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		<title><![CDATA[Latest posts for the thread "CSM 1500"]]></title>
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				<title>CSM 1500</title>
				<description><![CDATA[ Hey this is my first try at making a chaos army.<br /> <br /> The idear is to have the Havocs and obliterators hang back giving covering fire as the resty advance to claim objectives.<br /> <br /> It is very important for me that it is fun on both sides of the table, so no cokkie cutter advice please. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> With out further ado:<br /> <br /> Lord: Deamon weapon <br /> 7+1 Khorne Bezerkers: power  fist <br /> Rhino: Extra armour <br /> 9+1 Chaos marines: 2x meltagun, icon of chaos glory, power fist <br /> Rhino: Extra armour <br /> 6+1 Raptors: 2x Flamer, icon of chaos glory, pair of lightning claws<br /> 10+1 Havocs: 4x Heavy bolter <br /> 3 obilterators <br /> 6 deamons <br /> 7 deamons <br /> TOTAL: 1492p.<br /> <br /> 9+10 means that the unit consist of 10 models but one have been upgraded to a champ.<br /> <br /> Mvh<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 29 Dec 2008 14:36:38]]> GMT</pubDate>
				<author><![CDATA[ Lottrup]]></author>
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				<title>CSM 1500</title>
				<description><![CDATA[ Nice list, I like the style.  (I enjoy running a similar list.)  My suggestions are based on dropping defense to maximize the offense.  This may be unwise but it's certainly more fun...<br /> <br /> 1. Drop the extra armor on the Rhinos.  It's very expensive for the occasional use.  (saves 30 points)<br /> 2. Use a 5 man Havoc squad without a Champion.  Any smart enemy will be gunning for your Oblits way before the Havocs, so the extra bodies aren't needed. (saves 90 points)<br /> 3. Experiment with splitting the Obliterators into three one-man squads.  It allows independent targeting for all three, and you can spread them out all over the board to make life difficult for the foe, though it is an increased liability in Kill Point matches.<br /> 4. Buy Wings for the Lord.  Attach to Raptors or pop out of Zerkers/<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  Fun!<br /> 5. With your 100 remaining points, buy a Greater Daemon or some Termies than can Deep Strike off of those Icons.  Trim down the Lesser Daemon units to kit out the termies as needed.  <br /> <br /> I hope that adds to the mayhem.  Have fun! ]]></description>
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				<pubDate><![CDATA[Mon, 29 Dec 2008 15:18:33]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>CSM 1500</title>
				<description><![CDATA[ i would have to agree with groz on pretty much everything he said but i would also add that instead of using a power fist with the berserker champ that you should grab the power weapon.  Striking first they can tear through most other infantry and the power weapon turns nasty terminators to mush on occasion]]></description>
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				<pubDate><![CDATA[Mon, 29 Dec 2008 16:56:29]]> GMT</pubDate>
				<author><![CDATA[ Kilrath]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ Thanks for the advice.<br /> <br /> I cant belive i dident think of the power weapon vs. fist in the zerker squad issue.<br /> <br /> My Havocs have to be big because. They are suposed to be abel to kill vast amounts of orks in no time, and they will have the ability to assist the Oblits in a charge.<br /> <br /> Most of the other things are impossible due to something my gaming group calls "army selection" wich i think is the danish term for "comp" allthoug im a littel uncertain what "comp" exatly means.<br /> <br /> But the point i save on the extra armour i have mounted Havoc launchers on my rhinos.<br /> <br /> Tomorrow will be the babtism in fire, starting with a game or two of 1000p. and then, when i´ve got some blood on my hands, a 1500p. game to finish off the evening.<br /> <br /> Mvh.]]></description>
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				<pubDate><![CDATA[Tue, 30 Dec 2008 01:59:59]]> GMT</pubDate>
				<author><![CDATA[ Lottrup]]></author>
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				<title>CSM 1500</title>
				<description><![CDATA[ Comp is usualy short for army composition.  In some gaming circles and tournaments there are minimums and maximums on the different army selections, usually a percentage.  For example I have played in tournaments or events that required a 50% troop composition and no more than 20% in any other single catagory.  There also used to be ocasional restrictions on wargear when it was seperate from the units themselves(books that had wargear sections).<br /> <br /> It also means the 3 units per force organization slot which keeping the havocs and breaking the oblits into 3 squads of one would do.  I believe the intent of the suggestion was simply to break them up a little into more units (one of one and one of 2) to increase the number of units they can target.<br /> <br /> The suggestions groz makes are pretty decent, think about them down the line, and try them individually to change things up or all at once if you are losing battles.  It needs to be fun for you too.  You can field effective and fun list without jumping on the spam lash/oblits/<span class="glossaryitem" onmouseover='gp(634);'>PM</span> bandwagon.  Chaos armies benefit greatly from a 2nd <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> as they are a main source of combat power in the army list(aside from berzerkers and noise marines).  They give the punch to a list that it needs to get through combat with some of the other races that excell in that area.<br /> <br /> Without being cookie cutter, after you use the generic demons a few times you will realize that they really are more of a gift to the enemy rather than an asset to your army.  In most combats they will add to yoru enemys combat resolution more than they add to yours.  Since that is all they can do,( besides claim objectives; which they are horrible at as a stiff wind can shoot them off any objective with ease) they are wasted points in <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.  I would suggest dropping both units for another unit of basic <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>.  The unit of them that you have is a pretty good all purpose unit.  (I use three of them in every list I make, with the only difference being that I use them in squads of 8, only one meltagun, and no upgrades on the rhinos).<br /> <br /> Overall it's an ok list as it is now.  Try out a few of the suggestions that have been offered and I think you will have a fun and compettive list.  Either way, good luck!<br /> <br /> Meph<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 30 Dec 2008 21:01:23]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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				<title>CSM 1500</title>
				<description><![CDATA[ Drop the Havocs and add 3 more oblitz.<br /> <br /> Drop the lessor deamons.<br /> <br /> Add wings to the lord and give him a melta bomb if available.  You could take MofS on the lord so his <span class="glossaryitem" onmouseover='gp(412);'>DW</span> kills <span class="glossaryitem" onmouseover='gp(67);'>IC</span>'s outright.  The 5 <span class="glossaryitem" onmouseover='gp(171);'>St</span> is nice though.<br /> <br /> Take Extra armour off and put combi melta's on the rhino's.<br /> <br /> Take the power fist off of the <span class="glossaryitem" onmouseover='gp(527);'>KB</span>'s and put a melt bomb on him.  You can have 5 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 attacks on the charge.  Better than 4 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 attacks at <span class="glossaryitem" onmouseover='gp(74);'>init</span> 1.<br /> <br /> I think the other squad should be Nurgle.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 30 Dec 2008 21:11:23]]> GMT</pubDate>
				<author><![CDATA[ MJThurston]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ Thanks for the explanation of the the word "comp", it turns out that i did have the right understanding of the word. we just use a way more comprehensive system. <br /> <br /> I will get a few more gamesin and then i will look at ypur advice again.<br /> <br /> Mvh]]></description>
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				<pubDate><![CDATA[Wed, 31 Dec 2008 08:19:14]]> GMT</pubDate>
				<author><![CDATA[ Lottrup]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ <blockquote><div><cite>Lottrup wrote:</cite>Thanks for the explanation of the the word "comp", it turns out that i did have the right understanding of the word. we just use a way more comprehensive system. <br /> <br /> I will get a few more gamesin and then i will look at ypur advice again.<br /> <br /> Mvh</div></blockquote>Post some battle reports of your results!]]></description>
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				<pubDate><![CDATA[Wed, 31 Dec 2008 14:17:21]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ After my first two games, one thing is clear. <br /> The Deamons have to go.<br /> So i have so far traded the unit of 6 Deamons, for one body for the havocs and three bodies for the raptors.<br /> And the havocs have traded their Heavy bolters for Plasma guns, they had to move both games. so i think they would benefit from having guns that can fire on the move. Their champ have also recived a Power weapon, since he needed one in both games.<br /> <br /> The Berzerker champ. have traded his Power fist for a Power weapon. I want to see if the extra attack on I4/5 is worth the loss of the S8/9 attacks.<br /> <br /> So right now im in some trouble, i dont know what to traded the unit of 7 Deamons in for?<br /> <br /> I have to say that i have already streched(sp?) the army selection system allmost to the limit, so i cant take any more power weapons and only a couple of Heavy/Special weapons. <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> <br /> <br /> Mvh. Martin.<br /> <br /> P.S. I played a 1000p. game against a tau player that had a ton of guns and a tank. I won after a hilarious game where his suit armoured boss dude killed my lord the turn i charged him. The Tau dude had one wound left and my lord was with out a scratch, But my Deamon weapon decided to go all feth and start killing my lord. <br /> The second game was against a Space wolf player and long time friend. where hi managed a win in the last turn due to him out manuovering(sp?) me in the last turn. In this game my lord managed to give himself two wounds but then at last i rolled somthing other than the arcursed one for the amount of attacks from the Deamon weapon, of course i then rolled a 6 so i could be sure to take the last wound of his Wolf lord, all in all im not sure about the Deamon weapon. But i will give it a try in a few more games before i decide.<br /> <br /> Again Mvh. Martin<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 2 Jan 2009 01:41:55]]> GMT</pubDate>
				<author><![CDATA[ Lottrup]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ Hilarious results for the Daemon weapon!  Was it a Khorne Lord or an unmarked Lord?   ]]></description>
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				<pubDate><![CDATA[Fri, 2 Jan 2009 03:39:43]]> GMT</pubDate>
				<author><![CDATA[ groz]]></author>
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				<title>CSM 1500</title>
				<description><![CDATA[ Have you tried Nurgle on the other squad?  You can drop the deamons and add some more Oblitz.  They move and shoot just fine.<br /> <br /> With the extra's you took out how about giving the Raptors MofK.  This will give them another attack.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Jan 2009 17:09:44]]> GMT</pubDate>
				<author><![CDATA[ MJThurston]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ I have done one more game and i have taken a good look at the Army Selction System. It turn out that if i turn my havocs into yet another marine squad i will be able to take another 3 Oblits. <br /> About other marks than Chaos glory, i have seen to many <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> units run away. So i am going to take the reroll.<br /> <br /> again thanks<br /> <br /> Mvh. Martin]]></description>
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				<pubDate><![CDATA[Sat, 3 Jan 2009 18:52:17]]> GMT</pubDate>
				<author><![CDATA[ Lottrup]]></author>
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				<title>Re:CSM 1500</title>
				<description><![CDATA[ Lottrup,<br /> <br /> One thing I noticed in your posts on your gaming groups selection is that there are limits you have to work within both on choices made before you are allowed other choices that people keep reccommending and also on equipment like numbers of power weapons et al. Could you post up the exact composition rules your group uses? That way we'll be able to give you much better feedback for you and your army.<br /> <br /> Thanks mate and have a good day,<br /> <br /> Auretious Taak.]]></description>
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				<pubDate><![CDATA[Sun, 4 Jan 2009 07:15:30]]> GMT</pubDate>
				<author><![CDATA[ Auretious Taak]]></author>
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