I've tried out possessed and can tell ya they're so bad you can lower the cost to 15-17 and they'll still be mediocre. But will see the board if you do so, i guess.
Allowing to charge out of a rhino? What for. It's not durable enough to be assault vehicle. It's best use is deliver
csm to their effective range and provide cover/blos.
It's the problem of 6-
th ed and new power-codexes that footslogas can no longer do a thing. Espetially mellee footslogas. While orkses can still make mellee reachable for boyz - but that's only cause an av14 wall of open-topped vehicles with a 5+ constant cover. And truck rush is dead. So will be a rhino-rush for mellee-oriented passangers. Such are the rules and such is the new meta that to make it there you got to ride a bike or be a
fmc or a beast.
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On the whole,
csm is a solid army. Even without drakes.
Spawns are really awesome. I stopped using them in fun games due to how extremely effective they are.
Lords and Sorcerrors - better than ever. I either take Lord + Sorc or Apostle + Sorc, apostles are more appropriate to fun fluffy lists.
Bikers - either nurgle bikers or slaanesh bikers with an icon. If you manage to get
fnp for nurgle bikers with sorc, they're fearful.
I even find chaos spacemarines in a rhino good. 2 Special weapons and modest pointcost. Also, don't underestimate havoc launchers. If a rhino ain't dead till turn 2 - it'll pay off.
Cultists - one of the best pointholders in game. If you attach apostle, a blob of cultists becomes decent in mellee and fearless. If you make them zombies with Typhus - they're even better at pointholding, though can't do anything else.
Obliterators - good as alwayz.
Maulerfiend - great choice for frontline target saturation. He's fast and in some cases can get a turn 2 assault.
Plague marines - best retinue for indep in a landraider ever. Don't put much damage by themselves, though.
Other stuff varies from situationally useful (noize marines, predators, termi-melta-drop, raptor-melta/flamer drop, etc) to useless (possessed, warp talons, etc). And i'm not sure on daemon princes.
So i say,
csm are a great army and are very optional! While drakes are good, i'd never have more than 2, or better one.
Now the problem lies within certain options that almost never work or can be replaced with something less expensive and more useful.
Like berserkers, thousand sons, non-melta/flamer-drop raptors, mutilators, defilers, forgefiends, warpsmiths, helbrutes.
If you look at the codex overall: there are like 10% uber-power options, 40% good stuff, 40% mediocre stuff and 10% useless stuff. I'd say it's a good ballance.
And that's why i think that just adding a few general rules won't do much. The units themselves must be reworked and new supporting units added.
What if you get an av13-11-10 assault transport for berserkers for a reasonable price so they'd start to be playable again. That predator profile is actually not bad. What if you get that for ~90 pts with demonic possession rule that can't be taken off cause who'd drive the tank then?!! Ain't you a darn Khornate?!! And +5 for a ramp and +5 for a
tl boltgun. making it a 100pt transport with, say, 10 models capacity. The moment you get those - u'll start seeing berserks wrecking faces in mellee. And to prevent it being occupied by plague marines...yep, they're somewhat better than berserks in mellee...make it a
MoK - only - dedicated transport. Or make it an auto-mishap if it's occupied by soneone without
MoK. That'd be even more interesting opening some desperate tactical moves
Or if you make possessed look more like daemonettes with t4 and s4. So rending + extra 3' run move and they're worth around 18-20 pts, i guess.