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Made in sg
Longtime Dakkanaut





Our LGS has a campaign going with some challenges thrown in. Some of them includes stuff like building an army that can win a game without firing a single shot! With that in mind, I have come up with a CSM list that will refuse to do any shooting at all, and rely on only assault to win. Please help gives comments and advice. (Note that my opponent is free to bring any list he wants, including a shooty list. Because its me that wants to achieve this challenge, not him).

HQ

Huron BlackHeart (in landraider)

Khorne Chaos Lord, sigil, axe of biting fury on Juggernaut


Troops

32 Cultists

32 Cultists

9 Khorne Berserkers, champ with power axe, melta bomb, icon of wrath (riding in a landraider).

Fast Attack

3 groups of Khorne Chaos Spawn (5 in each group).
(Juggerlord goes in one of the groups)

Elite

3 single units of 1 Multilator, mark of Khorne, veterans of long war each unit.

Heavy Support

2 Mauler fiends

1 Landraider with dozer blade and dirge castor

Total 1998 points.


So, the 2 mauler fiends, the landraider, and the 3 groups of khorne chaos spawn will all move forward 12 inches during movement phase, and then either flat out another 6 inches or run another d6 inches in the first turn. They should be very near to the opponent and scaring his pants off at this stage.

I will use Huron's infiltrate to put my at least 1, or not both groups of my cultists within 18 inches. Then they both also run as fast as possible forward. They will be slightly behind the first group of death (spawn, LR and the 2 mauler fiends).

Turn 2, with luck, everyone would be in range to charge after movemen (except the cultists, possibly even the cultists). So, turn 2, all the charges would go off. Landraider will dislodge Huron and the berserkers who will also charge in. So, a possible 6 charges going off in turn 2 not counting the cultists behind the first wave. Turn 2, with luck, the single multilators will also deep strike in behind enemy lines. I will take risks with these guys, place them 2 inches behind enemy units I want to charge next turn. At this point, opponent won't have much space left to move around, or his units are locked in combat already. So, he will not be able to move away from my multilators.

Turn 3, even the 2 big blobs of cultists and the mutilators will be able to charge in by then into the massive melee going on.

Turn 4 to end. massive melee on his side of the table until either he is tabled, or I am tabled. lol

End result, not a single shot fired. The Landraider is a delivery platform.


The 2 big blobs of cultists are there to add numbers to my army (which would otherwise be a very low model count army), contest objectives, and add assult power as a second wave. Plus if they get totally ignored, then on the charge, that's over 90 attacks going in, which is no joke. If the opponent shoots them, then he is ignoring all of the big potential threats. Same goes for the 3 multilators. I know people don't think they are good. But in this assult based army, I am hoping they will pull their weight. By turn 3, which is when they can charge, the opponent's army is locked in place, with nowhere to run to. And I will deep strike them in close. Even if I lose one or two, its not a big deal, but if they can charge in, they will do a ton of hurt as well on whoever gets hit by them. I am just hoping that the opponent will be too busy by then to worry about them but when they are able to charge into combat, they will definitely make back their points and more.




This message was edited 7 times. Last update was at 2013/03/12 06:21:57


 
   
Made in us
Furious Fire Dragon






If your enemies are held to the same restrictions that you are, then why do you want a Land Raider delivery? The whole point of the LR is to push your melee combatants as quickly as possible into the enemy, but in this scenario he'll be coming to you as well and won't be shooting you down as you walk up. I think you should settle for Rhinos or walking in this instance.

I was going to write up my dislike for Mutilators next, but I suppose if you met and a Terminator melee army they'd be handy. Though, I think if you're going to be melee stuck you should absolutely have a Daemon Prince with a Black Mace. Their biggest liability is getting shot down before getting to lay the beat down, which isn't a problem here!

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Made in us
[DCM]
Tilter at Windmills






Manchester, NH

The challenge sounds fun! I presume that your opponent wouldn't be going for the same challenge at the same time, at least you wouldn't be expecting him to do so.

You don't want to throw the cultists into HtH without a Fearless character to lead them. They will break and get swept against anything half-decent in assault. Just take several smaller units purely for holding objectives and sacrificial blocking of enemy units.

I don't know how limited you are for models, but I've seen a full-out assault list run well. Something like:

Khorne Juggerlord like yours (meltabombs and Veteran upgrade also strongly recommended) in unit of 5 spawn.
Either a second Juggerlord with Black Mace & Power Axe (so you've got the option of AP3 if you want it, and of not taking the daemon weapon test if you're on your last wound), or a Nurgle Lord on Bike with the same weapon; I favor the Nurgle Lord so he can lead Nurgle Spawn. T6 is a huge improvement over T5.
10 Bikers with MoK and Fearless banner
3 Maulerfiends

I played against an army at 1500 which was just the above, plus a small unit of CSMs in a Rhino with Dirge Caster and a unit of Cultists for scoring.

Obviously you can go even LESS shooty with Daemon allies now.

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Made in au
Sword-Wielding Bloodletter of Khorne




Looooooool k marked spawn are a joke. You pay 6 points for counter attack as they already have rage rite?
just take unmarked ones and yoru k juggerlord can still join with em.

Mutilators are the chumps of our codex. Id rather footslog bezerkers (which are also terrible).
   
Made in sg
Longtime Dakkanaut





Opponent is not held to the same restrictions. They are free to bring a shooty list or mixed list if they want. We get chops, or achievements for fufilling certain conditions. One of these is if you manage to bring an army that can win without firing a single shot in shooting.

So, being shot at is almost a certainty. And that's why I am less keen to bring a flying daemon prince (although I do have the model). In fact, a flying daemon prince might be slower on the assault unless I put him on the board on turn 1, because if he flies in turn 2, he can only assault on turn 3.

This message was edited 2 times. Last update was at 2013/03/12 06:24:28


 
   
Made in gb
Purposeful Hammerhead Pilot





London

What if its hammer and anvil deployment...?

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Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

This sort of challenge sounds excellent,I hope your army manages to perform as you expect. I'd really like to see a report of what happens.
   
Made in us
Regular Dakkanaut




Sioux Falls, SD

Just a quick aside from your list above, if I know my opponents army is fantastic on the charge, I am either going to

A-Run the hell away all the time as fast and far as possible while peppering them with shots

or

B-Charge them before they can charge me.

Your listed tactics say that you will get a charge on turn two. To be honest, don't count on it at all. Many opponents will charge you just to rob you of the extra attacks and anything else you get off the charge.


As for composition - get Daemon Princes - they will do wonders and since they can fly in - are going to be hard to stop from getting where you need them

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Made in nl
Khorne Veteran Marine with Chain-Axe





Amsterdam

Spawn with MoN a lot! good luck

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