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![[Post New]](/s/i/i.gif) 2016/02/20 07:40:28
Subject: [1500] - Spawn Purge+CSM Knight
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Painlord Titan Princeps of Slaanesh
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I took this list out to test in a friendly game and did everything i could wrong and made so many newbie mistake I had to conceed after 2 turns...out of pure shame and disappointment.
CAD 1 CSM
HQ
2 Socr, bike, ML 3, Spell familiar, Force Stave, Sigil of corruption, (1 carry meltabomb, the other carry blight grenades )@350
troops
2x10 cultists@100
heavy
3 separate oblitz@210
LoW
Chaos Knight Errant of khorne, dirge caster@430
Detachment 2
Renegades and Heretics
The Purge formation
Command Squad@45
Rogue Psycher @35
elite
6x3 Spawns @330
Both biker sorc going for biomancy to fish for iron arm and endurance. The force stave is +2str, the iron arm gives +3 str and toughness and smash so it becomes +5 str to the sorcerers 4str=9str and ap2! This is all old news to people from 6th ed but i just wanna remind people.
Omg, these guys failed to hurt anything because i was hitting stuff with an invulnerable save anyways and I kept wiffing on the to hit. It was horrible dice rolling on my part...I had so much advantages but luck was not helping me one bit...I was hitting tuff stuff at t7 multi wound but failed or denied force weapon activation.
My oblitz failed to hit or failed to glance...freaking bad rolls.
The knight failed to hurt anything with its thermo cannon because of cover saves and scatter and it proceeded to charge got overwatched and lost a hp. Turn 2 comes around and the enemy deep strikes in and destroy it...a waste of 430 points... explosion of course hurt my guys...
I used my spawns all wrong, I tried to have them all charge one unit to wipe them and that unit ended up tarpitting them...So much hits that dont land and so much s5 was worthless even if it sllows me to wound on 2s. Just having 3+ armor means half or more is saved.
Did i really have horrible luck or am I just such a horrible player? Can anyone field a similar list and show me it works better than what i did?
...I am about to give up...I have been squeezing every last ounce i can out of CSM but is just not good enough. Or perhaps i am total garbage...
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![[Post New]](/s/i/i.gif) 2016/02/20 14:25:04
Subject: [1500] - Spawn Purge+CSM Knight
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Can you outline his list for us?
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/02/20 21:20:46
Subject: [1500] - Spawn Purge+CSM Knight
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Painlord Titan Princeps of Slaanesh
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List carried everything it needed to handle my 1 Knight but that is besides the point. Is my list a good list or am I a garbage loser?
I dont remember everything because its that damn new skitarii i am not familiar with.
Destroyer/Breachers with arc talons and cannons or whatever haywire.
bunch of vanguards with arc rifles.
onagars
rust stalkers with ap2 melee.
Just say it! I am a horrible player who is a newb scrub even after so many years of playing who only wins vs orher newbies...
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![[Post New]](/s/i/i.gif) 2016/02/20 22:06:46
Subject: [1500] - Spawn Purge+CSM Knight
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Dakka Veteran
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The War Convocation? That's a very strong army, it has a bunch of tricks up its sleeve and is definitely a top-tier army in the right hands.
Overall the list looks alright, not top-tier but it should hold its ground against a lot of armies.
Sounds like you had some bad luck and did some mistakes, try learning from them, learn your units and your opponent's army. Sounds like you're being a bit hard on yourself
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![[Post New]](/s/i/i.gif) 2016/02/20 22:28:31
Subject: [1500] - Spawn Purge+CSM Knight
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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I would not say you were awful: besides that skitarii list being, as grafwattenburg said, 'top tier' they're such an abstract army that I wouldn't expect you to know what you were up against.
Side note: could someone explain why people always take nurgle sorcerors on bikes? Am I the only one who finds they are always killed in turn two, even with iron arm. Personally I run the black mace nurgle prince rather than bikers since (for me at least) he survives a hell of a lot longer.
With my side note in mind, if you are finding that your knight is being eaten up far too easily you could always take a black mace nurgle prince as escort and fish for invisibility to put on your knight. Even if your knight dies or you don't get invis you still have a tough daemon that can pack a punch without the need for psychic buffs. AND and since your in telepathy you can always swap out a power for psychic shreek: that's always fun.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/02/21 01:55:45
Subject: [1500] - Spawn Purge+CSM Knight
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Painlord Titan Princeps of Slaanesh
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He didnt even use war convocation...
#shame&shunned
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![[Post New]](/s/i/i.gif) 2016/02/21 02:29:58
Subject: [1500] - Spawn Purge+CSM Knight
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Nurgle Chosen Marine on a Palanquin
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Why in the world did you bring the Rogue Psyker? They are so absolutely terrible! Did you just want a 35pt warp charge?
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![[Post New]](/s/i/i.gif) 2016/02/21 03:02:34
Subject: [1500] - Spawn Purge+CSM Knight
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Nurgle Predator Driver with an Infestation
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My experience is that Spawn are great escorts, but not really good damage dealers. Using Sorcerers is fine, but using them hoping specifically for Iron Arm is not a great tactic I find. There are more reliable/effective ways to do damage. The classic Nurgle Bike Lord will often out-perform the sorcerer since he has 3 wounds, you can actually mark him for T6, and he's always got S8 available, no waiting for powers.
I know you've been trying to get the cheap renegade spawn to work out, but I don't think they're very good at what you're trying to do. Max unit of 3, and no Mark of Nurgle just means they're not super amazing. I'd rather just pay 180 for 5 Nurgle Spawn.
Oblits are super pricey for the damage output, and they're really the only ranged damage you have besides the knight,who also doesn't have a ton of ranged guns either for his cost.
Most games are about playing to the objectives, so build towards that. Get fast units on the table that are resilient. Chaos has good answers to that: Nurgle Spawn, Maulerfiends, Bike Lords, Heldrakes, Plague Marines in a Rhino. That's how I design my lists and they've been pretty successful.
You could also go the path of Khorne Daemonkin, you seem to have that playstyle. Substitute spawn for Flesh Hounds and Sorcerers for Juggerlords and you'll have a decent build.
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![[Post New]](/s/i/i.gif) 2016/02/22 04:56:43
Subject: [1500] - Spawn Purge+CSM Knight
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Painlord Titan Princeps of Slaanesh
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But I have already tried nurgle spawns, mauler fiend, biker lords, hekdrakes, plague marines in rhinos....
I need to sell off my army before I switch to khorne flesh hounds...
I am just pretty much done with Chaos at this point. I have little to no more interest to play the winning dexes such as eldar and crons and tau.
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![[Post New]](/s/i/i.gif) 2016/02/22 06:06:26
Subject: [1500] - Spawn Purge+CSM Knight
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Dakka Veteran
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Just play pure Renegades and don't try and always build a cutting edge list, you'll win games and have fun.
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![[Post New]](/s/i/i.gif) 2016/02/23 01:53:03
Subject: [1500] - Spawn Purge+CSM Knight
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Painlord Titan Princeps of Slaanesh
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Pure RH
Detachment 1: Unending Host
Command squad, Master of the Horde @65
Platoon1
Command Squad, millitia training, 12 men+3 men with plasma guns @100
Squad 1, millitia training, 12 men + 3 men with plasma guns @100
squad 2, millitia training, 12 men + 3 men with plasma guns @100
Platoon2
Command Squad, millitia training, 12 men+3 men with plasma guns @100
Squad 1, millitia training, 12 men + 3 men with plasma guns @100
squad 2, millitia training, 12 men + 3 men with plasma guns @100
15 mutant rabbles @45
15 mutant rabbles @45
Detachment 2: The Purge
Renegade command squad @45
6x3 Spawns @330
Detachment 3: The Purge
Renegade command squad @45
6x3 Spawns @330
Total = 1505...need to drop 5pts
Maybe a plasma gun into a melta gun.
I wont be anywhere near close to fielding this list
Check list:
11/18 Plasma Guns on neck chains to arm infantry
0/15 company command squads
20/90 cultists needed for infantry platoons
0/30 mutant rabbles
18/36 spawns
Possible conversion potential:
12 Autocannon Havocs to share a base with 12 Terminators to create ghetto heavy weapons teams. Can buy gargoyle head bits to convert autocannon into lascannons.
20 Marines with ccw and pistol to convert into Cultists by puting a plastic rain poncho on them...
10 Bolter Marines to also put rain ponchos on them to convert to cultists...
Before I dwelve into this endeavor, I need to know how you guys would rate this list. Is it very bad?
Instead of 18 plasma guns, I can always mix melta guns. I just have to buy some or convert from the 15 flamers i have...
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![[Post New]](/s/i/i.gif) 2016/02/23 01:59:02
Subject: [1500] - Spawn Purge+CSM Knight
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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The idea of facing that many spawns is truly terrifying
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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![[Post New]](/s/i/i.gif) 2016/02/23 02:40:31
Subject: [1500] - Spawn Purge+CSM Knight
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Painlord Titan Princeps of Slaanesh
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alteration to balance the platoon squads
Platoon 1
Platoon Command squad, millitia training, 12 men + 3 meltagunner @85
Squad 1, millitia training, 12 men+ 3 meltagunner @85
squad 2, millitia training, 12 men + 3 meltagunner @ 85
Platoon2
Platoon command squad, millitia training, 12 men + 3 Plasma Gunner @100
Squad 1, millitia training, 10 men+ hwt lascannon+ 3 Plasma Gunner @120
squad 2, millitia training, 10 men + hwt lascannon+ 3 plasma gunner @120
Breakdown:
9 Meltaguns
9 plasmaguns
2 lascannons
Automatically Appended Next Post:
pfft...spawns are very harmless from my anecdotical experience. S5 is very weak. It cant hurt av12 walkers...
36 of these guys should tie up the enemy quite nicely and die just in time for the infantry platoons to march up and unload shots...not that its any good what 9 plasma guns can do or 9 melta guns...
My opponents can remove 18 spawns with 54 wounds super easy from the last battle i was in...heck the eldar player with nearly equal points of 27 scatter bikes can pour out 108 str6 shots and wreck 54 t5 wounds easy. Automatically Appended Next Post: Possible 3rd option for platoon
Platoon 1
Command Squad, millitia training, +1 man with vox caster, 2 hwt lascannon @100 (15 men counting the 2 hwt...)
squad 1, millitia training, +1 man with sigil, 2 hwt lascannon (4 more men)@ 100pts
squad 2, millitia training, +1 man with sigil, 2 hwt lascannon (4 more men)@ 100pts
Duplicate for platoon 2 but swap 1 lascannon for missile launcher.
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This message was edited 3 times. Last update was at 2016/02/23 05:20:36
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