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Made in be
Longtime Dakkanaut




So I made a new list I'm going to test soon but I'd like to have some opinions and maybe make some minute changes. I like psykers and that's going to show. :p

1st CAD:

HQ:
Ahriman - 230Pts
Sorcerer - ML3, Terminator armour, Force axe, MoT, Spell Familiar - 165Pts

Troops:
Thousand sons - 150Pts
Thousand sons - 150Pts

Fast attack:
Heldrake - Baleflamer - 170Pts

Heavy Support:
Havocs - 2x Autocannon, 1x Lascannon, 1x Meltagun, Rhino - 160Pts

2nd CAD:

HQ:
Be'Lakor - 350Pts
Chaos Lord - MoK, Juggernaut of Khorne, Axe of Blind Fury, Gift of mutation, Sigil of corruption - 180Pts

Troops:
Chaos cultists - 50Pts
Chaos cultists - 50Pts

Fast attack:
Chaos Spawn - 4 spawn - 120Pts

Fortification:£
Vengeance weapons battery - Quad Icarus lascannon or Punisher gattling cannon (still not sure as to which I'll take) - 75Pts


The idea is to put Ahriman and the terminator sorcerer in the Rhino with the havocs. This'll make for a big fire magnet which is what I'm hoping for. The Thousand sons will be along the flanks of the rhino. In case the rhino gets blown up, both IC's can leave the unit to join a troop of thousand soons which'll be more durable than the havocs. If I can get first turn, make sure to cast invisibility on the Rhino for maximum safety. Hopefully I can give both units of cultists infiltrate to make them a bit scarier. Ahriman and the sorcerer just chuck spells at everything, rolling on Biomancy and Telepathy.

The lord goes with the spawn and just surges forward to deal with whatever CC squads the enemy has. He can also deal with larger creatures like Riptides and Dreadknights.

I'm going to put the Vengeance weapon battery as much in the front as I can, while I make sure it has a good field of view. I'm going use its broken rules as much as possible. The idea is that it's AV14, but effectively it's 15 because it doesn't have HP and therefore can only be destroyed with a weapon destroyed result. A Quad Icarus lascannon might be a good option since I lack dedicated anti-air. On the other hand, a Punisher gattling cannon gives you a 24" danger bubble because it's heavy 20.

Another option would be to swap the lascannon on the Havocs for a Flakk missile launcher, remove gift of mutation and taking a Battle cannon on the weapon battery.

You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
   
Made in us
Oozing Plague Marine Terminator





Well.... technically it is supposed to be a small or medium sized building. I usually play 3 hull points.
   
Made in us
Frightening Flamer of Tzeentch




PNW

Models in Terminator armour cannot embark on Rhinos due to Bulky.

If you move with your Havoc squad embarked on the Rhino, they will be forced to Snap Fire (or not fire at all because only two models can fire out of the top hatch).

A Rhino with Invisibility on it will likely be ignored... maybe even when playing Maelstrom and the objectives are to kill the Warlord and a "Witch". They can be killed next turn after your Thousand Sons and Chaos Spawn are decimated (not necessarily all three units). The Thousand Sons units are 5x models strong and won't be that hard to kill in the open when forced to take 4++.

Half of your army is in four models (HQ's) and the only resilient unit is the Chaos Spawn with Lord which is also the only viable unit to make Invisible (other than Be'lakor himself).

 
   
Made in gb
Frightening Flamer of Tzeentch




Huddersfield

If you are taking Ahriman already you don't need the mark of tzeentch on your Terminator Sorceror. Then you will get three rolls on your psychic table. And I agree with Aurelians feedback.
   
Made in be
Longtime Dakkanaut




 Aurelian wrote:
Models in Terminator armour cannot embark on Rhinos due to Bulky.

If you move with your Havoc squad embarked on the Rhino, they will be forced to Snap Fire (or not fire at all because only two models can fire out of the top hatch).

A Rhino with Invisibility on it will likely be ignored... maybe even when playing Maelstrom and the objectives are to kill the Warlord and a "Witch". They can be killed next turn after your Thousand Sons and Chaos Spawn are decimated (not necessarily all three units). The Thousand Sons units are 5x models strong and won't be that hard to kill in the open when forced to take 4++.

Half of your army is in four models (HQ's) and the only resilient unit is the Chaos Spawn with Lord which is also the only viable unit to make Invisible (other than Be'lakor himself).


gak looks like I overlooked some major things.
I'll need to start again from the ground up

You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
   
Made in us
Painlord Titan Princeps of Slaanesh





Although daemons do daemon factory better you could still utilize daemon factory strategy.

Sorc, ML3, spell familiar, MoT
Another one without MoT

5 tsons
5Tsons
5Tsons
5tsons
5tsons
5tsons
All to get more warp charges

Can you take a fortification that houses many msu? Also can you summon from inside the fort? If not use adl+quadgun

Fill in with helturkey and spawns

And just take max 4 ac or lascannons on havocs. No mixing

If you have room,
Cad2

Sorc, mot, ml3, spell familiar
Another sorc without mot

2x10 cultists
More tsons

   
 
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