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I'm having a 1750pts tournament in about 2 months time and decided to play CSM. This would be my 1st time with the new codex. Currently, I planning to start some trial games with 1500pts 1st, before moving up to 1750pts.
Basically, I'm looking at either a 9men berzerker, champion with PF a, and a 9men CSM squad with 2 plasma guns, slannash icon, champion with PF, both for about 570pts.
Or, 7 plague marines with 2 plasma guns, champion with PF, and a 9men CSM squad with 2 flamers, khrone icon, champion with PF for about 569pts.
All these squads include rhinos.
One squad would be for CC, while the other capture and holds objectives providing fire support.
At the moment, I'm not too sure what to take, as both looks feasible. Any advice is welcomed.
You're right about the powerfist, my bad. It should be power weapon and meltabombs.
This 1500pts army is lead by kharn, there is an additional one 10men CSM squad with rhino, and a 5men CSm with rhino. Also, there is a TL lascannon dread and 2 obliterators.
Fluff wise, i know berzerkers make more sense, and they are a monster in close combat. But looking through the forums, plague marines seem to be the most popular choice out of the 4. They seems to be more popular due to the fact that they are the most resilient, and can hold objective really well.
Anyway, thanks for your inputs.
With a meltabomb, you are not safe against any vehicle or MC that will be pressing the assualt on you. A walker is hit on 6s with a meltabomb and an MC isnt hit at all, this is were the powerfist excels, it still his the walker on normal WS, which will likely be 4s or less and same with the MC, swinging with 2 attacks or more.
Powerfists are the way forward.
Also, remember you have to bring ten models in a CSM squad to get two special weapons.
"If you can wait til I get home, then I swear we can make this last."
Some things to consider:
If you are running Kharn with a squad of berserkers, do not take 9! You need to playtest to find the number that works for you, but you really need combat to resolve on your opponents turn, not yours. I have found Kharn and 9 berserkers will melt the unit they charge and be left standing to be shot to hell. I now run Kharn with 7 berserkers, 1 being a power weapon weilding champ. I use power fists on berserker champs that don't have the tank killing Kharn leading them, though.
Plague marines are a very solid unit, and they work wonderfully with berserkers. Tarpit a hard unit with the marines and head over and countercharge with a squad of berserkers. It works wonderfully.
To clarify, its 9men plus a champion. So it's a 10men squad. About Kharn, I was thinking of putting him in a rhino alone. or something like it. I got a total of 4 rhinos, but planning to have only 3 mobile squads. My plan was to like run Kharn into small elite units, or units with no powerfist. But not too large, or he'll will be swarmed. Also from his stats, he looks capable of charging things like dreadnought.
About the slannesh icon, i though it was a good idea as it increased the initiative of the squad. after checking with my friend why he recommended me this, he said something like the squad, other then the powerfist, will strike before most units. Meaning that the slannash unit will be dishing out attacks before most units do.
After doing some math, my total is 1450pts on this list so far. I was planning on using either berzerkers or plague marines, but if it's better, it's possible for me to run both.
I'd always take Zerkers, perform better in my experience. And Kharn is a one-man-army, treat him as such.
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