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![[Post New]](/s/i/i.gif) 2015/11/05 11:00:33
Subject: What are CSM good at?
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Longtime Dakkanaut
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Jancoran wrote: aka_mythos wrote:
Arkaine wrote:DarthDiggler wrote:I have found that CSM are good at screwing over the meta. I've seen grav spam marine lists flail at heavy nurgle Spawn lists. I've seen Eldar Jetbike spam lists run out of room vs. 3 heldrake CSM lists. I've seen Tau overwatch whimper in the face of a dirge caster and I've seen SW/ DA Deathstars bounce off easy invisibility from rerolling Sorcerers.
CSM won't steamroll over 7 opponents in a row, but they are not impotent to today's competitive game.
I think you discovered the secret formula for GW rules updates. If CSM can beat it then it needs to be stronger, and if CSM is winning using a particular tactic then that tactic must be overpowered. Watch as 8th edition is going to nerf the ability to mix bikes/cavalry and beasts together.
To put it in a less skeptical tone... I'd say there is something appropriate about Chaos being a meta disruptive element.
The biggest problem Chaos has is that despite having strong melee choices, the vast majority of those units aren't strong enough to compensate for being gun down over the many turns it takes to get into that assault. You end up having to take a FW unit to have the mobility you need.
Well I have both mobiliy, saturation and toughnss with my Night Lords. Its been a good combination for me. Dirge Casters are really worthwhile also.
If dirge casters were 9" range, I'd agree, but 6" is too short.
On top of that, Rhinos are too fragile and Land raiders are too costly.
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You don't have to be happy when you lose, just don't make winning the condition of your happiness. |
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![[Post New]](/s/i/i.gif) 2015/11/05 11:50:43
Subject: What are CSM good at?
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Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
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You have the plague zombies, yes slow but with feel no pain and on mass, will not be easy to move off a contested objective or as a uindead tar pit.
Take a few turns to shift 20-30 with fearless, few no pain etc. Not fastest or most powerful but there going to take some bigger guns to remove
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This message was edited 2 times. Last update was at 2015/11/05 12:04:37
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
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![[Post New]](/s/i/i.gif) 2015/11/05 12:18:06
Subject: What are CSM good at?
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Longtime Dakkanaut
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jhe90 wrote:You have the plague zombies, yes slow but with feel no pain and on mass, will not be easy to move off a contested objective or as a uindead tar pit.
Take a few turns to shift 20-30 with fearless, few no pain etc. Not fastest or most powerful but there going to take some bigger guns to remove
Not really. Scat bikes remove them without trying.
The plague zombies fall over against the better codexes. Most of them have stuff that is at a decent strength or does a lot of wounds.
They were lot better when PG spam was the best build around.
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![[Post New]](/s/i/i.gif) 2015/11/05 15:52:09
Subject: What are CSM good at?
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Veteran Inquisitor with Xenos Alliances
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Plague zombies are one our better troop choice but that's not to say they are good. Compared to our other choices they're a resilient and cheap. Cheaper than CSM squads more survivable than normal cultists.
I've seen Maulerfiend spam work pretty well.
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This message was edited 1 time. Last update was at 2015/11/05 15:57:29
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![[Post New]](/s/i/i.gif) 2015/11/05 16:09:15
Subject: What are CSM good at?
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Longtime Dakkanaut
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aka_mythos wrote:Plague zombies are one our better troop choice but that's not to say they are good. Compared to our other choices they're a resilient and cheap. Cheaper than CSM squads more survivable than normal cultists.
I've seen Maulerfiend spam work pretty well.
Maulerfiends are certainly not terrible in an armor spam list. Rhinos with plague marines, MoN bikers, MoN Spawn, MoN DP, Fiends for anti-tank can do some damage. Those are probably our best options if I'm making a competitive CSM list (straight from the dex, otherwise I include demons and Belakor). Throw in some sorcerers for some pysker buffs and it's not bad (wish we could get divination though...kinda weird that we can't). It goes up well against casual lists from the better dexes, and does well against the rest since it ignores small arms fire pretty well.
The problem is that maulerfiends have to get close to do their job, and they aren't quite as survivable as they need to be. They can be bogged down in blobs too, and cost too much (they really need to destroy two tanks to be valuable). If we shaved 40-60 points off of the maulerfiend with upgrades, he'd be a lot better and see use. Forgefiend needs even more points shaved off, since it needs 3-4 rounds to earn it's points back.
A centstar or firedragon in Ws with scat bike back up can go up against anything the CSM dex has and will dominate it without suffering too many casualties. We really need better long range anti-tank and more offensive punch to be useful. Our output outside of CC is really bad, and we lack methods to deliver to CC. Put fiends up against equivalent points in warriors or wraiths and they don't do well.
We can agree to disagree about the zombies. I don't like Typhus, and a unit without any offensive output that dies to the more common weapons in my meta ( Str 6+, or Wraiths) just isn't impressive to me. The fact they are slow on top of it just seals their shelf fate.
I wouldn't mind CSM being a more barbariac SM force, with less special weapons and more unique demon guns with mutations making us tough, fast, or deadly as hell. Right now we are just directly inferior.
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![[Post New]](/s/i/i.gif) 2015/11/05 16:29:57
Subject: What are CSM good at?
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Decrepit Dakkanaut
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Plague Zombies were actually okay until the Necron and Eldar codices hit, what with their Ignore Cover Tomb Blades and new Flayed Ones, and troops being able to just have S6 weapons at three feet away.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/11/05 17:11:59
Subject: What are CSM good at?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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DaPino wrote:
If dirge casters were 9" range, I'd agree, but 6" is too short.
On top of that, Rhinos are too fragile and Land raiders are too costly.
Fragile is relative. Its only in round 1 that enemies have the luxury (if they even do) of concentrating real fire on Rhinos. they become decidedly less appetizing targets in round 2 (because, again, that is when the Night Lords totally saturate the field with threats).
So I don't worry about that too much. The Dirge Caster isnt THE strategy. It is just nice to have and when its there, and thats pretty frequent, its extremely nice.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/05 17:42:26
Subject: What are CSM good at?
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Morphing Obliterator
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Jancoran wrote:DaPino wrote:
If dirge casters were 9" range, I'd agree, but 6" is too short.
On top of that, Rhinos are too fragile and Land raiders are too costly.
Fragile is relative. Its only in round 1 that enemies have the luxury (if they even do) of concentrating real fire on Rhinos. they become decidedly less appetizing targets in round 2 (because, again, that is when the Night Lords totally saturate the field with threats).
So I don't worry about that too much. The Dirge Caster isnt THE strategy. It is just nice to have and when its there, and thats pretty frequent, its extremely nice.
Which units do you run in these lists? Every unit I seem to field with my Night Lords just gets obliterated against the new tau, eldar, necron and SM armies. Against other armies I do get into combat and then the game depends on the combat outcome, some times win some times lose.
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CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
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![[Post New]](/s/i/i.gif) 2015/11/05 18:25:49
Subject: What are CSM good at?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Lord Yayula wrote: Jancoran wrote:DaPino wrote:
If dirge casters were 9" range, I'd agree, but 6" is too short.
On top of that, Rhinos are too fragile and Land raiders are too costly.
Fragile is relative. Its only in round 1 that enemies have the luxury (if they even do) of concentrating real fire on Rhinos. they become decidedly less appetizing targets in round 2 (because, again, that is when the Night Lords totally saturate the field with threats).
So I don't worry about that too much. The Dirge Caster isnt THE strategy. It is just nice to have and when its there, and thats pretty frequent, its extremely nice.
Which units do you run in these lists? Every unit I seem to field with my Night Lords just gets obliterated against the new tau, eldar, necron and SM armies. Against other armies I do get into combat and then the game depends on the combat outcome, some times win some times lose.
Well Im definitely not offering up a "win all the time" promise here. No army can have that so you will suffer defeats no matter what you do.
But here is the Night Lords list I have been slowly marinating into form. this is the final form as it stands now and its pretty optimized for what it attempts to do.
Essentially the Rhinos hve Dirge Casters to stop s much overwatch as they can from things like Dark Angels and Tau Empire. They provide cover if destroyed or immolbilized. i try to jet them up to the 30 inch mark ASAP.
The Raptors bounce behind them, moving and runing to keep up with the Rhinos in round one. Both units are fearless (I learned over the course of time not to leave this to chance) with their respective Chaos Lords. Thoe lords are more than fast enough to keep up obviously.
The other units are MEANT to deep strike, raining in from all angles and making escape impossible, forming my box of doom, so to speak. I have on occassion deployed the Obliterators but the range on MOST of their weapons isn't excellent so I definitely lean more often to deep striking them into position.
The Chaos Marines will often be deployed in reserve to wait for objectives til after the enemy has been tenderized. On occassion i will actually mount them in the rhinos. Objective placement largely determines that for me.
So that is the basic setup.
The Chaos Lord has the Eye of Night. If the enemy has his armor close together, he will pay dearly. Large blast on BS 5. Does D3 penetrating hits (ignores cover) against the targets hit by it. It's a nice way to start the festivities. He also carries the Hand of Darkness. It replaces his attacks with one attack, but that one attack is Instant Death, Armoudbane, fleshbane, STR 8, AP 1 and is generally really really unpleasant. He can frustrate you at times. I had the chance to ill BOTH Dreadknights in a list the other day and he flubbed both rolls over two different combat phases and eventually bit it. I still won 20-5 but that was a bitter pill! Still, most of the time he's hitting on 3's so it works more often than it doesn't.
The second Chaos Lord is just happy to be here. i would generally want him to be my warlord since the other one is bound to be in danger. it's his middle name.
Heldrakes are great against Hive Tyrants (and the like) with their extra cool Vector Strikes and obviously the flamer needs no introduction. With the saturation level generally good, the Heldrake enjoys a bit more of a lifespan than they typically will. It has won some games for me with its ability to hover. that plays pretty big in a list like this where so much of your list is upfield that the backfield Chaos Marines need a little help sometimes on objectives when they come in.
Anywho Night Lords isn't one of the most powerful builds in 40K, but it does work. Its main struggle comes against AV 14, ince it isnt a melta fest like so may lists. It has some but its not prolific so we do al or most of our damage in the close combat phase. That actually works just fine. But its worth noting that a unit of 3 Space Marine Dreadnoughts is going to challenge us. I fought a guy with 9, plus two land Raiders and it was tough to get close (so i didnt). I ended the game killing one tactical marine (which sent his unit flying off the board to be fair from my Mutilator) but that was it. Yet i still tied the game and should have won (Needed just one hull point off the Land Raider, nd couldnt get it despite never losing my Obliterators). A little bad luck and a lot of good planning put me in good position even in that matchup.
So speed and maneuverability are the keys for this force. It can scatter from threats it needs to get more time against and it can bull rush those it can handle. it traps the enemy "over yonder" and doesnt let them out of our box, which makes objectives happen.
Night Lords Total Roster Cost: 1996
76pts 1 Obliterator (Mark of Nurgle)
76pts 1 Obliterator (Mark of Nurgle)
76pts 1 Obliterator (Mark of Nurgle)
75pts 4 Chaos Space Marines
1 Aspiring Champion
40pts 1 Chaos Rhino (Dirge Caster)
75pts 4 Chaos Space Marines
1 Aspiring Champion
40pts 1 Chaos Rhino (Dirge Caster)
80pts 4 Chaos Space Marines [Black Legion] (Veterans of the Long War)
1 Aspiring Champion (Veterans of the Long War)
40pts 1 Chaos Rhino (Dirge Caster)
61pts 1 Mutilator, (Mark of Nurgle)
61pts 1 Mutilator, (Mark of Nurgle)
61pts 1 Mutilator, (Mark of Nurgle)
130pts 1 Chaos Lord (Nurgle, Jump Pack, Sigil of Corruption, Powerfist+ Combi Melta)
285pts 1 Chaos Lord ( HQ) [Black Legion], 160 pts (Mark of Nurgle + Blight Grenades+ Melta Bombs + Sigil of Corruption + Combi-Meltagun+ Veterans of the Long War) + Chaos Bike + 1 The Eye of Night + The Hand of Darkness
330pts 13 Raptors (Mark of Nurgle) + Meltagun x2
1 Raptor Champion (Melta Bombs + Mark of Nurgle + Power Axe x1)
330pts 13 Raptors (Mark of Nurgle) + Meltagun x2
1 Raptor Champion (Melta Bombs + Mark of Nurgle + Power Axe x1)
170pts 1 Heldrake
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/05 19:02:34
Subject: What are CSM good at?
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Monstrously Massive Big Mutant
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Arkaine wrote:The scorpion isn't for fighting its own size, it's for clearing through waves of infantry. It has a large ignores cover blast, gets additional stomps, has great front armor, a ridiculous charge range, and no D weapons. Plus when it explodes, it blows up super strength on anything but a 1.
Thats exactly why it's garbage. If i wanted an Ignores cover massive blast, I'd take my Typhon, which is less than 1/2 the price and 14av all around. It's immune to stomps and the Thunderblitz rules are nicer anyways. As Ive said, I own one, it's trash and it has no real use in anything when models 1/2 it's price do its job better and more effectively. Automatically Appended Next Post: aka_mythos wrote:Plague zombies are one our better troop choice but that's not to say they are good. Compared to our other choices they're a resilient and cheap. Cheaper than CSM squads more survivable than normal cultists.
I've seen Maulerfiend spam work pretty well.
If Plague Zombies were worked without Typhus, simply by being MoN they would be infinitely better. MoZ on them could make them Brotherhood of Psykers so long as the Champion is alive, Slaanesh could give them Rending, Khorne can just stay the same as his marks are terrible anyways.
I Have 6 Maulerfiends, they are fantastic, but fall short in every which way when attempting to do their jobs at killing Vehicles such as Knights. It still plagues my mind as to why our Daemonically Possessed vehicles who's sole existence is to Main and Slaughter has a terrible WS of 3 and Initiative of 3. You'd think the Dark Mechanicum would piece together something empowered with godly prowess with something that oculd go toe to toe with a Dreadnaught and not possibly freaking die before it even gets to strike.
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This message was edited 1 time. Last update was at 2015/11/05 19:07:23
Life: An incomprehensible, endless circle of involuntary self-destruction.
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![[Post New]](/s/i/i.gif) 2015/11/05 21:33:39
Subject: Re:What are CSM good at?
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Latest Wrack in the Pits
Spokane, WA
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@Jancoran
How does this list fare against blast plate gun armies? Like lets say I have a group of Medusa earthershaker cannons, a few autocannons rapiers, and a horse of platoon militia in front of them. The big gap I see herebis that 3/4ths of your army can't survive high Str blasts, especially artilary builds. Amusingly enough an iron warriors list with renegade allies would be your absolute bane xD
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![[Post New]](/s/i/i.gif) 2015/11/05 21:58:54
Subject: Re:What are CSM good at?
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Pulsating Possessed Chaos Marine
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A dirge caster on a rhino is an excellent idea, until your opponent learns about the dirge caster, shoots at your rhino with any multi-shot S7 weapon and your rhino dies or gets inmobilized in turn 1 or 2 (33% chance once a penetrating hit is scored, as crew shaken for transports hits them equally hard if you want to carry the embarked unit to CC range).
It's true that three rhinos have more choices of reaching the enemy lines than less rhinos, but still, at 2000 points, most shooty lists will have enough firepower to wreck them before they get anywhere close to their units.
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Progress is like a herd of pigs: everybody is interested in the produced benefits, but nobody wants to deal with all the resulting gak.
GW customers deserve every bit of outrageous princing they get. |
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![[Post New]](/s/i/i.gif) 2015/11/05 22:06:14
Subject: What are CSM good at?
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Decrepit Dakkanaut
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Dirge Casters aren't exactly necessary. Overwatch isn't as dangerous as it is made out to be, but at least it's worth it on the Chaos Knight.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/11/05 22:16:19
Subject: What are CSM good at?
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Grim Dark Angels Interrogator-Chaplain
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My brother tends to use a good number of cultists and daemon engines-ie Defilers,Maulers and Dreadnoughts. They work pretty well.
Hell, his Defiler is ridiculously accurate with the battle cannon lately.
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![[Post New]](/s/i/i.gif) 2015/11/05 22:17:16
Subject: Re:What are CSM good at?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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autumnlotus wrote:@Jancoran
How does this list fare against blast plate gun armies? Like lets say I have a group of Medusa earthershaker cannons, a few autocannons rapiers, and a horse of platoon militia in front of them. The big gap I see herebis that 3/4ths of your army can't survive high Str blasts, especially artilary builds. Amusingly enough an iron warriors list with renegade allies would be your absolute bane xD
It was iron hands that gave me the most trouble with all their dreads.
As for blasts: I have played against those. If I am going first, I can put a pretty serious hurt on their vehicles and I spread out pretty much IN a circle when i see that kind of thing. Im tough 5 on most things so there's that.
The first round you just have to weather it if its a really shooty army. Shooty armies with blasts do scatter 67% of the time (to varying degrees) and a circular deployment does mitigate a LOT of damage. Once I'm in melee, such a dedicated shooting army is probably toast. In round 2 I have dropped in a whole bunch of new threats and all of them are low cost high return against an army like what you're describing. I can afford the enemy to expend a bunch of stuff to kill a Mutilator. they cant afford to have the mutilator live or it will kill their tanks. So the Raptors actually get a repreive... or the Obliterators do. Or the Mutilators do... Someone does in rouns two! The big thing is to box in the enemy and keep em there. Objectives are the thing to always focus on. numbers of casualties hardly matter. This army takes the positional dominance game as its primiary goal instead of outright killing everything (though it DOES do damage if you miss too often in that pivotal round one)
I cannot foresee all the terrain and scenarioes. I typically choose to be on the side that allows me terrain to run TO instead of terrain to deploy IN. thart makes more sense for my army. As my army cares little about cover saves, it is okay to give that to the enemy. All I want is them in a box.
Automatically Appended Next Post:
Korinov wrote:A dirge caster on a rhino is an excellent idea, until your opponent learns about the dirge caster, shoots at your rhino with any multi-shot S7 weapon ....
You say that... While the 28 Raptors are ready to strike in round two potentially... So i mean yeah its a good theory and the Rhinos get killed sometimes (though i frequently do get one in). Thats really okay. Its not like the whole strategy hinges on Dirge Casters.
Also I mentioned that I don't often mount the rhinos. So... I mean.. I did say that.
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This message was edited 4 times. Last update was at 2015/11/06 18:03:37
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/06 00:31:10
Subject: Re:What are CSM good at?
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Latest Wrack in the Pits
Spokane, WA
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@Jancoran:
The trouble I see with this tactic of yours is assuming that hour men can whether the storm, which most of your troops just can't. True ordinance blasts arent always reliable, but unless you have your units very much spread out (which presents its own issues) I wonder how many units are left standing for a charge. In a pure kill off/Purge the alien game I can see most of your raptors being dead (indirect fire to ignore cover from rhinos) with the rhinos popping first turn easy. Obliterators and helldrakes would be the only challenge, challenge being just winning against snap shot/ cover saves really.
I ask because these lists I'm mentioning are the other half of TO play when you move past super heavies and deathstars annnd summon spam, and is very common for non-marine players.personally I play maelstrom objective games so murder is second priority to my word Bearers xD
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![[Post New]](/s/i/i.gif) 2015/11/06 01:16:31
Subject: Re:What are CSM good at?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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autumnlotus wrote:@Jancoran:
The trouble I see with this tactic of yours is assuming that hour men can whether the storm, which most of your troops just can't. True ordinance blasts arent always reliable, but unless you have your units very much spread out (which presents its own issues) I wonder how many units are left standing for a charge. In a pure kill off/Purge the alien game I can see most of your raptors being dead (indirect fire to ignore cover from rhinos) with the rhinos popping first turn easy. Obliterators and helldrakes would be the only challenge, challenge being just winning against snap shot/ cover saves really.
I ask because these lists I'm mentioning are the other half of TO play when you move past super heavies and deathstars annnd summon spam, and is very common for non-marine players.personally I play maelstrom objective games so murder is second priority to my word Bearers xD
I mean... You're ALWAYS running the risk at ALL times of things getting shot. Thats not a difference between this list and any other. It s not easier for anyone to land shots and they are only hitting 2 at a time mostly with the large blast. Spreading out is less of a problem when you want to do the following:
A: Get at least one model into base with the enemy. I only need one. the rest can come along at their own pace.
B. I dont want to break the enemy on the charge, lower numbers engaging initially isnt AAAAALWAYS downside.
B. not die.
The unit is fearless. So we have time to work the problem. Remember: its job is positional dominnce not just shredding things. So while spreading out might cost me a Hammer of Wrath here and there, i can afford that. Can't afford getting caught in the open too frequently. So...
Also you can worry yourself to death over what might happen but in the end s long as you're paying attention, you should get there turn two and your box should hold for long enough. And depending on the foe, being tied up can be absolutely horrible for them. Others think they are doing good things by mulching me but they arent really counting the turns as they go by...
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/06 02:47:07
Subject: What are CSM good at?
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Veteran Inquisitor with Xenos Alliances
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GoliothOnline wrote:
aka_mythos wrote:Plague zombies are one our better troop choice but that's not to say they are good. Compared to our other choices they're a resilient and cheap. Cheaper than CSM squads more survivable than normal cultists.
I've seen Maulerfiend spam work pretty well.
If Plague Zombies were worked without Typhus, simply by being MoN they would be infinitely better. MoZ on them could make them Brotherhood of Psykers so long as the Champion is alive, Slaanesh could give them Rending, Khorne can just stay the same as his marks are terrible anyways.
I Have 6 Maulerfiends, they are fantastic, but fall short in every which way when attempting to do their jobs at killing Vehicles such as Knights. It still plagues my mind as to why our Daemonically Possessed vehicles who's sole existence is to Main and Slaughter has a terrible WS of 3 and Initiative of 3. You'd think the Dark Mechanicum would piece together something empowered with godly prowess with something that oculd go toe to toe with a Dreadnaught and not possibly freaking die before it even gets to strike.
Plague zombies are Nurgle as much as plague marines or plaguebearers... so it seems like a strange desire to make them able to be marked by other gods. While I realize not everyone wants to play Typhus, he's one of the best characters in the game. In an Apocalypse 40k-30k mash up I've seen him kill a Primarch while his zombies bogged down Lysander... then he went and killed Lysander. Fair bit of luck involved but he's definitely a strong character choice. I do agree that Plague Zombies should be a separate choice independent of him. What you're talking about with the Plague Zombie could be better served just by having some more types of god-specific cultists, but that really what Forge World's Chaos Renegade list is for.
Maulerfiends are really intended for taking out non-assault units using cover. Against dedicated close combat units it suffers from being a vehicle. More than Tau suits, they beg to be Monstrous Creatures more than vehicles. Hellbrutes and Defiler are machines with grafted pilots, a marine and daemon respectively. The Maulerfiend and Forgefiend however are daemons of living metal. That said, I agree they're WS and Int. are disappointing... they need someway to up their game, even if it costs more points. I wish you could mark them or give them something akin to the FW mechanicums paragon of metal rules that they can give their Automata.
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![[Post New]](/s/i/i.gif) 2015/11/06 04:01:10
Subject: Re:What are CSM good at?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Even against non-assault dedicated units, the Maulerfiend isn't very good. I've lost numerous maulerfiends to tactical squads due to them striking first and hitting on 3's with their krak grenades. Even against infantry that can't kill it in assault like guardsmen, it still faces the problem of having a low number of base attacks and hitting most enemies on a 4. The only things the maulerfiend is truly good at killing is buildings, non-walker vehicles and strength 6 MC's. It's true value I've found is in basically just being a distraction carnifex. It has a 12'' move and strength 10 attacks, which is scary enough that my opponents feel compelled to pour unnecessary amounts of firepower into killing it.
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This message was edited 1 time. Last update was at 2015/11/06 04:02:45
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![[Post New]](/s/i/i.gif) 2015/11/06 05:32:16
Subject: Re:What are CSM good at?
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Monstrously Massive Big Mutant
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BlaxicanX wrote:Even against non-assault dedicated units, the Maulerfiend isn't very good. I've lost numerous maulerfiends to tactical squads due to them striking first and hitting on 3's with their krak grenades. Even against infantry that can't kill it in assault like guardsmen, it still faces the problem of having a low number of base attacks and hitting most enemies on a 4.
The only things the maulerfiend is truly good at killing is buildings, non-walker vehicles and strength 6 MC's.
It's true value I've found is in basically just being a distraction carnifex. It has a 12'' move and strength 10 attacks, which is scary enough that my opponents feel compelled to pour unnecessary amounts of firepower into killing it.
This^
Maulerfiends although I love their looks, and own so many, aren't good against much else but used as distraction and for cracking open Bastions. Aside from that Ive thrown 2-3 at Knights while comboing Lashers and Magma Cutters, they work well when you reduce a Knights attack to 1, but otherwise it's not worth attempting. It's all or nothing for them, and unfortunately "All" usually means you've spent more points trying to make them useful, rather than making a better list.
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This message was edited 1 time. Last update was at 2015/11/06 05:32:37
Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
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11,000
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![[Post New]](/s/i/i.gif) 2015/11/06 06:27:03
Subject: Re:What are CSM good at?
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Latest Wrack in the Pits
Spokane, WA
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A note about plague zombies: why not just bring Necrosis from FW? He's cheaper then Typhus, and unlocks zombies and also adds furious charge to their profile. I usually take him plus another sorcerer and spam zombies and spam summon Nurgle daemons. Is it competitive? No not really, but its amusing as heck
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![[Post New]](/s/i/i.gif) 2015/11/06 07:44:28
Subject: What are CSM good at?
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Veteran Inquisitor with Xenos Alliances
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...plus the Renegade zombies can spawn more zombies
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![[Post New]](/s/i/i.gif) 2015/11/06 15:32:40
Subject: What are CSM good at?
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Painlord Titan Princeps of Slaanesh
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CSM exist to make Loyalist look good.
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![[Post New]](/s/i/i.gif) 2015/11/06 17:49:39
Subject: What are CSM good at?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/06 17:59:58
Subject: What are CSM good at?
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RogueSangre
The Cockatrice Malediction
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It's the truth though. The faction's primary purpose is to lose to space marines. And they do it well.
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![[Post New]](/s/i/i.gif) 2015/11/06 18:01:37
Subject: What are CSM good at?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Abadabadoobaddon wrote:
It's the truth though. The faction's primary purpose is to lose to space marines. And they do it well.
Well I hope you are learning from the losses so that it ceases to be true for you. I personally can say that my list evolved far more in response to Eldar than Space Marines nd by solving the one problem, i solved the other.
I hope your games go better!
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2015/11/06 18:11:50
Subject: Re:What are CSM good at?
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Monstrously Massive Big Mutant
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autumnlotus wrote:A note about plague zombies: why not just bring Necrosis from FW? He's cheaper then Typhus, and unlocks zombies and also adds furious charge to their profile. I usually take him plus another sorcerer and spam zombies and spam summon Nurgle daemons. Is it competitive? No not really, but its amusing as heck
Necrosius is amazing, and yes he does unlock Plague Zombies, also has an amazing ability "Wasting Disease" but again, FW. He is slightly outdated, Editing my post because I thought he was in IA13 Lost and Damned but apparently I am either far too sleepy to find it, or hes in one of the other IA books.
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This message was edited 1 time. Last update was at 2015/11/06 18:17:07
Life: An incomprehensible, endless circle of involuntary self-destruction.
12,000
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11,000
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![[Post New]](/s/i/i.gif) 2015/11/06 18:57:04
Subject: Re:What are CSM good at?
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Drakhun
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GoliothOnline wrote:autumnlotus wrote:A note about plague zombies: why not just bring Necrosis from FW? He's cheaper then Typhus, and unlocks zombies and also adds furious charge to their profile. I usually take him plus another sorcerer and spam zombies and spam summon Nurgle daemons. Is it competitive? No not really, but its amusing as heck
Necrosius is amazing, and yes he does unlock Plague Zombies, also has an amazing ability "Wasting Disease" but again, FW. He is slightly outdated, Editing my post because I thought he was in IA13 Lost and Damned but apparently I am either far too sleepy to find it, or hes in one of the other IA books.
He's in the new Seige of Vraks I think, so are all the special characters, like Zhufor.
It's a shame that zombies need a Typhus tax, he's okay, but he's slow as sludge and will die to the first stomp that hits him. And extremely expensive.
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DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
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![[Post New]](/s/i/i.gif) 2015/11/06 19:46:43
Subject: What are CSM good at?
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Decrepit Dakkanaut
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Unlike Necrosius, he unlocks Plague Marines too though. On top of being a whole lot more durable.
I guess it depends how much you want Plague Marines. They're better than the Vanilla Marines, so there's that.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/11/07 01:16:21
Subject: What are CSM good at?
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Strangely Beautiful Daemonette of Slaanesh
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Jancoran wrote:
Night Lords Total Roster Cost: 1996
76pts 1 Obliterator (Mark of Nurgle)
76pts 1 Obliterator (Mark of Nurgle)
76pts 1 Obliterator (Mark of Nurgle)
75pts 4 Chaos Space Marines
1 Aspiring Champion
40pts 1 Chaos Rhino (Dirge Caster)
75pts 4 Chaos Space Marines
1 Aspiring Champion
40pts 1 Chaos Rhino (Dirge Caster)
80pts 4 Chaos Space Marines [Black Legion] (Veterans of the Long War)
1 Aspiring Champion (Veterans of the Long War)
40pts 1 Chaos Rhino (Dirge Caster)
61pts 1 Mutilator, (Mark of Nurgle)
61pts 1 Mutilator, (Mark of Nurgle)
61pts 1 Mutilator, (Mark of Nurgle)
130pts 1 Chaos Lord (Nurgle, Jump Pack, Sigil of Corruption, Powerfist+ Combi Melta)
285pts 1 Chaos Lord (HQ) [Black Legion], 160 pts (Mark of Nurgle + Blight Grenades+ Melta Bombs + Sigil of Corruption + Combi-Meltagun+ Veterans of the Long War) + Chaos Bike + 1 The Eye of Night + The Hand of Darkness
330pts 13 Raptors (Mark of Nurgle) + Meltagun x2
1 Raptor Champion (Melta Bombs + Mark of Nurgle + Power Axe x1)
330pts 13 Raptors (Mark of Nurgle) + Meltagun x2
1 Raptor Champion (Melta Bombs + Mark of Nurgle + Power Axe x1)
170pts 1 Heldrake
It's worth noting that this IS NOT a Night Lords list. This is a Nurgle list. Both of your lords are marked as Nurgle as are your Raptors. Which isn't very fluffy.
This partially explains Jancoran's story about his amazing win with just one kill. He's running a durable Nurgle list that's min maxed, not fluffy.
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AlmightyWalrus wrote:This line of reasoning broke 7th edition in Fantasy. The books should be as equal as possible, even a theoretical "Codex: Squirrels with Crustacean allies" should have a fair chance to beat "Codex: God".
Redbeard wrote:
- Cost? FW models cost more? Because Thudd guns are more expensive than Wraithknights and Riptides. Nope, not a good argument. This is an expensive game. We play it knowing that, and also knowing that, realistically, it's cheaper than hookers and blow. |
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