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Made in at
Regular Dakkanaut





So finally i got my SWA Book from GW . Played my first Game of SWA in my local GW and it was really fun.

So my list for this one of Game was:

Aspiring Champ with Boltpistol + Powerfist + Camogear
CSM Trooper with Boltgun + Camogear
CSM Trooper with Boltgun+ Camogear
CSM Trooper with Boltgun + Camogear
Cultist with Autogun
Cultist with Autogun
Cultist with Autogun
All undivided

Played against Skitari and won, so maybe the list was decent. Can i improve it? ( I use the Models from Dark Vengeance, if this helps)

In the local GW they start a Campaign now, but we also play a lot of Oneoffgames (so i can't upgrade my dudes or give them skills^^).

So what would be an optimal Setup for both Campaign and random Oneoffgames for a CSM Killteam?

Also is there a poweraxe available for a Aspiring Champ or can he only get a Powersword and or Fist?


Also a offtopic question =). How can i remove brush hair from my models without removing the complete Paint? Used and old Brush and primed my models and now they have lots of tiny small hairs on them, mixed up with the paint. I removed some of them with a needle, but it's really annoying =(. Anyone good ideas for this, besides to buy a new brush and use it next time?^^.

This message was edited 2 times. Last update was at 2017/05/16 05:07:51


 
   
Made in us
Furious Raptor




For one have that works fine. I'm a campaign setting, you'll want some changes if you want to optimize.

Marines are hard to replace while cultist are 2 per buy. And unlike other teams they never become marines. Result: start with Max marines and min cultist. Same reasoning applies to getting Gunners over marines. This means the best starting unit for CSM is usually a champ, 2 Gunners and 2 marines with a cultist.

Take at least one plasma gun for pinning Tyranids etc, otherwise keep it to bolters for right now. Cultist with a pistol is just to help the leader in hth.

One undivided on your champ helps prevent bottling. One tzeentch guy for inferno bolts is cool by game 2-4 when you gear him up. One Slaanesh guy for spotting, running on ledges, etc isn't terrible but you only need one guy with I5 so rolling that stat once takes care of this. Most people skip it. Everyone else should have Nurgle mark, as the toughness is your team single best advantage.

I'd go with
Champ undivided, 2 swords and bolt pistol
Gunner Nurgle, plasma gun
Gunner, Nurgle, boltgun
Marine Nurgle, boltgun
Marine Tzeentch, boltgun
Cultist, autopistol.

From there id tuck in some points. First game, spend the cache and get 200 worth of equipment. Camo gear, red dots, all that. Game 2, buy two cultist with flails, or spend the cache on 4 cultist or buy a raptor. After game 4, you're the tits. Glhf
   
Made in at
Regular Dakkanaut





Thanks for your advice=).

How do you represent your models? WYSIWYG or do you only use some models you have, even when they don't have the gear visible on the model?

Also don't know if Nurgle mark is better then tzeentch, cause you can have the 5++ always and it won't get negated by high impact weapons.
   
Made in us
Fixture of Dakka





cod3x wrote:

Marines are hard to replace while cultist are 2 per buy.


You can never buy 2 guys at once.

I also disagree with the ignoring cultist advice because you need those cultists to stand in front of the Marines. No use being a marine when an autogun still pins you.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ru
!!Goffik Rocker!!






The difference is that an autogun doesn't send you out of action and you can stand up and be ok next turn.
Also, is it a rule that you can't buy more than 1 fighter? Cause i plan on buying like 3-5 orks every time.

This message was edited 1 time. Last update was at 2017/05/14 07:54:31


 
   
Made in us
Regular Dakkanaut




Southern California

cod3x wrote:

I'd go with
Champ undivided, 2 swords and bolt pistol
Gunner Nurgle, plasma gun
Gunner, Nurgle, boltgun
Marine Nurgle, boltgun
Marine Tzeentch, boltgun
Cultist, autopistol.

From there id tuck in some points. First game, spend the cache and get 200 worth of equipment. Camo gear, red dots, all that. Game 2, buy two cultist with flails, or spend the cache on 4 cultist or buy a raptor. After game 4, you're the tits. Glhf


Or should you just skip the cultist and use those points to kit our your marines?
Camo gear, then what's the second best thing? Red dot?

I'm waiting to play my first SWA game with a CMS team as well
   
Made in lu
Rampaging Khorne Dreadnought






I got my second test game in the other day with CSM.
Spoiler:
(undivided) Champ with two power swords : 325
(nurgle) Gunner with plasma gun : 210
(khorne) Naked gunner: 130
(tzeentch) CSM with bolter inferno bolts and photovisor: 205
(slaanesh) Naked CSM: 130


First game was vs inquisition, lost due to bottling. My champion died pretty handily to the inquisitor who seems to be a monster in CC. 3 wounds, 3 attacks base, 3+ invulnerable save... Even if you do manage to get through the shield, he still has 3 wounds.
Not sure how to deal with that other than firing everything you got at him and hoping for the best.
I got REALLY unlucky with the scavenger mission in the second game ( vs necron). Lost 3 of 5 to the friggin monster -_-. And in both games my plague marine went down the first turn lol, except in the second he also went out of action the turn after.
My khorne berserker took a while to get into melee but did manage to take out almost his entire team in melee, though he got taken out eventually, loosing me the game.

Both games saw my leader die post game -_-.
For my first real game I think I would cheapen out on some gear in order to get some guns in. Both games I had ample opportunities to shoot but couldn't due to not having guns.
And the two guys that did have guns went down/out rather fast. I found combat blades to be fine, so I'd say assault blades on the normal guys is fine and one power sword for the champ.
More for the +1 strength than the extra AP though. Even with 3+ armour, minus one or two is not that easy to save, especially if you manage to get in a bunch of wounds. And the points you save vs a power sword are totally worth it.
A powerfist would do well but you miss the parry, that would have saved my bacon vs the necrons. So I'd take a sword over a fist.
Still, vs inquis, the inquis kept rolling 6s into other 6s, so it didn't do squat there, but the fist wouldn't have helped either so yea.

Camo gear would have helped too. So yea, cheap guns/swords would be the way to go in the first games I think. Bodies are nice too ofc, but I feel they are optional.
I mean if you can squueze them in, go right ahead, but I wanted a deathwatch kind of theme and I feel that would still work ok.
You are subject to bouts of luck though as seen with my monster rolls -_-, but bar that kind of "luck" I feel like I could totally have won those two games, despite casualties (provided I keep my leader alive)

   
Made in at
Regular Dakkanaut





Thanks for the report Roknar .

I also think it's better to give our guys some guns, otherwise they do not that much in a game.

Boltpistols also seem good, so if you don't want bolters or want to save some points, you could go with some pistols.

   
Made in gb
Regular Dakkanaut




Aspiring Champ 275
Nurgle
Plasma Pistol

Gunner 250
Nurgle
Plasma Gun, Red Dot, Telescopic

Gunner 250
Nurgle
Plasma Gun, Red Dot, Telescopic

Chaos Space Marine 145
Nurgle
Chain Sword

Cultist 40

Cultist 40


C/Marine with Chain Sword and Champ will run out and try to kill stuff in melee. (You want to use that pistol in melee)

The other gunners will snipe with their 36"(If I remember right) and red dots. The cultists are there as meat shields for the gunners.
Gunners can eventually be equipped with Auto Cannon. They can use red dot/sight on auto cannon. When it runs out of ammo, revert to the plasma.

Ive seen this list a few times. Also seen a few with Double Auto Cannon opening.
It hurts Harlies bad :(

   
Made in lu
Rampaging Khorne Dreadnought






I'm on the fence about the chainsword on the marines. They already have S4 so have a -1 modifier and the assault blade let's them parry too while not making noise and being cheaper. If you can get S5, the assault blade is strictly superior as the chainsword would deny you your strength bonus. The 10 point difference is enough to buy camo gear for two guys while being only marginally worse.
   
Made in at
Regular Dakkanaut





Played two games with my chaos killteam today.

Killteam included following:

Aspiring Champion (Knife, Powerarmour, Assaultblade, Camogear, Undivided)
CSM Gunner (Plasmagun, Powerarmour, Knife, Camogear, MoK)
2x CSM (Boltgun, Powerarmour, Knife, Camogear, MoT)
CSM (Boltgun, Powerarmour, Knife, Camogear, MoS)
Cultist (Autogun, Knife, Improvised Armour

995 Points

First game was against 3 Tyranid Warriors (Alpha & Warrior with Devourer, Adrenal Glands, Toxinsacs, Improved Chitin, and a Gunbeast with Strangler, Adrenal Glands, Improved Chitin).
We only played the standard Mission, so no Campaign and you lose if all your guys are dead or you bottled out.
Tyrandids killed my Cultist in the first round and both my leader and one of the Tzeentch guys failed there Panictest =(.
Most of the Time my team was pinned, but the plasmaguy down the normal Warrior after some rounds of shooting. The bolter guys ripped 1 Lp of the Alpha and my Aspiring Champion another LP, before he got destroyed in combat. The Alpha killed my first tzeentch CSM first and then consolidated into my Champ, were they fought two rounds.
My last 3 Models (Plasma, Tzeentch and Slannesh), made every bottletest and killed the Alpha with a Boltershot.
In the Tyranid players turn, they then bottled out .

Second game was against grey knights (Justicar with Stormbolter and Sword, 3 Greyknights all with stormbolters, two with swords and one with Falchions)
This game was really short, both my tzeentch guys got downed in the second round. In the third round my leader got pinned and my cultist downed. I only manged to kill the Justicar with my plasmaguy. My cultist then got shot to death and one of the tzeentch guys died from bleeding =(. In my turn i bottled out.

My list i would say was decent, better suited for a campaign i think. For oneofgames more dudes are better. Maybe i kick a CSM for two Cultists?.

Plasmagun was okay and so were the boltguns. I also learned that tyranidwarriors are really good. Closecombat was really hard against the Alpha and the Barbedstrangler is an awesome weapon.

Grey knights had good shooting, closecombat also seems really hard against them.

Afterwards the Grey Knights played against the Tyranids and got destroyed in 3 turns. The Justicar got killed in the first round from the stranger and 2 turns later the grey knights made a tactical retreat .
   
Made in us
Regular Dakkanaut




Southern California

Hopefully my local club has SWA going and I can finally play my first game tomorrow night. Trying out CSM and here is what I'm thinking of taking for my first time. I don't know what the local meta would be so Im just trying to find something well rounded until I know

Aspiring Champ
Undivided For the bottle testing or Nurgle for survivability?
Bolt pistol
Chainsword
Camo gear

CSM
Khorne
Bolt pistol
Chainsword
Camo gear

CSM
Nurgle
Boltgun
Telescopic sight
Camo gear

CSM
Nurgle
Boltgun
Telescopic sight
Camo gear

Gunner
Nurgle
Flamer
Camo gear

Leaves 10points to put a clip harness on champ or something. Opinions? Two sword guys for CC, two long range bolter to back them up and a flamer to flush. Yay? Nay? Having a hard time deciding on which marks to take too

Unless I play Nids, then champ gets plasma pistol and gunner gets plasma rifle and everyone else loses some gear to compensate





This message was edited 1 time. Last update was at 2017/05/17 03:11:24


 
   
Made in au
Infiltrating Broodlord





Tele sight on a bolt gun is a tad pointless IMO
   
Made in us
Regular Dakkanaut




Southern California

GodDamUser wrote:
Tele sight on a bolt gun is a tad pointless IMO


I was assuming it would give longer cover fire for the charging assault guys but like I said, still new. What would you suggest instead?
   
Made in ru
!!Goffik Rocker!!






Red dots to everyone. You're basically upping your allready good bs to 5. It's way more significant than extra 12' of range on an allready 24' gun.
   
Made in au
Missionary On A Mission




Australia

To jump on this discussion, I'm putting together a Chaos Kill Team too but I'm not sure whether to go two Autocannons or go with Autocannon/Flamer. Autocannons seem really good on paper, but I'm also likely to have a Harlequin (Grey Knights and Tyranids are also likely to appear) player in the campaign so maybe the auto-hitting Flamer would be better?

Aspiring Champ - Plasma Pistol, Power Sword, Camo Gear
Gunner - Autocannon
Gunner - Autocannon
Cultist - Autopistol
Cultist - Autopistol

OR

Aspiring Champ - Plasma Pistol, Power Sword
Chaos Marine - Boltgun
Gunner - Autocannon, Photovisor
Gunner - Flamer
Cultist - Autopistol


 
   
Made in au
Infiltrating Broodlord





I would still go autocannon.. While the flamer is nice, not as useful against Nids or Greyknights, and if Harlequin are gonna be in range they would of already charged
   
 
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