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As always with this type of post, it boils down to what else is included in your list. However, I just ran a CSM list with 4 walkers, where i actually swore beforehand that 2 of them were never going to see the table in this edition again.
I used a forgefiend and a defiler and they were brilliant in this single game against a tau gun line.
2 helbrutes, a forgefiend and then the defiler. I didn't trust them to be able to shoot worth a damn, so instead they were running like mad men across the table.
Even with average, or maybe slightly above average, dice rolls, they succeeded in charging in turn 2.
Granted none of us had stellar AP rolls for vehicles, but the force of a dreadnought in combat with a unit of fire warriors made my day.
If you support the charge of the machines with either raptors and hopefully some daemon allies (flesh hounds are awesome to give an early presence), this style of attack in two waves seems quite hard to effectively counter.
I also played a single unit of raptors with a biomancy lvl 2 sorcerer for support. The list presented too many targets to single out the walkers effectively and therefore it worked.
This isn't a trick you can play every single game, but raptors and bikes are awesomely priced (bikes most so). I think the MoN is a bit steeply priced, although small arms simply bounce off of them (and I'm a big Khorne fan).
Edit: didn't see the CSM only sign, but bikers and raptors are excellent at what they doand spawn are a great way of delivering a lord to melee.
FA is a very strong slot and should use a good amount of your points if you want a hard hitting assault army. Also, look for the maulerfiend. It's excellent at fast attack and can give the survivability to your bikes or raptors.
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