Switch Theme:

1500 CSM w/ CD allies. Need opinions!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Beast of Nurgle



New Jersey

  • CSM:
    Be'lekor

    Cultists x10

    Cultists x10

    Plague Marines 5+Champion
    2x meltaguns
    Rhino

    Plague Marines 5+Champion
    2x meltaguns
    Rhino

    Heldrake
    Baleflamer

    CD Allies:
    Herald of Tzeentch
    ml3
    Disc of Tzeentch
    Grimoire

    Daemonettes of Slaanesh x11

    Screamers of Tzeentch x9


  • So, I have been toying with some ideas and with the new HQ, I think I came up with something. Opinions would be great!

    Reserves:
    Cultists squads and drake
    Roll all Herald powers on Divination
    Be'lekor, rhinos (use smoke), screamers/herald, daemonettes all move up. Be'lokor uses invisibility on the screamers while herald uses grimoire on him. This will give the herald and screamers a 2+ reroll 1 jink and Be'lokor a 2++. This is obviously mean in itself. They either need to pray and fire at the screamers or the DP wasting everything, or take out the marines/daemonettes before they get too close.
    Next turn, hopefully drake comes in. It does what a hellturkey does.
    Rip things apart with invis screamers and 2++ DP.
    If the marines are close enough, disembark and pestilence them.
    Pretty straightforward from there.

    A second idea was to invis the screamers and "vector strike" turn 1.

    Newer player, but have been stomped enough times to know what works and what doesn't as far as CSM go
     
       
    Made in us
    Tzeentch Aspiring Sorcerer Riding a Disc






    Battle Barge Impossible Fortress

    I use the mini-star almost every game. It works great. If the Herald doesn't have Forwarning, he at least has Scrier's Gaze.

    There are games where my Thousand Sons barely even take fire because the Demon Allies are moving up to engage (and usually survive anyway)

    Would probably roll plasma on the PMs. Really just to take advantage of feel no pain and because most opponents can blast your Rhinos easily.

    10 Cultists really work well? I have never seen someone reserve them and then actually hold an objective. Usually they arrive and get wiped (or ignored)
       
    Made in us
    Beast of Nurgle



    New Jersey

    Well I was kind of in a punch for points so I couldn't fit the plasmas and that is also the reason for 2 squads of 10 cultists, needed the cheapest possible troop.
    How do you use your screamers? Cc, vector striking, just as a wounds for the herald?

    Newer player, but have been stomped enough times to know what works and what doesn't as far as CSM go
     
       
    Made in ca
    Longtime Dakkanaut





    Screamers are excellent at taking out skimmers (wave serpents) - often forgotten. Other than that shoot with your herald. Slashing attacks should just be considered a nice bonus.

    This message was edited 1 time. Last update was at 2013/12/06 00:28:48


     
       
    Made in us
    Tzeentch Aspiring Sorcerer Riding a Disc






    Battle Barge Impossible Fortress

    I always deploy them, even if I am going 2nd because I'll likely have some Tsons infiltrating up close (and I have the 5 MoN Chaos Spawn which are always deployed as well.)

    I move them up with a turboboost and give the enemy a choice: Waste fire on the T6 Spawn or Screamers (which half the time have the 2++, and if they don't I really don't mind), or engage my Troops.

    I rarely turboboost over units. My primary objective with them is to tie up the shootiest thing my enemy possesses. Usually Firewarriors or Obliterators. I try not to send them into a prolonged combat (Example: 30 zombies) because I want them to slaughter a unit or if they cant do well I want them to be in combat with 3-4 (in the case of Tau or Guard)

    Don't forget to multi-charge.

    Hope this helps..

    This message was edited 1 time. Last update was at 2013/12/06 00:48:18


     
       
    Made in us
    Beast of Nurgle



    New Jersey

    Thanks, had a chance to try it out tonight against dark eldar.
    Even though I forgot to reroll all the 2+ jinks, it still worked like a charm. Felt so dumb when I realized I forgot that.

    Newer player, but have been stomped enough times to know what works and what doesn't as far as CSM go
     
       
    Made in us
    Tzeentch Aspiring Sorcerer Riding a Disc






    Battle Barge Impossible Fortress

    Nice. I forget to roll for the Grimoire sometimes.
       
     
    Forum Index » 40K Army Lists
    Go to: