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Made in gb
Been Around the Block




Lord- slaanesh, murder sword, burning brand, aura dark glory

Noise marines- 7 sonic blasters, 1 blast master, champ w/ icon excess and melts bombs
Rhino w/ dirge caster

10 CSM- 2 melts guns, champ w/ melts bombs
Rhino w/ dirge caster

10 cultists- 4 auto guns
Aegis defense line w/ quad gun

Maulerfiend

Maulerfiend

Forgefiend w/ 2 hades autocannons, 1 ectoplasm a cannon in mouth

ALLY
Herald slaanesh with ER- grimoire true names, loci swiftness

13 daemonettes with rapturous standard
1 alluress greater magic weapon

13 daemonettes with rapturous standard
1 alluress with greater magic weapon

Seeker cavalcade, Not exalted seeker chariots
3 exalted alluress with greater magic weapons

1850 total


Automatically Appended Next Post:
20 views and no thoughts haha?

This message was edited 1 time. Last update was at 2013/07/08 18:24:59


 
   
Made in us
Brainy Zoanthrope




Tustin

I think this army is going to look sick on the board. I don't have a CSM codex but this looks like a unique list and I'm all for that. Try it out and post a batrep, please message me if you do
   
Made in us
Dakka Veteran






Drop the forge fiend for a helldrake. the army is just not very killy imo.
   
Made in gb
Been Around the Block




Okay 3-0 with the Army, not a wide variety of opponents.

Blood Angels: Land Raider firestorm cannons, multi melta and assault cannon. Death Company inside with Terminator chaplain (basic load). A vindicator, devs with 4 plasma cannons. Assault squad with 3 plasma pistols. 2 10 man Tac squads with Krak and melta. Drop pod with Dreadnaught 2p. fists w/ flamer and melta.

First match was purge, dawn of war not night fighting and I go first.

First turn forge blew up the vindicator. Noise Blastmaster toasted 3 plasmas, quad gun killed an ass marine. Maulers moved 12" one on left one on right. Chariots moved up the right flat out to behind cover. Maulerfiend going for land raider got grimoired to a 3++ daemonettes ran as far as they could.

The only models out of cover were his LR and ass marines. Also he kept majority of everything at his back edge, so it was going to take some time for daemonettes to get anywhere, especially my left flank D's. that's where the flame strike was haha.

His first turn he drops dread right behind my forge :( gets his ass marines in and pops my rhino, explosion kills 3 of his and 2 of mine. I make 4 saves with my 3++ mauler, but the melta shot goes through to blow him up, kills nearly 4 D's and 2 of his asses haha. His dread whiffs bad against rear forgefiend (I have huge poo eating grin) his drop pod has the death missile thingy, kills like 4 more D's.

My turn 2 I get into close combat with the entire right side killing off, or staying locked, with devs, tac squad and ass marines. Drop pod and dread get killed and my quad kills a marine, go cultists! All my real threat is the D Co and LR. The only real threat to that I have is glance it down or my other mauler. I don't want my melta squad getting near flame strike :/

His turn 2 and through to turn 4 is I strip a hull point off the LR, kill everyone but 5 D Co and term chap. He popped my mauler and I lose 2-4 models elsewhere.

Ill finish in a bit. Life beckons.


Automatically Appended Next Post:
Turn 4 I move cultists and daemonettes into a blob hoping he can't turn down the only opportunity to really use the flamestrike. I move the remnants of my melts squad over so they are out of range, but hopefully close enough to move and counter assault the LR. He last chariot, they die easy in CC, gets behind cover and near the last 5 tac squad marines.

He vaults in towards my cultists and daemonettes, flames them. He had to move 12" so he couldn't dismount and assault haha he kills 4 cultists and 3 D's.

Turn 5 I charge the tac squad, kill 3 he kills my chariot....I whiff the melta shot but explode with the melta bomb. The D Co emergency disembarks and 2 die. The explosion kills one of my few marines (vehicle explosions killed a lot of models this game haha) I start running my champ over as fast as he can and set up my daemonettes in line surrounding my 3-4 marines hoping to be on the receiving end of a charge with their I5.

He charges both, term chap kills my champ, Daemonettes kill all but one death company

Turn 6 my lord makes it into CC with the term chap, I6 murder sword does its job nicely daemonettes kill the last death company and his 2 marines on his board edge sit there 2' from my daemonette squad who never saw a fight, but scored line breaker.

Score was....not sure lets see.
Blood Angels "purged": 2 maulerfiends, 1 seeker cavalcade, he destroyed my quad gun (1)? And a rhino-5pts?
CSM "purge": LR, vindicator, assault marines, tac squad, devs, death company, drop pod? Dreadnaught, Term Chap, slay the warlord, first blood and line breaker-12pts




Automatically Appended Next Post:
Blood Angels round 2 ill write later, in about 6hrs

This message was edited 2 times. Last update was at 2013/07/10 05:28:08


 
   
Made in gb
Been Around the Block




Blood Angels Round 2

Whatever the Heavy one is where Heavy count as scoring. We had 3 objectives, 1 Each in his corners and 1 in my center. Dawn of War with night fighting.

My same list.

His list changed to:

HQ with giant 2handed sword with rending with a command squad including apoth all inside a LR with twin las, assault and multi melta
Drop pod with Dreadnaught Librarian
LR with a tac squad, melta and krak
Drop pod with Dreadnaught 2xP.Fists heavy flamer and melta
Tac squad with melta and krak
I really think that was it...

I set up first to go.

Mauler on each flank with daemonettes inner side. Forgefiend in center and melta squad on left, noise on right both in rhinos.

He set a LR on each corner over objective and a tac squad in a tower 2-3 on each floor

I move everything up as I do typically rush in. Grimoire the mauler on the left. Flat out the rhino on the right in front of the mauler. Cavalcade goes left behind the rhino and mauler. Forge shoots at tac squad in tower kills 1. Daemonettes run up towards the right LR and the tower tac squad.

His turn 1 drops the librarian dread on the left pointing at my mauler (my quad is about 5" away facing his rear armor ) his other dread drops right behind my right side daemonettes, piling out into a great heavy flamer template :/ He moves the left LR up 6" then dismounts. My cultists on the Quad intercept the Dread (Is that legal? It seemed like you could intercept anything arriving, at the END of movement phase. Meaning I could shoot Dread and not Drop pod.) he blows up. His shooting whiffs all vehicles but flames about 6 Daemonettes. He fires a frag into the left Daemonettes and bolters them getting about 4 of them. Assaults my chariots and kills 2 losing about 6 guys in the process.

My turn 2 Both maulers tackle and destroy the LR killing no one from explosions. Forge steps over and blasts apart the flamey dread. No daemonettes on in striking range so they keep running towards objectives. Melta squad and chariot assault the final marines in Command squad killing off all but the two handed swordsman, because hes in challenge with my Champ, Who dealt a wound and lived!

His turn 2 he blows up my right Mauler and kills about 4 more daemonettes in each squad. The left one now is around 5 Daemonettes and the right one is around 4.His drop pod deathstrike missiles my rhino with noise marines and blows it up, kills a noise marine.

Turn 3 My noise marines blow apart his right side tac squad. 18 sonic blasters 1 blastmaster and the burning brand execute them nicely my Daemonettes run onto the objective with 3 remaining.
My champ dies in CC my daemonettes make it to the tower, my mauler goes in towards the tower squad as well. With around 6 models remaining my opponent concedes.

Blood Angels contest 1 obj
Slaanesh: line breaker, first blood, 2 objectives= 8pts
   
Made in gb
Been Around the Block




Dark Angels Vs. Slaanesh CSM CD 1850

Hammer and anvil, Emperors Will not night fighting

His list includes (maybe he'll get on here and correct it)

Sammael on bike
6 Black Knights
and like 5 bikers squads of 3 having 1 melta in each
Spiritseer?
Guardians on a D cannon I think haha
a Wave Serpent and 5 Wraithguard inside with seer dude
a Wraithlord
a Crimson Hunter

Cultists and quad on right with noise marines, daemonettes right behind and forge in middle. The left side going in is, Mauler, Daemonettes, Rhino with melta squad, Mauler then behind the mauler is cavalcade. He opposes me with Wraithlord on left, all bikers mashed into the center on a gun line towards me, behind them is the wave serpent and guardians are on the quad gun in ruins center and right.

He steals the initiative!
Doesn't scout move.

All bikers move up 12". Bolters away at some Daemonettes and cultists killing about 2 of each. Plasma whiff on the mauler. Forgets about all the Eldar :O so did I. He assaults my Mauler, rolls friggin 66 for the charge lol corvus hammers away at the mauler and rends him to death! Firstblood, but makes way for my cavalcade to fleshshred in on my turn.

My turn 1 I move cultists up onto quad (I always have my quad 6" ahead of whatever unit is taking it) Starting on the left, Maulerfiend moves towards rear bikers and gets grimoired to a 3++, daemonettes move out of woods closer to black knights, melta squad stays put, cavalcade all come up ready to get base to base and hammer Daemonettes move through towards right side bikers. Noise marines stay put with the Forge.Forge blows apart 1 biker squad, noise blow apart another. 1 Melta kills a Black Knight. Mauler makes the assault on rear bikers, cavalcade makes assault on Black Knights (they don't get overwatch due to dirge caster) Daemonettes make assault on right side bikers, Daemonettes fail charge on Black knights. Mauler kills 2, leaves 1. Cavalcade kills all but Sammael, who kills 2, then hit and runs away. Daemonettes kill off bikers on right side and consolidate towards opponent.

Turn 2 Crimson comes in and gets 2 HP knocked off and put to snap shots and only 18" movement. He moves Wraithlord up towards my Mauler, moves Wave serpent you p and drops Wraithguard and seer
Some bikes shimmy around, theres about 5 of them including Sam. Wraithguard shoot and kill about 2 Daemonettes, Sam fires plasma and such at cavalcade, a melta fires at cavalcade all whiffing. Serpent fires everything at right Daemonettes along with Quad gun and D cannon, killing about 8...Some bikers shoot at the left Daemonettes and kill 2-3, leaving a lot still. CC Wraithlord immobilizes my Mauler and my Mauler deals 2 wounds to him, leaving the bike alone.

My turn 2. Daemonettes on right move towards the guardians. Noise Marines move up 6" and don't immobilize then dismount 6" into cover. Cavalcade moves up, Rhino with melta squad moves up 6" and dismounts 6". Left side Daemonettes move towards Wraithguard. Shooting begins with Forge ripping apart Crimson Hunter. Noise Marines are in 24" range of guardians and unleash 16 shots total killing about 6. 1 Melta glances the serpent. Daemonettes assault Wraithguard. Being I10 with herald and loci of switness, we decimate everyone but the seer and lose 1-2 in overwatch. Mauler takes no damage and dishes out another 1-2 wounds to Wraithlord. Right side Daemonettes keep on trucking forward, now definitely in assault range next turn.

Turn 3 Serpent and guardians shoot at Daemonettes leaving about 4-5 of them. A melta biker blows up the last cavalcade chariot. Sam lobs plasma cannon at my noise marines, lord takes a wound and blastmaster dies :( Sam and lone biker assault the noise marines. The one time Murder sword doesn't come in handy, Sammael the Eternal Warrior of the Dark Angels :/ I deal a wound he deals a wound, the noise marines kill off the biker. He hit and runs.
Wraithlord glances my Mauler and dies in response. Seer dies to I10 of some 25 attacks.

My turn 3 We shoot up some guardians leave about 2-3 left, kill off 2 bikers harassing my forgefiend, meltas move and shoot the wave serpent then assault it and glance it to death with kraks (melta missed, typical for meltas) , Daemonettes move towards opponents edge and few remaining guardians. Game has to end to time restraints.

At end of game I lost a maulerfiend, immobilized a Maulerfiend and lost about half of my total Daemonettes and a couple of noise marines, 1-2 of them.
What was opposing us was Sam I think? The few guardians left and 1-2 bikes about?

HOWEVER! I love objective games because even though it seemed like a slaughter, it was close.
Dark Angels/Eldar- First Blood and possible objective (it would have been up to how the assault went of my 3-5 versus his 3-4, he has initiative as were assaulting through cover)
CSM/CD Slaanesh- Linebreaker and objective and cant remember if I killed Sam or not.

Best case for me would've been 5-1, but very likely was 4-4


Automatically Appended Next Post:
Pony_law wrote:
Drop the forge fiend for a helldrake. the army is just not very killy imo.


Drakes are cool and cheaper, the way I have my Forgefiend. But the Forge is there from Turn 1 to kill stuff, better armor pen and potentially even more wounding than drake. Also drake is good against infantry, which I have enough of already. My biggest weakness I think is armor. I only have the maulers, blastmaster, 2 meltas + melta bomb and then Forgefiend. Also I have had too many times my Drakes haven't come in until final turn :/ 175 pts to come in and kill 4-5 guys is not cool...Now the drake would've been mother effing cool in the Dark Angels game with all the bikers smashed together haha probably would've gotten about 9-12 for 3+ maybe more. But the ecto and hades were fine. noise Marines are there to ignore cover and are hilariously durable, not that the drake isn't either. Also though the drake probably wouldn't have lasted against 1 turn of the Crimson hunter. Again Drakes are good against troops and I have plenty of troop killers.

This message was edited 1 time. Last update was at 2013/07/10 13:21:05


 
   
Made in gb
Been Around the Block




Raped by Eldar!

3 wave serpents each carrying 10-12 guardians armed with scatter and serpentine shield thing.
Wraithknight with wraith cannon
Jetseer squad of 6 warlocks and level 3 farseer guy with mask
6 jet bikes nothing special
Warp spiders

Farseer got fortune, doom, guide...
Warlock abilities were benign besides conceal, giving them a 2+ jink cover

Night fighting, vanguard, crusade (4 objectives)

He goes first. I learn abruptly about how many damn shots a wave serpent has and nearly shat myself. His first turn ends up wrecking both my rhinos, half my cultists and 3 marines.

My first turn I unleash all my noise marines and forge fiend into his seer jet bike council (Death Star). We inflict about 13 wounds. He saves all :O

I assault with the not herald daemonettes and inflict another 12 wounds, all saved. I lose about 6 including daemonic instability.
Everyone else just moves closer to assault next turn. Chariots have a 3++.

His turn 2 he drops warp spiders in front of a mauler and kills a mauler, 2 chariots all but my cultist champ and all my daemonettes in CC.

My turn 2 mauler gets in explodes a wave serpent wounds about 6 inside and he saves all but 1 guardian, but theyre pinned. We light up the warp spiders and kill 4/5 they don't break. My single chariot assaults the wraith lord and rolls a 12 for flesh shredder! Deal 1 rending wound and no CC rends, she dies.

His turn 3 he kills off mauler and 1-2 noise marines. Unloads some troops onto objectives and moves in better positions.

My turn 3 my daemonettes assault a bike squad and slay them outright, consolidate 6" towards top objective with 12 guardians and a d cannon I think. The daemonettes have a 6++ due to failed grimoire :/ we pen and stun a wave serpent with the forge and noise marines kill 8 guardians from the wrecked wave serpent. And pinning them again.

Turn 4 on the board is only
Slaanesh- 12-13 daemonettes, 7 noise marines and lord and forgefiend
Eldar- wave serpent unscathed, wave serpent shaken, wraithknight with 4W, jet seer squad with warlord, 10 guardians on furthest objective, 12+d cannon on closest objective, 2 in wreckage.

His turn 4 he lights up the daemonettes and leaves 2... Wave serpent takes down forgefiend and another noise marine dies.

My turn 4 I make another horrible decision of shooting the bike squad...and not the loads of guardians on the nearest objective, again pump about 12 wounds into them and all saved.

Turn 5 he assaults my noise marines and over watch kills a guy...finally lol. My lord swings first 4A with murder gets 1 wound in and saved again. Gets hit by 1 wound I fail armor and die (instant death weapon). I6 murder sword didn't work this time :/ for the next 2 turns they stay locked in combat and the noise accompanied by daemonettes finally die. Killing total of 1 jet seer warlock guy and my herald caused a wound on the wraithknight.

That Death Star was fecking nuts. Armor improved to a 2+ they were concealed for a 2+cover with jink and skilled rider, fortuned to reroll saves...and all have 4++. Next time I won't try for them with a 14 daemonette squad haha, whoops!

So I learned tricks of Eldar. A lot about their weapons being ridiculous.

   
Made in us
Painlord Titan Princeps of Slaanesh





So how will you beat eldar?
   
Made in gb
Been Around the Block




Made a few changes to make focus.

Chaos Lord- bike, slaanesh, murder sword and melta bombs
Bikers- 4 w/ Slaanesh icon excess, 1 champ with melta bombs and power sword

Noise marines- 2 blastmasters, 11 sonic blasters with icon excess, champ is bare

CSM- 10man w/ lascannon

Mauler
Mauler
Forge w/ ectoplasma mouth

Aegis w/ quad cannon

DAEMONS ALLY:

Herald with Exalted Reward, likely grimoire again, level 2 psyker (so we have some shooting while we move

Daemonettes of Slaanesh- 19 w/ rapturous standard

3 Chariots in Seeker cavalcade, no rewards.


So what I've done is added a ton more mid range shots and 2 more long range S8-9 shots for armor. The lord's murder sword is now much more hunter killeresque while being T5 I shouldn't be instant deathed often and still with FnP. Bikes with Melta bombs allows us to still get up close to blow up vehicles. The blob of Daemonettes should be able to weather a lot more than the 2 smaller ones and now will have some sort of shooting attack. I think this list still carries enough turn 2 assault fear, but with some long range destruction as well. Also realizing serpents are only AV12 I am excited more for Blastmasters to puncture through their jink and wicked cover saves Also thinking now that the Quad could have even pen'd the waves gaaah I'll have the lascannon with the quad in aegis so 5 shots at vehicles a turn. So total long range anti Armor now is 15 S7-9 shots.

That's my idea against an all comers now and I think it will handle Eldar as well now. Next I need to face Tau and see what they offer :/
   
 
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