SweetManaT wrote:
Thank you for the info! So what might a list using Abby look like for you? I love some of the ideas you gave, but don’t exactly know how to implement them. Currently I’m in the process of moving and looking for another job, so I haven’t been able to purchase any of the codices yet. I understand most of the basics and want to get into the deeper game, just have to wait for now. I understand that the Black Legions main benefit is moving and shooting correct? Thanks everyone for the help and understanding so far!
The
BL trait basically mitigates a lot of the costs of advancing. The best thing you can do is play lots of games to get comfortable with the rules and figure out what units you like.
Also in full disclosure, I play Alpha Legion/Iron Warriors by preference and 9th edition is kind of awkward for
CSM due to our price hikes, losing easy access to more
HQ slots, and feeling quite pale in comparison to loyalists.
I would recommend starting out with a Battalion detachment. You must take at least 2
HQ's and 3 troops, but it has the most flexibility. Furthermore, units that can both push enemies off of objectives and are durable enough to hold objectives are highly desirable.
So for the core of your list, consider something like:
Abaddon
Sorcerer (If you have the points, Terminator Armor or a Jump Pack are both great upgrades if you need durability or mobility respectively). If I'm running a Sorc, I tend to give them the mark of Tzeentch so I can use the strat to manifest an additional power, but Slaanesh offers you Delightful Agonies and Nurgle gives you Miasma, both of which will make any unit more durable (it makes those cultists miserable to shift). I recommend Prescience + either Warptime or the durability granting power of your choice.
At least 1 Cultist Blob (20-30 of them). Give them autoguns and don't really worry about any additional gear. They protect your
HQ's from being shot, become incredibly potent and durable near Abaddon (immunity to morale + full rerolls). In addition, if they ever get low on models, check out the Tide of Traitors strat (you get to return them to the board at full strength).
2 Squads of 5-10 Chaos Space Marines. With Black Legion, it's reasonable to just go for bolters + combi-bolter, but packing a plasma gun + combi-plasma is never an awful choice because they're flexible.
So for the following:
Abaddon
Sorcerer
2x5 Chaos Space Marines with a plasma gun and the champ has a combi-plasma and chainsword
30 Cultists w/ autoguns
That's going to run you 670 points, leaving 1330 points to fill with goodies.
The Lord Discordant is very strong, but unfortunately lacks the ability to be protected via Look Out, Sir.
A Daemon Prince (always with wings, but the melee weapon of your choice) can be protected, can be a psyker, and while unfortunately quite expensive at the moment, still a solid model. You can give it Warptime for 24" of movement before charging or Diabolic Strength to make it hit harder in melee. Going the latter route and giving it double Malefic Talons and the Intoxicating Elixir relic will give you a 12" flying monster that can dish out 10 attacks on the charge at S10, with an
AP of -2 and dealing D2. That means it's a solid melee threat against basically anything, but especially tanks and Primaris. Don't forget that it also has a reroll aura that it benefits from.
For anti-tank, you can choose from a variety of options.
Personally, I like to run two squads of Lascannon Havocs for the reasons I mentioned before. Really, you can run just about anything here as they'll benefit from Abby's aura.
If you find that you're running a fair few units with the daemon keyword, consider a Master of Possession for your 3rd
HQ (or swap the Sorc for it), especially if you decide not to use Havocs.
If you want additional protection, consider 1-2 Rhinos. You can deploy your Havocs and/or
CSM inside of them at the start of the game, then disembark them within Abby's aura when it's your turn for a bit of added safety.
For more speed, definitely look at Bikes. They're fast and durable. Bolter Discipline/Malicious Volleys makes them always fire double shots at max range, which is delicious.
Terminators make for a very durable unit. You can keep them cheap with chainaxes (possibly sprinkle in a couple power/chain fists) and combi-bolters, or give them all combi-plasmas and unload with
VotLW + Cacophany. The downside is getting all of the bits to do that (thank chaos for shapeways).
Rubric Marines are a bit pricy, but they are durable and having
AP on bolters is nice. If you cast a defensive power on top of them as well, they become increasingly difficult to shift.
If you want more
HQ's (for example, I like to run two Daemon Princes so that I can slingshot them up the board and into melee on the first turn, while also having a Lord, Sorc, and sometimes a 5th
HQ), consider running a patrol on top of your battalion (or just running two patrols and no battalion). It'll cost you 2
CP, but that isn't much and if you really want that
CP, let Abby be your warlord to make it "free."
Avoid taking any icons (the Khorne one is essential for melee units, but the rest suck).
As an aside, you should definitely consider learning how to magnetize your models. You don't have to do it to all of them, but for example, my
CSM squads all have 1 model with an arm and hand that comes off so I can swap out special weapons and each champion is magnetized to allow for different wargear. My terminators are also magnetized so I can swap out what they're equipped with.