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Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

Hi guys. This is my first attempt at a killteam. What do you guys think?

Aspiring Champion - Chainsword, Plasma Pistol, Mark of Nurgle - 300

Chaos Space Marine - Boltgun, MoN - 155

Chaos Space Marine - Boltgun, MoN - 155

Chaos Cultist - Knife, Pistol - 55

Chaos Cultist - Knife, Pistol - 55

Chaos Gunner - Auto cannon- 280

1000
   
Made in us
Dakka Veteran






Backwoods bunker USA

I prefer Bolt Pistols to Bolt Guns since they both fire 1 shot per turn and CC is more reliable than shooting. I'd also give the Gunner a Visor.
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

 KiloFiX wrote:
I prefer Bolt Pistols to Bolt Guns since they both fire 1 shot per turn and CC is more reliable than shooting. I'd also give the Gunner a Visor.


Thanks!
That leaves 5 pts. so i gave the Champ camo gear.

What do you think about dropping the gunner and getting 5 more cultists with pistol?


Automatically Appended Next Post:
How about this?

Aspiring Champion — Mark of Nurgle, Plasma pistol, Power sword, Camo gear
Chaos Space Marine — Mark of Nurgle, Bolt pistol, Assault blade
Chaos Space Marine — Mark of Nurgle, Bolt pistol
Chaos Space Marine — Mark of Nurgle, Bolt pistol
Chaos Cultist — Autopistol
Chaos Cultist — Autopistol
Chaos Cultist — Autopistol
Chaos Cultist — Autopistol

Edit* Formatting

This message was edited 2 times. Last update was at 2017/05/01 09:53:34


 
   
Made in au
Fresh-Faced New User




Australia

You can't have more recruits than the rest of your team so that team isn't allowed, buddy!
edit - just saw the other marine due to the formatting. Never mind!

Keep in mind without taking the gunner now you'll need two full games to get him up and running. If you're taking just bolt pistols you might as well try to scrape out an extra 10 points to make a marine into a gunner with pistol for now.

This message was edited 3 times. Last update was at 2017/05/01 07:24:57


 
   
Made in gb
Regular Dakkanaut




In my experience.

MoT plays out better. (Depending on your Meta)

I know plenty local players who run lists with -* to save. So, always having that 5++ save is awesome.

Its up to you though, I think T5 would work out similarly.
Just remember, most armies are gona fight you at S3 in combat. Which is where you wana be.

Personally Id be running:

A/Champ - P/Sword, Camo - 280
C/Gunner - Flamer, Camo - 175
C/Gunner - Flamer, Camo - 175
C/Marine - Camo, B/Pistol, A/Blade - 165
Cultist - Pistol - 55
Cultist - Pistol - 55
Cultist - Pistol - 55

This leaves you with 45 pts left.

Flamer ignores cover and can be really good against certain armies if you position right.


Also leave you with 45pts left. You could stick in another Cultist as a meat sack.
Alternatively you could trade out a flamer for a Plasma gun.

This message was edited 1 time. Last update was at 2017/05/01 18:05:32


 
   
Made in ru
!!Goffik Rocker!!






Flamers ignore partial cover - you still need a 4+ to hit someone behind +2 cover
   
Made in gb
Regular Dakkanaut




Flamers hit automatically. Any units partially covered by the template are hit on a 4-6.

No hit modifiers are applied to the flamer.
   
Made in ru
!!Goffik Rocker!!






Oh, so i read it wrong. I guess kombi-skorcha is worth it than!

Anywayz, how's this team gona deal with nids? I find it close to impossible without an overwatching heavy bolter or plazma gun.

This message was edited 2 times. Last update was at 2017/05/03 07:34:44


 
   
Made in gb
Regular Dakkanaut




Flamers always take an ammo check since there is no roll to hit.

However, flamers can be REALLY useful against certain armies such as guard, tau, orks where they are prone to grouping.
   
Made in ru
!!Goffik Rocker!!






mcsheehy wrote:
Flamers always take an ammo check since there is no roll to hit.

However, flamers can be REALLY useful against certain armies such as guard, tau, orks where they are prone to grouping.


Yeah but flamers have really short reach and won't do much vs multi-wound targets. They are really handy against harlequins and witches though. Tyranids are just gona shrug a regular flamer off with their multi-wound armored dudes. And that's my main concern. CSM don't have access to heavy flamers. So, one regular ain't gona be too bad at start but than i'd phase it out with a kitted plazma or melta if you roll fastshooter. Than just leave a flamer as a backup weapon as you can't sell gear anywayz.

This message was edited 4 times. Last update was at 2017/05/03 07:55:35


 
   
Made in gb
Been Around the Block




Bolt Pistol and Chainsword is where it's at to start. Then, buy the sights that double short range.

+2 to hit at up to 16 inches if you don't move. BAHAHAHAHAHAHA.

And -2 armor save in close combat with a parry. Only thing to worry about are Tyranid Warriors, and that's what the autocannon is for. Later.
   
Made in ru
!!Goffik Rocker!!






Ghorros wrote:
Bolt Pistol and Chainsword is where it's at to start. Then, buy the sights that double short range.

+2 to hit at up to 16 inches if you don't move. BAHAHAHAHAHAHA.

And -2 armor save in close combat with a parry. Only thing to worry about are Tyranid Warriors, and that's what the autocannon is for. Later.


Sights add short range to long range. Means a bolt pistol becomes: short 0-8, long 8-24. Doesn't it?
   
Made in us
Wrathful Warlord Titan Commander





Ramsden Heath, Essex

Indeed, a telescopic sight increases the long range by the short range.

Their quite handy on Boltguns to I think. My opponent uses one in his CSM band and it's reach is quite annoying.

How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " 
   
Made in gb
Regular Dakkanaut




Flamers are still useful. Yes, high armour/multi wounds are a pain in the ass. But your not bringing anything "stronger" in your first game anyway.

Plus, once you have it purchased you can swap to it at any point. Use it for pinning before mass charges. Ie, Orks.

It will depend highly on your meta tbh. Flamers are useful in mine. Harlies + Orks. Auto hit and its a template.
   
Made in us
Furious Raptor




I always recommend against that many cultist to start, givin the difficulty in aqquiring marines. Since your first spend is normally an equipment buy, starting with as many CSM as possible gets your power armor dudes in the fight quicker and with better gear.

Avoid chainswords to start. The sword is already Str 4 for you, and you get parry with both, so save the points and the noisy.

Autocannon is great, but consider starting with a plasma gun. Add telescopic sights or a visor if you want, but you lose a little range anyway. The point difference, at least in the first few games, is usually worth it. Being able to move and shoot without penalty isn't a bad plan either.

Statistically, parries are better than almost anything else in combat. If you can find the points, a Champ with bolt pistol and 2 swords is the best starting beatstick we have, by a long shot. Get a plasma pistol or power sword eventually, but to start, again, tone down the equipment.

Just my advice for league games. If you are playing a shorter campaign or a 1-off game, then go nuts, but thats what I've seen so far.

1 mark of slannesh guy is not a bad pickup, either now or eventually. The I5 is pretty decent for being a sentry, and not falling off high stuff, so you can safely put him in a decent spot for those missions or send him running along catwalks to chase down snipers and gunners and stuff.

This message was edited 1 time. Last update was at 2017/05/04 17:44:34


 
   
Made in us
Regular Dakkanaut




Southern California

So I'm going to start a CSM team and my main opponent is going to running with those damn Nids Warriors.
What is everyone's recommendations against them? Because I'm having a heck of a time figuring it out, they seem very OP
   
Made in gb
Regular Dakkanaut




Well... I'd follow a similar tactic to whats been used against my poor harlies. :(

Cultists, bait charges and hope you fail your fear test and run 2d6. The nid completes the charge move and just stands there. You can hit it full BS next turn.
They then only get 1 attack against your cultist if he runs. Otherwise he's mush.

Also anything with Damage : D3 in its profile. I don't have the book to hand. Doesnt one of your special ammo's or something do D3?

   
Made in us
Regular Dakkanaut




Southern California

Autocannon and Lascannon do D3 and D6 respectfully.
Melta does d6

Some grenades do too I think.
No special ammos I know of though
   
Made in us
Kinebrach-Knobbling Xeno Interrogator



California

If you are playing a one off game I would focus on the maximum amount of damage/toughness that you can put on the board as you will not have the option to upgrade. If it is a Campaign I would buy base Gunners with the intentions of using points gained to buy weapons inbetween games. Look at the weapons available and anything 200 points and below can be picked up with your 100 points and a cache. Alternatively you could start with a stacked team of Marines and recruit Cultists as fodder while still being under the 100 points limit.

Also, Cultists standing in front of Marines make great shields (1/3 cost of CSM). In many cases you can set up your army to where they are the only model that can be fired at... until they are down of course.

For Nids get a few S7 weapons to give you a shot at pinning. CSM have some of the best options in that regard as even if you lose a Gunner, they can be replaced within two games.
   
 
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