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Made in us
Fresh-Faced New User





Hi, I ran the following today against a friend who was playing a competitive Tyranid list (although, he didn't play 4 flyrants and mawlocs). C & C Appreciated. Anyone else been doing anything good in competitive or semi-competitive games with CSM?

I usually just do a juggerlord with spawn or nurgle lord with bikes, with meh results.

The Sorcerers were going for, and got, Forewarning from divination and endurance, giving the spawn a 4++ and 4+ FNP for most of the game... they took a looot of punishment, not even from great dice rolls, just statistically 15 T6 4++, 4+FNP is good. The biomancy sorcerer also got Warp Speed and Force off and smacked the Close Combat Tyrant off the table, so that was nice.

All in all, it outperformed the usual Lord/spawn or Lord/bikes combo. It costed a lot more, but he was forced to divert a lot into it. Ate a bunch of gargoyles with CC Tyrant, Tervigons, Tyrannofex, Gaunts, and finally died to shooting.

I lost the game, but it was my first time using that combo and I actually left it on it's own thinking it would die fairly quick and I would wait with Plague marines in cover to shoot whatever came out of the combat towards me... if I had know how well the deathstar would do I would have run stuff over to support it and capture the point that they were fighting over with some Obsec.

By the way, Be'lakor got denied twice on invisibility, then opponent rolled some good 6s to hit him and he rolled some ones for his 2+ cover and died.

Deathstar:
Claw/Fist Nurgle Lord on bike
Balestar Sorceror on bike
Biomancy Sorceror on bike
5 Nurgle Spawn

Be'lakor
2x10 cultists
2x5 Plague marines in rhinos
2x5 Noise marines with blast masters
Helldrake with Baleflamer

This message was edited 1 time. Last update was at 2015/10/13 00:03:24


 
   
Made in gb
Khorne Rhino Driver with Destroyer



York

Its definitely interesting, a 4+/4+fnp is the same as a Decurion and lets not forget how good that is...

Keep playing and tweeking it... Its a shame about Be'Lakor's rolling haha

www.malifauxaron.blogspot.com

My hobby blog! - Please have a read! 
   
Made in us
Been Around the Block





Sounds good but I dont like cultists but they are cheap. Im not sure why bother though if you run a nurgle lord and use plague marines already.

Noise Marines are awesome in concept but super expensive and I never have them accomplish enough to justify those points. Obliterators would do better imho. If hellbent on noise marines put them in a rhino or lump them into a group of 10 with an Icon of Excess for the FNP and pray you can find cover.



   
Made in gb
Nurgle Veteran Marine with the Flu






Deadza wrote:
Sounds good but I dont like cultists but they are cheap. Im not sure why bother though if you run a nurgle lord and use plague marines already.


By the looks of it he has to take 2 CAD to fit in all the HQs, the cultists make up the other required troop choices.

As for the list it definitely looks fun. Depends on psychic power rolls to some extent but I'd be interested in trying it out.
   
Made in us
Fresh-Faced New User





Thanks for the replies.

Deadza wrote:Noise Marines are awesome in concept but super expensive and I never have them accomplish enough to justify those points. Obliterators would do better imho. If hellbent on noise marines put them in a rhino or lump them into a group of 10 with an Icon of Excess for the FNP and pray you can find cover.


I agree, my friend keeps telling me my Noise Marines are awesome but he doesn't see the price tag, or maybe he is and he is trolling. That is an interesting way to run them with the icon, albeit more expensive... But ultimately, yes Oblits are better IMO.

Tonberry7 wrote:As for the list it definitely looks fun. Depends on psychic power rolls to some extent but I'd be interested in trying it out.


Very true, I'm relying a lot on psychic rolls. If the Forewarning doesn't go off, I guess you throw more dice at prescience, but not much else in Div is good for this CC unit... maybe the rending if you have a lot of spawn and roll well with their attacks? The biomancy on the other hand is all pretty useful, while endurance is definitely amazing on the Spawn because they're T6 and don't have any save to start with, so they maximize its utility. I'm almost tempted to take out Be'lakor and put another Biomancy Sorcerer to get better chance at Endurance as well as another chance at Iron Arm, maybe stacking enfeeble, etc. Be'lakor is so expensive, and I probably just need to baby him better with regard to sight lines to enemy guns. The fact that he can't reroll spells eats warp dice... it's 5 dice to get a good confidence shot at Invisibility, which is a lot.

It's a fun and viable (for CSM) concept though! Give it a shot.

Typhus expects that every zombie will do his duty 
   
 
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