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				<title>Finally figured it out- CSM 2k</title>
				<description><![CDATA[ So ever since the change into 6th and the new <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> codex, I've been struggling to find a list that I enjoy using, and is capable of winning games.  I had my niche in the 5th ed dex, but seeing the new edition and the new book, I was floundering.<br /> <br /> Heres what I've come up with:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Lord<br /> -Bike, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(651);'>SoC</span><br /> <br /> Daemon Prince<br /> -<span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, Wings, <span class="glossaryitem" onmouseover='gp(333);'>PA</span>, Black Mace<br /> <br /> Troops:<br /> Cultists<br /> -10 man<br /> Cultists<br /> -20 man<br /> Cultists<br /> -20 man<br /> Plague Marines<br /> -5 man, 2 plasma guns, Rhino, Dozerblade, Dirge caster<br /> <br /> Fast Attack:<br /> Chaos Bikers<br /> -5 man, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span>, 2 plasma guns, Powerfist<br /> Spawn<br /> -5 man<br /> Heldrake<br /> -duh<br /> <br /> Heavy Support:<br /> Havocs<br /> -4 autocannons<br /> Obliterators<br /> -3 man<br /> Obliterators<br /> -3 man<br /> <br /> Fortifications:<br /> Bastion<br /> -Comms Relay<br /> <br /> Alright, heres the jist of what I'm doing to give you an idea of how it works.<br /> Bastion--- to hide my guys in and give them a large piece of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking cover, and also to give them a good shooting vantage point.  I took the comms relay because I use alot of reserves, and I usually have very back luck on those rolls.<br /> Havocs on top of the Bastion--they usually are ignored, even though I don't do a whole lot of damage with them, because they are ignored, the small amount of damage they do adds up over the game.<br /> Cultists(10 man)--- in the Bastion-- also usually ignored by my opponent, their use is to stay put and don't die, and take a few pot shots with the heavy bolter, and if the game calls for it, they get out late game to grab an objective, or at the very least to slow a unit down in close combat for a turn.<br /> Cultists (20 man---) they will stay off the table as long as possible, or act as a screening unit in my back field in case of deep strike.  Or the obvious scoring.<br /> Plague Marines--- will generally stay in my back field to protect from deep striking threats(hence the duel plasma), and late game objective grabbing (the rhino being able to zoom up field)<br /> I also took these guys over a bare squad of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> because they are fearless, very tough for such a small squad, and can actually take on/ slow down a bigger scary unit.<br /> Obliterators--- Deepstrike and shoot<br /> Spawn--- pretty much a distraction unit, and they can take care of small scoring units easily.<br /> Bikers--- They are the lords retinue, I like them over Spawn because they have some pretty good shooting, and are good at popping transports, so the guys inside can be assaulted.<br /> Lord and <span class="glossaryitem" onmouseover='gp(262);'>DP</span>--- Beatsticks.<br /> Heldrake---duh<br /> <br /> So that's my list. I have had a couple games with this list and seem to like it, although I haven't really seen how it will go up against Tau or Nids.  I guess that has yet to be seen.<br /> Does anyone have any suggestions on changes that can be made? I feel like its a pretty good list, but I've been proven wrong before...many times.<br /> C&C?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 Sep 2013 22:43:00]]> GMT</pubDate>
				<author><![CDATA[ chickenbgood]]></author>
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				<title>Finally figured it out- CSM 2k</title>
				<description><![CDATA[ Actually looks pretty solid. A few suggestions:<br /> <br /> <span class="glossaryitem" onmouseover='gp(262);'>DP</span> personally I prefer <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> on him unless theres lots of ruins and not a lot of ignores cover Tzeentch is generally better than Nurgle.<br /> <br /> Chaos bikers are not needed drop them for a 2nd Helldrake and get <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> on the spawn T6 makes a massive difference. Spawn are the place for the Lord there are other units that can pop transports.<br /> <br /> Don't think the Dirge caster is needed on the Plague marines rhino. They'll never get the advantage of it and with blight grenades most of the time you'll just let people charge you.]]></description>
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				<pubDate><![CDATA[Mon, 23 Sep 2013 23:24:12]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Finally figured it out- CSM 2k</title>
				<description><![CDATA[ This looks like a really strong list!<br /> The above advice is also sound, drop the bikes and use the spawn as your lords retinue, and pack another heldrake.<br /> <br /> A tzeentch Prince over all is more survivable,  as re-rolling 1's for any kind of save basically makes him a 2+ 4++ model (possibly?) &lt;maths&gt;<br /> But as you have a nurgle themed army the nurgle Prince makes sense. Or... what I do is bring a squad of <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> cultists as fluff coz they swore fealty to the tzeentch daemon... Then they have a reason for being in a mainly nurgle army...]]></description>
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				<pubDate><![CDATA[Mon, 23 Sep 2013 23:59:21]]> GMT</pubDate>
				<author><![CDATA[ ChaosCrusader]]></author>
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				<title>Finally figured it out- CSM 2k</title>
				<description><![CDATA[ I think I might try a list similar to this.  I would defiantly get a second Heldrake, you will have 3 flying units for huge kills while everyone is stuck on the ground.  Give your nurgle champ the <span class="glossaryitem" onmouseover='gp(105);'>PF</span> while your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> has a much higher Initiative. Someone challanges the squad you can handle it with your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.   If you run the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with the plague marines you will loose the extra T but you will have more wounds and they can save him with blight grenades and look out sirs. Remove the Rhino upgrades and just move flat out with everyone.  As it is the only armored ground vehicle it will be dead by turn two.<br /> <br /> Spawns need <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> and the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> doesn't, <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> is a better save from the lascannons fire which he will receive. ]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 00:39:11]]> GMT</pubDate>
				<author><![CDATA[ Adrian Fue Fue]]></author>
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				<title>Finally figured it out- CSM 2k</title>
				<description><![CDATA[ Looks alright, but I would just lump it and take the fist on the Lord. I know you want the claw for using I5 and for the +1 attack.<br /> <br /> Cultists are really poor and only good for objective holding. I would ditch them and just take minimum units and then bulk up on Plague Marines.<br /> <br /> I would stick with the Oblits over Havocs as well. <br /> <br /> Here is a Death Guard list I wrote on my blog: <a href="http://www.imperiusdominatus.com/2013/08/army-lists-chaos-space-marines-death.html" target="_blank" rel="nofollow">http://www.imperiusdominatus.com/2013/08/army-lists-chaos-space-marines-death.html</a>]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 14:06:31]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:Finally figured it out- CSM 2k</title>
				<description><![CDATA[ First I want to say I really like the list.  I agree with the vehicle upgrades - think they are a cool but a waste (I only occasionally take dozer blade if I have points) - with blight grenades it does the same as the dirge caster anyway since defense grenades take away the bonus attack.  I would try to afford another pm squad if you can fit it as they are so good and survivable.  I agree also that you need a second helldrake.  I used to be a lord with spawn <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> list guy, but after playing a couple games against TauDar I actually have NEVER seen them make it to charge as they get blasted away with concentrated fire from Tau.  Honestly I have been rethinking it.  I think the lord either in termie armour or I think better is jump pack with fist and claw and 4up invuln and deep strike him in with oblits and take 3 helldrakes... I would say it was cheese, but with Tau, Eldar and now <span class="glossaryitem" onmouseover='gp(119);'>SM</span> I really wouldn't feel too bad about it...<span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 14:37:38]]> GMT</pubDate>
				<author><![CDATA[ Eiluj The Farseer]]></author>
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				<title>Re:Finally figured it out- CSM 2k</title>
				<description><![CDATA[ Thanks for all the comments.  <br /> I do agree that I should take a second look at the bikes.  The spawn have more wounds and can be T6 as well.  <br /> As for the <span class="glossaryitem" onmouseover='gp(80);'>LC</span> on the lord, I will definitely be keeping it.  The versatility it offers, not to mention the +1 attack is not to be over looked.<br /> <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> on the <span class="glossaryitem" onmouseover='gp(262);'>DP</span> is something that I have been looking at, and I might play a game with him as such, but I'm reluctant mostly because I love nurgle and have a model that I love. But I will try it out.<br /> As for the Dozerblade and Dirgecaster, I like the dozer because of the nature of the unit, it is used to rush up late game, and i tend to need to take short cuts through terrain to get there.  The Dirge caster is something that is very situational and usually benefits units other than my <span class="glossaryitem" onmouseover='gp(634);'>PM</span>, but I will drop it and see how it works.<br /> The cultists are the weak point of the list, although I try to mitigate it the best I can by trying to keep them off the table.  and seeing that I do this, it might be a good idea to make them 10 man squads.<br /> <br /> Again, thanks for the input, I'll try it out and see what works for me.]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 22:33:41]]> GMT</pubDate>
				<author><![CDATA[ chickenbgood]]></author>
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				<title>Re:Finally figured it out- CSM 2k</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d27d579e4964e61b14fe5d1ac736a1bf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554015/6081408.page"><b>Eiluj The Farseer wrote:</b></a><br/> with blight grenades it does the same as the dirge caster anyway since defense grenades take away the bonus attack.</div></blockquote><br /> <br /> Dirge caster stops overwatch fire. ]]></description>
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				<pubDate><![CDATA[Thu, 26 Sep 2013 14:39:00]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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