Unrelenting Rubric Terminator of Tzeentch
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1st, Talons are fast, not heavy. And yes, they are bad.
2nd, Organise your list into something easier to read, you'll get more responses.
3rd, not really, it's a CSM list, you're going to get rolled hard by anyone that wants to
There's half a dozen threads here arguing about what's good, passable and terrible for CSM, but the long and the short of it is (general consensus) that Sorcerors, Belakor, Juggerlord and Nurgle Fist/Claw biker are your only options for HQ, min Cultists or min plague marines with 2 special in a rhino are your troops, then you have at least some choice (spam heldrakes, spam Oblits, AV12 rush).
Heldrakes, Spawn, Oblits, Maulerfiends all do OK in large numbers but the elites section is a wasteland with only suicide termies worth your time (though some people have had limited success with multiple helbrutes in an AV12 rush list), FA is the most contested slot since it's got heldrakes and spawn (though some people can make bikers work as a decent substitute for spawn) and HS basically has Autocannon havoks and Obliterators and not much else.
If your meta allows forgeworld, IA13 has some nice stuff in there, but you're still going to get your face kicked in by the top tier armies.
Allying with daemons can help, but eventually you run more and more daemons and less and less CSM until you've got a daemon list with belakor, 10 cultists and a heldrake tacked on and it's really not CSM anymore.
350 - Belakor
150 - Sorc, ML3, Termie armour, Spell Familiar
125 - Sorc, ML3, Spell familiar
85 - 5x CSM, Heavy Bolter
147 - 5x CSM, Flamer, CCW, MoK, Rhino, Havok launcher
115 - 5x Raptors, 2x Flamer, MoK
125 - 5x Raptors, 2x Melta, Mok
160 - 5x Warp Talons
230 - Land Raider
1505
So, you're illegal because you're over points (but only by 5) and because you can't take a heavy weapon in a CSM unit at 5 men (Special at 5, 2nd special or a heavy at 10).
Dropping that heavy bolter for a flamer solves both of the first 2 problems. Also, heavy bolters are terrible, don't take them. Ever. On anything.
You've got 3 HQ's, so you're unbound. Not really a problem, but some folks aren't a fan of unbound.
I'm going to come out and say it now, even if it's not what you want to hear, everything in your army list bar Belakor and the Sorceror without terminator armour is bad (and even then the sorc can use some tweaking).
The only thing in your army that can touch AV11 is the pair of melta guns on raptors and the lascannons on the 'Raider. The 'Raider should be going flat out turn 1 and the melta guns are too short ranged, so you're not achieving anything against vehicle in turns 2 or maybe even 3 depending on board and deployment. You've got heavy support slots open though, so I'd suggest filling those with obliterators as first port of call.
Those marine troops aren't going to achieve much, so trade them out for the cultists you're painting. 2x squads of 10 is 100 points, you don't want more than a minimum since they're just going to go to ground on an objective and not do anything all game but try to stay out of LoS.
I'd suggest getting the heldrake up and running next, it's the best unit in the dex IMHO. Always give it the baleflamer, no exceptions.
MoK isn't usually worth it, since it doesn't help survivability like MoN or MoT, doesn't give you FNP access like MoS and getting to the fight is usually the biggest problem.
So, what have we got so far?
350 - Belakor
150 - Sorceror, ML3, Spell familiar, Sigil of Corruption
50 - 10x Cultists
50 - 10x Cultists
That's 600 points and a bound army. Now you can add back in the remaining models to achieve stuff. The terminator Sorc doesn't really have anywhere to go, so he's out for the moment. Obviously we want the heldrake, and you're going to need something to pop vehicles with so:
170 - Heldrake
115 - 5x Raptors, 2x Melta
115 - 5x Raptors, 2x Melta
You can easily counts as those flamers as melta guns and it's easy to switch between the 2 (as long as you know who you're playing).
That brings us to 1000 on the dot. To be honest, I wouldn't be taking anything else you've got so far, so my suggestion would be to play 1000 point games until you pick up more stuff. You can add in termies and a 10 man CSM squad in a rhino, but they're not really going to achieve much and it just gives your opponent more points to counter yours if you start taking junk that won't pull its weight.
I'd suggest MoN Oblits as your next purchase, run them 1 to a heavy support slot if you only get 3 as they are prone to running as soon as you lose one if they're in units of 2 or 3. It's on of the few times it's worth it to buy VotLW to increase their Ld. 6x oblits (3x units of 2) with MoN and VotLW would take you to 1474. Add cultists or upgrades to reach 1500 and you're done. If your opponent is running lots of Grav, MoT instead of MoN is the way to go since against grav and plasma, you're still getting wounded on 2's and ignoring armour, but against anything else, MoN is better (and 4+ cover from ruins is free). Using 15 points for a jump pack on the sorceror and attaching him to a squad of raptors would probably be better than more cultists though. Maybe also spend remaining points on melta bombs for the sorceror and the raptor champs? Can at least try and fight monstrous creatures and metal boxes.
It's probably not what you want to hear, but it's about the best advice I can give you. That's just how CSM is right now and the big money says no codex until next year. Sorry mate.
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