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Made in us
Sword-Wielding Bloodletter of Khorne





SHOOTY ARMIES: Army packs around Belakor, giving everything a 3+ cover turn 1. (rhinos in front pop smoke). Wave Serpents can still kill Rhinos, but everything else has a decent chance at staying alive.
DAEMON SUMMON/ MC SPAM: Try force grounding tests where ever possible, otherwise chop up ground units. Use Maulerfiend to occupy close combat stars (like khorne flesh hounds + heralds)
CLOSE COMBAT ARMIES: Belakor powers + Khorne will probably win the game.
FLYER SPAM: If all unbound flyers, yes that will defeat this army. Other wise focus on ground units and shoot twin linked shots if they are best spent there.
TANK SPAM: Again 3+ cover Tau will be tricky, but not impossible. Astra Militarum tank spam does not ignore cover since the order can only be issued to infantry. I do not know of any AM anti-tank ignores cover in tank form.

Did I miss anything? Here's the list, battle forged.

HQ
-Chaos Lord: MoK, Sigil of Corruption, Axe of Blind Fury, Juggernaught
-Belakor

ELITES:
-Terminators(5): Powerfistsx2, Combi-Meltasx3, Power Axex1, Power Sword x1, MoK

TROOPS:
-Berzerkers(10): Icon, Rhino(dirge caster)
-Berzerkers(10): Icon, Rhino(dirge caster)

FAST ATTACK
-Spawn(4)

HEAVY SUPPORT
-Land Raider: dirge caster
-Maulerfiend

Doubt the power of a 3+ cover save to your entire army? Say your opponent inflicts 8 hull points, statistics say you'll ignore 6 of them. Your rhino has a good chance of survival/forcing another unit to shoot at it. I have fielded this army once now and it crushed my opponent. Critique please!

This message was edited 1 time. Last update was at 2014/07/07 22:25:37


 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

throughout 6th edition, it was deemed necessary by most people to put each and every Berzerker Squad in a Land Raider...

I believe you have broken that line of thinking with some 7th edition goodies. With such great cover saves, rhinos should surely suffice.

Flyer spam wouldn't be as bad as you say. Many flyers have difficulty popping transports, or, if they, can, lack the ability to kill lots of infantry. In other words, most codexs don't have diverse firepower on their flyers. You won't see a Chaos Player destroy a bunch of land raiders with his heldrakes, and you wont see a stormraven gunship kill 30 cultists

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Member of the Malleus




SLC, UT

Zerkers that don't need LRs... thats... omg... that's amazing. You sir deserve a prize. I don't even know what else to say.

"Huddle close to your Emperor if he makes you feel safe. He cannot save you, for only Chaos is eternal."

Cross: Noun. A thing you nail people to.

Iron Warriors 3k Yme-Loc 6k
Grey Knights 2k <3 Harlequin WIP
Vampire Counts 3K Dwarfs 2k
 
   
Made in us
Sword-Wielding Bloodletter of Khorne





Thanks guys. I'm really proud of this build. It destroyed on the table from the one game I played.

Try it out and tell me how it goes!

This message was edited 1 time. Last update was at 2014/07/08 02:10:36


 
   
Made in us
Tough Tyrant Guard






Seattle

I like it a lot. I'm looking forward to trying a game against it. How do you like to play belakor? Out front or farther back? Did you do a battle report of your game?

~seapheonix
 
   
Made in us
Sword-Wielding Bloodletter of Khorne





I don't have an in detail battle report, but I could briefly and roughly summarize it if you like.
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

The reason that bezerkers in rhinos doesn't make sense is that you couldn't charge out of a transport in 6th edition or now 7th edition. Meaning that if you start in a rhino to drive forward you won't be able to charge until turn 3. Now that everything scores there's even less reason to take bezerkers. As they will probably die during assault their ability to have "objective secured" is fairly irrelevant. Might as well take bikers, more spawn or raptors as your assault choices. They're faster and frequently can pull off a turn 2 assault.

Plus Belakor can't cast the same power more than once, so he can't dole out shrouded to everyone.

If you want to use Belakor and bezerkers you might as well use invisibility and a giant blob of bezerkers. Cast invisibility on them and try to corner the enemy to pull off a multi-assault.
   
Made in us
Sword-Wielding Bloodletter of Khorne





Yes Zerkers charge turn 3, but everything else in your army can charge turn 2 or 1. It's fine to attack in waves.

Also look up shrouded. It's a 6" bubble. Cluster your army around Belakor, pop smoke, and it works wonders.
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

Well how about that. Learn something new every day about the new edition. Thank you for pointing that out.

However, "ignore cover" is not hard to get. Most eldar, tau, or guard can blow Belakor out of the sky in one volley as he only has a 4++. Then they blast the rest of your force.

But hey, YMMV. If this works for you, go for it.
   
Made in us
Sword-Wielding Bloodletter of Khorne





Well this is what I know:
You have to be able to hit things in the air/that are invisible + ignore cover in order to effectively target Belakor. What has that?

1. Guide a wave serpent:
1-3 Shuriken Catapult shots will hit, 1-2 wounds, you get a 2+ cover.
1-2 Scatter lasers hit, 1ish wounds, you get 2+ cover.
d6+1 (I think) Serpent Shield shots, Let's say 7. Twinlinking it might get you 2 wounds.

Upper typical limit is 4 wounds with a 2+ save, and one wound with a 4+ save. You might lose 2 wounds + grounding test at end of the phase.
Eldar can't guide all their vehicles, and this is key because Serpents don't get twin-linked if their Scatter lasers don't hit. So, You have a decent chance at survival. Even then hide Belakor if it isn't your turn 1 so he doesn't die! The key to this list is you get the 3+ cover turn 2 for the climb across the board.

2. Marker lights.
Again they have to hit in the first place. If you're swooping, this is harder to do (I haven't played tau for a while, so my memory is foggy).

3. Flamers
Cant hit you if you fly.

4. IG orders
Veteran officers only and only on infantry. Maybe onto an ADL Quad gun this would be effective, but still you'll max take 2 wounds. Not too bad. This is probably the hardest counter., Still if you hide Belakor if you're robbed of the first turn, you should be able to keep him alive for your turn 1 charge down the field.

Is there anything else? I can't think of many other opposing lists that give this one too much trouble besides flyer spam, and even that some of you think wouldn't be too bad.
Rant over . Please others try this list out and make a battle report. I will make an official one or two this weekend!
   
Made in us
Tough Tyrant Guard






Seattle

I look forward to seeing a battle report of how you use the army. I'll likely mock it up and play against it with my surprise nids after I see what your strategy might be. I'm just doing up a battle report with my nids against eldar. Only difference at 1750 is I take out the shrikes. How would you fight an army that relies on deep striking and brings numerous monstrous creatures?

~seapheonix
 
   
Made in us
Sword-Wielding Bloodletter of Khorne





Will do.

Deepstrikers are the best. They come to us, and we're Khorne, beautiful. Disembark most of the berzerkers and position the fast units to be as mobile as possible to leap on the correct target. In the game I played, my opponent deep struck a Greater Unclean one. I responded by assaulting it with my Maulerfiend. He didn't take off a hull point for the rest of the game till he surrendered.

Fly blight Tyranid lists are tricky. Essentially the goal is to take out the ground forces and use all shooting and Belakor to force as many grounding tests as possible.
These weapons include: twin-linked rhino bolters, twin-linked lascannons and heavy bolters on the Land Raider. Belakor swoops and shoots psychic shriek at them as well as vector strikes.

Be even all that is later in the game if they aren't already on the ground. The tactic early on is to avoid getting the rhinos popped by vector striking and make it past the FMCs. Clump the army together and use Belakor to give them the 3+ cover to survive against the flyrant's TL devourers. When they fly by you to vector strike/ you drive past them, you can disembark and go tear apart the rest of the enemy army. Forcing the MCs to get on the ground is exactly what we want, as we have many units that can pounce on them and rip them apart. They also can't assault the turn they land!

The berzerkers really flourish in this list because the fast units engage the units that are the most harmful when the zerkers are exposed. The turn after they disembark they provide some great support to the first wave of assaulters. The whole list only works because we have a reasonable method of keeping them and their transports alive to make it into the fray.
   
Made in us
Daemonic Dreadnought





Eye of Terror

Hrm.... part of me wants to ask why the Land Raider and where's the anti-air. But this is a close combat list, everything is meant to be up close.

I look forward to battle reports.

   
Made in it
Regular Dakkanaut




What's your plan if the opponent starts the first turn so no cover save?

That said, I don't think the Terminators are worth their point cost. I believe that Kharn with 9 CSM inside a LR will cost less and be much killier.
The only downside of Kharn is that he's rather fragile, but Be'Lakor with Invisibility surely helps with that.

Chaos Spawns without Mark of Nurgle aren't good enough, IMHO. Too easy to kill. T6 forces you to roll a 3 instead of 2 with S7 weapons, and there are A LOT of them. That really makes the difference, IMHO
   
 
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