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Made in dk
Fresh-Faced New User




This is my attempt at "Get up close, quick" list.

Daemon Prince
Burning Brand of Skalanthrax, Power Armour, Mark of Tzeentch, Wings

6x Chosen
w/ 5x Plasma gun
w/ Rhino, Havoc Launcher, Dirge caster

10x Khorne Berzerker
w/ 10x Chain Axe
W/ Rhino, Havoc Launcher, Dirge caster

16x Chaos Cultists
15x Chaos Cultists

5x Warptalons

Chaos Land Raider
w/ Dirge caster

3x Obliterators


Which lands me at 1501 points. Rhinos, Raider and Prince will of course charge, the oblits deep strike behind enemy lines and the cultists hang back and hold points.

Feedback is much appreciated.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hey

Is the khorne rhino for a unit of cultists? If so, the land raider needs extra armor Since the berserkers need to be in it to be worth being Elites. No use putting them in a rhino in 6th ed.

The plasma chosen should maybe turn into havocs. Cheaper slightly and Chosen can't help score in the 3rd mission.

This message was edited 2 times. Last update was at 2013/09/28 11:46:39


 
   
Made in dk
Fresh-Faced New User




Thank you for your feedback.

I was thinking of using the LR for the Talons as they'd be able to assault w/ jump packs and hammer of wrath straight out of the LR, maybe even in turn 1. But maybe you're right about upgrading the LR and putting the berzerkers in there instead.

The rhinos are definitely one of the biggest weaknesses, but I figure they'll at least get them close. And at 2 rhinos, 1 LR and 1 prince charging, there'll hopefully be too many opportunities for the enemy to prevent the majority of my charges. And If I'm lucky the LR will look the most distracting and soak up some shots.

I figured the chosen were better as they'd still be able to make a decent charge after the plasma rounds and instead depend on the cultists slowly walking up afterwards to hold points.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

It's not that the Warp Talons are a bad choice for LR passengers, just that I hate to see 'zerkers taken but wasted (which is what would happen as soon as they disembark their rhino and sit there for a turn)

If the chosen hop out and dump 10 plasma shots, they won't survive afterwards long enough to say "lol, I have 2 attacks base" : [ They are super high threat, so probably won't see assault. If they're in assault, they're wasted because of the 75pts of Plasma

You are right about targets. There's a lot of them- Try the list out with no changes and let us know!

This message was edited 1 time. Last update was at 2013/09/28 14:00:34


 
   
Made in gb
Drone without a Controller




United kingdom

Hmmmm, Cultists are your only troop choice at 1500 points? I wouldn't worry about your rhinos because once your cultists are destroyed your pretty much fu$k£d.
   
Made in us
Cultist of Nurgle with Open Sores





Manse of Nurgle, The Immaterium

IIRC jump troops can't use transports give the LR to the zerkers never underestimate WS5 S5 Marines charging out of a LR

6th edition record (199W 0L 1D)

" Pain is an illusion of the Senses, Fear is an illusion of the Mind, Beyond these only Death waits as silent judge o'er All
- The Primarch Mortarion-
 
   
Made in se
Been Around the Block



Stockholm

First just a taught, are you even allowed to use the Rhino for the cultists once it have been dedicated to the Berzerkers?
A good idea for the cultists to increase survivability (with minimum risk) is to just keep them i reservs for as long as possible.

I would definatly run the Zerkers in the LR since the Warptalons have enough mobility as is. The Zerkers on the other hand could really use that extra mobility and delivery cover!

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 
   
Made in dk
Fresh-Faced New User




elaps wrote:
First just a taught, are you even allowed to use the Rhino for the cultists once it have been dedicated to the Berzerkers?


I actually don't know. Can anyone elaborate on this?

And good idea about keeping cultists in reserves. Tie the enemy up in CC and then bring in the point holders.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

pitak wrote:
elaps wrote:
First just a taught, are you even allowed to use the Rhino for the cultists once it have been dedicated to the Berzerkers?


I actually don't know. Can anyone elaborate on this?

And good idea about keeping cultists in reserves. Tie the enemy up in CC and then bring in the point holders.


You can use the rhino for cultists, but only up to ten of them, and they can't start the game inside the rhino.
   
Made in us
Smokin' Skorcha Driver





Central MN

I second the cultists in reserves, I do the same thing in my ork list with grots. last min objective holders

SRSFACE wrote: Every Ork player I know is a really, really cool person.
20,000 New and Growing 1000
http://www.dakkadakka.com/dakkaforum/posts/list/592194.page#6769789 
   
Made in us
Furious Raptor






Kyle TX, USA

I run 60 close combat cultist with MOT so they survive a little longer. I run each squad with a dark apostle also. That give them 4 attacks on the charge. I have wipped out full squads of SM and even GK termies before.

 
   
Made in gb
Rogue Grot Kannon Gunna





If you want to get up close and personal uber quickly you could do a lot better with bikes, spawn, maulerfiends - aiming for turn two charges. Rather than putting 10 beserkers in a rhino. Sticking them into the landraider would be better than the rhino - lining up for a turn 2 charge, but it is somehwat expensive to get 10 marines into combat. The chainaxes are overkill unless you are facing lots of eldar/necron warriors of other lightly armoured mass of bodies.

Six chosen with 5 plasmaguns means you're either paying loads for two plasmaguns to shoot from the hatch of the rhino or as they jump out your enemy is given a ripe target; each kill as easy as a standard CSM and worth 33pts. They would be a tough unit to shift from an objective but they are not points scoring.


 
   
Made in us
Bounding Black Templar Assault Marine





Quincy, IL Hit me up if you are around and want to play

I'd make cultist units three units of ten due to target saturation.

Drop half the axes off your Zerkers so they can be up front to catch the bullets for your axe guys to make it into combat.

I don't mind the zerkers in the rhino, but make sure you give the sarge a combi something so that way the turn they get out they can do something, rather then just shoot pistols (and DONT forget that they have gernades when the shooting phase comes. If you give them a combi flamer, throw a frag gernade, and bolt pistol the rest they can kill some infantry pretty well).

Warp talons in the LR are a good idea, never though about that, but that's because I really hate LRs. They die far to easy in 6th unless you have a few.

I would use extra points to get your DP a level or two as a psyker, or try to get a sorc lv one in there for some power axe attacks.

Chosen to havocs and become a 6 man 3 plasma. 4 plasma, or even 5 as you have it, makes people want to kill them before anything else and then you lose a ton of pts.

Check out my battle reports at http://www.youtube.com/user/theblessing8386/videos and see the models you trade me duke it out! 
   
 
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