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So I've decided that I'd like to make a Soul Drinkers army and after a bit of deliberation and advice I've also decided that the Chaos Space Marine Codex would be the optimal Codex for me to use. This list I've designed is the first CSM list I've ever made, and is in fact the first time I've ever given the CSM Codex more than just a passing glance.
Despite what's said in the Title, I do still want this list to be capable of winning, I've of course sacrificed list-wide optimization by attempting to stick to fluff, but I'd still like each of the units to be optimized or even swapped around for better synergy. So please keep this in mind when commenting.
-Chaos Sorceror w/ Doombolt
-Plague Marines x10 w/ Plague Champion, Power fist, Flamer x2
-Khorne Berzerkers x10 w/ Skull Champion, Power fist
-Chaos Space Marines x10 w/ IoCG, Aspiring Champion, Meltagun x2
-Chaos Space Marines x9 w/ IoCG, Plasmagun x2
-Chaos Raptors x8 w/ Aspiring Champion, Power fist, IoCG
By my calculations this should hit 1500 on the dot.
The basic strategy would be to deep strike the obliterators and raptors (or jump the raptors around) where ever they are needed. The Plague Marines would zoom to an objective and park on it or try to flush out people getting pesky cover saves. The Berzerkers would do what Berzerkers do best and just charge headlong into whatever looks the tastiest. The 10 man marine squad would try their hand at support and tank hunting. The 9 man marine squad would drive the sorcerer around and pop out to deal with heavier infantry. I've purposely left out Havocs and most tanks seeing as they don't fit with the fluff of the army.
At least that is how I saw it going in my head. Tell me, am I simply putting too much faith into the speediness and killiness of the squads in rhinos? Or is my vision not too far fetched?
I'm eager to hear your opinions about how asinine this list is.
First off if the CSMs take 2 plasma they must be 10 strong. Better to have 10 CSM with a PF champ and meltas or flamers. Move the plasma guns onto the PMs as their FNP will help deal with overheats. I would drop the PMs down to 7 or 8 strong to create space for the HQ and free up a few points.
HQ: Drop doombolt for Lash of submission and MoS.
Troops: 7 PMs with 2 plasma + PF.
Berserkers are fine (could drop them to 8 if you really need more points.
10 CSMs with 2 meltas (or flamers), PF, IoCG or IoK.
Adding combimeltas to rhinos can give you another antitank shot, useful to open up enemy transports or fiorce them to shoot at empty rhinos or risk loosing a tank.
Fast: Add 2 meltas or flamers. Consider IoK.
Quorn! - Protein for the Protein God.
Last edited by HappyPariah; February 22nd, 2011 at 03:07. Reason: ****ing double posts how do they work?
Thanks for your response, I appreciate you taking the time to help me.
I'll be dropping the PMs to 7 and giving them the plasma guns. I'll bump the second marine squad to 10 and try to squeeze the points for PFs and meltas all around out of somewhere, probably the Berzerkers. I like the idea of placing combimeltas on the rhinos, I'm simply wary of their not so efficient armor, as being able to stick to cover all the way into melta range of the tanks that are going to be asking for a melta shot in their side armor probably won't happen. But it certainly is better than not having them, if I have the points I'll prioritize the marine rhinos first.
I wasn't sure about giving my units marks or god specific icons, simply because the Soul Drinkers don't worship chaos. I'd figured that the simple existence of variant marines would be good enough in terms of converting the mutations, however, it makes perfect sense to include marks to emphasize the mutations' effects. It works out especially well as I've decided to not convert a Sarpedon model as my HQ (arachnophobia is a bitch).
I'll take what you've said to heart and get to work on changing up this list, thanks again.
I don't think its prudent putting chaos glory on all your squads. If you need it all you should save it for your most obvious troop Target. Also, meltas are best used for armor busting. They're not overly versatile. Plasma is much better as it can handle just about anything, and its rapid fire. The risk of losing a marine to overheating is 5% a shot, and I've never lost one. Use your oblits for tank hunting, and equip your csm with plasma for meqs. Since your pms are more dirable, they will need to pack more firepower than simple flames, as they will face the best of your enemy.
Also, don't deepstrike your oblits, as they will be dead after one shot. You don't have enough targets to keep them alive. Keep them in the rear to draw fire, and ram your zerkers up their ass.
Well the Icon of Chaos Glory is definitely better than nothing, as I said before I wasn't sure about god specific icons, so I didn't take any or even consider them. I'll look over the other icons and decide whether or not I'll swap those out. The problem I have with Plasma is that, yes, it is more versatile as I could take out MEQs, terminators, and even light vehicles with little trouble, but I lose most of the very little anti-tank power I have in the army.
you can give one of your regular CSM squads a couple of meltas. that should give you the needed anti-tank support.
as for the icons, it all depends on what you think is best for each squad's purpose. for example, a good anti-tank squad will be a high priority target, so if you think your opponent would look to take them out by charge, put IoS on them. if you think your opponent will take them out shooty, put IoN. i know it seems like metagaming, but you'd be foolish to not engage in it at least minimally.