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Made in us
Blood-Raging Khorne Berserker





New Jersey

Jugger Khorne lord everyone loves -170pts
Spawn x5 -150
Jump pack lvl3 sorc with familiar and other goodies - 165

I was sitting down thinking about this unit and wanted to add more death to it, so I was considering adding the above mentioned sorcerer. Rolling on Telepathy until Invis is hit than switch to Biomancy if the luck is running. Losing Fleet is also a major concern for me, but I am able to keep them moving at 12"

Invis on spawn is bonkers, invis in general is bonkers. But do I want to make mobility sacrifices to get the power I crave?

I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in us
Stoic Grail Knight






Yendor

I know that Marked Characters cannot joint a unit with a different mark from themselves, but can 2 Characters with different marks join the same unmarked unit? If so you could run a Slaanesh Sorcerer on a Steed. You would get to keep your speed, and some of the Slaanesh powers are OK.

Otherwise I would be more inclined to run your Sorcerer on a Bike so you can at least pick up t5.

That said I think its too many eggs into one basket. Its not that I don't think a sorcerer is a good idea. You would be better off keeping your sorcerer somewhere else making a second dangerous unit with his psychic powers, and maybe look into getting Mark of Khorne for some raging spawn.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Blood-Raging Khorne Berserker





New Jersey

 akaean wrote:
I know that Marked Characters cannot joint a unit with a different mark from themselves, but can 2 Characters with different marks join the same unmarked unit? If so you could run a Slaanesh Sorcerer on a Steed. You would get to keep your speed, and some of the Slaanesh powers are OK.

Otherwise I would be more inclined to run your Sorcerer on a Bike so you can at least pick up t5.

That said I think its too many eggs into one basket. Its not that I don't think a sorcerer is a good idea. You would be better off keeping your sorcerer somewhere else making a second dangerous unit with his psychic powers, and maybe look into getting Mark of Khorne for some raging spawn.


I'm looking at the unit in a vacuum at the moment. Battle plans change as the game developes and the HQs can join other units or split off midway through the game. Also you don't need to khorne up the spawn they already have rage!

Edit: I'm also curious about the different marked IC's joining a nuetral unit.

This message was edited 2 times. Last update was at 2013/03/13 16:10:12


I need to return some video tapes.
Skulls for the Skull Throne 
   
Made in mx
Morphing Obliterator





Mexico

The general consensus is that once the marked character joins an unmarked unit, that unit is considered to have the mark for purposes of joining since they already contain a mark.

On your strat why a jump pack? and not a bike?, still move 12" but you gain +1T making the sorc immune to PF ID.

Also, invisibility is great but not that great for spawns, I mean, sure hitting on 3s and getting hit on 5s is great but still that would still give them a 4+ cover save on the run.

Running spawns with the juggy lord is the way to keep it cheap, if you want to get an expensive unit and go all out, run bikes of khorne with the icon of wrath, attach the sorc and the juggy lord and now you get a squad that can reroll their charge distance due to the banner, if you get invisibility you are looking at T5, cover 2++ models, which on charge get 4 attacks S5 which, it also makes your juggy S7 if dealing with high T models.

This message was edited 1 time. Last update was at 2013/03/13 18:52:27


CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Lord Yayula wrote:
The general consensus is that once the marked character joins an unmarked unit, that unit is considered to have the mark for purposes of joining since they already contain a mark.

On your strat why a jump pack? and not a bike?, still move 12" but you gain +1T making the sorc immune to PF ID.

Also, invisibility is great but not that great for spawns, I mean, sure hitting on 3s and getting hit on 5s is great but still that would still give them a 4+ cover save on the run.

Running spawns with the juggy lord is the way to keep it cheap, if you want to get an expensive unit and go all out, run bikes of khorne with the icon of wrath, attach the sorc and the juggy lord and now you get a squad that can reroll their charge distance due to the banner, if you get invisibility you are looking at T5, cover 2++ models, which on charge get 4 attacks S5 which, it also makes your juggy S7 if dealing with high T models.


beasts can ignore terrain, so they can and often are in terrain helping with the invis cover save


Automatically Appended Next Post:
 Goat wrote:
Jugger Khorne lord everyone loves -170pts
Spawn x5 -150
Jump pack lvl3 sorc with familiar and other goodies - 165

I was sitting down thinking about this unit and wanted to add more death to it, so I was considering adding the above mentioned sorcerer. Rolling on Telepathy until Invis is hit than switch to Biomancy if the luck is running. Losing Fleet is also a major concern for me, but I am able to keep them moving at 12"

Invis on spawn is bonkers, invis in general is bonkers. But do I want to make mobility sacrifices to get the power I crave?


probably better to give him a bike. as mentioned earlier.

on that thread, 5 spawn are 150, 10 bikes with VotLW are 220.
for that 70 point upgrade you get:
a much more reliable combat unit
grenades
3+ armor
5+ cover
A champion to fight in challenges while your jugger eats the squad
10 TL bolt guns
Hammer of Wrath
The option to take 2 plasma, flamer, or melta
The option to load up the AspChamp
The option to give them MoK for a ton of attacks(not really worth it, but you could go all out and get a standard with FC)
Init4
WS4
Dont have to worry about str10 ID

you lose:
completely ignoring terrain(dangerous terrain aint so bad)
fearless after the lord is dead
going to ground
5 wounds
str5


I take the bikes every time. Spawn are great with MoN and alone

This message was edited 1 time. Last update was at 2013/03/13 19:50:38


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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