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HQ's
Abaddon- 275 (1)
Ahriman- 250 (1)

Elites-
Terminators- 150 (5)

Heavy Support
Land Raider- 220 (1)
Defiler- 150 (1)

Troops
Chaos Space Marines- 150 (10)
Berzerkers of Khorne- 252 (12)
Thousand Sons- 230 (10)
Plague Marines- 184 (8)


Bonuses
Mark of Khorne- (Termies)/icon
Mark of Khrone- (CSM)/icon
Flamer(CSM)-
Heavy Bolter-(CSM)
Extra Armour-(LR)
Twin Lightning Claws- (Termies)

Total-1998 points

Feel free to criticize, i can take it and would appreciate the help for building a strong force.
 

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I think this is in the wrong section matey, as this is for fantasy armylists and I dont know much about CSM to be able to help you in that respect. Sorry.
 

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Remember to watch where your posting, a chaos marine list is more likely to receive comments in the chaos marine list section.

Also please do not post individual point costs for things like wargear.
 

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But he did post in the CSM list section? Unless its been moved.
 

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It has been; be pretty pointless for me to say that bit above and not move the thread or for some member of the Heresy staff to have moved it don't ya think?:wink:


Actually, since I'm here responding why don't I not be a waste and possibly make some comments about the list.

For starters, when posting your army list please try to use a more simple format; list the upgrades that each unit is purchasing with that unit, not at the end of everything because that can get a bit confusing.

HQ's
Abaddon- 275 (1)

Ahriman- 250 (1)
I have very little experience using either the Despoiler or the pawn of Tzeentch; however I can say this much in regards to your HQ choices: Your spending more than 25% of your total points on these two models. Thats a very large chunk of points each one is eating up, more than able to get you another squad or some upgrades for units.

For these two, you obviously want to give one or both a try, so I'd say pick one and drop the other so that you have points to spend on upgrades elsewhere.

Elites-
Terminators- 150 (5)
Mark of Khorne- (Termies)/icon
Twin Lightning Claws- (Termies)
Interesting unit, though it can't really do all that much if it gets hit by a monstrous creature or a walker due to them not having a terribly high strength. Woe be to whatever they manage to charge though, with or without the Despoiler at their head.

For this unit, I would suggest getting them a powerfist, tacking the champion upgrade on the fist and considering getting everyone but the twin lightning claw guy combi-weapons of some kind. (Personally when I use terminators I tend to split between combi-plasma and combi-melta myself, so if I deepstrike them and don't land where I want, I have the chance to not waste my combi-weapons that turn.)

Heavy Support
Land Raider- 220 (1)
Extra Armour-(LR)
Interesting choice, extra armour is a nice touch; keeps the thing moving and getting whatever is within that much closer to its target.

This is another reason why I would advise against taking both HQ's; because now between three models your spending 760 points, 38% of your total points. Its very damaging to you because the more larger chunks of points you have tied in to fewer units, the less you will be able to fit in.

Defiler- 150 (1)
Interesting choice, though it is a bit limited in use in my experience. If your going for the scary factor, plus the battlecannon, I would suggest removing its other weapons for more claws and running it up the field. Otherwise I would suggest losing this for a pair of obliterators instead; bit more versatile and more weapon options. (Plus a little harder to kill since one lucky shot should not be the end of one or both of them.)

Troops
Chaos Space Marines- 150 (10)
Mark of Khrone- (CSM)/icon
Flamer(CSM)-
Heavy Bolter-(CSM)
I would suggest seriously rethinking this squad, especially the heavy weapon. As it stands right now, you have ten marines slogging it up the field to get the flamer in range, while wasting the heavy bolter, or nine guys standing still while the heavy bolter fires and the flamer is wasted. Once in range of the flamer, your either going to want to charge or will be charged, in which case your going to have a harder time killing stuff since no one in the unit ignores armour saves in close combat.

If you dumped an HQ (I recommend losing Ahriman) then my suggestion for this unit is to get them a rhino, choose which special weapon you want to go with (I would advise either flamers or meltaguns) load up on two of them over a heavy weapon, and then get a champion with either a power weapon and meltabombs (if taking flamers) or a powerfist (if taking meltaguns.) It will be more expensive than before, but now your ten guys have a dedicated purpose, are not wasting points by doing one thing or another, and have a fairly reliable transport to get them across the battlefield.

Berzerkers of Khorne- 252 (12)
For this unit I would suggest losing a few guys to get them a champion with power weapon/meltabombs or a powerfist; as well as a rhino to get them across the board.

You only have one vehicle to transport your stuff, and at least three, if not four, units that want to ride in it to get closer to the enemy. More transports you have the better you will be able to get those units moving without them getting shot to hell before they can do anything.

Thousand Sons- 230 (10)
This unit is illegal; you have ten thousand sons but no aspiring sorcerer and their entry says that they must be led by one. That means the minimum you can spend on them is 267. Personally, you have a lot of large chunk stuff in this list that looks cool and can do some damage, but very little in the way of objective holding, long range fire (anti infantry and tank), and transportation. Because this unit needs more points to be put into it, something in the list has to go, making me emphasize my suggestion with the HQ once again.

I would very much advise you to decrease this unit to a total of eight, give the sorcerer bolt of change, and get them a rhino. That setup will run you 281 points but its another vehicle, its a legal choice, and its very effective even at only eight strong.

Plague Marines- 184 (8)
When it comes to cult troops I personally retain the like of sticking to sacred number (six for Slaanesh, seven for Nurgle, eight for Khorne, and nine for Tzeentch where applicable.)

So for this unit I am going to recommend dropping a plague marine and getting them a pair of plasmaguns; use them as your home objective holders. Their greater toughness and feel no pain means they laugh at small arms fire (anything S5 or lower and AP4 or higher) and against heavier stuff you have cover to rely on.

Other people might suggest melta's and a rhino, because truth be told plague marines are also great at taking and holding points as well. High toughness and feel no pain is very deadly for them, though they do lack the close combat punch of berzerkers or noise marines.



Overall, the list has a lot of big spender units but no overall unity (funny, this being chaos and all.) My first and biggest suggestion is dropping one of your HQ for the points to bulk up squads and make them more effective. My next one is to take whatever points you have left in the end and to try and get some obliterators. They can help to plug that gap of lacking in long range firepower, especially long range anti tank.
 

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you actually have the beginnings of something decent here. i would drop one of your HQ’s (probably Ahriman) and the extra armor on the LR for Daemonic Possession, give all your Troop choices rhinos.

the ‘Zerkers need a Champ with a least a PW, though a PF would be arguably better.

the PMs need two special weapons, preferably melta or plasma and the Champ with PF would not be a bad idea, though not necessary.

the TSons presumably have a Sorc., so they just need a rhino. if not, they need a Sorc.

your CSM would do better with two special weapons. i’d use two flamers and a Champ with a PW for good anti-hordes and putting on a lot of wounds on MEQs (though IoS could be potentially better as you get a higher initiative).

drop the Defiler for Oblits. single Defilers are a bit of a fail as they’ll easily stand out.

lastly, drop on termie so Abaddon can ride with the termie retinue you have.

if you have any points left over…well, let us know and repost the list. just depends what changes you make.

and darkreever's advice is also solid, so now you have options to think about.

good hunting.
 
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