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Made in gb
Morphing Obliterator






Looking for some critique on this list:

Sorceror - 160
Level 3 Psyker, Spell familiar, Terminator armour, Gift of Mutation

Warpsmith - 135
Aura of dark glory, Gift of Mutation

5 Terminators - 195
Heavy flamer, 2 x combi melta, 2 x lightning claw, chainfist

10 Marines - 220
Boltguns, 2 Meltaguns, Powerfist Champion
Rhino

10 Marines - 235
Boltguns, 2 plasma guns, Plasma Pistol/Powersword Champion
Rhino

10 Cultists - 50
Autopistols, Combat weapons

3 Obliterators - 228
Mark of nurgle

6 Havocs - 128
4 autocannons

Vindicator - 145
Combi bolter, dozer blade, daemonic possession

Total 1496

My army is Iron Warriors, hence the full heavy support slots, one of them has to be a vindicator for fluff reasons.

I have had a re think on this list and dropped the daemon prince in favour of terminators, giving the sorceror termi armour, upping the melta marine squad to 10 (thus giving them a second melta) and including 5 terminators plus a warpsmith (for fluff reasons plus his number of S5 AP2 attacks while keeping the vindicator running will be useful).

The gifts of mutation on the HQ's are there mainly for fun but they could also give a useful CC boost from time to time.

I have not included VOTLW on purpose as the units that would have it both (Oblits and Terminators) have an LD 10 HQ choice with them plus this army is currently only being used in a Tale of Gamers event at my local club, which only has one marine player (Grey Knights) out of the 10 or so players taking part. I didn't think it was worth taking it for hatred against one player, which I could potentially get for my Warlord and his unit anyway if I roll the right trait or chaos boon.

This message was edited 2 times. Last update was at 2013/11/08 11:19:22


Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in ca
Nurgle Predator Driver with an Infestation




Brantford, Ontario

Im assuming your sorc is MoT, id also take a Sigil on him for that 3++. the thing is with this list i feel the daemon prince is gonna get shot down really fast you dont have enough scary/distracting units aside from it.

Also im assuming your cultists are going to be left in reserve and cap points, id lose the upgrades they wont do much tbh. (Im assming they are the DV models so you can take them how you want it isnt that many points anyways. But id maybe put them together and move them up he board i guess just to contest points or something.

Maybe take off the plasma pistol. I personally dont take power weapons on my sergeants i think its a waste of points as i try to avoid assaults as much as possible with these sqauds., It is handy though if you do get assaulted, I guess you could try and get boons but i find they are lack luster and when ever it happens it usually screws you over, Like turning your Chaos lord into a deamon prince really fraking sucks sometimes.

For Iron Warriors i like to run the warpsmith hes actually pretty good, and if you take tzeentch or nurgle on him pretty tough hq. Its really fun to curse an IG Punisher Russ and glance it death/ make it afraid to fire.

I cant remember what seige shield does, But id just take a dozer blade with deaqmonic possession and a bolter to increase your demo cannon firing. This will probably target number 2.

Alot of people will say los the rhinos as they give up frist blood but if it keeps you safe maybe theyll distract your enemy from firing at your DP.

looks like an alright list, The only thing i can say is something i like to do is keep your troops as cheap as possible. Only give them the necessities (Special weapons maybe a transport)

Iron Warriors  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hey bud,

-That prince would be a lot more kickass if he is Tzeentch.

-Vindicator needs either Demonic Possession or a TL Bolter.

-Oblits don't need VotLW

-Cultists don't need autoguns or special weapons.

-Never take Powerfists on Champs.

-The Sorcerer doesn't need AoDG. Use points saved from Cultists and other upgrades to give the Sorcerer Terminator Armor (he joins Oblits) and bump the 8man CSM squad to 10 in order to take a 2nd Melta Gun.

-Remove Dirge Casters. The rhinos won't make it past turn 1 against smart opponents.

This message was edited 1 time. Last update was at 2013/11/06 14:04:52


 
   
Made in gb
Morphing Obliterator






OK thanks for the feedback guys.

I am trying to be as fluffy as possible here so the sorceror is currently unmarked.

I will have a look at DOT but can't remember what it does TBH. I only took DON because I had to take one (unfortunately as I wanted to run undivided).

I will have a look at possession and maybe the twin bolter and see if I can squeeze them in.

I put VOTLW on the Oblits for the extra leadership. Is this not worth having?

OK I will look at running base cultists. They are only really there to hold objectives and go to ground anyway.

I do like the powerfist on the champion as it looks cool and is handy for punching out vehicles but if I was to change it what do you suggest?

I already have the Sorceror model in power armour but I have a friend who has a Terminator one he is selling cheap so I could sub it in. I like the idea of upping the second marine squad to 10 with 2 meltas as well.

I guess to be honest the dirge casters aren't always needed as in the last game I played they were never used because one rhino got blown up turn one and the other one hung back once the marine squad got out.

With the lack of big threats in this list would I be better off dropping the prince for other units?

Either a cheap jump HQ + warp talons or warp talons and bikes?

This message was edited 1 time. Last update was at 2013/11/06 16:00:27


Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Sorcerers in PA are fine because you can fit them in a Rhino if they roll up good Witchfires.

The problem with power fists is that because you have to issue/accept challenges, you swing last in those challenges. Power Sword means you go I4. Plague Marines do ok with Power Axes because they're I3 and tougher, but I'd reserve a Pfist for Lords.

This list desperately needs the Demon Prince. There will be times where the Prince simply can't be shot down, and your opponent will have wasted half his shots on him, leaving your other units open to close with and engage.

At minimum, this list needs the TL Bolter OR Possession on the Vindicator to keep that main gun firing as long as possible.

This message was edited 1 time. Last update was at 2013/11/06 21:58:13


 
   
Made in us
Daemonic Dreadnought





Eye of Terror

Okay, here's the critique: this is a decent to good list. It includes a good deal of firepower at 24 inches and offers some legitimate opportunities for getting troops up into combat. If your Sorcerer and DP get the right rolls, you might have decent psychic powers as well.

There are some things to consider about this list:

1) Your DP is going to be the MVP of your list in most armies. While he's not the HQ I would choose for an army list this, he is certainly not a bad option. Given the other units in your list, you may want to consider whether it makes sense to replace him with something else for more long range shooting or dedicated cc specialists? Like, a Dark Apostle could boost your CSM squads significantly, doesn't he give fearless and hatred everything USRs to units he joins? That could make your infantry something to be feared. If you want to stick with the fluff, a warpsmith could have a big impact on the game by keeping your Vindicator vindicating! His BS5 is not bad, and his tendrils certainly make it hard for people to assault.

2) MoN Obliterators are always fashionable, don't remove them for any reason and use them however you want. Deep striking is the best, but I could see how they could be important as you march other things up the board. You might want to buck conventional logic and footslog it with these guys.

3) The only other things you have that shoot more than 24 inches are the Vindicator and the Havocs. You are going to have to take steps to keep the Vindicator alive and get it into proper vindicating position. The Havocs should be placed in cover / elevated asap to ensure they will be effective in the game.

4) You don't have dedicated close combat units, and most of your guns have a range of 24 inches. Be aware that this is a risk, by the time you can shoot at anything with your CSMs or Cultists you will be in charge range. You may want to consider ways of responding to a charge in the design of your list.

5) You are taking cc upgrades for champions on units that are not cc specialists. You are taking upgrades for Rhinos that are cc oriented, and it's generally easier for opponents to shoot an Rhino. Something doesn't add up for me, since Rhinos and Champions tend not to survive long against most armies. You might want to consider replacing these specific upgrades with marks, icons and other items that buff to your strengths or address gaps. You could give your CSMs MoK and and IoR, for instance, and get some cc power for less than the cost of the upgrades per unit. You could also go shooty with them by getting Havoc launchers and picking up a couple CSMs to complete the 10-man unit.

6) You will need to be careful with the Rhinos. Considering using one as cover for the other as you move up the battlefield, and shooting smoke your first 2 turns.

7) Your cultist squads might be a little small. A properly equipped tactical unit could shoot them out of existence in 2 rounds and chase them off in one 7 times out of 10. Be aware of how fragile they are relative to other units.

If I was going to make this list meaner, I would focus on balance and defence against the charge. Bikers might actually be the ideal upgrade for this list, due to their mobility, relative toughness and ability to be supported by your other infantry. Marks can certainly help with your CSMs, and so could the addition of Plague Marines.





This message was edited 1 time. Last update was at 2013/11/06 22:41:53


   
 
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