What to Do Mk. II (Or, Tactica: 6e CSM in 7e) - Page 8 - Wargaming Forum and Wargamer Forums
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post #71 of 83 (permalink) Old 10-25-14, 11:38 PM
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I think charging multiple targets could be a good strategy as well, but I honestly cannot figure that out.


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post #72 of 83 (permalink) Old 10-26-14, 12:10 AM Thread Starter
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I think charging multiple targets could be a good strategy as well, but I honestly cannot figure that out.
Disordered charges, yeah. But ugh, the rules for them are so finicky. You can't assault a secondary target unless you can't reach an unengaged mini from the initial target squad, so rolling too high on an assault range roll can actually prevent you from being able to move minis to the secondary target; you have to move all your minis in squad coherency...

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post #73 of 83 (permalink) Old 10-26-14, 01:46 AM
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Disordered charges, yeah. But ugh, the rules for them are so finicky. You can't assault a secondary target unless you can't reach an unengaged mini from the initial target squad, so rolling too high on an assault range roll can actually prevent you from being able to move minis to the secondary target; you have to move all your minis in squad coherency...
I was reading the rule over and over yesterday trying to figure out how to make it work on the tabletop and it seems ridiculously impractical.

How cool would it be if CSM had a "combat squad" rule that allowed us to break a 10+ model squad in half to charge two targets? Bastardized version of the Space Marine rule. Maybe some World Eaters chapter tactics or Berzerkers special rule or something.


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post #74 of 83 (permalink) Old 10-26-14, 02:01 AM Thread Starter
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Maybe some World Eaters chapter tactics or Berzerkers special rule or something.
Ork mob rule in reverse. Hgaaaaaw!!

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post #75 of 83 (permalink) Old 10-26-14, 12:34 PM
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Though of course you would take even more overwatch fire...
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post #76 of 83 (permalink) Old 10-26-14, 04:06 PM
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Though of course you would take even more overwatch fire...
What does it truly mean to be Chaos, after all, if not eating more Overwatch fire?


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post #77 of 83 (permalink) Old 10-27-14, 09:01 PM Thread Starter
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What does it truly mean to be Chaos, after all, if not eating more Overwatch fire?
Amen. Unless you have one of those handy dirge casters lying around...

I actually experimented with multi-assaults with my Seekers in the last game I played, and it feels like I can pretty reliably get them to go off... when using Cavalry bases to block off enemies so I can redirect to the secondary target/to be able to stay in group cohesion, and additionally when using Fleet to modulate my Assault range in the area that I want it.



Actual situation that occurred, yesterday: multi-assaulted with the farther-back Chimera as my primary, then rerolled one D6 in the assault range to lower my charge range from 10" to 8".

Other things I learned in two consecutive multi-assaults against vehicles:
- When you're relying on Rends in order to shred enemy vehicles, you need to pile in with more than 4 or 5 Seekers (who aren't getting assault bonuses each) in order to reliably do enough glances, even to rear armor 10, to kill a vehicle. Oh, killed one or two of the four vehicles I assaulted, but...
- Assaulting vehicles, even if you destroy them, lacks a "consolidation" or "locked in combat" benefit, meaning your Seekers sure are left vulnerable to, say, an enemy Wyvern getting 16 hits on the squad (that are wounding on a 3+ rerollable). Lucky for me I made 12 of the 13 4+ saves I was forced to take--I can't rely on that sort of luck, though...


Of course, Seekers aren't CSM, and it's not like any CSM squads have Fleet and Cavalry bases, so a lot of the lessons drawn here can only be partially applied to CSM.

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post #78 of 83 (permalink) Old 10-27-14, 09:50 PM
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Hah! Really cool that you tried it out. I bet a big unit of Flesh Hounds wouldn't be half bad at it, either.


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post #79 of 83 (permalink) Old 10-27-14, 11:32 PM Thread Starter
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I bet a big unit of Flesh Hounds wouldn't be half bad at it, either.
Probably not, no. Though my 20 Flesh Hounds and Juggerherald spent that game obliterating a GK Termi squad led by a Librarian, then slowly whittling down a Dreadknight while getting whittled down to only about 8 Hounds left themselves by Instadeathing attacks and Daemonic Instability. But they killed it in the end, and that first unit they killed was First Blood, Slay the Warlord, and the "Witch Hunter" maelstrom objective, so I'm not unhappy with their performance.

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post #80 of 83 (permalink) Old 02-19-15, 11:24 PM
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>>> Defiler

Ah, the clumsy old fumble-armed, over-expensive model whose price has been hiked dramatically to sell the shiny new Daemon Engines. Here, have a Leman Russ who is a walker and whose front armor is 2 points lower than a real Leman Russ, but costs 45 points more. Thanks… no.
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These guys are slightly tougher this edition thanks to the new vehicle Pen chart, but by the same coin—that means Soul Grinders will also be all that much better, and will still be cheaper.
Ok.

I have been using the Defiler allot lately, and currently its one of my best preforming units. I have been running it with a heavy bolter and Heavy Flamers. It has easily been the MVP of all my escalation league games (Points from 1000 to 1500).

Sure it has AV 12, but it hangs back and secures my deployment zone, and the units that make it in can easily be dealt with by the Heavy Flamers and Bolters before a charge. If they keep it at arms range it can just shell the opponent as it moves up and sits on objectives..

Compared to the ForgeFeid you have roughtly the same point vaule, but more CC ability and one more hull point.

Now as we increase the points size of the games I expect its use to fall off, as in 2500pt games the specialist is king, but when you have a small force you need something that can do it all, and that's what the Defiler can do.

Now Yes the Soul Grinder is cheaper and may be better, but you need a whole other detachment to bring one along..


Last edited by Uveron; 02-19-15 at 11:26 PM.
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