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![[Post New]](/s/i/i.gif) 2014/10/21 12:36:10
Subject: Playing a small CSM detachment: which units should always be which god?
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Shadowy Grot Kommittee Memba
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I know that CSM are low on the competitiveness matrix, so while I'd like to play my little force I've got no qualms about just aligning them roc whichever god is best for gameplay purposes so they aren't dead weight.
So of these troop types:
Chaos Space Marines
Cultists
Raptors
Daemon Prince
Lord
Which alignment should I use. Also, Ahriman-is he usable? I heard good things here and there about his power as a caster, is it doable?
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2014/10/21 13:45:28
Subject: Playing a small CSM detachment: which units should always be which god?
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Warplord Titan Princeps of Tzeentch
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CSM are usually blank, nurgle or khorne
Cultists are usually blank, kept dirt cheap as objective sitters.
Raptors have no real "right" god, as they dont really work as blanks or as any god.
DP and lords are almost always nurgle
Nurgle is just superior nowdays :\
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/10/21 14:10:54
Subject: Re:Playing a small CSM detachment: which units should always be which god?
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!!Goffik Rocker!!
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Rapors are somewhat fine as melta/plazma drop in a min-squad. No mark needed ofc. But they compete for a fast atack slot with spawns, drakes and bikes. While terminators are doing suicidal drops just as fine as raptors.
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This message was edited 1 time. Last update was at 2014/10/21 14:12:10
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![[Post New]](/s/i/i.gif) 2014/10/21 14:38:08
Subject: Re:Playing a small CSM detachment: which units should always be which god?
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Shadowy Grot Kommittee Memba
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koooaei wrote:Rapors are somewhat fine as melta/plazma drop in a min-squad. No mark needed ofc. But they compete for a fast atack slot with spawns, drakes and bikes. While terminators are doing suicidal drops just as fine as raptors.
Yeah. Only reason I'd be using raptors is I created them as a modeling project more than a "I want this in game" thing. They came out sooo pretty....but they're sooo useless...
Okie doke, so basically just nurglify everything, got it. Automatically Appended Next Post: Also, if I may ask a follow up question:
I have a model that I can use as a Defiler, Forgefiend or Maulerfiend. Am I correct in assuming Forgefiend is the way to roll?
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This message was edited 1 time. Last update was at 2014/10/21 14:39:18
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2014/10/21 15:17:15
Subject: Playing a small CSM detachment: which units should always be which god?
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Sinewy Scourge
Commoragh (closer to the bottom)
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Maulefiend is pretty good too...Ive seen some players use 2-3 and they just wreck vehicles. Forgefiend is good, I had a lot of fun using it; it was basically my anti air unit, or just tank hunter.
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2014/10/21 15:47:04
Subject: Re:Playing a small CSM detachment: which units should always be which god?
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Fixture of Dakka
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Obliterators, Mutilators, and Chaos Spawn should always be Nurgle.
Nothing else that isn't an Independent Character should ever buy a mark.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2014/10/21 15:49:35
Subject: Playing a small CSM detachment: which units should always be which god?
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Sinewy Scourge
Commoragh (closer to the bottom)
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Chaos lord on a jug.....
I have a lot of fun with them.
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2014/10/21 16:14:52
Subject: Playing a small CSM detachment: which units should always be which god?
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Monstrously Massive Big Mutant
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The Forgefiend is kinda awful in all honesty... It's 8 shots at BS3, sure strength 8, but to average 4 str 8 shots on a 175 point model just isn't viable. Maulerfiends are a REAL threat to anything with an Armor Value, or building / fortification. And if you get into CC with a pack of infantry or MC, unless they're str 6 base, they can't really hurt you with AV12. Your Magma Cutters hit automatically with str 8 ap 1 and you still have your 5++. All for the low low cost of 125 points.
If you have a model that can be played as one of the CSM larger walkers, play it as a Plague Hulk, or Decimator. Plague Hulks are cheap versions of Defilers / Soul Grinders, with better ranged capabilities. A large Blast AP3 weapon, AV13 and 4 attacks with an upgrade to take a Warpsword for master Crafted, these things are terrifying. 150 points base!
Decimators can bring a lot of "Decimation" to your opponents lines. Being a Vehicle which can be upgraded to a Daemon of a patron god, Nurgle stands out clear above the rest as simply obnoxious. Park him in cover with a Heavy Conversion Beamer, you have a 2+ Cover save and IWND on an AV13 model which spits out a str 10 ap 1 large blast at anything trying to hide far across the board. Alternatively, these things are freaking terrifying in CC as their melee weapons have built in Heavy Flamers. a Str 8 Walker with 4 attacks, 2+ cover save in any form of 4+ Cover due to being Shrouded, that has IWND punching transports and buildings while roasting people inside is a terrifying sight.
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Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
14,000
11,000
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![[Post New]](/s/i/i.gif) 2014/10/21 16:24:21
Subject: Playing a small CSM detachment: which units should always be which god?
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Sinewy Scourge
Commoragh (closer to the bottom)
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GoliothOnline wrote:The Forgefiend is kinda awful in all honesty... It's 8 shots at BS3, sure strength 8, but to average 4 str 8 shots on a 175 point model just isn't viable. Maulerfiends are a REAL threat to anything with an Armor Value, or building / fortification. And if you get into CC with a pack of infantry or MC, unless they're str 6 base, they can't really hurt you with AV12. Your Magma Cutters hit automatically with str 8 ap 1 and you still have your 5++. All for the low low cost of 125 points.
If you have a model that can be played as one of the CSM larger walkers, play it as a Plague Hulk, or Decimator. Plague Hulks are cheap versions of Defilers / Soul Grinders, with better ranged capabilities. A large Blast AP3 weapon, AV13 and 4 attacks with an upgrade to take a Warpsword for master Crafted, these things are terrifying. 150 points base!
Decimators can bring a lot of "Decimation" to your opponents lines. Being a Vehicle which can be upgraded to a Daemon of a patron god, Nurgle stands out clear above the rest as simply obnoxious. Park him in cover with a Heavy Conversion Beamer, you have a 2+ Cover save and IWND on an AV13 model which spits out a str 10 ap 1 large blast at anything trying to hide far across the board. Alternatively, these things are freaking terrifying in CC as their melee weapons have built in Heavy Flamers. a Str 8 Walker with 4 attacks, 2+ cover save in any form of 4+ Cover due to being Shrouded, that has IWND punching transports and buildings while roasting people inside is a terrifying sight.
I thought you still have to roll for the maulerfiends extra attack?
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Wyzilla wrote:Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.
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![[Post New]](/s/i/i.gif) 2014/10/21 16:47:44
Subject: Playing a small CSM detachment: which units should always be which god?
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Shadowy Grot Kommittee Memba
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GoliothOnline wrote:The Forgefiend is kinda awful in all honesty... It's 8 shots at BS3, sure strength 8, but to average 4 str 8 shots on a 175 point model just isn't viable. Maulerfiends are a REAL threat to anything with an Armor Value, or building / fortification. And if you get into CC with a pack of infantry or MC, unless they're str 6 base, they can't really hurt you with AV12. Your Magma Cutters hit automatically with str 8 ap 1 and you still have your 5++. All for the low low cost of 125 points.
If you have a model that can be played as one of the CSM larger walkers, play it as a Plague Hulk, or Decimator. Plague Hulks are cheap versions of Defilers / Soul Grinders, with better ranged capabilities. A large Blast AP3 weapon, AV13 and 4 attacks with an upgrade to take a Warpsword for master Crafted, these things are terrifying. 150 points base!
Decimators can bring a lot of "Decimation" to your opponents lines. Being a Vehicle which can be upgraded to a Daemon of a patron god, Nurgle stands out clear above the rest as simply obnoxious. Park him in cover with a Heavy Conversion Beamer, you have a 2+ Cover save and IWND on an AV13 model which spits out a str 10 ap 1 large blast at anything trying to hide far across the board. Alternatively, these things are freaking terrifying in CC as their melee weapons have built in Heavy Flamers. a Str 8 Walker with 4 attacks, 2+ cover save in any form of 4+ Cover due to being Shrouded, that has IWND punching transports and buildings while roasting people inside is a terrifying sight.
Alright, Maulerfiend it is! Works better too, since the model I'm using is a converted Fantasy Necrosphinx, and it's got those huge arm blades.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2014/10/21 16:49:46
Subject: Playing a small CSM detachment: which units should always be which god?
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Lesser Daemon of Chaos
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GoliothOnline wrote:
Decimators can bring a lot of "Decimation" to your opponents lines. Being a Vehicle which can be upgraded to a Daemon of a patron god, Nurgle stands out clear above the rest as simply obnoxious. Park him in cover with a Heavy Conversion Beamer, you have a 2+ Cover save and IWND on an AV13 model which spits out a str 10 ap 1 large blast at anything trying to hide far across the board. Alternatively, these things are freaking terrifying in CC as their melee weapons have built in Heavy Flamers. a Str 8 Walker with 4 attacks, 2+ cover save in any form of 4+ Cover due to being Shrouded, that has IWND punching transports and buildings while roasting people inside is a terrifying sight.
As far as I can tell IA13 still has the weird clause that the decimator only counts as a Daemon of a specific god when it's is taken for codex daemons. So the CSM version is inexplicably worse, much so in the case of Nurgle. With the conversion beamer and dedication to Nurgle, you've invested a grotesque amount of points into one blast template that has to stay 42" to 72" inches away from its target. That decimator build is way over priced; more so than most, which is really saying something. The melee load out seems like the only way to even try the decimator but even then is underwhelming with WS3, S8, I3 and 4 attacks considering its almost as expensive as two maulerfiends.
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![[Post New]](/s/i/i.gif) 2014/10/21 22:14:19
Subject: Re:Playing a small CSM detachment: which units should always be which god?
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Savage Khorne Berserker Biker
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I like the idea of a Contemptor of Khorne: Plasma Cannon, Chainfist; or in a Dreadclaw with DCCW + Chainfist. The Decimator seems like a transport killer that you need to be in a good position to use to its potential.
Khorne Lord on a Juggernaut is my favorite loadout on a Chaos Lord, and he is a beast in close combat. Spawn or Bikers are his escort. Lately I think I prefer the Bikers due to their ability to jink for a save against just about anything that doesn't ignore cover. They can also pack special weapons for anti-tank/challenge duty. Spawn require cover, conferred Shrouded, or Invisibility to really shine. And they can, especially when you roll a 6 for their number of attacks and they've all made it into combat. No challenges, no benefit to the Juggerlord other than ablative wounds from shooting. I dunno, it depends on the rest of your list. If I'm bringing Be'lakor, then I'll use Spawn and turn them into a death star. The only "problem" with this unit is the near guarantee to wipe whatever you're fighting in one turn, sometimes from the lord's attacks alone. Then they get shot to hell during your opponent's turn.
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![[Post New]](/s/i/i.gif) 2014/10/21 23:04:14
Subject: Playing a small CSM detachment: which units should always be which god?
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Cultist of Nurgle with Open Sores
Naples, FL
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BoomWolf wrote:CSM are usually blank, nurgle or khorne
Cultists are usually blank, kept dirt cheap as objective sitters.
Raptors have no real "right" god, as they dont really work as blanks or as any god.
DP and lords are almost always nurgle
Nurgle is just superior nowdays :\
Nurgle is awesome. I hope you die a bloated and disgusting death for your hatred.
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![[Post New]](/s/i/i.gif) 2014/10/22 03:19:30
Subject: Playing a small CSM detachment: which units should always be which god?
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Warplord Titan Princeps of Tzeentch
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What hatred?
I am just sad that other gods don't get a chance to play around too...
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/10/22 05:58:31
Subject: Playing a small CSM detachment: which units should always be which god?
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Tunneling Trygon
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I'm late to the party, but try out Slannesh on the Raptors. HoW at I10 and all their standard attacks at I5 means a lot of hurt before the standard enemy even gets to throw a punch. Use the squad right, to pick on weaker units such as Devestator Marines, Guardsmen, anything in small numbers or just plain wimpy and it can be a game changer. Mark of Excess to be annoying and FNP for more survivability on the Deep Strike turn they have to sit and wait but that's not as needed.
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![[Post New]](/s/i/i.gif) 2014/10/22 06:10:21
Subject: Re:Playing a small CSM detachment: which units should always be which god?
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!!Goffik Rocker!!
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There are uses for all the marks.
Nurgle - the most obvious and popular mark - needs no explanation.
Slaanesh - used to get a FNP icon. And +1 ini is handy. If you're running a 20-strong squad and infiltrate/outflank it, consider MoS + Icon. If you're running a landraider with indep that's not nurgle or khorne, consider it on a chosen or marine retinue to add this extra durability. Abaddon with FNP? Yes, please.
Khorne - a bit tricky cause extra durability is usually more useful than extra damage output from fewer survivors. But there are situations when you have a Khorne indep like AoBF lord or Kharn who wouldn't mind a khornate retinue. Though, unmarked is not worse for saving points.
Tzeench - gives 3++ for your footslogging indep like a prophet or lord with a blob of unmarked cultists.
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This message was edited 1 time. Last update was at 2014/10/22 06:11:24
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