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467 Posts
Hi guys,
when someone is playing against CSM, what does he expect?
Mostly a mechanized heavy army. Here I tried to take advantage of this expectation.
Not a single tank and no big use. So all the nice anti-tank, anti-MC weapons should be rather useless.
So here we go:
*************** 1 HQ ***************
Abbaddon the Despoiler 275 Points
*************** 1 Elite ***************
5 Chaos Terminators 1
- Tzeentch
- 1 x Power fist
- 4 x pair of lightning claws
- 1 x Reaper autocannon 2
- - - > 260 Points
*************** 3 Troops ***************
9 Thousand Sons
- Doombolt
- - - > 254 Points
9 Thousand Sons
- Doombolt
- - - > 254 Points
10 Chaos Space Marines
- Aspiring Champion
- Power fist
- Chaos Glory
- Meltagun
- Missile launcher
- - - > 220 Points
*************** 1 Fast ***************
3 Chaos Bikers
- 2 x Meltagun
- - - > 119 Points
*************** 3 Heavy ***************
8 Chaos Havocs
- 4 x Missile launcher
- - - > 200 Points
8 Chaos Havocs
- 4 x Autocannon
- - - > 200 Points
3 Obliberators
---> 2007 pts.
The idea is that most of the force will stay back and drop heavy fire on the advancing enemy 3 LC, 5ML, 1Reaper and 4 Autocannons should create enough anti-tank/MC and anti-transport against advancing MCs, transports and tanks. Everything which comes closer have to face the firing of 2 1ksons units. If anything comes too close to my shooty units, the termis or abbadon or both will charge.
The bikes should go for stationary tanks or units which are out of the range of my LCs.
After the 2-3 rounds of heavy fire, the 1ksons, Abbadon and the termis will advance to control or contest objectives.
I expect problems against highly mobile armies and dedicated shooty armies. But apart from that, I think this list might do well (of course not in a competitive/tournament environment).
What do you think? Any suggestions (please take the idea of the army into account)?
thx
b.anthracis
when someone is playing against CSM, what does he expect?
Mostly a mechanized heavy army. Here I tried to take advantage of this expectation.
Not a single tank and no big use. So all the nice anti-tank, anti-MC weapons should be rather useless.
So here we go:
*************** 1 HQ ***************
Abbaddon the Despoiler 275 Points
*************** 1 Elite ***************
5 Chaos Terminators 1
- Tzeentch
- 1 x Power fist
- 4 x pair of lightning claws
- 1 x Reaper autocannon 2
- - - > 260 Points
*************** 3 Troops ***************
9 Thousand Sons
- Doombolt
- - - > 254 Points
9 Thousand Sons
- Doombolt
- - - > 254 Points
10 Chaos Space Marines
- Aspiring Champion
- Power fist
- Chaos Glory
- Meltagun
- Missile launcher
- - - > 220 Points
*************** 1 Fast ***************
3 Chaos Bikers
- 2 x Meltagun
- - - > 119 Points
*************** 3 Heavy ***************
8 Chaos Havocs
- 4 x Missile launcher
- - - > 200 Points
8 Chaos Havocs
- 4 x Autocannon
- - - > 200 Points
3 Obliberators
---> 2007 pts.
The idea is that most of the force will stay back and drop heavy fire on the advancing enemy 3 LC, 5ML, 1Reaper and 4 Autocannons should create enough anti-tank/MC and anti-transport against advancing MCs, transports and tanks. Everything which comes closer have to face the firing of 2 1ksons units. If anything comes too close to my shooty units, the termis or abbadon or both will charge.
The bikes should go for stationary tanks or units which are out of the range of my LCs.
After the 2-3 rounds of heavy fire, the 1ksons, Abbadon and the termis will advance to control or contest objectives.
I expect problems against highly mobile armies and dedicated shooty armies. But apart from that, I think this list might do well (of course not in a competitive/tournament environment).
What do you think? Any suggestions (please take the idea of the army into account)?
thx
b.anthracis