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Made in ca
Dakka Veteran






Hi people. So, after three codexes (CSM, CD and KDK) and three supplements (BL, CS and TH), at which point are we right now ? More importantly, what can be and what cannot be considered good about chaos right now ? I suggest we try to do a little round-up, with some debates. Here's some topic we should discuss IMO :

1-Codexes (which are good, which aren't, why and how).
2-Supplements (which are good, which aren't, why and how).
-->Both of these should cover some sub-topics
-->Detachments.
-->Formations.
-->Rules.
-->Artifacts.
-->Wargear.
-->Units.
3-Fun tactica.
4-WAAC tactica.

If I were to be the first to talk, I'd say that, IMO, one of the funniest combo is to take a Black Crusade detachment, with the CS supplement rules and go full Nurgle CAD. You get t5+ models with fear. Not bad when you think about it.

 
   
Made in us
Decrepit Dakkanaut




We are still below Necrons, Tau, Marines, Eldar, and Wolves.

Otherwise I'm experimenting with various lists as my area is hardcore. The Raptors one is okay, but I see lots of potential with the Terminator one. A Lord on his own with a Brand and MoN will make an effective distraction, seeing as he won't have to pay for the armor.

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.
 
   
Made in us
Oozing Plague Marine Terminator





I still think a CAD is better for accessing the best stuff without too much tax, if anyone is considering a competitive list.

But for fun fluff lists, i totally dig the Traitors Hate Warband and LATD cores. All the units i own, but never use on the table all fit into the Warband requirements perfectly, giving me a reason to paint them up now.

I already play min cultist spam (to open up two CADs), so the LATD core is great for me, except now im paying a Apostle tax, and making it harder to use Obliterators without paying a Warpsmith tax. (I love the single unit spawns tho)

This seems to be the issue with the Decurion style. More special rules, but less choice.

That said CSM is a close combat generalist army, and KDK seems to corner that niche better.

This message was edited 2 times. Last update was at 2016/10/24 04:24:38


 
   
Made in ca
Automated Rubric Marine of Tzeentch





It depends on how far down the rabbit hole you want to go.

Technically you can get multiple units with re-rollable 2+/3++ plus a 2+ FnP on top of that and not break 1k points they would be min squads but they would never die due to the fact that they would need...(math happening)... about 230 wounds to get 1 kill. You wouldnt have a lot of them but then you wouldnt need a lot because they would have an entire army shoot at them and not die but meh.

 
   
Made in us
Auspicious Daemonic Herald





 Thousand-Son-Sorcerer wrote:
It depends on how far down the rabbit hole you want to go.

Technically you can get multiple units with re-rollable 2+/3++ plus a 2+ FnP on top of that and not break 1k points they would be min squads but they would never die due to the fact that they would need...(math happening)... about 230 wounds to get 1 kill. You wouldnt have a lot of them but then you wouldnt need a lot because they would have an entire army shoot at them and not die but meh.

How are you doing all that and getting 2+ FNP?
   
Made in ru
!!Goffik Rocker!!






All in all, CSM is in a way better place than before the updates.
Especially for non-cutthroat enviroment. In cutthroat enviroment all you have is psy spam which is super boring. Or you could go msu spawn spam which is...also boring but at least unconventional and kinda counters the deathstars as they simply don't have enough time to kill 30+ solo nurgle spawns. But i bet you don't have so many spawn models.

This message was edited 2 times. Last update was at 2016/10/24 07:20:55


 
   
Made in ca
Automated Rubric Marine of Tzeentch





 CrownAxe wrote:
 Thousand-Son-Sorcerer wrote:
It depends on how far down the rabbit hole you want to go.

Technically you can get multiple units with re-rollable 2+/3++ plus a 2+ FnP on top of that and not break 1k points they would be min squads but they would never die due to the fact that they would need...(math happening)... about 230 wounds to get 1 kill. You wouldn't have a lot of them but then you wouldnt need a lot because they would have an entire army shoot at them and not die but meh.

How are you doing all that and getting 2+ FNP?


Well you take:
1 unmarked sorcerer ML 2
1 Unit with 2+/5++ with MoT
1 HoT (Hearld of Tzeenth) ML 1

Point cost is 200 points

Stir in:
1 Bolt of Change (Warp Fire adds +1 to FnP)
1 Veil of Time (Reroll failed saving throws)
1 Endurance (give 4+ FnP)

At the end of the psychic phase of turn 2 you will have a unit that is 2+/4++ re-rollabable and a 2+ FnP provided you pass the toughness tests, which if your worried simply put the Sorc on a bike and make that 2+/5++ unit a Mutie/Oblit majority T is now 5 (add a Nurgle mark to make it 6) this bumps it up to 260 points though. After that you would just be adding the Sorc with 1 unit no need for an additional HoT. with 4 of those it would cost...(math happening)...735 points. and you would have enough charges to cast everything. But that is at the bottom of so much RNG that if it happened you just quit. If you want 3++ have an additional sorc roll on Malefic get cursed earth and done. You have your 2+/3++ re-rollable with a 2+ FnP. Next serve to Tau player and laugh menacingly as he picks up his bucket of dice for his 160 pulse rounds and say "Your gonna need more then that."

This message was edited 1 time. Last update was at 2016/10/24 08:05:32


 
   
Made in ru
!!Goffik Rocker!!






Why would you need fnp on top of 2+/3++ re-rollable. On a slow ass unit w/o much damage output.
   
Made in us
Decrepit Dakkanaut




Wait maybe it is because I'm tired from just waking up, but isn't that just a 3+++?

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.
 
   
Made in us
Auspicious Daemonic Herald





 Thousand-Son-Sorcerer wrote:
 CrownAxe wrote:
 Thousand-Son-Sorcerer wrote:
It depends on how far down the rabbit hole you want to go.

Technically you can get multiple units with re-rollable 2+/3++ plus a 2+ FnP on top of that and not break 1k points they would be min squads but they would never die due to the fact that they would need...(math happening)... about 230 wounds to get 1 kill. You wouldn't have a lot of them but then you wouldnt need a lot because they would have an entire army shoot at them and not die but meh.

How are you doing all that and getting 2+ FNP?


Well you take:
1 unmarked sorcerer ML 2
1 Unit with 2+/5++ with MoT
1 HoT (Hearld of Tzeenth) ML 1

Point cost is 200 points

Stir in:
1 Bolt of Change (Warp Fire adds +1 to FnP)
1 Veil of Time (Reroll failed saving throws)
1 Endurance (give 4+ FnP)

At the end of the psychic phase of turn 2 you will have a unit that is 2+/4++ re-rollabable and a 2+ FnP provided you pass the toughness tests, which if your worried simply put the Sorc on a bike and make that 2+/5++ unit a Mutie/Oblit majority T is now 5 (add a Nurgle mark to make it 6) this bumps it up to 260 points though. After that you would just be adding the Sorc with 1 unit no need for an additional HoT. with 4 of those it would cost...(math happening)...735 points. and you would have enough charges to cast everything. But that is at the bottom of so much RNG that if it happened you just quit. If you want 3++ have an additional sorc roll on Malefic get cursed earth and done. You have your 2+/3++ re-rollable with a 2+ FnP. Next serve to Tau player and laugh menacingly as he picks up his bucket of dice for his 160 pulse rounds and say "Your gonna need more then that."

See the problem i was having is you only increase your FNP when you fail a save and suffer a wound which won't happen if you have a rerollable 2+/3++.

Also getting the 3 psychic powers needed is incredibly infeasible at such a low points value since you need them from 3 seperate psychic disciplines. you would need like 5-6 Lvl 3 Sorcerers and 3+ Heralds to have decent (not even great) odds of rolling those specific powers
   
Made in us
Longtime Dakkanaut







If I recall correctly, you cannot fire Beams through your own models. You "could" use the Warpflame Nova on a unit of Orks if you were feeling cheeky.

The ability to do Allies of Convenience with Necrons or Orks is admittedly cute. With Orks, remember that Kustom Force Fields affect enemy models, and since Dark Angels lost their Powerfields, this leaves Orks as the only way to bring mass Invulnerables to the field.
   
 
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