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Made in gb
Hardened Veteran Guardsman





Hi All

I have been working on putting together a mech heavy list. Not aiming for highly competitive but would be nice to sorta work! I'm writing both ranged heavy and CC heavy lists but I haven't finished the CC one yet. Would appreciate feedback on my ranged list though:

Warpsmith (AoDG) 125

Helbrute (Power Scourge, Missle Launcher) 120
Helbrute (Power Scourge, Missle Launcher) 120

10x CSM (MoN, 2xMeltaguns, Rhino (Havoc, Dozer)) 247
15x Cultists (Flamer, Autoguns) 89

Heldrake (Hades Autocannon) 170

Forgefiend (3x Ectoplasma) 200
Forgefiend (3x Ectoplasma) 200
3x Obliterators (MoN) 228

1499

So the idea is that the fiends, obliterators and brutes will sit back and shoot the buggery out of everything, the CSMs & Heldrake will run around being irritating and the warpsmith will repair stuff with his cultist meatshield. If something gets too close to my artillery then the helbrutes will punch them.

Only things I still have question marks over are whether to give the CSMs plasma guns instead for a tad more versatility and whether the obliterators fit. I was considering a defiler instead at one point but simply took it out cause I hate the model (Could always convert a soul grinder instead I guess)!

Oh FYI, I play a lot of annihilation games instead of objectives so I am not too worried about my lack of scoring.

Any feedback is appreciated.

DC:80S--G+M---B---IPw40k08#-D+A+++/eWD-R+T(T)DM+

1500
1500
1500 - Retired
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

If you play a lot of Kill Point games then that CSM unit doesn't need to worry about mobility. Get rid of their Rhino and give them an Autocannon. This is probably the only case where you want to consider Icon of Vengeance on a unit. Slap the Warpsmith with them and hunker down. This army is most effective when it stays tight. If the Warpsmith is with the Cultists, their majority toughness 3 means that he has a good chance of running away.

That Rhino is a free AV 11 First Blood/Kill Point.

This message was edited 3 times. Last update was at 2013/10/17 11:53:28


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Brometheus wrote:
If you play a lot of Kill Point games then that CSM unit doesn't need to worry about mobility. Get rid of their Rhino and give them an Autocannon. This is probably the only case where you want to consider Icon of Vengeance on a unit. Slap the Warpsmith with them and hunker down. This army is most effective when it stays tight. If the Warpsmith is with the Cultists, their majority toughness 3 means that he has a good chance of running away.

That Rhino is a free AV 11 First Blood/Kill Point.

Well, in our RTTs we don't use ''First Blood''. This encourages players to field transports.

In terms of the list, the Forgefiends have not enough dakka. I'd ally with Daemons to add a Soulgrinder.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

By "our" do you mean European RTTs? I haven't played a RTT since 2006. : [
   
Made in gb
Hardened Veteran Guardsman





 Brometheus wrote:
If you play a lot of Kill Point games then that CSM unit doesn't need to worry about mobility. Get rid of their Rhino and give them an Autocannon. This is probably the only case where you want to consider Icon of Vengeance on a unit. Slap the Warpsmith with them and hunker down. This army is most effective when it stays tight. If the Warpsmith is with the Cultists, their majority toughness 3 means that he has a good chance of running away.

That Rhino is a free AV 11 First Blood/Kill Point.


I don't play Kill Points often, but I take your point about keeping my stuff together. Perhaps Ill adjust them to just be sitting on cover nearby the rest of my stuff rather than being mobile. Id rather not put my warpsmith with them so he is free to repair in the shooting phase without hindering them. Perhaps ill give him a small CSM unit as a bodyguard instead of the cultists. Thanks.

 wuestenfux wrote:

In terms of the list, the Forgefiends have not enough dakka. I'd ally with Daemons to add a Soulgrinder.


Do you mean you don't rate Forgefiends at all or I need to supplement them with even more dakka? If the latter then do the obliterator's not do enough?

This message was edited 1 time. Last update was at 2013/10/17 14:11:05


DC:80S--G+M---B---IPw40k08#-D+A+++/eWD-R+T(T)DM+

1500
1500
1500 - Retired
 
   
Made in us
Hellacious Havoc



United States

Leave the Hades Autocannons on at least one of the Fiends. It will help with mowing infantry and is the same strength as the ectoplasm. As per the FAQ you can keep the hades and buy the mouth cannon.

I'd leave the Oblits, and leave the defiler at home to be honest. The oblits have a gun for every job, and the defiler doesn't really. The only thing I might consider dropping oblits for would be a big squad of havocs with heavy weapons, but that's as much a personal bias as a tactical suggestion.

This message was edited 1 time. Last update was at 2013/10/17 14:13:53


Chaos. Good News 
   
Made in gb
Hardened Veteran Guardsman





General Duf wrote:
Leave the Hades Autocannons on at least one of the Fiends. It will help with mowing infantry and is the same strength as the ectoplasm. As per the FAQ you can keep the hades and buy the mouth cannon.

I'd leave the Oblits, and leave the defiler at home to be honest. The oblits have a gun for every job, and the defiler doesn't really. The only thing I might consider dropping oblits for would be a big squad of havocs with heavy weapons, but that's as much a personal bias as a tactical suggestion.


I was going with heavy ectoplasma cannons to be a big TEQ destroyer (I play against a lot of TEQ heavy armies). Do you think that would still work with Hades + mouth cannon set up?

Definitely keeping the oblits then as I want them there as a versatile unit.

Thanks

DC:80S--G+M---B---IPw40k08#-D+A+++/eWD-R+T(T)DM+

1500
1500
1500 - Retired
 
   
Made in us
Hellacious Havoc



United States

Ah, terminators. I suppose the plasma cannons would be a better option for wiping out any terminators that get too close, but I still have reservations about that many plasma shots. You have a fair chance to gets hot and glance yourself, but that's what a Warpsmith is for.

Chaos. Good News 
   
Made in nz
Sinister Chaos Marine





Keep the oblits they are useful for deep-strike harassment and if they survive can give you linebreaker.

 
   
Made in gb
Hardened Veteran Guardsman





Thanks for the feedback all. I have adjusted my list as follows:

Warpsmith (AoDG) 125

Helbrute (Power Scourge, Plasma Cannon) 120
Helbrute (Power Scourge, Plasma Cannon) 120

7x CSM (Plasma Gun) 116
7x CSM (Plasma Gun) 116
5x CSM (Flamer, PFist) 105

Heldrake (Baleflamer) 170

Forgefiend (2x Hades Autocannon, 1x Ectoplasma) 200
Forgefiend (2x Hades Autocannon, 1x Ectoplasma) 200
3x Obliterators (MoN) 228

1500

DC:80S--G+M---B---IPw40k08#-D+A+++/eWD-R+T(T)DM+

1500
1500
1500 - Retired
 
   
 
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