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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ 1x Chaos lord in terminator armor<br /> <br /> 1x Kharne the betrayer<br /> <br /> 15x <span class="glossaryitem" onmouseover='gp(22);'>csm</span><br /> <br /> 5x possessed chaos space marines<br /> <br /> 32x berserker's<br /> <br /> 1x rhino<br />  <br /> Right now when it comes to my friends, the only one i seem to need help with is against a tyranid army, im worried about his deep striking, and need some help<br /> <br /> his deep striking/infiltrate are genestealers, death leaper, lictor and trigon.<br /> <br /> im heading to games workshop to buy some more units and i need some suggestions.<br /> <br /> oh and a heavy support suggestion would be really nice.<br /> <br /> thanks guys.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 20:35:51]]> GMT</pubDate>
				<author><![CDATA[ shoggoth]]></author>
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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ Well Oblits, Vindies, and Defilers all work very well against tyranids. Oblits not only shoot out plasma cannons, but if those T6 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> get close the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma Guns are lovely. Defilers are also fun to run into a unit of gaunts cause they can't do anything agains it. Against Nids, pie lates are your best friend.<br /> <br /> Also you need alot more Rhinos for those Zerkers. Its mech or death currently (unless you're Nids). So mount everything in somehthing. Also get some Daemon Princes, give them wings, and whatever mark and powers you like. Lash is my favorite, but also <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> with Warptime, or <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> with Warptime and Wind of Chaos. Having 1-2 flying <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> on the board scares everyone for some reason.<br /> <br /> For your <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, give them <span class="glossaryitem" onmouseover='gp(75);'>IoCG</span> and 2 of the same special weapons. Melta, Plasmas, or Flamers, just don't mix. Make sure the Zerkers have <span class="glossaryitem" onmouseover='gp(105);'>PFs</span>, and maybe pick up some <span class="glossaryitem" onmouseover='gp(634);'>PM</span> or <span class="glossaryitem" onmouseover='gp(526);'>NM</span>. Both very good cult troops, if you wanna mix it up a bit.<br /> <br /> Anyways hope something in there made some sense, and good luck.]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 21:07:34]]> GMT</pubDate>
				<author><![CDATA[ Billie_Joe]]></author>
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				<title>Re:My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ Yeah you have no <span class="glossaryitem" onmouseover='gp(57);'>HS</span> choices. They are all pretty good, just varying degree's of difficulty using them  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Oblits are great because they are very much a swiss army knife, defilers are fun and work well with your seemingly khorne themed list (I was all "lord, yeah, Kharne, yeah yeah, 15 <span class="glossaryitem" onmouseover='gp(22);'>csm</span>, hmmm, THIRTY TWO 'Zerkers? cool  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ), but I would recommend two at least, as one Will get Shot to the  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> house. Vindicators also work best in pairs or triplets, but do require a little bit of cunning to squeeze the most out of them, but I've found they work well in khorne styled lists, as they very much want you to play aggressively with them. And If you're happy with infantry <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> style shenanigans, havocs with 2xAC 2xML or 4 <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s baby  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 21:53:05]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ i was looking at havocs at <span class="glossaryitem" onmouseover='gp(50);'>GWS</span> they only do 5 per pack with 1 weapon type, which is utter <span class="glossaryitem" onmouseover='gp(14);'>bs</span>.]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 22:49:07]]> GMT</pubDate>
				<author><![CDATA[ shoggoth]]></author>
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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ Why have you made 2 almost identical threads?]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 16:14:00]]> GMT</pubDate>
				<author><![CDATA[ woodbok]]></author>
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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ The thing about havocs is that they have to be stationary for the whole game to get the most out of them. With an mech assault army (if thats where you're going) you neeed tanks that can keep up/provide target saturation. I don't know how many people would shoot up a unit of 5 havocs in the backfeild instead of 2-3 rhinos full of Zerkers. <br /> <br /> Havocs are also one dimensional depending on how you load them out. 4 <span class="glossaryitem" onmouseover='gp(5);'>AC</span> are great for light transports and some infantry, 4 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> are great for any tank and good at horde control, but if you do 4 <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or 4 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> then they become one dimensional. My biggest problem with them is that they can't move and shoot, once you place them you basiclly have to keep them where they are.<br /> <br /> Oblits, <span class="glossaryitem" onmouseover='gp(71);'>imho</span>, are the best infantry <span class="glossaryitem" onmouseover='gp(57);'>HS</span> choice we have. Not only do they come with a wide array of weapons, but they have even more versitility than that. Better armor saves, an invulnerable save, and 2 wounds means they can take a bit of a beating. They are can still move and shoot, and they have the ability to <span class="glossaryitem" onmouseover='gp(471);'>DS</span>. Now deep striking them may not always be a good idea, but it opens the door for possibilities.<br /> <br /> Yet if you're running a mech army you'll most likely wanna load up on vehicles in you <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slots. Preds, Defilers, and Vindies all work well. Not only will they fill in holes in the list, they'll provide target saturation for your rhinos. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 18:24:09]]> GMT</pubDate>
				<author><![CDATA[ Billie_Joe]]></author>
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				<title>Re:My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ If your fighting Nidz mostly you'll want a Defiler for sure. Those things will tear up those gaunts. <br /> <br /> Also if I were you I'd pick up 3 or so rhinos. Whats the point of having all those zerkers if you can't get them to the enemy? <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. <br /> <br /> And you should pick up 2 <span class="glossaryitem" onmouseover='gp(262);'>DPs</span> wayyyy, better than any other <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice in the book. Kharn is ok, but a <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is alot more reliable. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 18:50:44]]> GMT</pubDate>
				<author><![CDATA[ B-DWAGGG]]></author>
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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ <blockquote><div><cite>woodbok wrote:</cite>Why have you made 2 almost identical threads?</div></blockquote><br /> <br /> cos my nid question wasnt fully answer and my other thread goes alittle deeper into my nid question]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 19:54:58]]> GMT</pubDate>
				<author><![CDATA[ shoggoth]]></author>
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				<title>My CSM army so far, tips and suggestions needed.</title>
				<description><![CDATA[ <blockquote><div><cite>Billie_Joe wrote:</cite>The thing about havocs is that they have to be stationary for the whole game to get the most out of them. With an mech assault army (if thats where you're going) you neeed tanks that can keep up/provide target saturation. <b>I don't know how many people would shoot up a unit of 5 havocs in the backfeild instead of 2-3 rhinos full of Zerkers. </b></div></blockquote><br /> <br /> You said it yourself, not many people are going to shoot at them havocs at the back! Now, tell me, what puts out more <span class="glossaryitem" onmouseover='gp(482);'>AT</span>(ransport) fire? Because vs other mech armies, those 'zerkers SUCK until you pop the transports- if you can't pop the transports, your better off with <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> with a IoK and 2x melta. SO- how many shots is that havoc squad going to put out compared to say, two oblits? or a vindicator? or a defiler? If you can read a table well, and see where they need to go to be effective, they will form an excellent transport busting unit, because of <i>precisely the point you recognized</i>- not many people are going to be concerned about stoopid havocs (they suck amirite or whot?) sitting at the back taking out their transports so that your 'zerkers can assault the sweet goodies inside.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 21:52:19]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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