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Made in us
Crazed Cultist of Khorne




This list is dedicated to fighting against Tau and Imperial guard mech/gunline armies that my local friends play with. Thanks!
HQ:
1 Chaos Lord with MoN (80)
1 Chaos Sorcer with Jump pack, Mastery level two and Melta bomb (105)

Troops:
10 CSM with MoN, Melta and flamer (185)
10 CSM with MoN, Melta and plasma (195)
5 CSM with CCW (111)
10 Cultists with 8 auto guns, shotgun on champion and heavy stunner (73)

Fast Attack:
5 Raptors with flamer and melta bombs on champion (105)

Total: 999

Notes: as I am strapped for cash, I am looking for the most cost effective tips (so no "buy three hell drakes!!!"). Also, the vindicator a and raptors are permanent, though I am willing to change their gear. Finally, I was planning on giving the Sorcerer prescience and some other ability (ideas?)
Heavy Support:
1 Vindicator with Possession, dozer blades and combi bolter (145)

My opponents:
1. Tau: my Tau friend last ran with two larger groups of Firewarriors supported to by smaller groupers of Markers, with a Battlesuit command running with a group of three bodyguard suits, all defended by a Riptide. As for the specifics, I am not sure as to what exactly he had kitted them with since I am a relatively new player, but assume the worst. He is also new, though has relieved help from other hobbyists in building his army.

2. IG: my guard friend typically runs with two large blobs of guardsmen, one command squad, one platoon command squad, one Lemen Russ (he changes the gear all the time, though last he dedicated it to MEQ killing) and one squad of vets. Again he is also no, but has received help so assume the worst.

As for tactics, both players are slow to engage, typically engaging behind their riptide/tank.
   
Made in us
Fresh-Faced New User



philadelphia,pa

I've had decent success with raptors with 2x melta; makes for a decent range tank hunting squad.

As a bonus, you can deepstrike them in for shots at juicy rear armor.

They do decent against guard, but I haven't played the new tau codex, so YMMV.

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Made in gb
Sneaky Sniper Drone




South East England

ArDeZe wrote:
This list is dedicated to fighting against Tau and Imperial guard mech/gunline armies that my local friends play with. Thanks!
Spoiler:
HQ:
1 Chaos Lord with MoN (80)
1 Chaos Sorcer with Jump pack, Mastery level two and Melta bomb (105)

Troops:
10 CSM with MoN, Melta and flamer (185)
10 CSM with MoN, Melta and plasma (195)
5 CSM with CCW (111)
10 Cultists with 8 auto guns, shotgun on champion and heavy stunner (73)

Fast Attack:
5 Raptors with flamer and melta bombs on champion (105)

Total: 999

Notes: as I am strapped for cash, I am looking for the most cost effective tips (so no "buy three hell drakes!!!"). Also, the vindicator a and raptors are permanent, though I am willing to change their gear. Finally, I was planning on giving the Sorcerer prescience and some other ability (ideas?)
Heavy Support:
1 Vindicator with Possession, dozer blades and combi bolter (145)

My opponents:
1. Tau: my Tau friend last ran with two larger groups of Firewarriors supported to by smaller groupers of Markers, with a Battlesuit command running with a group of three bodyguard suits, all defended by a Riptide. As for the specifics, I am not sure as to what exactly he had kitted them with since I am a relatively new player, but assume the worst. He is also new, though has relieved help from other hobbyists in building his army.

2. IG: my guard friend typically runs with two large blobs of guardsmen, one command squad, one platoon command squad, one Lemen Russ (he changes the gear all the time, though last he dedicated it to MEQ killing) and one squad of vets. Again he is also no, but has received help so assume the worst.

As for tactics, both players are slow to engage, typically engaging behind their riptide/tank.


First of all, with the MoN on the lord, you have Plague Marines unlocked, and plague marines are very good against Tau, if only because they are really hard to kill. So have two basic squads of five with plasma guns and maybe a power axe on the champions. I would get rid of the CCW squad, there isn't really any use for them that I obviously see - if you're planning on charging them upfield, they are gonna die really quickly. I've created an alternative list that could work very well in the same capacity:

+++ No Name (1000pts) +++
+++ 1000pt Chaos Space Marines 6th Ed (2012) by SN Roster (Allied Detachment)) +++

Selections:

Chaos Space Marines 6th Ed (2012) by SN (Allied Detachment) Selections:

+ HQ + (215pts)

* Chaos Lord (95pts)
(Champion of Chaos, Fearless, Independent Character)
Mark of Nurgle
* Power Armour
Power Weapon


* Sorcerer (120pts)
(Champion of Chaos, Independent Character, Psyker)
Additional Mastery Level, Jump Pack, Mark of Slaanesh, Melta bombs


+ Troops + (400pts)

* Chaos Cultists (50pts)
(Champion of Chaos)
Champion's upgrade, 10x Squad models (champion included)


* Chaos Cultists (50pts)
(Champion of Chaos)
Champion's upgrade, 10x Squad models (champion included)


* Plague Marines (Troops) (150pts)
(Fearless, Feel No Pain, Mark of Nurgle)
4x Plague Marine, 2x Plasma Gun
* Plague Champion
Bolt Pistol, CCW


* Plague Marines (Troops) (150pts)
(Fearless, Feel No Pain, Mark of Nurgle)
4x Plague Marine, 2x Plasma Gun
* Plague Champion
Bolt Pistol, CCW


+ Fast Attack + (255pts)

* Raptors (255pts)
(Fear)
Icon of Excess, Mark of Slaanesh, 2x Meltagun, 9x Raptor
* Raptor Champion
Bolt Pistol, CCW, Melta Bombs


+ Heavy Support + (130pts)

* Chaos Vindicator (130pts)
Siege Shield



Created with BattleScribe (http://www.battlescribe.net)
The raptors in particular will be ery hard to kill due to the Icon of Excess giving them feel no pain.

When light no longer rose to kiss me,
I swore to tear Heaven asunder
As flights of fallen angels wished me
Godspeed on the Devil's Thunder  
   
Made in us
Crazed Cultist of Khorne




statas wrote:
I've had decent success with raptors with 2x melta; makes for a decent range tank hunting squad.

As a bonus, you can deepstrike them in for shots at juicy rear armor.

They do decent against guard, but I haven't played the new tau codex, so YMMV.


Thanks for the response! Would it be better to maybe include/replace them with a unit of termicide combi/plasmas(or meltas)?


Automatically Appended Next Post:
 ThePlaguedWarsmith wrote:

[spoiler]

First of all, with the MoN on the lord, you have Plague Marines unlocked, and plague marines are very good against Tau, if only because they are really hard to kill. So have two basic squads of five with plasma guns and maybe a power axe on the champions. I would get rid of the CCW squad, there isn't really any use for them that I obviously see - if you're planning on charging them upfield, they are gonna die really quickly. I've created an alternative list that could work very well in the same capacity:

+++ No Name (1000pts) +++
+++ 1000pt Chaos Space Marines 6th Ed (2012) by SN Roster (Allied Detachment)) +++

Selections:

Chaos Space Marines 6th Ed (2012) by SN (Allied Detachment) Selections:

+ HQ + (215pts)

* Chaos Lord (95pts)
(Champion of Chaos, Fearless, Independent Character)
Mark of Nurgle
* Power Armour
Power Weapon


* Sorcerer (120pts)
(Champion of Chaos, Independent Character, Psyker)
Additional Mastery Level, Jump Pack, Mark of Slaanesh, Melta bombs


+ Troops + (400pts)

* Chaos Cultists (50pts)
(Champion of Chaos)
Champion's upgrade, 10x Squad models (champion included)


* Chaos Cultists (50pts)
(Champion of Chaos)
Champion's upgrade, 10x Squad models (champion included)


* Plague Marines (Troops) (150pts)
(Fearless, Feel No Pain, Mark of Nurgle)
4x Plague Marine, 2x Plasma Gun
* Plague Champion
Bolt Pistol, CCW


* Plague Marines (Troops) (150pts)
(Fearless, Feel No Pain, Mark of Nurgle)
4x Plague Marine, 2x Plasma Gun
* Plague Champion
Bolt Pistol, CCW


+ Fast Attack + (255pts)

* Raptors (255pts)
(Fear)
Icon of Excess, Mark of Slaanesh, 2x Meltagun, 9x Raptor
* Raptor Champion
Bolt Pistol, CCW, Melta Bombs


+ Heavy Support + (130pts)

* Chaos Vindicator (130pts)
Siege Shield



Created with BattleScribe (http://www.battlescribe.net)
The raptors in particular will be ery hard to kill due to the Icon of Excess giving them feel no pain.



Thanks for the response! I have a few questions though:
1. Since there are very few PMs in the list you proposed, wouldn't they be very vulnerable to the high AP/loads of rapid fire weapons found commonly in Tau and IG?
2. What powers should I shoot for with my sorcerer?
3. What should I do with the vindicator? Should I use as possibly a fire magnet or hide it behind (x)?

This message was edited 1 time. Last update was at 2013/11/28 02:38:31


 
   
Made in gb
Sneaky Sniper Drone




South East England

Well, it's hard to kill them anyway because of T5, but they also have a 5+ FnP if I remember correctly, so the few occasions a wound could make through, it's harder to kill them. For the sorcerer, roll on the Slaanesh table until you get Hysterical Frenzy to buff the Raptors (Slaanesh powers are quite good in my opinion), then put whatever you have left into Telepathy (if you only end up with one mastery level left, take the primaris for Telepathy, Psychic Screech; it's pretty dang good). And I'd use the Vindicator fire as a bit of a distraction. For example, fire at a heavy unit such as a Crisis Team, Riptide, Leman Russ etc, and while everything focuses fire on the Vindicator, have the raptors drop in and beat face.

This message was edited 1 time. Last update was at 2013/11/28 02:55:47


When light no longer rose to kiss me,
I swore to tear Heaven asunder
As flights of fallen angels wished me
Godspeed on the Devil's Thunder  
   
Made in us
Dakka Veteran




California

Also a good tactic, against sedentary guard lines in my opinon at leat, are deep-striking obliterators. 2x squads of 2 with MON. you can keep one on the board and ds 1 or ds both as i learned popping in front of guard squads with heavy flamers and tl regular flamers will cut down plenty of flashlights.

This message was edited 1 time. Last update was at 2013/11/28 07:09:08


 
   
Made in gb
Shas'la with Pulse Carbine





Against the tau fw spam 10 plague marines will die very easily. Fw pulse rifles are str5 so only 4+ to wound so 2 squads of 5 will die very easily even with fnp. I think he would be better off with obliterators with mon. They can deep strike in with heavy Flamers to kill all the fw's like the above said. But can also change weps and ap the riptide to death.
   
 
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