Warhammer 40k Forum and Wargaming Forums banner

Balanced/Versatile CSM List

868 Views 9 Replies 7 Participants Last post by  jondoe297
Hi there, fellow followers of the blood god!

I am new to the forum and I am starting this hobby again after 8 years.

The idea is to create a very balanced army it does not realy have to win all matches or anything but I'd like it to be as versatile and balanced as possible.

I think I made a good start with this list and made it myself and with the help of other list that are already posted. I am still doubting what troops to pick but I think khorne and plague marines do well with the csm and thus makes them a bit balanced in terms of pressure and defense. Of course correct me if I am wrong!

Any help and/or word of advice would be greatly appreciated.

Ohh and not to forget, death to the false emperor!

HQ
Not sure what to put here yet to be honest, maybe an DP and an GD. I would really like some advice here.

TROOPS
(8) Berserkers 180
Aspiring Champion
Rhino w/ Extra Armour

(8) Plague Marines 180
Aspiring Champion
Rhino w/ Extra Armour

(10) Chaos Space Marines 218
Aspiring Champion
Missile Launcher
Rhino w/ Extra Armour

(10) Chaos Space Marines 218
Aspiring Champion
Missile Launcher
Rhino w/ Extra Armour

ELITE
2 Obliterators - 150

Chaos Dreadnought | 2 x DCCW - 100

5 Chosen | 4 x Meltaguns - 165

HEAVY
Defiler | 3 x DCCW, Heavy Flamer - 150

Defiler | 3 x DCCW, Heavy Flamer - 150

That would be a total of 1861 points depending on what HQ's I'd take.

Again any help is appreciated! :grin:
See less See more
1 - 2 of 10 Posts
Ok, heres my advice.

HQ: Daemon Prince is your best bet, especially if you dont have termies.

Troops:

Zerkers: Powerfist on Champ. a must have for killing MCs/Vehicles/ICs.

Plague Marines: Powerfist on Champ. Also add 2 Melta or Plasma, which give the squad added bite. Plasma is good here because FNP makes it almost impossible to kill yourself on a Gets Hot.

Vanilla Marines: Again, Powerfists on champs. If you dont get PFs, dont bother taking champs. The Missile Launcher is iffy at best as it limits your mobility, and might be a bit redundant with the Oblits and Defilers already on the field. I'd switch to either Melta or Flamers, so you can move and shoot.


Elites:

Chosen: A great way to run Chosen is to Outflank in a Rhino with 5 meltas (yes, they can take 5 meltas). Without a Rhino, they might just get shot to bits before they have a chance to do anything.
If anything, i'd take a rhino off a CSM squad and put it here.
See less See more
I read a lot about MoN or MoS or MoT with wings and warp time, on the other hand I often read to use Lash of Submission (I hope I wrote it right hehe) can anyone clear this up why one of those are both used? I'd think 1 would be better (yes prolly depends on the army you are fighting etc like lots of infantery = Lash)
.

As to the MoN/MoT/MoS/Lash issue, they are used for different roles.

A MoN/MoT Prince will almost always have Warptime, making him a Melee powerhouse of monumental proportions, who also happens to be very tough to kill.

A MoS+Lash Prince is still good in CC, but is primarily for support. He uses Lash to group enemies up, move them out of cover, move them into/out of charge range, ect. Having this guy on the field will allow you to get the most out of your Blast weapons (such as the Defiler Battlecannon and Oblit Plasma Cannon) and control the flow of the battle.

Oh, and ALL DPs need wings. Now and forever, until the end of time. Assuming the list is designed for max competativeness of course.

@inigo montoya - I read to never use 3 oblits, why would you suggest 3? Also why Defiler w/ 4 x DCCW instaid of 3 x DCCW + Flamer?
The only time you'd use 3 is if all your Heavy Support slots are full. It is advisable to split them into as small of squads as possible, but since you only have 3 Heavy Support slots, you have to take squads of 3 of you want that extra two on the field.

As for the Defiler, you can't fire the Flamer and Battlecannon on the same turn (due to the Cannon being a Ordinance weapon). The theory is to rush the enemy, firing the Battlecannon each turn, then get into melee. If you do that, you'll never get a chance, or the need, to fire the flamer.

Hope this helps. :biggrin:
See less See more
1 - 2 of 10 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top