Switch Theme:

1850 CSM + Daemon Allies  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Power-Hungry Cultist of Tzeentch




So as of now I have 1750 / 1850. The plan now is for Ahriman to infiltrate with big CSM blob to give them Fearless + Psychic Protection/Buffs. The Herald either infiltrates alongside him with the blob of Horrors for massive amounts of shots or does something else depending on what I spend my final 100 points on...

I'm considering throwing in an Aegis Line with Quad-gun for the Havocs + Horror blob. That would fill my 100 pts exactly and give the Horrors the ability to drop to ground for a 2+ behind the Aegis while the Herald mans the Quad-Gun while also buffing havocs or his own squad with prescience.

One flaw I can see is that I can't reliably deal with heavy armor in any way at all. I could just ignore those threats but in reality someone will probably end up bringing 5 land raiders

Suggestions?

Ahriman – 230

Thousand Sons – 247
- 8 Rubric Marines
- Aspiring Sorcerer w/ Meltabombs

Chaos Space Marines – 373
- Mark of Tzeentch
- 19 Marines w/ 19 Close Combat Weapons, 2 Flamers, Icon of Vengeance
- Aspiring Champion w/ Power Axe

Heldrake – 170
- Baleflamer

Havocs – 130
- 4x Autocannons
- Mark of Nurgle

Havocs – 130
- 4x Autocannons
- Mark of Nurgle

Chaos Daemons – Allied Detachment

Herald of Tzeentch – 120
- Mastery Level 3
- Exalted Locus of Conjuration

Pink Horrors of Tzeentch – 180
- 20 Pink Horrors

Soul Grinder – 170
- Mark of Tzeentch
- Phlegm Bombardment
   
Made in us
Regular Dakkanaut





Fearless models cannot choose to go to ground, Daemons are fearless for all intents and purposes outside of the instability tests they take in close combat. If you want 2+ cover behind an aegis, Plaguebearers are your only choice from the daemons.

To address your anti-armor problem, you can upgrade your havocs to lascannons. Something I do regularly. S9 AP2 is plenty of anti-tank. Sure a landraider is still going to take you a turn or 3 to pop, but the only real way to get them to pop in one turn is large amounts of melta.

Here's something to think about. CSM do not have an invul save, so you're spending 40 points on giving your marines 6+ invul saves. drop the mark, and ahriman can still join the squad, There is nothing in the codex that says an unmarked unit cannot be joined by a model with a mark, just that a marked model cannot join a unit with a different mark.

This message was edited 2 times. Last update was at 2013/04/08 18:05:02


 
   
Made in gb
Despised Traitorous Cultist




Just a random idea for a random reason. If you take away the rubric marines and marks of tzeentch on the marines as well as a few more units you can get another two identical squads of marines so that you have 999 points in troops. I doubt it will be effective but... still... 999.....

IRON WITHIN, IRON WITHOUT

Total Iron Warriors: 2500pts
Total Daemons: 250pts.....  
   
Made in us
Power-Hungry Cultist of Tzeentch




Eboncrow wrote:
Fearless models cannot choose to go to ground, Daemons are fearless for all intents and purposes outside of the instability tests they take in close combat. If you want 2+ cover behind an aegis, Plaguebearers are your only choice from the daemons.

To address your anti-armor problem, you can upgrade your havocs to lascannons. Something I do regularly. S9 AP2 is plenty of anti-tank. Sure a landraider is still going to take you a turn or 3 to pop, but the only real way to get them to pop in one turn is large amounts of melta.

Here's something to think about. CSM do not have an invul save, so you're spending 40 points on giving your marines 6+ invul saves. drop the mark, and ahriman can still join the squad, There is nothing in the codex that says an unmarked unit cannot be joined by a model with a mark, just that a marked model cannot join a unit with a different mark.


You said it yourself, Daemons are fearless "for all intents and purposes". They are NOT actually Fearless, which means they CAN go to ground. 2+ cover is possible on Horrors.

I've been considering the havoc upgrade, so point well taken...I don't have any lascannon havocs modeled, but I do have obliterators.

The Mark is on the CSM in the hope that I roll Forewarning on the ML3 Herald. A 20 man assaulty-blob with a 3+ invulnerable save (4+ from forewarning and +1 from the Mark of Tzeentch) and potentially Feel no Pain from Ahriman is going to be hard to stop without lots of guns.

   
Made in us
Painlord Titan Princeps of Slaanesh





What are your chances with rolling for Forewarning with ML3? And how is Ahriman giving fnp to a squad?
   
Made in us
Fickle Fury of Chaos




Vt

I don't know where you'd find the points for it (other than getting part of the way there by dropping to 10 horrors), but have you considered grabbing Fateweaver instead of a Herald? Having both of the only lvl 4 psykers in the game in a single 1850 list would be a lot of fun...

 
   
Made in us
Power-Hungry Cultist of Tzeentch




 Filch wrote:
What are your chances with rolling for Forewarning with ML3? And how is Ahriman giving fnp to a squad?


Endurance potentially from Biomancy gives FNP, and rolling Forewarning isn't a long shot with 3 tries...but is it worth the 40 points on the marines?

Does anyone have any suggestions on how to make it more balanced?


Automatically Appended Next Post:
I'm considering dropping the MoT for a rhino for the sons but that may just be a fire magnet for first blood...

This message was edited 1 time. Last update was at 2013/04/10 19:47:44


 
   
Made in gb
Despised Traitorous Cultist




Unless you are completely set on taking the 20 man sqaud, i would take 2 10 man squads with dual flamers and an axe and icon in each but minus the mark so that you have more tactical options as one squad can hang back or they can capture different objectives or shoot two weakened targets and kill them both rather than shoot one and overkill it. Also when one squad is charged you can countercharge with the other and if your opponent uses maledictions it can only effect one unit (it would be horrible for almost 400 points being derped...).

You can still use the tactic of advancing wall of marines, but with more flexibilty. The only disadvantages are they become 2 kill point and you can't cast the same power on both of them at the same time.

IRON WITHIN, IRON WITHOUT

Total Iron Warriors: 2500pts
Total Daemons: 250pts.....  
   
 
Forum Index » 40K Army Lists
Go to: