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Made in us
Fresh-Faced New User





I'm pretty at playing this game so be easy on me!
HQ
Kharn- 160

Troops
Csm x15- 320 mok, 2xflamers, icon of wrath, bolters and ccw
Csm x10- 183 mok, 2x melta, icon of wrath, ccw, no bolters
Cultists x20- 95 1x flamer

Heavy support
Obliterators x3-228 Mon
Obliterators x3-228 Mon
Predator x1 -115 lascannon sponsons

Fast attack
Heldrake x1- 170
Total 1499 if my math is right

Kharn goes with the 10 man squad, oblits and predator sit in the back field and take pot shots. Both 10 and 15 man squads run for the first few rounds. Cultists are a backfield objective holder.

Any comments or suggestions are welcome!
   
Made in nl
Khorne Veteran Marine with Chain-Axe





Amsterdam

VOTLW on Obliterators you don't want to see them run

Chaos was the law of nature; Order was the dream of man.

: 6000
: 2000  
   
Made in us
Fresh-Faced New User





Ahh crap. I forgot about that. Thanks for pointing that out. Have to find the points to spare now! Any opinions on how this list would fair as an all comers list?
   
Made in us
Despised Traitorous Cultist



USA

I suggest just taking 5 cultists out to stick VotLW on the oblits, I find 15 cultists are often enough for objective holding but at the same time having enough models to not be completely useless in Purge the Alien mission types . Besides that it looks like a pretty solid all comers list
   
Made in us
Member of a Lodge? I Can't Say




WI

Are you going to be DSing in the Obliterators? I ask because most long range fire that is going to be put on them will blow through T5 (anything Str 7 or higher doesn't care about T5). But if your in close where your in small arms range, then MoN is a good choice. If your sitting back like you mentioned, I would actually go MoT to give you a 4++ save (Demon gives you a 5++) where now you would have a better chance of ignoring those high Str AP 1-2 shots you might be taking and it is good even if someone does get withing Plasma/Melta range of you. You have to ride that 2+ armor save for the small stuff.

But this is just my opinion.

I am sure math-hammer might say otherwise because now you face the possibility or Instand Death from a failed Lascannon save where with MoN you wouldn't. Each choice has the risks and I don't think one is heads and shoulders above the other. I have had plenty of T5 squads IDed by pie plates... they didn't have a 5++ but they got smooshed none the less. I am aware of the options, I want you to just hear the other side of the coin.

GL HF!

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in nl
Khorne Veteran Marine with Chain-Axe





Amsterdam

I might consider taking out some obliterators and out in a 5x Havoc squad 4x autocannon MoN VOTLW. This will provide some anti air and fire support.

Chaos was the law of nature; Order was the dream of man.

: 6000
: 2000  
   
Made in us
Fresh-Faced New User





Thanks for the replies! Any suggestions are great for a noob like me! Yeah I think I'll drop 5 cultists for Votl on the oblits. And BlkTom yeah I've thought about giving them Mot, but I usually have them sitting in ruins anyways. I do like the idea of a 4++ on them though but I don't like the idea of ID from s8! Which seems to be fairly common. And I also thought about Havocs but the oblits work out better for me since I don't really see any fliers at all.
   
Made in us
Member of a Lodge? I Can't Say




WI

Not a problem Mike! Yeah, the cover save should be better than the invuln and would give you the best of both worlds. Just remember the Oblits can't fire the same weapon two turns in a row (read the rest of the text after the weapon selection in the codex).

I would also suggest you alter your troop selection some...

9x Berzerkers - 265pts (Kharn's unit)
Icon of Wrath, VotLW, Power weapon, Rhino with Dirge Caster and Combi-Melta

10x CSM - 260pts
2x Melta guns, MoK, IoW, BP+CCW, VotLW, Rhino with Dirge Caster and Combi-Melta

15x Cultists - 75pts
Flamer

This is taking into account your adding VotLW to the Oblits and everything else, you should be at 1501pts. Use the Rhino Combi-Meltas to pop vehicles. I would either leave the troops in the Rhino till the turn before you think you would be in melee (and then disembark so the next tuen you can charge) or run your guys behind the Rhinos and use the Rhino to give you a cover save. I really wanted to give you more troops but I only had enough points for more Cultists. Pretty much every Marine unit I wanted to give you costed around 150-200pts. So I instead used those points to make your units better (like the Rhinos). The Dirge Casters are huge for you because enemy units within 6" of the vehicle can't fire on Overwatch. The VotLW gives you +1 Ld (Zerkers don't care though) and a re-roll on the first turn of CC against Marines (I figure the charge attack and there are /alot/ of Marines out there, so this the Zerkers /do/ care about this part). Yeah little bit less guys, but the Rhinos alone make them better (even if they can't charge from them) and give you a better chance to get across the board to actually /get/ into CC.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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