly. I feel like he could work better somewhere else. Maybe if you can dig up the 20 points, you could place him with the nurgle bikers? Now he's toughness 6, with everyone else, and he has a stronger ablative wounds.
Speaking of the bikers, they were a huge thorn in my side, especially with the flamers. Could you give the sergeant in the bikes a flamer as well? You would have four flamers in the one squad, and three in the other. I found the flamers really damaging.
Baleflammer on the heldrake was great, and the helbrutes are amazing for their points. That's about it.
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~seapheonix
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