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Discussion Starter · #1 · (Edited)
Slaneesh Sorcerer with Terminator Armour, Combi-Meltas, Lash of Submission, Familiar & Wind of Chaos - 185 points.

8 Khorne Berserkers, Skull Champion with Powerfist, Land Raider - 428 points.

7 Plague Marines, 2 Meltaguns, Plague Champion with Powerfist, Land Raider - 476 points.

10 Chaos Marines, Icon of Chaos Glory, Autocannon & Plasma Gun, Champion with Powerfist, Rhino - 260 points.

2 Obliterators - 150 points.

Army Total: 1'499 points.

The Landraiders make the assault, the Chaos Marines provide the back up and hold rear objectives, whilst the Obliterators deep strike for close support.
 

· Handmaiden of Slaanesh
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Slaneesh Sorcerer with Terminator Armour, Combi-Meltas, Lash of Submission, Familiar & Wind of Chaos - 185 points.
Seems interesting and lash does help get things into range of the zerks faster. Wind is nice for when assaulting. I like this guy personally. :)

8 Khorne Berserkers, Skull Champion with Powerfist, Land Raider - 428 points.
I tend to lean toward using PWs with zerks rather than PFs as I like to make the best use of their furious charge. This is subject to personal experience though.

7 Plague Marines, 2 Meltaguns, Plague Champion with Powerfist, Land Raider - 476 points.
Kinda curious as to why they need a LR too, a rhino would better and open up points for some more oblits. But the double LR could give some opponents a lot of trouble.

10 Chaos Marines, Icon of Chaos Glory, Autocannon & Plasma Gun, Champion with Powerfist, Rhino - 260 points.
Mixing heavy weapons into normal CSM squads usually doesn't work well. The AC doesn't want the squad to move but the PF wants to move into melee. Kinda mixes up what the squad wants to do without exceeding in its ability to do it.

2 Obliterators - 150 points.
Oblits are oblits.

Army Total: 1'499 points.
Hope this helps. ^_^
 

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I think it'd benefit you to run;

2 Squads of 'Zerkers in Raiders
The Plague Marines Sitting at home.

Drop the 'Nillas, you don't need them for defending objectives if you make the PM's do that, which is what they're good at.

PM's don't need an LR, because they don't need to go anywhere, so put the LR to better use with more 'Zerkers.

Just more 'Zerkers is my point. You don't have enough Khorne in your list for it to be anything but acceptable in my books.

:)
 

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Yea i agree with Rot zerks are what you want screaming crazily while sprinting out of a land raider with all those attacks 4 of which are pfs everyone is afraid, and plague marines are o so great at just sitting their getting shot and not dying
 

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Discussion Starter · #5 ·
Don't you think Plague Marines are a little wasted being left at the back? The idea behind the CSM squad is that they take the rearmost objective, or home objective in C&C missions, then shoot out enemy transports with the Autocannon. The Plasma Guns's just there because it has the range.

Similarly if I take two Zerk squads, whilst cheaper, I'd be losing out on something that can hold the enemy objective in a C&C mission, or one that's likely to be contested without having to worry about enemy shooting.
 

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sullen is correct on plagues needing to go forwards. having been playing my deathguard for a year or so now, 2nd CSM army woot!, i find their much more protected in CC then anywhere else on the feild. thanks to tons of other armys being able to spam melta/plasma/las or the inevitable double T big blasts of doom.

T 5 is tough for most thins to deal with especially when IT charges in and gets the bonus.


if anything i would say try to swap the autocannon for a missle launcher so the CSM's have an easier time with light tanks, but can still throw down on a unit of infantry just as easily.
 

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i must admit, ive never had any luck with PM's in CC, as they tend to get mullered big time (ws3 is bad for csm, and FnP dont help when charged by a squad of 10 banshees with PW's)), i tend to keep my 2 squads mobile in a rhino doing drive bys with the PG's and then they can move to hold/contest whatever an objective, where as i use at least 2 squads of zerkers (1 with kharn in a raider) to rush foot slogers and do as much damage as possible, with surport from 2 oblits and a vindi
 

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i do like the list, the only think i don't like about the Sorc. is that you may not be able to sweeping advance if he's joined to the squad he's riding in with.

arguably, WoC and the Familiar could be considered a waste, but i can tell what you're at on this.

good hunting.
 

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Plague marines in combat

i must admit, ive never had any luck with PM's in CC, as they tend to get mullered big time (ws3 is bad for csm, and FnP dont help when charged by a squad of 10 banshees with PW's)), i tend to keep my 2 squads mobile in a rhino doing drive bys with the PG's and then they can move to hold/contest whatever an objective, where as i use at least 2 squads of zerkers (1 with kharn in a raider) to rush foot slogers and do as much damage as possible, with surport from 2 oblits and a vindi
Wait a second since when where they ws 3 i have my codex right next to me as I type this they are clearly ws 4, plus t5 is good against banshees (6's to wound) plus they'd get no charge benefits (go blight grenades!) the only problem is I 3 which is kinda lame but t5 and fnp makes up for it, And where did you get the ws 3 bs?
 

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Wait a second since when where they ws 3 i have my codex right next to me as I type this they are clearly ws 4, plus t5 is good against banshees (6's to wound) plus they'd get no charge benefits (go blight grenades!) the only problem is I 3 which is kinda lame but t5 and fnp makes up for it, And where did you get the ws 3 bs?
i'm pretty sure he means I 3. which i don't really find to be a problem as you go before necrons, powerfists, carnifex's and the like, but things like eldar woulda beat you out in init even if you where I 4. i think the extra T makes up for the lesser I.
 

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Generally I3 doesnt do too much harm to a plague marine.. And their armour save and feel no pain keep them alive long enough to bring the hurt..

I will say this though.. Plague marines might as well take a Power Fist whilst they are striking at I3...

For a "berserker landraider" list I was more than shocked by the lack of berserkers you have :)

Blood for the blood god.. Honour lord Khorne!
 

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Discussion Starter · #14 ·
For a "berserker landraider" list I was more than shocked by the lack of berserkers you have :)

Blood for the blood god.. Honour lord Khorne!
Err, yeah, originally there were two units of berserkers, but I edited it to include the Plague Marines, sorry.
 

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blood for the good god

iv posted this list before but here it is utterly relevant!!

Kharne

8 zerkers, 2 plasma pistols, PW
8 zerkers, 2 plasma pistols, PW
8 zerkers, 2 plasma pistols, PW

landraider, possesion
landraider, possesion
landraider, possesion

and i think thats about 1500 or near enough...
 

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yeah, i ment, I3 not ws 3, alls well and good with the FnP, but when your faceing eldar players that use a lot of banshees with power weapons, that eauals dead PMs (we have at least 3 eldar players that use at least 2 units of banshees), and also for some reason my dice dont like FnP, as they never roll higher than a 3 when ever i roll for it...............lol

(plus i posted that on a day with very little sleep the night before and stressing over an ill wife and over active 5 year old)
 

· Halloween Town
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I was under the illusion pw ignore feels no pain anyway!? Plague marines are best thrown forward in my opinion! Get in close and rapid fire the crap out of anything in your way! And when they assault you blight grenades and a smack with a fist happy days!!!
I also agree with heskey there isn't enough khorne/zerker love in this list! kharn loves running out of a land raider!
 

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power weapons ignore fnp, the trick with banshee's is their only S 3 agenst T 5 thats 6's, on that they loose bonus charge thanks to blight grenades making it almost impossible for them to score more then one or two wounds at best...then they get cut down by whats left, at least thats been my experiance.
 

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Problem: I have the eldar codex in front of me at the banshee section and I quote "In the first round of an assualt a model wearing a banshee mask has initiative 10 and negates any Initiative bonus conferred by cover and grenades"

Now correct me if i'm wrong but does this mean that they negate the blight grenades or just assualt grenades (frag)?
 

· Great Unclean One
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I had a go at this...

HQ
• Khârn the Betrayer

165 points

TROOPS
• 10 Chaos Marines
- Icon of Chaos Glory; 2 meltaguns; Rhino with combi-weapon
225 points
• 8 Khorne Berzerkers - Skull Champion with powerfist; Land Raider
428 points
• 8 Khorne Berzerkers - Skull Champion with powerfist; Land Raider
428 points
• 8 Bloodletters
104 points

HEAVY SUPPORT
• 2 Obliterators

150 points

TOTAL:
1,500 points

__________________


And a 2,000-point version just for the hell of it:

HQ
• Khârn the Betrayer

165 points

TROOPS
• 8 Khorne Berzerkers
- Skull Champion with powerfist; Land Raider with Daemonic Possession
448 points
• 8 Khorne Berzerkers - Skull Champion with powerfist; Land Raider with Daemonic Possession
448 points
• 8 Khorne Berzerkers - Skull Champion with power weapon; Rhino
233 points
• 7 Plague Marines - Plague Champion with powerfist; 2 meltaguns; Rhino
256 points

HEAVY SUPPORT
• Defiler
- 2 extra close-combat arms
150 points
• Defiler - 2 extra close-combat arms
150 points
• Defiler - 2 extra close-combat arms
150 points

TOTAL:
2,000 points


hth
 
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