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Made in dk
Crazed Cultist of Khorne



Copenhagen

We're currently playing a campaign and I got kicked around pretty badly in the first round, so I'm looking at switching up my usual style of play and would like some feedback for this list. It's Khorne-themed, so I would like to keep the options either unmarked or with a big Khorne mark on it. There are no flyers until we hit 1500, so please don't suggest any anti-air or heldrakes.

Sorcerer 100
Lvl 2, jump pack

2x5 CSM with CCW and Pistol 150

5 Warp Talons 160

5 Raptors 115
2 Meltaguns

Herald of Khorne 75
2x lesser rewards

10 Bloodletters 125
Blood Reaper, lesser reward, instrument of chaos

3 Bloodchrushers 150
Blood Hunter, lesser reward

Skull Cannon 125

The plan is to start with the two CSM units, the raptor squad with the sorcerer and the blood chrushers in play. In turn two, I will deep strike the rest into play on the enemies side of the board and from there carnage should ensue. I've got a 2+ to get reserves into play and maybe a free USR to one of the units.

I would like views on how well it would fare in a standard mission setup against tau, eldar, necrons and dark eldar (we actually don't have a single SM player in the campaign). This is a friendly environment, but occasionally a slightly competitive list enters play..

The warp talons will stay in play along with the raptors, although load out may be changed a bit, but the rest of the army is up for debate.
   
Made in ca
Sinister Chaos Marine






'

This message was edited 1 time. Last update was at 2013/11/17 17:01:22


 
   
Made in us
Painlord Titan Princeps of Slaanesh





I am not sure what the csm is providing. I think you should just play daemons. Bring more blood letters and skull cannons.

My gosh, 5 warptalons cost as much as a drake. Since there are no flyers I would suggest a maulerfiend with as much upgrades and spend the rest on more raptors. I would drop the raptor and bring full squads of csm, trade away bolters for ccw, get a rhino with dirge castors, maybe MoK.
   
Made in dk
Crazed Cultist of Khorne



Copenhagen

SmackTalk wrote:
"The warp talons will stay in play along with the raptors"
But these are the glaring issues with this list. Warp talons. c'mon dude. Did you read the unit entry before you purchased the models?


Yes, I am fully capable of reading a unit entry and I own the codex.
The models look great and they fit my theme of a Khorne based Night Lords army. Therefore, they are going in the army alongside my raptors.
Why are the warp talons so horrible?
I get that they are overpriced and don't have grenades. The skull cannon should mitigate the grenades thing and although the cost is steep, I'm also getting dual lightning claws jump infantry with a 5++ to go with their power armour. Oh, and jump infantry look good in blue and gold with lightning on the sides.

@ Filch
They have to stay as CSM, so no switching to Daemons.
I've tried the infantry storm, but they're getting picked off by the shooting of the other armies. The rhinos are actually slowing down my advance, since they give my opponent the possibility of stunning them or even blowing them up and making my now footslogging marines wander through difficult terrain. For that strategy to work, I need to have a lot more armour saturation and at 1000 points, that's not going to happen.
Thanks for the input though.

This message was edited 1 time. Last update was at 2013/07/12 13:51:32


 
   
 
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