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[1500] - CSM (death guard) - Vs GSC  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Happy Imperial Citizen




CAD

HQ
Daemon prince (340pt)
MoN
Power armour
Wings
ML3
Spell familiar
Burning brand

Troops
Cultists x10 (70pt)
MoN

CSM x10 (263pt)
MoN
2x melta gun
Rhino
9x ccw
Melta bombs
Power maul

Plague marines x7 (256pt)
Rhino
2x plasma gun
Melta bombs
Power maul

Fast attack
Bikers x6 (206pt)
MoN
2x melta
Melta bombs
Power maul

Heldrake (170pt)
Baleflamer

heavy support
Defiler (195pt)
Heavy flamer
Extra power fist


Never played against gsc before but I read a bit around them nd it seems as though air support and armour would be the way to go. I've re-done my list several times and I'm fairly confident in this one but I'd appreciate some feedback from those that have played against or as GSC.
   
Made in us
Mutilatin' Mad Dok





Norway, Tønsberg

I would drop the mastery lvls, spell familiar and the burning brand and get the black mace. He is gonna be focused hard, so might as well not put too much points into him.

I would drop the cultists and the plauge marines and run 2 min squads of CSM´s with plasma in a rhino.

I would also drop the defiler.

i would try to get a warband into this list to get obsec.

Get a termiecide eith PA and combi melta.

Get a lord on bike with LC and PF.

and another heldrake to bring as a auxiliary.

   
Made in nl
Lesser Daemon of Chaos






Groningen, The Netherlands

Like Killerpenguin Id try to go with the Vectorium. Something like

Death Guard - Vectorium
Chaos Lord
Jump Pack
Power Maul
Mark of Nurgle
VotLW (Gifts of Nurgle)

3 Terminators
3 Combi-Melta
Mark of Nurgle
VotLW (Gifts of Nurgle)

20 Chaos Space Marines
2 Plasmagun
Mark of Nurgle
VotLW (Gifts of Nurgle)
Champion: Meltabombs

5 Chaos Space Marines
Meltagun
Mark of Nurgle
VotLW (Gifts of Nurgle)
Chaos Rhino

Chaos Bikers
2 Meltagun
Mark of Nurgle
VotLW (Gifts of Nurgle)

5 Havocs
4 Autocannon
Mark of Nurgle
VotLW (Gifts of Nurgle)

Lord of The Legion
Daemon Prince of Nurgle
ML3
Daemon of Nurgle
Wings
VotLW (Gifts of Nurgle)
Spell Familiar
Power Armour
Burning Brand of Skalathrax

Auxiliary support: Spawn
5 Chaos Spawn, Mark of Nurgle

You could reduce the blob in size (like the second CSM squad) and ditch the Spawn to make way for 2 Heldrakes and some


Fiery the angels fell; deep thunder rolled around their shores; burning with the fires of Orc.

Armies:
Daemons: 5000+ points
CSM/Black Legion: 5000+ points
Deathwatch/Knights: 5000 points
 
   
Made in gb
Happy Imperial Citizen




Okay, so I had the match the night of my OP, so unfortunately the responses were a little late (no one's fault but mine).

Here's a run down of what happened:



I got destroyed.



That's the tl;dr version!

To be fair, a lot of my losses were suffered because of dice god hatred. My opponent made LOTS of rending rolls and I failed all bar one of my FNP rolls the whole game. Plus terrible armour saves (lost two bikers to auto pistols and the defiler was punched to death...yeah). I think the cult ambush rules played a part as well, as any casualties I cause were returned when the units came back into to the game thanks to their D6 additional models thing.

Heldrake performed well, but despite coming in on turn 2, a lot of my army was dead or doomed (dooooooomed!) by that point anyway.

Lessons learnt:

1. Take all the metal bawkses you can
2. Buy another heldrake
3. SLAANESH! Hitting after GSC in CC is deadly
4. Bring more flamers. Possibly 2 or more havoc squads with these as that makes them scary for GSC to charge.
5. If DP is intended for flight and psychic powers, start in reserves. He got charged turn one and never made it out.

Both the previous commenters had valid points. Not taking the defiler could have freed up more points for bolters (very good against GSC if you get a chance to shoot), termicide could have been good against the Lehman Russ and Chimeras my opponent brought - although the genestealers and patriarch did most of the killing), and of course getting a second heldrake opens up more formation/detachment options. Sucks that you have to do CAD or AD to bring just one!

I think that plenty of firepower + armour + maintaining or increasing initiative is the way to go. Death guard, while tough, can break easily due to the lower initiative combined with good rending rolls on the opponent's part. Taking them as part of a Vectorium helps as you can re-roll FNP on 1, but that removes the option to take a single Heldrake unless you take an allied detachment.

It's a tough one. That cult ambush table is a dick. My opponent had the warlord trait that allowed his patriarch's unit to choose their result every time, and rolled a few 6s so was always popping up right next to me. He also had turn one, so I never got to unleash my superior firepower before getting charged to buggery.

So anyway, next time I'm trying Slaanesh with more transports and flyers I think!
   
 
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