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Made in gb
Been Around the Block




Hello folks

I've been quite excited about making a Red Corsairs list as soon as i saw the preview of the new renegade rules. So when i got my hands on the codex/vigilus book, i immediately started crafting something.

So after some attempts, revisions etc, here is my list. The issue is, its over 2k points - but i need an advice on what to cut/change to fix that.



Batallion - Red Corsairs CSM (can advance and charge), +5CP battleforged, +3cp batallion, +3cp Red Corsairs
DEVASTATION BATTERY -1cp

HQ1: Chaos Lord (combi melta, chainsword, jump pack) - Warlord - Reaver Lord, Maelstrom's bite = 108
HQ2: Sorcerer (jump pack, combi plasma) (Mark of Tzeentch), eye of tzeentch = 101

Troops1: CSM, 1 champ (combi-plasma, chainsword), 3 CSM (boltgun, pistol), 1 CSM (plasma gun, pistol) 86
Troops1: CSM, 1 champ (combi-plasma, chainsword), 3 CSM (boltgun, pistol), 1 CSM (plasma gun, pistol) 86
Troops1: CSM, 1 champ (combi-plasma, chainsword), 3 CSM (boltgun, pistol), 1 CSM (plasma gun, pistol) 86

Heavy1: Havocs: 1 champ (plasma gun, chainsword), 4 havoc (reaper chaincannon (Mark of Slaanesh) 161
Heavy2: Havocs: 1 champ (plasma gun, chainsword), 4 havoc (reaper chaincannon (Mark of Slaanesh) 161
Heavy3: Havocs: 1 champ (plasma gun, chainsword), 4 havoc (lascannon) (Mark of Slaanesh) 181

Elite1: Helbrute (Power Scourge, Twin Lascannon) 135
Elite1: Helbrute (Power Scourge, Twin Lascannon) 135

Batallion - CSM, Red Corsairs (can move and advance, +cp). +3CP batallion, +3cp Red Corsairs

HQ1: Chaos Lord (combi plasma, chainsword, jump pack) 104
HQ2: Dark Apostle (Mark of Tzeentch) 100

Troops1: CSM, 1 champ (combi-plasma, chainsword), 3 CSM (boltgun, pistol), 1 CSM (plasma gun, pistol) 86
Troops1: CSM, 1 champ (combi-plasma, chainsword), 3 CSM (boltgun, pistol), 1 CSM (plasma gun, pistol) 86
Troops1: CSM, 1 champ (combi-plasma, chainsword), 3 CSM (boltgun, pistol), 1 CSM (plasma gun, pistol) 86


Heavy1:
Obliterators x3 (Mark of Slaanesh) 195
Heavy2: Obliterators x3 (Mark of Slaanesh) 195

This lists adds up to 2092 points.

First of all, to explain my process:

HQ: Chaos Lord - taken for the reroll bubble. There's going to be a lot of units benefitting from it.
HQ: Sorcerer - just to have a little psychic stuff to do / deny.

Jump packs on both just to make it easier to get around, considering the amount of models im going to have.

6x packs of CSM - Red Corsairs legion trait gives you +3cp if you run 3x CSM in a red corsairs detachment. So using 6x squads gives me +6CP, which is tasty. They can act as objective meat / walking shield, but they also have plasma to actually try and shoot some stuff.
Havocs - the juice. New havocs are tasty. 2 squads of reaper chaincannon, and 1 squad for long range tankbusting with lascannons.

Helbrute - with the Corsairs special rule (can advance and charge), i found helbrute to be super strong. Move 8" + advance D6 + charge 2D6 = theoretical 28" charge distance. I considered running 2x Fistbrutes (pure melee weapons), but in the end decided they will be unlikely to charge anything on turn 1, and considering i will have 2x deepstriking squads of oblits as well, if i just run them as melee i wont have enough dakka for first turn).

Dark Apostle - needed 2nd HQ, didnt want 2nd sorc, didnt want 3rd lord. Apostle might do some buffs on havocs or something.

Obliterators - love the new model, and love the new unit. They are quite strong, especially when deepstriking into good position. Id say very good power for their point cost.

As for CP, i will have access to whopping 16CP, which means ill pretty much be using endless cacophony/punishing volley/blasphemous machines/Great Sorcerer/Fire Frenzy every turn, plus some misc rerolls, plus ppossibly the new There's More Where They Came From for red corsairs.


Now, having explained that, lets go back to my issue of being 92 points over budget. Here are some of the options im considering:

1. Remove 1 obliterator per squad (meaning 2x 2man squads) - this leaves me with 1962 points.
2. Remove 1 helbrute - this leaves me with 1957 points.
3. Remove dark apostle, remove jump packs from everyone except 1 lord, and add warpsmith. This leaves me at 1986, however Warpsmith is just gak for my army list, in every possible way. But it is, theretically, an option which lets me keep all other units at the cost of fething up one of my HQs.
4. Try to jerryrig something by downgrading some weapons around or something.

Now, i am not going to be using this in tournament minmax metas, its for friendly matches, however our friendly lists can be strong at times. Most common enemies will probably be space wolves and chaos space marines, possibly 1k sons.

I welcome any and all suggestions and tips please

Thanks!
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Just posted a list of my own for CSMs 2.0 but just wanted to throw out there GW has already stated 65pts oblits was a misprint and the 115 from shadowspear is correct. You'll get until an FAQ of course but it will likely affect your overall list design when it is corrected.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
Been Around the Block




Damn, i should have known 65 was too good to be true :(

Yeah, it will defo affect the list. Thank you!
   
Made in us
Focused Fire Warrior




NY

I'd say take the jet pack off one lord, downgrade the sorc's plasma to combi-bolter if need be. Looks like one full unit of oblits might be going out, or the helbrutes. Thing is the helbrutes are alone in terms of target for anti-armor if deepstriking the oblits so they might not serve as much more than distraction either way. Scourge is more expensive than missile so i'd take missile.
   
Made in ch
The Dread Evil Lord Varlak





I am honestly thinking that your list is a lot too fragile imo.
Losing one unit off Havocs with reaper allready hurts your overall output massively.

Also you have 1 havoc unit with lascannons and 2 Hellbrutes, and that's it for longrange AT.

The small units also don't really profit from buffs from the apostle well or the sorcerer and give up killpoints rather easy.

That said, everything that is within 24" will eat a lot of plasma.

I personally would've replaced another lord with a Apostle but that has mostly to do with my urge to test them more extensively.


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Longtime Dakkanaut





Look at all those CP you're generating but... what will you use them on? I'd scratch the second RC detachment and throw in some forgefiends to use the reroll hits/wounds strat on.
   
Made in sg
Longtime Dakkanaut





It should be ok when your opponents are initially not prepared for the volume of fire and how shooty the new CSM can be now. But once they know that chain cannons are range 24, and the first time they have their chaff and screens utterly blown to pieces, the next time they will be prepared.

You will see them deploying out of range of your chain cannon squads. You will see them use all means and ways to destroy those havoc squads with all their heavy support turn 1. And when it boils down to it, they are only 5 T5 bodies in power armor.

You have to consider, what happens if your opponent deploys at 31 inches from your havocs and then eliminates them as a 1st priority, and then proceeds to deploy his chaff and screens so that your oblits coming down turn 2 have no good targets to shoot at. A good opponent will know that the range of both your oblits and the new chain cannon is only 24 inches.
   
Made in us
Nurgle Chosen Marine on a Palanquin





Livermore, Ca

Eldenfirefly wrote:
It should be ok when your opponents are initially not prepared for the volume of fire and how shooty the new CSM can be now. But once they know that chain cannons are range 24, and the first time they have their chaff and screens utterly blown to pieces, the next time they will be prepared.

You will see them deploying out of range of your chain cannon squads. You will see them use all means and ways to destroy those havoc squads with all their heavy support turn 1. And when it boils down to it, they are only 5 T5 bodies in power armor.

You have to consider, what happens if your opponent deploys at 31 inches from your havocs and then eliminates them as a 1st priority, and then proceeds to deploy his chaff and screens so that your oblits coming down turn 2 have no good targets to shoot at. A good opponent will know that the range of both your oblits and the new chain cannon is only 24 inches.


Exactly my thought.

   
 
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