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![[Post New]](/s/i/i.gif) 2013/09/19 19:25:27
Subject: CSM 1500 List to critique
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Malicious Mutant Scum
UK
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OK so my chosen legion is word bearers so dont be suggesting anything like nurgle biker lords, however i would like some suggestions on this list/where its shortcomings are etc;
HQ (265pts)
Daemon Prince (265pts)
Power Armour, The Black Mace, Tzeentch, Wings
Troops (331pts)
Chaos Cultists (118pts)
18x Autogun, 2x Heavy stubber, 20x Squad models (champion included)
Chaos Space Marines (213pts)
9x Chaos Space Marine, 2x Plasma Gun, 9x Take a CCW, Veteran of the long war
Aspiring Champion
Bolt Pistol, Bolter, Power Weapon
Fast Attack (350pts)
Chaos Spawn (180pts)
Mark of Nurgle 5x Spawn
Heldrake (170pts)
Baleflamer
Heavy Support (551pts)
Chaos Vindicator (140pts)
Combi-bolter, Daemonic Possession
Havocs (174pts)
Aspiring Champion, 7x Havoc, 4x Missile Launcher
Obliterators (237pts)
Mark of Nurgle, 3x Obliterator, Veteran of The Long War
Total 1497pts
is it worth dropping a spawn for a rhino?
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![[Post New]](/s/i/i.gif) 2013/09/19 19:44:40
Subject: CSM 1500 List to critique
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Yep! Get the rhino. Also your Vindicator is set up perfectly for only running one. Applause..
The only change I'd suggest is splitting the Cultist unit into two.
This is a great example of a solid 1500 CSM list. : ]
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This message was edited 2 times. Last update was at 2013/09/19 19:46:02
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![[Post New]](/s/i/i.gif) 2013/09/19 20:25:33
Subject: CSM 1500 List to critique
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Malicious Mutant Scum
UK
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yeah i had a feeling that it might be a bit light on troop choices, the rhino might be good for lunging for objectives, i'll give the cultists a try as two units, though i'm concerned this might result in them running away alot
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![[Post New]](/s/i/i.gif) 2013/09/20 08:03:01
Subject: Re:CSM 1500 List to critique
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Been Around the Block
Stockholm
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You could keep them in reserve at first to avoid them taking to much of a punishing early on.
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Chaos: 6000pts
Death Korps of Krieg: 2500pts
Starting up a paintblog to keep track of my different hobby projects!
http://www.dakkadakka.com/dakkaforum/posts/list/605993.page |
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![[Post New]](/s/i/i.gif) 2013/09/20 14:13:14
Subject: CSM 1500 List to critique
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Yep they could but I guess the point of two cultist units is to spread fire and spawn pluscs vindi will be present anyway.... you'll be ok.
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![[Post New]](/s/i/i.gif) 2013/09/20 15:26:53
Subject: CSM 1500 List to critique
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Rogue Grot Kannon Gunna
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I don't get the spawn with nothing with them. They are fearless so can not retreat from combat. Pop a AV12 walker in front of them and they are tarpitted. They need something rolling with them.
Agree about adding the rhino, something for some of the cultists to hide out it.
Because you have a big shooty element to your army (unfortunately) an ADL would be a good idea.
Overall though its a nice enough force, lots of mixing it up and obliterators to give you options and generally mess up the enemy.
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![[Post New]](/s/i/i.gif) 2013/09/20 16:39:55
Subject: CSM 1500 List to critique
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Bloodthirsty Bloodletter
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I tried 20 shooty cultists with a defensive line and they soaked up shots but never really dealt out punishment. I had 2 Obliterators on the side to help out but I think I would have done better giving just a hand full guns and adding Veteran to better units.
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The Good: 8,000
Ultramarine, Scouts, Blood Angels, Dark Angels
The Bad: 8,000
Chaos, Daemons, Dark Eldar, Orks
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