After the recommendations given, I've changed the lineup to this:
Headquarters
Daemon Prince
Wings
Mark of Nurgle
Warptime
175 points
Daemon Prince
Wings
Mark of Nurgle
Warptime
175 points
Elites
Chaos Terminators x8
Mark of Khorne
Chainfist x2
Lightning Claw x2
Heavy flamer
Combi-flamer x2
Combi-melta x4
355 points
Troops
Chaos Space Marines x10
Mark of Khorne
Aspiring Champion
Power fist
Melta gun x2
Rhino dedicated transport
275 points
Chaos Space Marines x10
Mark of Khorne
Aspiring Champion
Power fist
Melta gun x2
Rhino dedicated transport
275 points
Khorne Berzerkers x10
Skull Champion
Power fist
Personal icon
Rhino dedicated transport
290 points
Plague Marines
Plague Champion
Power fist
Personal Icon
Plasma gun x2
Rhino dedicated transport
213 points
Fast Attack
Chaos Raptors x8
Aspiring Champion
Pair of Lightning Claws
Mark of Khorne
Flamer x2
240 points
Heavy Support
Defiler
150 points
Vindicator
125 points
Obliterator Cult x3
225 points
The plan would be more or less the same, with the option of keeping the termies/one Daemon Prince in reserve for DS (hence all the personal icons).
Wednesday, April 15, 2009
Sunday, April 12, 2009
2500 Point CSM Army
So after making my debut at the gaming store in Oklahoma (curb stomped a new Orc player at 1850), I set up a game for next weekend with a space marine guy at 2500 points. I threw this list together, and think it could work fairly well, but as always any comments are greatly appreciated:
Headquarters
Daemon Prince
Wings
Mark of Tzeentch
Warptime
Winds of Chaos
205 points
Kharn the Betrayer
165 points
Troops
Chaos Space Marines x10
Aspiring Champion
Power fist
Mark of Khorne
Melta gun x2
Rhino dedicated transport
275 points
Chaos Space Marines x10
Aspiring Champion
Power fist
Mark of Khorne
Melta gun x2
Rhino dedicated transport
275 points
Khorne Berzerkers x9
Skull Champion
Power fist
Personal icon
Rhino dedicated transport
269 points
Plague Marines x6
Plague champion
Power fist
Personal icon
Plasma gun x2
Rhino dedicated transport
213 points
Elites
Chaos Terminators x8
Mark of Khorne
Chainfist x2
Lightning claw x2
Heavy flamer
Combi-melta x4
Combi-flamer x2
355 points
Fast Attack
Chaos Raptors x8
Aspiring Champion
Pair of lightning claws
Mark of Khorne
Flamer x2
240 points
Heavy Support
Obliterator cult x3
225 points
Defiler
150 points
Vindicator
125 points
2496 Points
Basic plan:
Kharn will be sitting on the rhino with the 9 zerkers (clearly). It will most likely be on one flank, closest to the enemy objective and using the rhino next to it/any terrain as cover. Move forward, dump out, kharn attacks one unit as the rest of the squad takes another, since each (the 9 and him) are fully capable of wiping out enemy squads by themselves. Completely anti-infantry, but if they get stuck against a monstrous creature/walker/vehicles they can punch through that as well.
The deployment of the tactical squads really depends on how the enemy deploys. One is going to be going along with the zerkers while one hangs back more, intercepting targets that charge across the field towards objectives or to assist the plague marines if they need it at all.
The plague squad will be camping in their rhino on the objective with capture/control or sitting on a flank in annihilation, basically trying their hardest to either not die or...not die. It's really all they're good for, after all.
The terminators will either be deepstruck or...well, that's how I'm probably going to use them, and it's the primary reason I have all my units with icons. I don't like footslogging them simply because I'm not a fan of footslogging at all. The MoK will be awesome for melee, the meltas are for vehicles, the chain fists are for monstrous creatures/vehicles, and the flamers are for hordes. Swiss army knife unit that will be scary as hell to have drop in behind you on a table.
Raptors are going to be coupled with the daemon prince, and are going to primarily anti-infantry, though if any other target presents itself I'd probably detatch the prince from the raptors and have him bitch-smack it.
Defiler on one side of the board, vindicator using the rhinos as cover so it can get the maximum amount of shots off. Redundancy in that if I lose one strong blast template, I'll have another ready to rock. I've kept the defiler more in the back to support the plague marines/tie up troop choices that try to book it to my points.
Oblits are, once again, for dealing with anything on the table from just about any range. I pop them in the middle of the long edge and just wait for high-priority targets to present themselves.
As always, recommendations/suggestions are very welcome, especially since I won $1000 bucks at the casino last night and don't care about dropping money on getting a couple new units.
Headquarters
Daemon Prince
Wings
Mark of Tzeentch
Warptime
Winds of Chaos
205 points
Kharn the Betrayer
165 points
Troops
Chaos Space Marines x10
Aspiring Champion
Power fist
Mark of Khorne
Melta gun x2
Rhino dedicated transport
275 points
Chaos Space Marines x10
Aspiring Champion
Power fist
Mark of Khorne
Melta gun x2
Rhino dedicated transport
275 points
Khorne Berzerkers x9
Skull Champion
Power fist
Personal icon
Rhino dedicated transport
269 points
Plague Marines x6
Plague champion
Power fist
Personal icon
Plasma gun x2
Rhino dedicated transport
213 points
Elites
Chaos Terminators x8
Mark of Khorne
Chainfist x2
Lightning claw x2
Heavy flamer
Combi-melta x4
Combi-flamer x2
355 points
Fast Attack
Chaos Raptors x8
Aspiring Champion
Pair of lightning claws
Mark of Khorne
Flamer x2
240 points
Heavy Support
Obliterator cult x3
225 points
Defiler
150 points
Vindicator
125 points
2496 Points
Basic plan:
Kharn will be sitting on the rhino with the 9 zerkers (clearly). It will most likely be on one flank, closest to the enemy objective and using the rhino next to it/any terrain as cover. Move forward, dump out, kharn attacks one unit as the rest of the squad takes another, since each (the 9 and him) are fully capable of wiping out enemy squads by themselves. Completely anti-infantry, but if they get stuck against a monstrous creature/walker/vehicles they can punch through that as well.
The deployment of the tactical squads really depends on how the enemy deploys. One is going to be going along with the zerkers while one hangs back more, intercepting targets that charge across the field towards objectives or to assist the plague marines if they need it at all.
The plague squad will be camping in their rhino on the objective with capture/control or sitting on a flank in annihilation, basically trying their hardest to either not die or...not die. It's really all they're good for, after all.
The terminators will either be deepstruck or...well, that's how I'm probably going to use them, and it's the primary reason I have all my units with icons. I don't like footslogging them simply because I'm not a fan of footslogging at all. The MoK will be awesome for melee, the meltas are for vehicles, the chain fists are for monstrous creatures/vehicles, and the flamers are for hordes. Swiss army knife unit that will be scary as hell to have drop in behind you on a table.
Raptors are going to be coupled with the daemon prince, and are going to primarily anti-infantry, though if any other target presents itself I'd probably detatch the prince from the raptors and have him bitch-smack it.
Defiler on one side of the board, vindicator using the rhinos as cover so it can get the maximum amount of shots off. Redundancy in that if I lose one strong blast template, I'll have another ready to rock. I've kept the defiler more in the back to support the plague marines/tie up troop choices that try to book it to my points.
Oblits are, once again, for dealing with anything on the table from just about any range. I pop them in the middle of the long edge and just wait for high-priority targets to present themselves.
As always, recommendations/suggestions are very welcome, especially since I won $1000 bucks at the casino last night and don't care about dropping money on getting a couple new units.
Saturday, April 11, 2009
Terminator Lord, Bloodfeeder
Okay, decided to start posting pictures of my units and the progress in painting them, but as of yet the only decent pictures I have (since my camera kind of sucks) are of my lord.
It's a Terminator Lord with the Khornate Daemon Weapon, the Bloodfeeder (custom made) basically just two axe blades attached together. I'm pretty happy with how it's turned out, although I still need to get around to finishing up the trophy racks.
I realize the base isn't that great, but I have yet to really figure out how to make good ones.
It's a Terminator Lord with the Khornate Daemon Weapon, the Bloodfeeder (custom made) basically just two axe blades attached together. I'm pretty happy with how it's turned out, although I still need to get around to finishing up the trophy racks.
I realize the base isn't that great, but I have yet to really figure out how to make good ones.
Tuesday, April 7, 2009
Transport rules?
During the process of putting together a Slaanesh list, I started thinking about this as a possibility to give it some more mobility.
Would the rules allow for more than one unit to be moved in a single transport at the same time? I.e. two units of 5 noise marines inside of a single rhino.
I know that only one squad can have a "designated" transport, but that just means that only that squad can deploy inside of it, I don't believe the rules say anything about adding another squad into that same rhino while squad 1 is already in there.
Would the rules allow for more than one unit to be moved in a single transport at the same time? I.e. two units of 5 noise marines inside of a single rhino.
I know that only one squad can have a "designated" transport, but that just means that only that squad can deploy inside of it, I don't believe the rules say anything about adding another squad into that same rhino while squad 1 is already in there.
Sunday, April 5, 2009
Slaanesh army
Although I'm still planning on dropping the cash to build up an Eldar list (still playing around with the numbers) I have been toying with the idea of building up a secondary CSM list, this one a lot more shoot-y oriented than my previously posted list which is entirely based on getting up close and personal, then ripping the opponent a new one.
I'm currently toying with the idea of several 5-6 man Noise Marine squads, each with an Asp. Chmp., blastmaster, doom siren, with the rest decked out with sonic blasters with a personal icon thrown in the mix for the option of deepstriking (not quite sure yet...) For my heavy support, I was probably going to run double defiler with a 3-man oblit cult.
Not really sure how it'd work...any thoughts on how to make a stand-n-shoot chaos army would be appreciated/welcome.
I'm currently toying with the idea of several 5-6 man Noise Marine squads, each with an Asp. Chmp., blastmaster, doom siren, with the rest decked out with sonic blasters with a personal icon thrown in the mix for the option of deepstriking (not quite sure yet...) For my heavy support, I was probably going to run double defiler with a 3-man oblit cult.
Not really sure how it'd work...any thoughts on how to make a stand-n-shoot chaos army would be appreciated/welcome.
Thursday, April 2, 2009
Stilus Primoris
Based on the idea of my WH40k mentor to start blogging his thoughts, I decided it could be both a way to keep a track of what I've observed over different battles/scenarios with my Warhammer 40k armies.
Although I'm far too lazy to make a long-winded post at the moment, I will begin with somewhat of a very brief introduction to what I'm starting out this blog running.
As you can most likely tell from the title...I run a Khorne heavy Chaos Space Marine army which is highly mechanized. It's gone through several revisions, starting out with tons of Berzerkers and a random Havoc squad but over the course of the last few months (seeing that I'm still a relative newcomer to WH40K, getting about 25 games in since mid-January of this year) has evolved to the following:
HQ
Kharn the Betrayer
165 Points
Troops
Khorne Berzerkers x8
Skull Champion
Power Fist
Rhino ded. transport
243 Points
Chaos Space Marines x10
Aspiring Champion
Power Fist
Meltagun x2
Mark of Khorne
Rhino ded. transport
275 Points
Chaos Space Marines x10
Aspiring Champion
Power Fist
Meltagun x2
Mark of Khorne
Rhino ded. transport
275 Points
Plague Marines x5
Plasma gun x2
Personal Icon
15o Points
Fast Attack
Chaos Raptors x8
Aspiring Champion
Pair of Lightning Claws
Mark of Khorne
Flamer x2
240 Points
Heavy Support
Obliterator Cult x3
225 Points
Chaos Defiler
150 Points
Chaos Vindicator
125 Points
As explanation...
Kharn is a very recent addition. I've been playing with a Khorne-marked terminator lord with a daemon weapon coupled with 8 berzerkers in a land raider...but the lord was slightly lackluster despite sometimes pumping out up to 17 power weapon attacks by himself. The landraider just presented the enemy with a giant blinking "SHOOT HERE" sign as well, and never really got a chance to do anything beyond dropping off the assault troops (which, when comparing it's 225 points to the 35 of a rhino...makes it slightly undesirable). In order to free up a lot of points, I opted to make the 10 point change to Kharn and throw them all into a rhino. The general idea is to have Kharn unattach himself from the berzerkers once they reach their destination, go off and merrily mow down an infantry squad by himself while the berzerkers run around doing something else (thereby negating his "betrayer" tendencies to hit friendlies on a roll of 1) and still getting lots of the enemy into assault so that my tactical squads can move about a bit more freely.
I originally had a second squad of berzerkers in place of the second tactical squad, but I made the change in order to add more versatility. Keeping the MoK makes them still fairly nasty in assault, but gives them a significant punch against vehicles as well. I've always had one tactical squad, and just decided to upgrade them with a MoK to ensure that each unit is capable of handling most situations thrown at it (melta/power fist for vehicles/monstrous creatures and regular sheot for everyone else).
I also recently replaced 2x meltas with the 2x plasma guns in my plague marine squad as they added reach and more of a capability to punch out monsterous creatures, which have given me a pretty big problem up to this point. The fact that there is only a 1/6 chance of the overheat, of which there is a 1/3 chance of failing the armor save followed by a 1/2 chance of failing the feel no pain makes it really a no brainer (around 3% chance of actually losing a plague marine to overheating makes me happy in pants).
The raptors have stayed the same essentially since my first game, though I vacillate between a pair of lightning claws and a power weapon for the champion. I love them, as they are an extremely nasty anti-infantry tool and very mobile.
Obliterators are sex. That is all.
I've gone back and forth between running the vindy and a defiler separately since previously I've played using a land raider. Since it proved to be ineffective once it delivered troops, I opted to drop it and *gasp* get both! I've only had one game running the vindefiler lineup, but it was pretty much amazing. I was already a huge fan of blast templates (plasma cannon = win, anyone?), especially a battlecannon and demolisher cannon. With both in play, the enemy was always threatened by a heavy HEAVY artillery piece, and if one is taken out (aka when the vindy gets off its token shot) the enemy still has 3 oblits staring hungrily at them and a really pissed off defiler in the distance lobbing shots in. Depending on how you position them, you can really split the enemy's anti-armor as well, as they have high-threat targets coming at them from multiple directions. Even if they manage to deal effectively with one, it leaves the 3 rhinos wide open to rush forward and dump out troops capable of dealing with most anything thrown at them as well as gives the other free reign to lob bombs.
Basically, 2 large blast templates = win.
My thoughts thus far, so I completely lied about the not-feeling-like-writing-a-long-post.
I'll be posting pictures of my models in the near future (one significant problem I have currently is just not having enough...my 2nd TAC squad is still 1/2 berserkers *cough*) although painting the army is still a work in progress. Notwithstanding the tactical squad I still need to get, the Kharn and plasma-toting plague marines I need to green-stuff together, everything is assembled just awaiting the final brushes.
Although I'm far too lazy to make a long-winded post at the moment, I will begin with somewhat of a very brief introduction to what I'm starting out this blog running.
As you can most likely tell from the title...I run a Khorne heavy Chaos Space Marine army which is highly mechanized. It's gone through several revisions, starting out with tons of Berzerkers and a random Havoc squad but over the course of the last few months (seeing that I'm still a relative newcomer to WH40K, getting about 25 games in since mid-January of this year) has evolved to the following:
HQ
Kharn the Betrayer
165 Points
Troops
Khorne Berzerkers x8
Skull Champion
Power Fist
Rhino ded. transport
243 Points
Chaos Space Marines x10
Aspiring Champion
Power Fist
Meltagun x2
Mark of Khorne
Rhino ded. transport
275 Points
Chaos Space Marines x10
Aspiring Champion
Power Fist
Meltagun x2
Mark of Khorne
Rhino ded. transport
275 Points
Plague Marines x5
Plasma gun x2
Personal Icon
15o Points
Fast Attack
Chaos Raptors x8
Aspiring Champion
Pair of Lightning Claws
Mark of Khorne
Flamer x2
240 Points
Heavy Support
Obliterator Cult x3
225 Points
Chaos Defiler
150 Points
Chaos Vindicator
125 Points
As explanation...
Kharn is a very recent addition. I've been playing with a Khorne-marked terminator lord with a daemon weapon coupled with 8 berzerkers in a land raider...but the lord was slightly lackluster despite sometimes pumping out up to 17 power weapon attacks by himself. The landraider just presented the enemy with a giant blinking "SHOOT HERE" sign as well, and never really got a chance to do anything beyond dropping off the assault troops (which, when comparing it's 225 points to the 35 of a rhino...makes it slightly undesirable). In order to free up a lot of points, I opted to make the 10 point change to Kharn and throw them all into a rhino. The general idea is to have Kharn unattach himself from the berzerkers once they reach their destination, go off and merrily mow down an infantry squad by himself while the berzerkers run around doing something else (thereby negating his "betrayer" tendencies to hit friendlies on a roll of 1) and still getting lots of the enemy into assault so that my tactical squads can move about a bit more freely.
I originally had a second squad of berzerkers in place of the second tactical squad, but I made the change in order to add more versatility. Keeping the MoK makes them still fairly nasty in assault, but gives them a significant punch against vehicles as well. I've always had one tactical squad, and just decided to upgrade them with a MoK to ensure that each unit is capable of handling most situations thrown at it (melta/power fist for vehicles/monstrous creatures and regular sheot for everyone else).
I also recently replaced 2x meltas with the 2x plasma guns in my plague marine squad as they added reach and more of a capability to punch out monsterous creatures, which have given me a pretty big problem up to this point. The fact that there is only a 1/6 chance of the overheat, of which there is a 1/3 chance of failing the armor save followed by a 1/2 chance of failing the feel no pain makes it really a no brainer (around 3% chance of actually losing a plague marine to overheating makes me happy in pants).
The raptors have stayed the same essentially since my first game, though I vacillate between a pair of lightning claws and a power weapon for the champion. I love them, as they are an extremely nasty anti-infantry tool and very mobile.
Obliterators are sex. That is all.
I've gone back and forth between running the vindy and a defiler separately since previously I've played using a land raider. Since it proved to be ineffective once it delivered troops, I opted to drop it and *gasp* get both! I've only had one game running the vindefiler lineup, but it was pretty much amazing. I was already a huge fan of blast templates (plasma cannon = win, anyone?), especially a battlecannon and demolisher cannon. With both in play, the enemy was always threatened by a heavy HEAVY artillery piece, and if one is taken out (aka when the vindy gets off its token shot) the enemy still has 3 oblits staring hungrily at them and a really pissed off defiler in the distance lobbing shots in. Depending on how you position them, you can really split the enemy's anti-armor as well, as they have high-threat targets coming at them from multiple directions. Even if they manage to deal effectively with one, it leaves the 3 rhinos wide open to rush forward and dump out troops capable of dealing with most anything thrown at them as well as gives the other free reign to lob bombs.
Basically, 2 large blast templates = win.
My thoughts thus far, so I completely lied about the not-feeling-like-writing-a-long-post.
I'll be posting pictures of my models in the near future (one significant problem I have currently is just not having enough...my 2nd TAC squad is still 1/2 berserkers *cough*) although painting the army is still a work in progress. Notwithstanding the tactical squad I still need to get, the Kharn and plasma-toting plague marines I need to green-stuff together, everything is assembled just awaiting the final brushes.
Subscribe to:
Posts (Atom)