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				<title>Trying to help friends GF with CSM</title>
				<description><![CDATA[ So this is a list that I put together for a friends girlfriend. Now this is for an escalation league, and right now they are at 750. This list comes out to be 745, sorry about the length but please let me know what you think.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Daemon Prince, Wings, Mark of Slaanesh, Lash of Submission - 155<br /> This choice is pretty easy to explain. The stat line of the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is already amazing, add in the movement bonus of wings, and thee most annoying psychic power in the game, and you've got yourself a winner. At this point limit this guy/girl/it really has the chance to shine, which should help her get a feel for both its strengths and weaknesses.<br /> <br /> Troops - 5 Plague Marines, 2 Plasma Guns, Aspiring Champion w/ Power Fist - 200<br /> Because of the small points limit I had to go with the minimum. This is the usual loadout I have for my <span class="glossaryitem" onmouseover='gp(634);'>PM</span>, just with 2 more, however like the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> this squad should do just fine at 750. They are pretty self explanitory, stand and shoot and if anything gets too close then punch it in the face. Also note that this squad has a Rhino, so they will be able to run around double tapping with 4 Plasma shots, or sitting back and using the Rhino as a mini fort.<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, 2 Melta Guns, Icon of Slaanesh, Aspiring Champion w/ Power Weapon - 220<br /> Once again this squad also has a Rhino, which will help them zip across the board and get into melta range and then into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> where their Icon's bonus should provide a good edge against other marines. This squad should/will act as the more aggresive unit in the army and if supported correctly should to fine. Either by the Plague Marines and/or the <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. They have enough bodies to really to some damage, meanwhile they should be able to take up some amount of time and energy to kill.<br /> <br /> 2 Rhinos - 70<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - Predator w/ Autocannon turret, Heavy Bolter Sponsons - 100<br /> Originally I wanted to give this Lascannon sponsons, but it put the list 25 points over, and really it would be a bit over kill at this level. At 750 the Autcannon should be able to bust open enough transports from a safe distance to make its points back. The added benifit of this guy is it's AV13 front that should and probably will take alot of energy on the opponents part to kill, which will help the survival of the Rhinos and <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. As well as popping transports while moving 6" a turn, once the pinata is opened and all the candy spills out this guy can lay down 8 shots a turn, which should be more than enough to help widdle down some of even the toughest squads.<br /> <br /> Final Thoughts<br /> Now this is just the first draft of this list, yet I think it will work wonderfully. It combines some of the most important list building fundamentals, Redundancy, Flexability, and Synergy.<br /> <br /> 1) Redundancy - there are 3 tanks and a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. All of which take a considerable amount of<br /> concentrated amount of firepower to take down. This means one of two things wil happen, either your opponent will concentrate all their rescources on killing one of these things or will take pot shots at all of them which probably wont do much to anything. This forces your opponent to constantly be making tough choices, and usually leads to more and more mistakes as the game goes on until you wear them down, mentally.<br /> <br /> 2)Flexability - there is alot of flexability in this list. Each element of it can, if you want to, opperate independently, each spliting up to take on a seperate part of the opponents army. Yet it can also work collectively as a whole is you so choose, or even as two diffferent groups. Besides just being tacticly flexable, each unit has flexabilty when it comes to their role. For example, the Predator will act as this forces main transport popping machine, however if there arn't any transports left or none to begin with it can easily act as a infantry killing machine. Same for every other unit in this list, each can be effective at range as well as close up. And because of this ability to switch roles between turns this list shoulc be able to handle anything that they come up against.<br /> <br /> 3) Synergy - this concept is a little bit more difficult to understand, kinda. It basicly means that every unit in the list flow together. For example, every unit is able to move up to 12" a turn. Also each unit is able to fill the role of another if the first unit fails at popping a tank or taking out that one last marine. If need be each unit can back up another one.<br /> <br /> <br /> Please comment as you like. What do you guys think? Agree? Disagree? ]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 06:35:47]]> GMT</pubDate>
				<author><![CDATA[ Billie_Joe]]></author>
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				<title>Re:Trying to help friends GF with CSM</title>
				<description><![CDATA[ At 750 doesn't look like it's bad at all. I like the predator in this list too. I might suggest a sorcerer instead of Prince and joining him with the squad of 5 so you can get another upgrade in there but that's up to you. If you have 5 points left over give one of your champs meltabombs. Might as well <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> Also I know people like plasma guns on their plague marines but I personally prefer the Meltaguns. They have enough bolters for that 24 inch range and melta's are cheaper and blow up tanks and dreads much easier, and at 750 you might want to look into that. Also not a fan of the Slaanesh icon but it does give you initiative 5 which is helpful, personally I think having rerolls on your fallbacks are important because if they get caught then it's just <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s left.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Jun 2010 06:58:15]]> GMT</pubDate>
				<author><![CDATA[ Zulander]]></author>
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