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Made in dk
Sinister Chaos Marine




HQ
]Warpsmith (110)
Warpsmith (110)

Elites
Helbrute (130)
Power fist(x2); Heavy flamer(x2);

Helbrute (135)
Missile launcher; Twin-linked lascannon;

Helbrute (135)
Missile launcher; Twin-linked lascannon;

Troops
5x - Chaos Space Marines (110)
§ 1x Chaos Rhino (35pt.)

5x - Chaos Space Marines (110)
§ 1x Chaos Rhino (35pt.)

5x - Chaos Space Marines (110)
§ 1x Chaos Rhino (35pt.)

5x - Chaos Space Marines (110)
§ 1x Chaos Rhino (35pt.)

Fast attack
Heldrake (170)
Baleflamer;

Heldrake (170)
Baleflamer;

Heavy support
Maulerfiend (135)
Lasher tendrils

Maulerfiend (135)
Lasher tendrils

Maulerfiend (135)
Lasher tendrils

1805/1850pt.

And I still have 45pts to play around with...

I think the list is pretty selfexplanatory. Each Warpsmith will join with a Rhino after blowing up a piece of terrain in opponents deployment zone. Everything will move foreward fairly agressively, except the two ranged Helbrutes, who will fire at stuff. Smiths will jump out and repair stuff, when it is hit, while remaining out of LOS behind the engines if possible, returning to the rhino after job is done, and otherwise curse opponent vehicles. Rhinos will try to tank chok infantry to bunch them together in blobs, so the Heldrakes can light them up more easily.

Thoughts?

This message was edited 1 time. Last update was at 2013/08/08 09:56:28


 
   
Made in us
Blood Sacrifice to Khorne



North Carolina

I dunno. It's strong, but from the looks of things, if I was your enemy (I'm CSM players) I would completely ignore your tank line and spread out. Whilst doing that, ensuring that the maulerfiends get hit with my heavy guns. Objective matches your 5 man squads will be easy to contest against...heldrakes...you're good taking the standard 2. A spaced out army/Eldar with strategic shots could be a hassle to you.

Just do what you wanted by choking in their army and make sure the backline support helbrutes get some brutal shots, let your maulerfiends get some greaat cover from the rhinos or terrain and if you can box them, everything should work out.

BLOOD FOR THE BLOOD GODS!!  
   
Made in gb
Tower of Power






Cannock

What at the Warpsmiths meant to be doing in this list?

The Helbrutes are pretty expensive for what they can do. Plus the one with the dual fists will take some serious time to get into close combat.

The troops need some special weapons to have any damage output beyond bolters.


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Boosting Space Marine Biker




The Eye of Terror

dual flamer brutes kill hordes easy but you have 2 drakes so horde suppot is well covered
So id swap him out for something to kill a 2+ save, like plasmacannon and power scourge, let him camp with your back line and if in the likely event your opponent sends terminators or other deep strike units to deal with them, attack with the plasma brute and let the other 2 shoot

give warpsmiths aura of dark glory with the extra points and maybe combiplasmas to shoot with, they need an invunrable like most HQs and they have rubbish ranged weapons that dont make good use of the BS5

Armies
CSM Zenmarine Warband from assorted tratiors and heritics

DARK ANGELS woo woot
the way to win is not to make a grand masterplan, its by making sure your opponents grand masterplan fails  
   
Made in dk
Sinister Chaos Marine




The warpsmiths are there primarily to do repairs. With 12 vehicles in the list, odds are some of them will not explode on every penetration.
Aura of dark glory might be a good idea. I also consider using the spare points for destroyer blades for the rhinos, since they're there to tank shock anyway.
   
Made in gb
Tower of Power






Cannock

Well to repair the Helbrutes and Maulerfiends you will have to get out and be in base contact. These units have mixed ranges, the Maulerfiend will be zooming ahead and the Helbrutes static with one moving slowly. The Warpsmiths will not be that effective.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Been Around the Block




I'd replace the Hellbrutes. A unit of deep-striking terminators could launch strategic strikes with combi-flamers. A Nurgle lord on a bike could take a few spawn and charge in with the faster daemon engines. Even a single Mutilator or two could deep strike and draw enemy fire from the gunlines, giving your aggressive mechs time to smash into their lines. If they don't hit them, you could tie those units up in close combat. All of those would work better than the brutes, who would likely get tied up just standing in place.
   
Made in us
Painlord Titan Princeps of Slaanesh





I think it is still better to take 2 less rhinos and increase the 2 csm squads to the most models.

9 csm, meltagun, champ with combi meltagun & meltabomb, trade bolter for ccw, rhino, hml@ 199
Or purchase ccw@18

Vs

5csm, rhino + 5csm, rhino@220

Can you see the combat effectiveness of the stronger 9 man squad compared to 2 squads of 5 csm with no upgrades? Also, the 9 man squad with purchased ccw are still cheaper.

I think you should keep the helbrutes but do switch the flamer one with plasma cannon and p scourge. Swap out all your mauler fiends for hades fiend to maximize anti air, f/mc, light tank coverage, however the price difference is almost 50pts per fiend. I hope you pinned the arms & heads to quickly morph from mauler to hades to ecto fiend. Now you have a very strong gun line where you can wittle away the enemy the first 3 turns & then agressively take obj on the last 2 turns. By keeping your warpsmiths in the back field, you can now have 10 men csm squads.

This message was edited 1 time. Last update was at 2013/08/09 16:53:29


 
   
 
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