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		<title><![CDATA[Latest posts for the thread "2000pt CSM - Final point considerations"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "2000pt CSM - Final point considerations"]]></description>
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				<title>2000pt CSM - Final point considerations</title>
				<description><![CDATA[ Howdy! I am currently assembling models for my World Eaters army, and before I glue my infantry together I have to make a few decisions about what to upgrade with the points I have left over. Keep in mind the list is fairly inflexible as far as unit selection because I have already put together a lot of this (including the destroyer blades on the rhinos, so don't even ask!). It looks like this:<br /> <br /> Kharn<br /> <br /> 8x Khorne Berzerkers w/ Icon of Wrath<br /> Land Raider w/ Dozer Blades and Dirge Caster<br /> <br /> 8x Khorne Berzerkers w/ Icon of Wrath<br /> Land Raider w/ Dozer Blades and Dirge Caster<br /> <br /> 8x Chaos Marines (Bolters)<br /> Rhino w/ Dozer Blades, Dirge Caster and Destroyer Blades<br /> <br /> 8x Chaos Marines (Bolters)<br /> Rhino w/ Dozer Blades, Dirge Caster and Destroyer Blades<br /> <br /> Maulerfiend<br /> Maulerfiend<br /> Maulerfiend<br /> <br /> Heldrake<br /> <br /> 113 points left over<br /> <br /> OPTION 1: What I was originally thinking, use the extra points to bring the two <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squads up to a full 10x <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> with two flamers in each squad, and then use the remaining points to buy 5 chainaxes and a powerfist for the Berzerker champion not riding with Khorne. More bodies in the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> squad, plus the added threat of drive-by flamer or dual-flamer overwatch make the smaller troop squads a little more threatening, and the powerfist would give the zerker squad the ability to handle more than just infantry. It might doom the champion in challenges though.<br /> <br /> Another consideration would be to add the two marines with flamers to each squad and then spend the leftover points on chainaxes and daemonic possession on the land raiders. Having had little experience playing with raiders, I am really keen to hear thoughts on how valuable y'all think extra armor or daemonic possession would be in this edition.<br /> <br /> OPTION 2: Buy a chainaxe for one berzerker and include a Chaos Lord of Khorne with the Axe of Blind Fury to ride in the second Land Raider. This seems like a powerful option because it makes both land raider cargoes equally dangerous to the opponent and I won't constantly be hampered by having Kharn's raider targeted first. My opponents frequently bring mindshackle scarabs, so it might be a lot of points to drop into a combat hero.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 20 Mar 2014 15:59:17]]> GMT</pubDate>
				<author><![CDATA[ Roghrax]]></author>
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				<title>Re:2000pt CSM - Final point considerations</title>
				<description><![CDATA[ I'd avoid Daemonic Possession, it reduces the tanks' <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to 3 and you'll never forgive it the time it eats Kharn on the first turn. Extra armour is a possibility.<br /> <br /> As much as I admire sticking to Khorne's favorite number, perhaps filling out the Rhino squads and adding special weapons is a good plan, though I would probably suggest something other than flamers?<br /> Potential upgrades on the 'Zerker champions: Power Sword or Spear? Doesn't restrict you as a Fist or Axe would but gives them a little extra bite.<br /> <br /> Option 2 (Khorne Lord, AoBF) might be your best option though, as otherwise folks are just going to focus on Kharn's Raider first.]]></description>
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				<pubDate><![CDATA[Thu, 20 Mar 2014 18:00:24]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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