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  1. #1
    Junior Member dahli.llama's Avatar
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    CSM Newb Questions

    I have been interested in CSM for a long time, but my primary army is Eldar. It's a pretty shooty army list and isn't very mech at the moment. I've been thinking of starting a CSM army, and I'd like to try something more mechanized with a focus on assault. What would be a good place to start?

    I've been looking at the battleforce, but I've heard bad things about the Possessed marines, and also I don't know if I'd want just plain marines (unless they can be made more assaulty from the standard equipment).

    Also, god would be the most assault focussed? Khorn? I have a squad of about 8 Noise Marines that I may use, but I don't intend to get many more considering how much of a pain it is to get/make the sonic weapons.

    Any advice is welcome, thanks.

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    Khorne is numero uno when it comes to assault for troops, although Noise Marines are nothing to sneeze at since they have Assault 2 bolters and high initiatives. And lots of people swear by CSM here, though I think they're kind of Wal-Mart specials: They're pretty good for the price but you get what you pay for. Consequently I usually use marked troops.

    If you're looking at mech-based assaults then you should be ready to buy some land raiders (I have three for my Khorne list) since you can't assault out of a rhino on the turn you disembark.

    The battleforce is nice because you get a ton of troops and pretty much everything else in the box is either useful as-is or will provide some cool bitz to use elsewhere. I use the standard CSM as whatever marked troops I have in my list but I can get away with that because I only play with friends.

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    Senior Member Nhyx's Avatar
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    Khonites are our masters of CC, and noise marines with their either heavy 3 or assault 2 sonic blasters for moving and shooting. Plague marines seem tempting with their extra toughness and FNP, but they have -1 init which hurts them in assaults.

    In most of my armies I use 1 squad of normal CSM (with 2 meltas and a powerfisted champ and a IoCG). And then a combination of cult marines. most of the time its a squad of 9 noise marines with sonic blasters, 7 plagues with 2 plasmas and champ/fist.

    Once in a while I'll go 2 squads of plagues like that, and zome zerkers for the LoS cheese move.

    As for armor, for your heavy support choices, almost a standard now in competative lists is either 2 predators with autocannon turrets and las sponsons with 1 defiler, or if you have the points, 1 predator, 2 obliterators, and a defiler.

    Though, against orks, I like to field 2 defilers to deal with their nob biker bs
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    Junior Member dahli.llama's Avatar
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    I did not realize that you couldn't assault from a Rhino. That's interesting to know.

    Thanks for the info.
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    Junior Member A.T.'s Avatar
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    Quote Originally Posted by Nhyx View Post
    Most of the time its a squad of 9 noise marines with sonic blasters, 7 plagues with 2 plasmas and champ/fist.
    Would you not be better with squads of 8 or 10? (for dropping below half on objectives)

    Plague marines are interesting against eldar with the high T vs low S - i've pushed them in against banshees though it's a calculated risk. They can soak up bladestorms pretty well too. Not assaulty so much as stubborn.

    Oh - and lash can be risky against eldar when you are rolling 3d6 for your test, so keep in mind those zerkers might be chasing the eldar around for a bit if they don't want to engage.

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    Returning Lawman! Riptor's Avatar
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    Quote Originally Posted by A.T. View Post
    Would you not be better with squads of 8 or 10? (for dropping below half on objectives)
    Since the introduction of 5th edition, this is no longer an issue. Scoring units (Troops Choices) can hold down to the last man no. No more >50% to hold, no more last man standing tests.
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    Quote Originally Posted by dahli.llama View Post
    I did not realize that you couldn't assault from a Rhino. That's interesting to know.

    Thanks for the info.
    It really depends. If the rhino has not moved this turn, then the troops can assault from inside the rhino. However, once the rhino moves, then they no longer have the option for assaulting out of the rhino.

    I've stuck by plague marines throughout 4th & 5th edition, and I can say that even with the decreased init, they are a force to be reckoned with. Due to 5T and FNP, the 3I isn't that bad.

    Also, when it comes to Slaaneshi cult marines, remember, you don't have to take sonic weaponry. In fact, I'd suggest for assault units that you leave sonic weaponry out, and that goes for the blastmaster as well. Keep them cheap. Try an 8 man squad of Slaaneshi cult marines with only a doom siren & a champion with a power weapon. Put them up in a rhino. Then, if you have the points, equip the rhino with a combi-melta. I think you'll find them more than capable in c.c.. Plus, a lot of opponents forget about the combi-melta on the rhino (Don't underestimate the value of combi-meltas. With the standard melta gun, you usually only end up firing it once, maybe twice a game, so you're not losing that much by taking a combi-melta).
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    Member Slaaneshy's Avatar
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    Hi, welcome to chaos

    Here are a few guidelines for picking troop choices for chaos and i hope they help

    Basic Chaos Space Marines - IMO the best troop choice available, highly customized to suit almost any role and offer tons of options depending on how the game is going.

    Berzerkers - If they get the charge all i can say is 'Carnage' and even if they don't they are still extremely formidable, it's not like other armies who CC specialists suffer from fire..these guys are actually space marines so they are pretty tough regardless!! Awesome CC unit

    Noise Marines - One of if not THE best rate of fire available for a troop choice, sonic weapons can tear a unit up pretty easily, assault weapons, upgradable champions with doom sirens. very shooty, very deadly.

    Plague Marines - The perfect objective holders, pack these badboys around an objective and just soak up the fire power, if you have cover there too honestly it will need ALOT to shift these. They can also dish out the fire power themselves.

    Thousand sons - The all around choice, AP3 bolters that are extremely effective against marines and the like, invul save! amazing! psychic powers! These guys are just brilliant

    So pretty much you have

    Normal Marines: Versatility
    Berzerkers: CC
    Noise Marines: Shooty/CC
    Plague Marines: Ultimate meatshield
    Thousand Sons: Good shooting, good defence

    Hope this helps

  10. #9
    Sadomachiatto Karmoon's Avatar
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    Everyone forgets Icons.

    Icons are an excellent way of changing your force subtly without having to go the whole hog.

    CSM with the Icon of Khorne are very powerful on the assault, of course not as good as Bezerkers, but they're also a lot more flexible as they have bolters, and are cheaper in larger squads.

    One vital thing to remember:

    Khornate HQs. Kharn is really the only really good one. Khornate Lords and Khornate Daemon Princes are particularly lacklustre. An Tzeentchian Prince with Warp time is both better protected and more killy than a Khornate one.

    Good luck.
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  11. #10
    Pirate Chaos Space Marine Mechatius's Avatar
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    Quote Originally Posted by Karmoon View Post
    CSM with the Icon of Khorne are very powerful on the assault, of course not as good as Bezerkers, but they're also a lot more flexible as they have bolters, and are cheaper in larger squads.
    I second that. You should see the look on my fiancees brothers face after I parked a rhino next to a tactical squad so his squad and rhino block out all AT weapons from firing at my rhino. During his turn, he half-heartedly tries to destroy it but fails. Come my turn I disembark and unleashes 36 regular attacks and 4 powerfist attacks. This from a 10 man squad of regular CSM with icon of Khorne.

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