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Made in lu
Rampaging Khorne Dreadnought






1 Hounds of Abaddon formation

x1 Chaos Lord
WITH: Sigil, MoK, Juggernaut, AoBF, VotLW

x7 Bikers
WITH: MoK, Icon of Wrath, VotLW

x20 Csm
WITH: MoK, Icon of Wrath, VotLW

x5 berzerkers
WITH: VotLW

______________________________


1 CAD vanilla CSM

x1 Kharn

x10 Cultists
x10 Cultists

x2 Rapier battery
WITH: Hades Auctocannon

x1 Spartan
WITH: Auloth, Ceramite Armour

I was trying to come up with a way to use a 20 man csm blob and the hounds of abaddon came to mind. They are cheaper than the equivalent vanilla/CS/KDK blob.
I might try come up with something for the brethren formation from CS too but that seems more suitable for nurgle and I prefer Khorne so I went with this.

I thought of giving the blob a bunker to slingshot forward, but then they'd be lacking feel no pain and I didn't feel comfortable having a blob like that without additional protection.
So the option was to either include a sorcerer and hope for endurance or take the legacy of ruin. And I since I HATE random powers, I went with the legacy, which leads to the spartan.

On the plus side that gives me a 12 inch fnp bubble around the tank, so the bikers/juggerlord get fnp too. Should the spartan survive I'd have a 20 man fearless(kharn) blob with feel no pain, that should be able to take some punishment. And 80 attacks on the charge at S 5(6) and Hatred should be enough to deal with pretty much anything. Not to mention kharn. Between the spartan and the WAAAGH they should be able to charge turn 2.
The jugger lord and kharn would charge at S 7(8), both at iniative and Ap2. Since the formation buff applies to the unit and the new faq says it applies to any attached IC's too in that case. So S 8 Kharn ftw.

The cultits can sit on objectives and the rapiers are there so I have at least SOME AA. And the 5 berzerkers?...well... I had no points left, so I guess they kinda just stick in reserve for a potential back field threat?

Overall I could see removing a biker and maybe a marine or two to add some extra special weapons.Or getting the fourth quadrant rebellion for the 4++ and fearless cultists, it's only 15 points and the spartan is kinda required. I'm not terribly attached to the CAD, but I'd need at least a cabal worth of sorcerers or belakor to protect the blob and belakor on his own doesn't have the WC to pull off invis decently. And then I'd still need the bunker, so neither option seems all that good.

Thoughts?

This message was edited 1 time. Last update was at 2016/06/06 16:43:48


 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

I feel this list is superbly weak to getting bogged down by 2 or 3 throw-away squads. Death stars are fun, but your list is basically two squads. Prepare to be flanked and generally outmaneuvered!

IDK if FnP is strong enough to save you here. Those CSM will take heavy casualties I feel as they are the only thing worth shooting at that you are putting in range of your opponents. The spartan is a waste of time because its tough as nails and carries 5 zerkers. The biker squad will probably take some fire off them, but I feel you need more infantry saturation, or actually use that spartan tank and put guys in it that are worth some points.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in lu
Rampaging Khorne Dreadnought






I would put the 20 man blob into the spartan, obviously, not the zerkers. The spartan has room for 25 guys after all. So I'd be driving that up along with the bikers who also get feel no pain. Nobody would be shooting at the marines until turn 3 earliest, assuming the spartan doesn't die first. I feel like people are relying more on high strength mass shooting to hullpoint out, but that tends not to work well on the spartan and melta is out due to ceramite. So unless the opponent brings haywire or D it should do just fine. Hopefully also providing blocking line of sight to the bikers and/or the blob for the most part.

I'd have 4 units on my half of the board,so getting objectives there shouldn't be a problem. Although most of them would fall over from a stiff breeze so I'd have to create enough pressure at the front.

Keep in mind, I just need this to win some of the time, so I can accept some weaknesses. That said, I agree with what you said, but I need to keep the 20ish man blob and whatever else is part of the formation, and I don't like how the spartan takes a huge chunk out of the list where I would like to have more threats like maybe a maulerfiend or two.

But how else would I get the blob to work? They're never gonna make it into an assault by footslogging and even with the bunker they would just be standing there for a turn with no BLOS and no fnp. At least with this they get to kill something and then take much less return casualties than the alternative.

Replacing kharn with something cheaper and/or the second unit of cultists for an allied cad just seems to cause more problems than it solves. At least if I want to keep some kind of fire support, but if I'm going in-your-face assault..well KDK do it better.
One alternative would be to go with a barebones lord for fearless and drop the rapiers and one unit of cultists for a deepstriking decimator and a hell blade. The hell blade is good and all, but I feel like just one isn't viable. And the rapiers can shoot for an additional turn without praying for a successful reserve roll.

   
 
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