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![[Post New]](/s/i/i.gif) 2012/12/17 02:59:23
Subject: Flexible CSM Infiltrating
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Dakka Veteran
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So I was just thinking about this but what's the possibility of not going mono god army and using the elite slots to create a flexible army? Maybe you could take Ahriman for the infiltrate but you could always go the cheap route and just take Huron instead. I'm thinking the best flexibility would be maybe 1 full squad of noise marines with IoE and fully tooled wrecking anything with cover saves or 5+ armor, the. A full squad of k-Sons which would be used against MEQ and would be taken with a rhino (in case of 1 infiltrate). Then the last elite choice would probably be chosen with plasma guns meaning they can gun down any 2+ saves or just charge in to deal with tau. Of course it'd be best to have all 3 infiltrate and to have the rest of your army pretty fast but do you think this could work? Also I heard somewhere that infiltrate also allows you to outflank, which would be useful going second against Daemons...keep the noise marines alive!
Opinions and ideas for the rest of the army?
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![[Post New]](/s/i/i.gif) 2012/12/17 05:11:27
Subject: Flexible CSM Infiltrating
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Longtime Dakkanaut
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It would never work. You would have no points for troops.
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![[Post New]](/s/i/i.gif) 2012/12/17 05:21:44
Subject: Flexible CSM Infiltrating
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Dakka Veteran
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Each 10 man squad is around 300 pts...
Sorry mistyped, I need to stop thinking this late at night, but what about infiltrating 20 CSM? Instead of chosen
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This message was edited 1 time. Last update was at 2012/12/18 01:26:16
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![[Post New]](/s/i/i.gif) 2012/12/17 05:48:49
Subject: Flexible CSM Infiltrating
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Blood-Raging Khorne Berserker
South Chicago burbs
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That's way too many points on what is essentially very expensive meq.
Kevlar is right... Your overspending and you won't have enough for troops.
If by around 100 points you mean 140 for 10 csm with no upgrades, then sure, but what are 10 marines with no upgrades, no special weapons, no ATSKNF, no fearless, and only 1 attack with no second ccw going to do?
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![[Post New]](/s/i/i.gif) 2012/12/17 14:25:45
Subject: Flexible CSM Infiltrating
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Stone Bonkers Fabricator General
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10 Tsons with a rhino is close to 300 points
10 noise marines with blasters and IoE is 215 points, a full squad is 385 without blastmasters or doom sirens.
unless cult troops are taken as Troop choices they really arent worth taking.
Tsons arent good
Zerkers arent good
Noisemarines with sonic blasters arent good
Plaguemarines are good, but only really great as troops.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/12/17 18:20:34
Subject: Re:Flexible CSM Infiltrating
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Fresh-Faced New User
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Back in the old dex, it was good fun to infiltrate plasma or melta chosen and blow something scary up on your first turn, don't know how viable this is
now that you have to take one of the special characters to do this reliably as I havent tried it
I have to agree that cult units are only worth it when taken as troops though
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![[Post New]](/s/i/i.gif) 2012/12/17 18:56:18
Subject: Re:Flexible CSM Infiltrating
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Stone Bonkers Fabricator General
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Damien197 wrote:
I have to agree that cult units are only worth it when taken as troops though
It isn't even that the elite section is that taxed. But FA and HS are so good and you need troops to claim objectives. You dont have points otherwise to sink into mediocer specialist elites.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/12/18 01:31:38
Subject: Flexible CSM Infiltrating
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Dakka Veteran
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Just one thing if like to point out, and it's the only reason to take T-Sons is they have AP3 which means with 1 shot they wound 1/3 of the time compared to the .111 of a normal bolter, which in turn means they are twice as cost effective against PA, which is why I suggest only taking one as they are indeed expensive
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![[Post New]](/s/i/i.gif) 2012/12/18 03:06:05
Subject: Flexible CSM Infiltrating
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Stone Bonkers Fabricator General
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Barrywise wrote:Just one thing if like to point out, and it's the only reason to take T-Sons is they have AP3 which means with 1 shot they wound 1/3 of the time compared to the .111 of a normal bolter, which in turn means they are twice as cost effective against PA, which is why I suggest only taking one as they are indeed expensive
but there is cover, and damage potential effective =/= cost effective.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/12/18 03:36:55
Subject: Flexible CSM Infiltrating
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Dakka Veteran
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eh i guess that's true, but if you get first turn you could do some nice damage as i don't expect the opponent would be able to fit his entire army into all the terrain in their deployment zone. even if they did, noise marines.
Also damage potential effective = cost effective if you add /tg/
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![[Post New]](/s/i/i.gif) 2012/12/18 06:08:02
Subject: Flexible CSM Infiltrating
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Lurking Gaunt
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Thousand Sons really aren't terrible, as they do very well in a marine-heavy meta that uses lots of low-AP weaponry. However, they are very specialized, so just tossing a unit into your list without having a plan for them probably won't see them perform as well as they could.
I've seen them work pretty well as infiltrating units, as they send nearby marine units running for cover like little else.
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![[Post New]](/s/i/i.gif) 2012/12/18 07:25:41
Subject: Flexible CSM Infiltrating
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Longtime Dakkanaut
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I just dont see marines running from 1ksons. I mean, pure shooty marines with no close combat? Yeah, 1ksons will win that if the marines have zero cover. But if you have cover or any bonus in cc at all then the 1ksons will just get outshot or charged if they infiltrate close enough to try rapid fire, and at ranges greater than 12 inches you have 3 ap3 wounds from a 265 point unit. 265!
10 infiltrating chosen with 5 plasma guns cost less and does more than 1ksons. You pay an awful lot of points for a 4++ invuln save on a mediocre shooting unit with 1ksons when cover is almost everywhere. Marines animated with magic dust for bodies seem wildly different from how 1ksons seem to play.
Anyway, besides infiltrating chosen, I also like the idea of infiltrating sonic blaster noise marines, as that helps get around the lack of mobility the sonic blasters normally have.
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