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Discussion Starter · #1 ·
Hi!
So i'm really new to 40k, and this is my first attempt at writing a decent list that i feel covers pretty much everything i see as necessary. I'm sure there are some improvements that can be made, I'd love to hear them!

HQ

Chaos Lord - MoK, AoBF, Sigil of Corruption, bike (155 pts)

Elites

5 x Chaos Terminators - MoT, 2 Terminators (Chainfist and Combi-Plasma), 1 Terminator (Reaper Autocannon and Lightning Claw), 1 Terminator (Combi-Plasma and Lightning Claw), Chaos Terminator Champion (Combi-Plasma, Power Axe) (259 pts)

Troops

10 x Chaos Space Marines - Aspiring Champion (No Upgrades), Plasma gun, Missile Launcher, Rhino (Havoc Launcher) (217 pts)
10 x Chaos Space Marines - Aspiring Champion (Meltabombs), 9 x Additional CCWs, 2 Meltaguns, Rhino (Dirge Caster) (223 pts)
10 x Chaos Space Marines - Aspiring Champion (Lightning Claw), 7 x Replace Bolters with CCWs, 2 Meltaguns, MoS, Icon of Excess, Rhino (Dirge Caster) (265 pts)

Fast Attack

6 x Chaos Bikers - Aspiring Champion (No upgrades), 2 Meltaguns, MoK, Icon of Wrath (182 pts)
Heldrake - Hades Autocannon (170 pts)

Heavy Support

2 x Obliterators - MoN (152 pts)
Chaos Predator - Autocannon, Heavy Bolter Sponsons, Havoc Launcher, Combi-Plasma, Combi-Bolter (122 pts)

Total Points 1745

Lord goes with the bikes moving up the table wrecking face. Terminators deep strike in and be a general nuisance.

The first CSM unit is intended as an objective holder. CSM unit 2 is a general combat/midrange unit. CSM unit 3 is intended to cause so real trouble, strong in CC with FNP and initiative 5, whos champ should be wrecking in challenges.

Heldrake is intended mostly for AA, but can also offer some ground support.

Oblits offer long range fire power, and the predator is there because i love the model and has plenty of dakka!

So what do you guys think?

Thanks in advance!!!
 

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well i can say that is very rare to see so many actual chaos space marines in a csm army.

Its super cool that you use them, but i find them to be very dissapointing.

They are not really good at anything.
They are not good enough in cc to take cc specialists and their shooting in meh too.

And with the cc rules as they are atm, i think they would really struggle to perform.

Sorry with the negative wibes and all here.
but the rhino rush thing dont really work these days.

It is very easy to kill a rhino, and leave you expensive marines walking.

i love the bikes, as they have the speed to engage.
so does spawn and the mauler fiend.

but coming back to your marines....
a unit of them can potentialy be very usefull in a dual purpose role, but i think 3 of them ties too many points up, that wont really shine.

hope this didnt come out too negative.

if you would like me to elaborate, please let me know and im sure that there are other guys around the forum that will love to help too
 

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Yea the big CSM squads don't seem like good value for points. If you took the first two units down to five guys per squad (obviously losing a missile launcher and meltagun) you'd save 155 points, which if you are set on using lots of CSMs could be another small unit in a rhino (with havoc launcher).

Alternatively there are loads of things you could do with those points. If you like the idea of having lots of chaos marines in your army (which I can see the appeal of) why not just make one of the units a havoc unit? No more expensive but tons of weapon options. They don't have to be built for long range and could load up on assault weapons if you want to play aggressively.

Actually I've just realised that you'd save more than 155 because the CSMs in the second unit have additional CC weapons.

How about this for an idea- turn the first two CSM squads of ten into two units of five and a havoc squad, all with havoc launcher rhinos. Then, make the third unit of ten a land raider, and put the terminators in it. Since the termies then have the protection of a land raider (which you can assault out of) you don't need the mark of tzeentch and can take a mark of khorne, load up on fists and chainfists and then run wild with them. Two chainfists and two fist with the mark of khorne is sixteen strength 8 attacks on the charge, plus whatever the champion has. Not much can survive that. I wouldn't take the reaper autocannon (take a heavy flamer) and with the termies coming out cheaper and the land raider being cheaper than the CSM squad it's replacing you should come out with points saved.

I don't have time to double check that and hope I haven't made a mistake, but it seems you could still have three rhinos with chaos marines inside (the havoc squad means you wouldn't even be losing firepower), but now you've improved the termies with a land raider and can make them better in combat- capable of smashing apart imperial knights and most other stuff that will get in their way. When/if the land raider delivers the termies you've got a very durable mobile scoring unit driving around that you didn't have before
 

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Elites 5 x Chaos Terminators - MoT, 2 Terminators (Chainfist and Combi-Plasma), 1 Terminator (Reaper Autocannon and Lightning Claw), 1 Terminator (Combi-Plasma and Lightning Claw), Chaos Terminator Champion (Combi-Plasma, Power Axe) (259 pts)

Troops
10 x Chaos Space Marines - Aspiring Champion (No Upgrades), Plasma gun, Missile Launcher, Rhino (Havoc Launcher) (217 pts)

10 x Chaos Space Marines - Aspiring Champion (Meltabombs), 9 x Additional CCWs, 2 Meltaguns, Rhino (Dirge Caster) (223 pts)

10 x Chaos Space Marines - Aspiring Champion (Lightning Claw), 7 x Replace Bolters with CCWs, 2 Meltaguns, MoS, Icon of Excess, Rhino (Dirge Caster) (265 pts)
I was interested to come back to this and see if the numbers added up as I expect them to.

Elites
5 x Chaos Terminators - MoK, 2 Terminators (Chainfist and Combi-Plasma), 1 Terminator (Heavy Flamer and Power Fist), 1 Terminator (Combi-Plasma and Power Fist), Chaos Terminator Champion (Combi-Plasma, Power Axe) (243 pts)

Land Raider (230pts)


Troops
5 x Chaos Space Marines - Aspiring Champion (No Upgrades), Plasma gun, Rhino (Havoc Launcher) (137 pts)

5 x Chaos Space Marines - Aspiring Champion (Melta Bombs), Meltagun, Rhino (Havoc Launcher) (137 pts)

Heavy Support
5 x Havocs, whatever weapons you want, Rhino (Havoc Launcher) (122+ pts)


^ You have 95 points to spend on whatever you want here. Obviously tooling up the havoc squad is the first thing, but then if you want to add a few more guys you can do that. Wow... you could even give the havocs a pair of missile launchers and still have the points available to take one of the units back up to ten. I wouldn't do that, but adding a land raider, making the termies a brutal and reliable CC threat to just about anything and still having the points to add a few more marines and arm the havocs for whatever role you want them to do seems like a strengthening of the list
 

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Discussion Starter · #5 ·
You guys are awesome!

The reason i took so many CSMs is because I love marines, and they are 90% of the reason i picked up CSM as my 40k army (I play O&Gs in fantasy). Therefore havocs are right up my alley!

Are terminators in general more a of CC monster? Are they no as good if they are deepstriked?

Thanks again guys!
 

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The above look alot more interesting i must say.

Its not terribly fluffy, as a list should be lots of marines doing the work, but sadly, they cant do that. A normal marine, by it self, is ablative wounds to the important stuff.
 
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