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.

3 comments:

  1. Lucky bastard in the casino...my luck's crap and I spent too much time looking at stats to want to gamble money.

    I'd look into perhaps a second Daemon Prince over Kharn; if you're going to run one bring two so you have more power and more targets. With the 360ish points spent on DPs, you can get a couple of Nurgle DPs with wings and Warptime, and I guarantee you those are just absurdly nasty. Then again, Tzeentch gives you 3+/4+, though I think Winds of Chaos has the chance to screw you over if you don't land right. Plus, you'll want to Warptime it in melee rather than Winds...

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  2. Well should I just make one a Slaaneshi daemon prince just for Lash? Nurgle's Rot didn't really seem too great of an ability to get the prince...

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  3. the Lash Prince is one way to go. It leaves them a bit more vulnerable to small arms, but you do get the lash. However, the downside is that the enemy can single out the Lash.

    I'd lean towards buffing the durability of the DP, one way or the other. Nurgle gets you T6, and Tzeentch gets you 4++.

    As far as psychic powers go, if it's not a lash-prince, go Warptime. Get the re-rolls to hit and wound in assault, since you ARE an assaulty wrecking ball.

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