So for the past 2 1/2 years, the entirety of the time that I've been into WH40K, my army has been the Chaos Space Marines, with a brief fling with the Eldar and now an experiment with the Blood Angels. However, the whole time, the good ole CSM have been my steady primary force.
Here is the first part of the Project Log for my CSM army, the Venom Guard. As of now here are all of my completed models:
The Wrathful - Lord of the Venom Guard
The Champion
Grathagullok - Defiler
Squad Bravvick - Berserkers
Squad Paelleoth - Berserkers
Squad Finarius - Chaos Space Marines
Squad Hektar - Chaos Space Marines
Squad Phagram - Plague Marines
Squad Zecharias - Raptors
Squad Anderan - Raptors
Cult of Heziriah - Obliterators
Vindicator and Rhinos
(Note: the random Black Legion rhino was the first I painted back in '08, and it took me so long that when I switched from the Black Legion to my own custom army I didn't want to strip it... so it remains)
As a colour-blind person, I'm fairly happy with how everything has turned out. As a non-colourblind reader, hopefully you will be too.
The general paint scheme has been:
Lower legs - Scorpion Green
Upper legs/chest/arms/helm - Goblin Green (or dependent upon Chaos God, i.e. red for berserkers)
Trim - Tin Bitz
Other highlights done in either mithril silver, boltgun metal, etc.
The very liberal application of Devlan Mud in most cases, and Badab Black in limited, gives the dirty-appearance to the armour.
The one thing I'm not happy with after finishing the last 3 plague marines a year after the others is the flesh tones on the green-stuff. I'll have to probably repaint these to give them a better look.
Things left to paint:
11x Terminators (I've had these forever, am finishing simply out of principal)
1x Land Raider (same as the termies)
9x Thousand Sons
8x Noise Marines (had to custom-build the sonic blasters - so stupid the box only comes with one)
1x Dreadnought
1x Rhino
1x Defiler
Wednesday, November 10, 2010
Monday, November 8, 2010
Chaos Space Marines, 2000 pts
While it is in the post below, I'll go ahead and throw up my latest and greatest in terms of my 2,000 pt build for the Venom Guard Chaos Space Marines (with some tasty pictures too, oh my!)
It's seen one game thusfar, hopefully will be increasing the amount of tabletop time I have so we'll see how the record progresses.
HQ
Kharn the Betrayer
-165 pts
Troops
Khorne Berzerkers x10
Skull Champ w/PF
Personal Icon
Rhino
- 290 pts
Khorne Berzerkers x9
Skull Champ w/PF
Personal Icon
Rhino
- 269 pts
Plague Marines x 7
Plasma gun x2
Personal Icon
- 196 pts
Chaos Space Marines x10
Icon of Chaos Glory
Meltagun x2
Asp. champ w/PFist
Rhino
-255 pts
Fast Attack
Raptors x6
Chaos Glory
Melta x2
Raptors x6
Chaos Glory
Melta x2
Heavy Support
Obliterators x3
- 225 pts
Defiler
Extra CCW instead of TL-HF
- 150 pts
Defiler
- 150 pts
Total: 2000
General Plan
The idea is to go balls to the walls assaulting with all three rhinos, moving up flanked by the defilers for support. Head towards the objectives, while leaving the plague marines covering the home objective/camping a claimed objective.
Oblits cover the plague marines from *ideally* an elevated position, nuking anything that gets close enough to be a threat as well as pew pew shit as it advances.
Raptors are armour hunters, deepstrike in w/e needed, ideally pop the transport then kill anything inside.
So yes...there it be.
As I said, it worked out fairly well today.
I still want to experiment around with a noise marine squad loaded up with sonic blasters or Thousand Sons instead of the plague marines, but mine still aren't completely painted and I'm one of those chotch-bags that plays with a fully ready army (it looks more intimidating, I don't know).
I'm also still flirting with the idea of lesser daemons as some quick ways to deal with stragglers (packs of 5 to deal with 1-2 marines that I don't want to waste a squad attacking) or something along those lines.
It's seen one game thusfar, hopefully will be increasing the amount of tabletop time I have so we'll see how the record progresses.
HQ
Kharn the Betrayer
-165 pts
Troops
Khorne Berzerkers x10
Skull Champ w/PF
Personal Icon
Rhino
- 290 pts
Khorne Berzerkers x9
Skull Champ w/PF
Personal Icon
Rhino
- 269 pts
Plague Marines x 7
Plasma gun x2
Personal Icon
- 196 pts
Chaos Space Marines x10
Icon of Chaos Glory
Meltagun x2
Asp. champ w/PFist
Rhino
-255 pts
Fast Attack
Raptors x6
Chaos Glory
Melta x2
Raptors x6
Chaos Glory
Melta x2
Heavy Support
Obliterators x3
- 225 pts
Defiler
Extra CCW instead of TL-HF
- 150 pts
Defiler
- 150 pts
Total: 2000
General Plan
The idea is to go balls to the walls assaulting with all three rhinos, moving up flanked by the defilers for support. Head towards the objectives, while leaving the plague marines covering the home objective/camping a claimed objective.
Oblits cover the plague marines from *ideally* an elevated position, nuking anything that gets close enough to be a threat as well as pew pew shit as it advances.
Raptors are armour hunters, deepstrike in w/e needed, ideally pop the transport then kill anything inside.
So yes...there it be.
As I said, it worked out fairly well today.
I still want to experiment around with a noise marine squad loaded up with sonic blasters or Thousand Sons instead of the plague marines, but mine still aren't completely painted and I'm one of those chotch-bags that plays with a fully ready army (it looks more intimidating, I don't know).
I'm also still flirting with the idea of lesser daemons as some quick ways to deal with stragglers (packs of 5 to deal with 1-2 marines that I don't want to waste a squad attacking) or something along those lines.
Battle Report - 2000 pt CSM vs SM
Okay, as a brief introduction, I'm working on a background story for an ongoing campaign in the good ole 40K universe. The outline of the Dalmian Crusades can be found on Heresy Online. When I get a bit more of the background information hammered out, I'll post it up here.
Any feedback on what you liked or you think sucked in terms of layout, as well as commentary on my actions or the actions of my opponent would be greatly appreciated, as I'm still a fairly new player and am prone to making many mistakes (some of which are very clear). I also apologize, as I left my camera at the house, so instead I diagrammed out estimated positioning on the battlefield.
Dalmian Crusades
Battle of Ioxus II
As laid out in the Venom Guard Background material found here, a detachment from the Venom Guard Chaos Space Marine warband met in battle with a loyalist Imperial Fist Company on the agri-world of Ioxus II.
The army sizes were 2,000 points.
Venom Guard:
HQ
Bociphus - (Kharn the Betrayer)
Troops
Squad Bravvick - 10x Khorne Berserkers
- Power Fist
- Personal Icon
- Rhino ded. transport
Squad Paelleoth - 9x Khorne Berserkers
- Power Fist
- Personal Icon
- Rhino ded. transport
Squad Finarius - 10x Chaos Space Marines
- Power Fist
- Icon of Chaos Glory
- Meltagun x2
- Rhino ded. transport
Squad Phagram - 7x Plague Marines
- Personal Icon
- Plasma gun x2
Fast Attack
Squad Zecharias - 6x Raptors
- Icon of Chaos Glory
- Meltagun x2
Squad Anderan - 6x Raptors
- Icon of Chaos Glory
- Meltagun x2
Heavy Support
Cult of Hariziah - 3x Obliterators
Grathagullok - Defiler
- Extra CCW to replace TL-heavy flamer
Vagamemnon - Defiler
Imperial Fists
The exact count may not come out to be exactly 2,000 points, but I failed to write down the exact compisition of the enemy and am recalling it as best I can.
HQ
Company Captain with Honour Guard
- Dual power fists on captain
- Thunderhammer x2
- Champion
- Standard Bearer
Librarian
Troops
The two squads he used were each split into combat squads, so I'll list them as such.
Space Marines x5
- Flamer
- Sgt. w/PFist
Space Marines x5
- Multimelta
- Sgt. w/PFist
Space Marines x5
- Plasma Cannon
Space Marines x5
- Heavy Bolter
Elites
Dreadnought
- TL Autocannon
- Missile launcher
Dreadnought
- Plasma cannon
- CCW w/flamer
Dreadnought
- Lascannon
- Missile launcher
Heavy Support
Vindicator
Vindicator
- Hunter killer missile
Predator
- TL lascannon
- Lascannon sponsons
Both players arrived with their lists prepared, although my opponent did show dismay when he realized that he'd failed to include fast attack in his list, which likely helped my cause when all was said and done.
Setup
Game type: Annihilation
Deployment type: Pitched Battle
Terrain
The field constisted primarily of ruins, the standard 1-3 story structures that have multiple levels for spreading units out.
Deployment
Any feedback on what you liked or you think sucked in terms of layout, as well as commentary on my actions or the actions of my opponent would be greatly appreciated, as I'm still a fairly new player and am prone to making many mistakes (some of which are very clear). I also apologize, as I left my camera at the house, so instead I diagrammed out estimated positioning on the battlefield.
Dalmian Crusades
Battle of Ioxus II
As laid out in the Venom Guard Background material found here, a detachment from the Venom Guard Chaos Space Marine warband met in battle with a loyalist Imperial Fist Company on the agri-world of Ioxus II.
The army sizes were 2,000 points.
Venom Guard:
HQ
Bociphus - (Kharn the Betrayer)
Troops
Squad Bravvick - 10x Khorne Berserkers
- Power Fist
- Personal Icon
- Rhino ded. transport
Squad Paelleoth - 9x Khorne Berserkers
- Power Fist
- Personal Icon
- Rhino ded. transport
Squad Finarius - 10x Chaos Space Marines
- Power Fist
- Icon of Chaos Glory
- Meltagun x2
- Rhino ded. transport
Squad Phagram - 7x Plague Marines
- Personal Icon
- Plasma gun x2
Fast Attack
Squad Zecharias - 6x Raptors
- Icon of Chaos Glory
- Meltagun x2
Squad Anderan - 6x Raptors
- Icon of Chaos Glory
- Meltagun x2
Heavy Support
Cult of Hariziah - 3x Obliterators
Grathagullok - Defiler
- Extra CCW to replace TL-heavy flamer
Vagamemnon - Defiler
Imperial Fists
The exact count may not come out to be exactly 2,000 points, but I failed to write down the exact compisition of the enemy and am recalling it as best I can.
HQ
Company Captain with Honour Guard
- Dual power fists on captain
- Thunderhammer x2
- Champion
- Standard Bearer
Librarian
Troops
The two squads he used were each split into combat squads, so I'll list them as such.
Space Marines x5
- Flamer
- Sgt. w/PFist
Space Marines x5
- Multimelta
- Sgt. w/PFist
Space Marines x5
- Plasma Cannon
Space Marines x5
- Heavy Bolter
Elites
Dreadnought
- TL Autocannon
- Missile launcher
Dreadnought
- Plasma cannon
- CCW w/flamer
Dreadnought
- Lascannon
- Missile launcher
Heavy Support
Vindicator
Vindicator
- Hunter killer missile
Predator
- TL lascannon
- Lascannon sponsons
Both players arrived with their lists prepared, although my opponent did show dismay when he realized that he'd failed to include fast attack in his list, which likely helped my cause when all was said and done.
Setup
Game type: Annihilation
Deployment type: Pitched Battle
Terrain
The field constisted primarily of ruins, the standard 1-3 story structures that have multiple levels for spreading units out.
Deployment
The Venom Guard deployed first, coming from the South of the Imperial Fist battlements (bottom of the pictures). Squad Phagram (Plague Marines) deployed on the first and second floors of their structure, as did the Cult of Hariziah (Obliterators).
The Imperial Fists deployed in a defensive position, taking control of the most commanding terrain feature by putting its stationary heavy weapons combat squads on the 2nd and 3rd levels. All other units were deployed on the ground level.
Turn 1
I will explain each move from each turn moving from the left to the right on the board to try to keep it simple and organized.
Venom Guard - Movement
With the Vindicators and the Plasma Cannon well within range of where I wanted my Rhinos to go, I spread them out in an attempt to make scattered template weapons less effective. All other units were deployed, as I saw it, in a fair manner to act both offensively and defensively and remained stationary.
Venom Guard - Shooting
Grathagullok fired its battlecannon on the dread with the plasma cannon, resulting in a stunned/shaken. Squad Phagram, despite being at exactly 24" of the two combat squads within the Imperial Fist stronghold, failed to fire (i.e. I forgot...). Vagamemnon fired at the lascannon dreadnought, scattering ineffectually. Each of the three rhinos popped their smoke screens to survive the inevitable onslaught. The Obliterator Cult fired plasma cannons upon the multi-melta combat squad within the northeastern ruins, resulting in one death (one failed Gets Hot!, one shot scattered, one hit).
Venom Guard - Assault
No units within range.
Imperial Fists - Movement
First, the drop pod bearing the Command Squad and the Librarian dropped just to the left of Vagamemnon. The northwestern-most combat squad began hauling ass across the open field towards Grathagullok. The vanilla vindicator inched forward to get in range of the defiler. The predator pulled around the side of the Stronghold to clear its line of site to Vagamemnon.
Imperial Fists - Shooting
The autocannon dreadnought and the vindicator fired at Grathagullok, immobilizing the Defiler. The plasmacannon dreadnought along with all elements within the Stronghold fired at Squad Phagram, only managing to kill one of the Plague Marines with a plasma cannon shot (looking back, I remembered that the stunned/shaken result on the dreadnought, which means I gave him a free shot, woops!). The predator poured all lascannons into Vagamemnon, causing the daemon engine to explode and wounding one of the Obliterators. The northeastern contingent of Imperial Fists poured shots into the rhinos, all of which either missed or were dodged by cover-saves.
Imperial Fists - Assault
No units within range.
Turn 2
Venom Guard - Movement
No reserves entered the game (Squad Anderan and Squad Zecharias). Each of the rhinos moved, Squad Finarius dismounting on the SE corner of the Stronghold to get its meltas within range of the predator. Squad Bravvick dismounted from its rhino prior to it moving, moving towards the remnants of the combat squad. Squad Paelleoth (with Bociphus aboard) moved behind the screen of the other two rhinos towards the stronghold.
Venom Guard - Shooting
Grathagullok fired upon the same plasma cannon dreadnought, again resulting in a stunned/shaken. Squad Phagram and the Cult (with plasma cannons) fired into the command squad and librarian, killing off 3 of them (leaving 2 members of the honour guard, the captain, and the librarian alive). Squad Finarius fired both meltas into the predator, destroying its main turret with the TL-lascannons.
Venom Guard - Assault
Since they had dismounted after moving, Squad Finarius was unable to assault the predator to finish it off with the power fist. Squad Bravvick assaulted the multi-melta combat squad, killing off 3 of the 4 marines and suffering no casualties, remaining locked in close combat.
Imperial Fists - Movement
The flamer combat squad kept running towards Grathagullok across the open field, while the autocannon dreadnought moved to the SW corner of the Stronghold to get in range of Squad Phagram. The HK vindicator, predator, and lascannon dreadnought all moved back into positions with more standoff with my assaulting forces. The Command Squad moved towards the Cult of Hariziah.
Imperial Fists - Shooting
The first vindicator fired again at Grathagullok, destroying the engine. The autocannon dreadnought and combat squad with the heavy bolter fired ineffectually at Squad Phagram. The HK vindicator and plasma cannon combat squad fired at Squad Finarius, killing all but the two melta-bearers and the aspiring champion. The lascannon dreadnought fired at the rhino with Bociphus and Squad Paelleoth, resulting in a stunned/shaken.
Imperial Fists - Assault
Squad Bravvick killed off the remainder of the combat squad, with a roll of 1 for the consolidation which they used to spread out in the direction of the Stronghold. The Imperial Fist command element assaulted the Obliterators, killing all three and losing only the standard bearer.
Turn 3
Venom Guard - Movement
Squad Anderan arrived via deepstrike directly in front of the HK vindicator. The remnants of Squad Finarius moved to the NE corner of the stronghold to get within effective range of the predator. The two mobile rhinos moved to screen Squad Bravvick from the vanilla vindicator from whichever direction it would attack. Making what I feel was a big mistake, I dismounted Bociphus and Squad Paelleoth from their rhino, sending the Champion towards the lascannon dreadnought and the beserkers towards the enemy command squad.
Venom Guard - Shooting
Squad Phagram and Squad Paelleoth fired ineffectually at the Imperial Fist command squad. Rather than running Squad Bravvick into the stronghold for cover, I had them fire their bolt pistols at the plasma cannon combat squad, without killing any. Squad Finarius fired its meltas at the predator a second time, immobilizing it. Squad Anderan destroyed the HK vindicator. Bociphus fired his plasma pistol at the lascannon dreadnought, and proceeded to take a wound for Gets Hot!
Venom Guard - Assault
Finarius redeemed the meltas' bad luck by destroying the predator with his power fist. Squad Paelleoth assaulted the command squad, putting a single wound on the Captain and the librarian (damn invuln saves on the PFist...). The Imperial Fists hit back, hard, killing four of the nine berserkers. Paelleoth lost combat by one wound, resulting in a fifth lost berserker to a failed Fearless armour save. Bociphus rolled a 3 on his assault through cover, and the dreadnought was 5 inches away, so he... stood there, angrily.
Imperial Fists - Movement
The as-yet ineffective flamer squad turned back towards the stronghold, while the remaining vindicator and the two western dreadnoughts maneuvered for better shots. The lascannon dreadnought took more steps back to avoid a possible future altercation with Bociphus.
Imperial Fists - Shooting
The autocannon fired at and missed an empty rhino. The vindicator, plasma cannon dread, and plasma cannon squad all fired at Squad Anderan, killing all but one melta bearer and scattering onto and killing 6 members of Squad Bravvick and a melta from Squad Finarius. The lascannon dreadnought fired a krak missile and a lascannon into Bociphus, insta-killing him (a bad time to realize that your HQ unit isn't an Eternal Warrior!).
Imperial Fists - Assault
Squad Paelleoth kept fighting the Captain and the Librarian, killing the Librarian and suffering 2 more casualties (only Paelleoth and a single berserker remain).
Turn 4
Venom Guard - Movement
Squad Zecharias (2nd raptor squad) arrived via deepstrike directly in front of the dreadnought. Squad Finarius (1x melta and Asp. Champ) moved into range of the second vindicator and Squad Bravvick moved inside of the stronghold to tear it from Loyalist control. The rhinos enveloped the eastern edge of the Stronghold and Squad Anderan (consisting of 1 melta gunner) jumped to finish off the lascannon dreadnought.
Venom Guard - Shooting
The newly arrived raptors immobilized the vindicator and Squad Finarius stunned/shook it. Squad Bravvick did not shoot at the combat squad on the 2nd floor to make sure they remained within assault range. The three rhinos fired their TL, rapid-fire bolters into the plasma-gun squad, managing to kill 3 of the 5 marines. The last raptor from Squad Anderan completely missed the dreadnought. Squad Phagram fired its plasma guns at the Drop Pod in an attempt to get a kill point, but failed to destroy it.
Venom Guard - Assault
Squad Bravvick manages to roll a 1 and get stuck on the first floor of the Stronghold. Knowing that he was dead regardless (lascannon and missile launcher... no thanks) the last raptor of Squad Anderan bravely assaulted the dreadnought, missing with his krak grenade. Conveniently, since the dreadnought had sacrificed its CCW in favour of heavier weapons, his attacks fail to kill the raptor. Squad Paelleoth finally kills off the Captain, with only two members remaining and consolidate towards the drop pod.
Imperial Fists - Movement
The autocannon dreadnought and flamer squad keep moving east towards the concentration of Chaos marines, and the plasma cannon dreadnought plods towards Squad Zecharias.
Imperial Fists - Shooting
The autocannon dreadnought and flamer squad fire at Squad Bravvick, resulting in no casualties. The plasma cannon dreadnought fires at Squad Zecharias and kills 2 of the raptors. The heavy bolter squad and plasma cannon squad fire at and kill another member of Squad Phagram. Lastly, drop pod shoots at the remnants of Squad Paelleoth but hits nothing.
Imperial Fists - Assault
The plasma cannon dreadnought assaults Squad Zecharias, killing off one of the raptors but having its CCW destroyed by a lucky krak grenade in the process. They are locked in close combat. The last raptor of Anderan and the lascannon dreadnought remain locked in melee with nothing exciting going on.
Turn 5
Venom Guard - Movement
Squad Finarius moves in closer to the last vindicator to deliver the final blow to the vehicle. Squad Bravvick ascends to the second level, where the heavy bolter squad is waiting. Squad Paelleoth moves towards the drop pod. The three rhinos remain stationary, well out of assault range of the charging combat squad from the west.
Venom Guard - Shooting
Squad Finarius misses the immobilized vindicator. Bravvick fires bolt pistols into the heavy bolter squad, killing one. The rhinos and their TL-bolters finish off the plasma cannon squad on the third floor of the Stronghold. Squad Phagram's plasmaguns fail to destroy the drop pod.
Venom Guard - Assault
Squad Finarius destroys the vindicator with the powerfist with a wrecked result. Squad Zecharias manages to get another lucky krak grenade on the dreadnought and destroy it, while Squad Anderan remains locked in assault with the lascannon dreadought. Squad Bravvick assaults the heavy bolter squad and kill three of the last four and lose one berserker. Squad Paelleoth moves in and destroys the drop pod with its power fist.
Imperial Fists - Movement
The last combat squad moves forwards to the southern edge of the stronghold while the autocannon dread gets closer to the rhinos. All other elements are destroyed or locked in close combat.
Imperial Fists - Shooting
The autocannon dreadnought, the only element that can still fire, shoots at and destroys the TL-bolter from one of the rhinos.
Imperial Fists - Assault
The last raptor from squad Anderan destroys the lascannon arm of the last dreadnought, and Squad Bravvick wipes out the rest of the heavy bolter squad.
The game is conceded by the Imperial Fists, and the Venom Guard move into the spaceport and destroy it utterly.
Final disposition of forces:
Results
Remaining on the table:
Venom Guard
Squad Paelleoth - 2x Berserkers
Squad Bravvick - 3x Berserkers
Squad Finarius - 2x Chaos Space Marines
Squad Phagram - 5x Plague Marines
Squad Anderan - 1x Raptor
Squad Zecharias - 3x Raptors
Rhinos x3
Imperial Fists
Combat squad w/ flamer
Dreadnought w/autocannon
Dreadnought w/lascannon
Losses:
Venom Guard
Bociphus
Obliterator Cult
Defiler
Defiler
4 kill points
Imperial Fists
Captain with command squad
Librarian
Dreadnought
Dreadnought
Combat squad
Combat squad
Combat squad
Vindicator
Vindicator
Predator
Drop pod
11 kill points
Overwhelming victory for the forces of Chaos.
Notes/Observations
Keys to victory:
Hitting each available kill point (i.e. the drop pod) and not ignoring easy kill points (i.e. my rhinos) really turned the tide. While it may not have turned the tide of the game, it would have made it much less one-sided if he had played the scenario as opposed to try to do what he did. As always, playing to the scenario and going for each kill point (making sure that I killed useless units) was the biggest indicator of success vs. failure and, had he opted to finish off depleted units rather than continue wasting futile shots at the plague marine squad, the result may have been different.
Improvements to make:
Dismounting my HQ and his squad so early and splitting my HQ from the protection of his squad was a terrible idea. While I wanted to multi-task (take out his command squad and the dreadnought) while minimizing the inevitable collateral damage that Kharn's character creates, I should allowed Squad Paelleoth to take care of the Multi-melta squad and let Bravvick head back towards the command squad.
I did not move the plague marines... at all. While they are included in my lineup completely as objective campers, I feel like I could have used them to much greater effect (although they did absorb many many MANY shots).
The defilers were not deployed well, either, as I'm used to setting them up in support positions so that they can act well on both offense and in a supporting role on defense. They were easily and quickly picked off without great effect on their parts. The same goes for the obliterators, and the fact that all of my heavy support was dead on turn 3 was kind of disheartening.
Viability of combat squads: while it increases maneuverability, it also is highly detrimental in an annihilation match, as it gives me that natural advantage of more units on the table to kill. While I may have tallied this up mentally incorrectly, it was still an overwhelming win.
Fast attack: this is the first game I've tried the double tank-hunting-raptor squads and they worked beautifully. Each earned the points that I invested in them and distracted the enemy enough with their threat once on the table that I could maneuver depleted units effectively and save losing whole squads.
Rhinos: this is the first time I've used concentrated rhino-bolter fire... and while I'm pretty sure his poor armour saves coupled with the TL-rapid fire didn't help, I was incredibly surprised/pleased with the result. 3x rhinos vs. a plasma cannon combat squad over 2 turns got me a kill point... win as far as I'm concerned.
Friday, October 16, 2009
1850 Kharn Remix
Okay I've slacked off hard core in the past months, but I'll post something I've been contemplating before I have to actually work today (gasp!)
I've been running pretty much the same chaos lineup for...well...a fairly long time (at least in the # of games played) and have come to a realization: raptors really, really shouldn't be used as anti-troop marauders.
They've had a bad habit of getting bogged down in a single melee for significant portions of many games (i.e. Kroot fight lasting 4 turns) which completely negates their mobility. Although I do love the MoK attack-output, it just isn't turning out to be worthwhile.
Here's a list that I've been looking at (may need some tweaking as this computer doesn't have army buildier and I don't exactly have my codex with me):
Khorne 1850
HQ
Kharn the Betrayer
Troops
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Khorne Berserkers x7
Skull champion w/ Power fist
Personal Icon
Rhino (Kharn with them)
Plague Marines x5
Personal Icon
Plasma gun x2 (hey I still need objective sitters...)
Fast Attack
Raptor x5
Chaos Glory
Melta x2
Raptor x5
Chaos Glory
Melta x2
Heavy Support
Vindicator
Daemon Possessed
Havoc Launcher (if I have the points...I used it last game and it worked rather well)
Obliterator x3
Defiler
Extra CCA replacing the Autocannon
The basic lineup would work the same was as before, however keeping both squads of raptors in reserve. The icons would work for deepstriking them in accurately and hopefully cover a significant chunk of landscape. I've had a habit of popping my marines out of their vehicles to pop tanks, having a highly mobile devoted anti tank unit or two would free them up and allow me to focus more on capping objectives with my troop choices.
I'll ponder more on this later, time for work.
I've been running pretty much the same chaos lineup for...well...a fairly long time (at least in the # of games played) and have come to a realization: raptors really, really shouldn't be used as anti-troop marauders.
They've had a bad habit of getting bogged down in a single melee for significant portions of many games (i.e. Kroot fight lasting 4 turns) which completely negates their mobility. Although I do love the MoK attack-output, it just isn't turning out to be worthwhile.
Here's a list that I've been looking at (may need some tweaking as this computer doesn't have army buildier and I don't exactly have my codex with me):
Khorne 1850
HQ
Kharn the Betrayer
Troops
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Chaos Space Marines x10
Aspiring Champion w/ Power Fist
Mark of Khorne
2x Melta
Rhino
Khorne Berserkers x7
Skull champion w/ Power fist
Personal Icon
Rhino (Kharn with them)
Plague Marines x5
Personal Icon
Plasma gun x2 (hey I still need objective sitters...)
Fast Attack
Raptor x5
Chaos Glory
Melta x2
Raptor x5
Chaos Glory
Melta x2
Heavy Support
Vindicator
Daemon Possessed
Havoc Launcher (if I have the points...I used it last game and it worked rather well)
Obliterator x3
Defiler
Extra CCA replacing the Autocannon
The basic lineup would work the same was as before, however keeping both squads of raptors in reserve. The icons would work for deepstriking them in accurately and hopefully cover a significant chunk of landscape. I've had a habit of popping my marines out of their vehicles to pop tanks, having a highly mobile devoted anti tank unit or two would free them up and allow me to focus more on capping objectives with my troop choices.
I'll ponder more on this later, time for work.
Wednesday, June 17, 2009
Yeah, I suck!
Sorry, been too long since I posted last, just been busy with work and all that during the week and playing WH40k on the weekends...
I'm proud to say I haven't lost a game since I started running with the current lineup for 1850 (nor the 2k variant, aka add 5 chosen in a rhino w/ 3x meltas and 2x flamers) and am taking it to my first tournament this weekend. I'll post updates and battle reports (with pictures, oh my!) afterwards.
I'm proud to say I haven't lost a game since I started running with the current lineup for 1850 (nor the 2k variant, aka add 5 chosen in a rhino w/ 3x meltas and 2x flamers) and am taking it to my first tournament this weekend. I'll post updates and battle reports (with pictures, oh my!) afterwards.
Wednesday, April 15, 2009
2500 Point CSM Army, v1.2
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).
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).
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.
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