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Made in gb
Sinister Chaos Marine





Hey guys, new here, and fairly new to the actual game playing side of the hobby, so sorry if I break a rule or piece of etiquette.
I was just wondering if you guys could take a look at my Chaos army and tell me what you think. Thanks!

HQ

Chaos Lord
Mark of Nurgle
terminator Armour
Lightning claws
blight grenades

Troops

Chaos space marines
+2 marines
Marks of Nurgle
veterans of the long war
Power Sword

Rhino(for marines)
Havoc Launcher

Plague marines
plasma gun
Power Sword

rhino(for plague marines)
havoc launcher

Fast attack

Heldrake
baleflamer

Heldrake

Heavy support

Vindicator
siege shield
daemonic possesion
Havoc launcher

Predator
Heavy Bolter sponsons
Combi-Bolter
dirge caster

Havocs
Autocannon
meltagun
2 missile launchers
Mark of Nurgle
plasma pistol
melta-bombs

Elites
Terminators
+2 terminators
2 chainfists
lightning claw
2 combi-meltas
mark of nurgle

So thats it. 1500 points if I've done the maths correctly. I dont know about it, I feel like I might drop 1 Heldrake to replace it with a squad of anti-tank bikers or anti-tank raptors, or even CC raptors. I was thinking about eventually dropping the havocs and predator, and getting an allied detachment of Forge world's Servants of decay, so I can have that Wyvern & Heldrake cheese factor. I'd be bumping it up to 2000 points then probably. Thanks for looking!
   
Made in gb
Executing Exarch






Ok, I'm going to break it down an comment on a few things - but take any advice with a pinch of salt, I'm not exactly an expert at Chaos, and most of the wargear I'm going to suggest changing may already be modeled on...
 Toastaster wrote:
Chaos space marines
+2 marines
Marks of Nurgle
veterans of the long war
Power Sword

Rhino(for marines)
Havoc Launcher

Plague marines
plasma gun
Power Sword

rhino(for plague marines)
havoc launcher
The CSM squad need a special weapon, and the PM's can take a second one (although you might not want to with only 5). I can see the appeal of Havoc Launchers, just don't let it distract you from the purpose of the Rhinos (getting your troops where they need to be)
 Toastaster wrote:
Vindicator
siege shield
daemonic possesion
Havoc launcher
The Vindicator is about the only vehicle I'd give Daemonic Possession to, because the BS reduction doesn't make as huge a difference as on other vehicles, but the Havoc Launcher is redundant - you'll either be firing the Demolisher (which is Ordnance, meaning the Havoc can't fire) or you're out of range with the Demolisher, in which case you should be moving the Vindi to get in a good firing position for next turn.
 Toastaster wrote:
Predator
Heavy Bolter sponsons
Combi-Bolter
dirge caster
Fair setup here, but the Dirge is out-of-place on a tank that will be aiming to move as little as possible for the entire game.
 Toastaster wrote:
Havocs
Autocannon
meltagun
2 missile launchers
Mark of Nurgle
plasma pistol
melta-bombs
With Havocs (and Devastator squads of all flavours) it's important to maintain focus when picking weapons - choose weapons with similar ranges and capabilities. The autocannon and the ML's have the same range and targets (light vehicles and light-medium troops) but the Meltagun needs short range (moving within half preferably) and should be aimed at high-armour targets. The plasma pistol can be dropped for similar reasons. The Meltabombs are also useless unless your opponents tend to hit your Havocs with a Dreadnought or similar.
Move the Meltagun to the CSM troop squad (even if the Havocs only get a bolter in return) as he'll be more use up-front piling out of a Rhino.

Is the Lord hanging with the Terminators? Are they deep striking? Your troop units could do with more bodies, but I'm unsure where to cull the points from.

Anyways, just a few thoughts.
   
 
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