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Made in us
[MOD]
Custodian






Holy Terra

I had three goals - (1) use only DV models, (2) bring lots of Cultists, (3) use Word Bearers theme. Well, I guess (2) and (3) kind of go together.

Aspiring Champion
- Combat Blade
- Power Armor
- Mark of Chaos (Undivided)
- Power Sword
- Boltgun

Chaos Space Marine
- Combat Blade
- Power Armor
- Mark of Chaos (Tzeentch)
- Boltgun
- Inferno Bolts

Chaos Space Marine
- Combat Blade
- Power Armor
- Mark of Chaos (Khorne)
- Assualt Blade
- Bolt Pistol

4x Chaos Cultist
- Combat Blade
- Improvised Armor
- Autogun

2x Chaos Cultist
- Combat Blade
- Improvised Armor
- Autopistol

This message was edited 1 time. Last update was at 2017/04/18 22:27:50


   
Made in us
Regular Dakkanaut




Unless I'm mistaken that's not a leagal list, you can't have more than 50% new recruits. Something which makes me rather sad with Chaos, actually, as it seems quite fluffy to have a single Chaos marine leading a group of cultists, or as in your case a leader and his guards.
   
Made in gb
Been Around the Block




Yeah. Rule is, no more than half of your models can be new recruits.
   
Made in us
[MOD]
Custodian






Holy Terra

Thanks for the clarification - I am still waiting on my copy of the rulebook so I just made a 1000 pt list from the CSM list pdf.

So the limitation is 50% of models or 50% of points? Ah I see Ghorros specified "no more than half of you models" - so:

Aspiring Champion
- Combat Blade
- Power Armor
- Mark of Chaos (Undivided)
- Power Sword
- Boltgun

Chaos Space Marine
- Combat Blade
- Power Armor
- Mark of Chaos (Tzeentch)
- Boltgun
- Inferno Bolts

Chaos Space Marine
- Combat Blade
- Power Armor
- Mark of Chaos (Nurgle)
- Assault Blade
- Bolt Pistol

Chaos Gunner
- Combat Blade
- Power Armor
- Mark of Chaos (Khorne)
- Assault Blade
- Frag Grenades

3x Chaos Cultist
- Combat Blade
- Improvised Armor
- Autogun

This message was edited 2 times. Last update was at 2017/04/10 21:04:12


   
Made in us
[MOD]
Custodian






Holy Terra

Argh well the plan was to buy a meltagun for the Khorne-marked Gunner but now that I have the rules I see that you have to be armed exclusively with CCWs/pistols to get the extra die in H2H ...

Carrying a meltagun is still pretty hardkhorne, I guess? Opinions?

This message was edited 1 time. Last update was at 2017/04/13 23:48:51


   
Made in us
Sneaky Kommando




Southern California

Consider the down line cost of adding recruits or weapons and gear. For instance, after the first fight, to add another Marine costs 100pts. plus a Promethium Cache (PC). So does adding ANY one heavy weapon. At least for Chaos, it seems that buying the expensive guys at the start might be best. Then, adding cheaper Cultists that don't require a PC expenditure. It's probably not coincidence you can't add two Cultist with Autoguns at the same time. And, Khorne forbid you lose your Gunner. It would take two turns and two PC's to recruit another and give him a Heavy Weapon.
   
Made in hk
Regular Dakkanaut







Hi Manchu, I was playing with Chaos Space Marines myself. Just some notes, because you mentioned you're waiting for your book. People have been talking about this game, but there's some important nuances that haven't been getting much traction.


1. Mark of Slaanesh isn't bad; +1 Initiative is useful

I think the Mark of Slaanesh is a little overlooked, is all.

Initiative has more uses than just breaking ties in combat; in fact, it's a pretty good "utility" skill. Spots hidden fighters, good for spotting enemies in the mission when you have to be the sentry.

The thing that really comes up often is early recovering from Pinning. Your opponent shoots you in his turn, hits, but does not wound because you're Toughness 4, you still have to lie face up because you are Pinned. Being unPinned normally happens at the END of YOUR turn, so basically he just wasted the time lying around.

However, if you are within 2" of a friendly model, you can try to escape Pinning at the START of YOUR turn, by making an Initiative check (roll equal or under your I). Now you can move and shoot or charge normally, instead of having to sit the turn out.

Full rules on page 35 of the printed book, the last paragraphs, for when you get your copy.

Recommendation - for fluff reasons, don't feel bad for taking Mark of Slaanesh just because it might not seem as immediately useful as +1A, +1T, etc. Initiative does come up a lot.


2. Your standard gear might be better than you realise

There's a lot of overkill in the lists I've been reading (not just you, a lot of new players, with or without the book) because I reckon we're still in the full 40k large-scale battle mindset.

Not sure you know this because it's rarely talked about, but did you know your Chaos Space Marine just stabbing someone with your free knife already has a -1 save modifier on him? Because they're super-strong by normal human standards?

In close combat, sheer Strength can have saving throw modifiers. Strength 4 gives a -1, Strength 5 gives -2, etc. Page 42 when you get your book.

You can probably get away with a regular Sword; it has Parry (a great ability) and you already get a -1. My experiences in close combat is, it's very all or nothing; if you're winning combat you're probably scoring a lot of wounds and something usually goes through the armour.

Meanwhile, you probably don't need the meltagun or the Inferno Bolts. Instead, ironically, a Flamer (seen as useless in 40k) is pretty helpful because it ignores cover and pins groups of enemies for you to divide & conquer via close combat.

If there is 1 piece of expensive gear I'd recommend, it'd be the Heavy Bolter for this game. Multiple shot weapons are very useful considering how many cover save modifiers there are. I was willing to pay 200+ points for even an Ork gunner because it was so vital to have a guy providing covering fire.

Recommendation - it's NOT just Boys Before Toys, but that even basic weapons get the job done. A Tzeentch Gunner with a Flamer might be fluffy an effective, actually...and also kinda ironic sounding. Also, a Heavy Bolter, though pricey, is very valuable.


3. Your basic gear might also be worse than you realise

Bolters don't rapid fire in Shadow War. That makes things like Inferno Bolts on a single-fire weapon really a huge premium.
Sadly, Eldar and even Ork basic rifles have "Sustained Fire" i.e. multiple shots.


4. Camo Gear is a meaningful and very cheap upgrade

Camo Gear in Shadow War isn't about cover saves. It's about reducing the range of enemy weapons by 4". It doesn't sound like a lot, but in a game where many units' movement is 4", it's really worth the 5 points you spend.

This is especially true for your close combat units. CSM aren't fast like Eldar Harlequins, something so cheap that lets them get that extra bit of movement before getting shot at is worth it imho. I think it's almost an oversight that it's even on the list.

Recommendation - if you find yourself with a few points leftover, please consider getting Camo Gear, maybe just for your close combat models, like your Leader and the Nurgle or Khorne Marine.


Just presenting options more than opinions, because there's some really interesting nuances to this faction. Also strongly agree with the downline cost of adding recruits; list-growing is part of list-building and I've learned to plan my Recruit/Rearm options ahead of time.

   
Made in us
[MOD]
Custodian






Holy Terra

Thanks for these super helpful posts. I have only played one game but I am already picking up on some of this .. for example, Initiative controlling charge range ... and yep I went up against Eldar and was surprised by shuriken cannons having sustained fire! I was using Scouts, to wit:

Sgt w/Bolt Pistol, Chainsword, Camo
Scout w/Sniper Rifle, Camo, Clip Harness
3x Novitiates w/Shotguns
Gunner w/Heavy Bolter, Photon Visor


   
 
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