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So, I am just starting a CSM army and I have a Terminator Lord/Sorcerer kit arriving Monday. I am debating how to assemble it. My most common opponent plays mechanized orks with a power klaw in each unit. I'm currently debating between a lord with a daemon weapon and either MoK or MoT and a MoT sorcerer. Any opinions on what build would be most effective against this type of list? I'm a little worried about instant death from the power klaws, which is why I'm thinking either I'll stand back and shoot with the MoT lord/sorcerer or hope for great daemon weapon rolls with the MoK lord.
Well, admittedly I don't have a lot of intimate experience with that boxed set, but, why exactly are you being forced to choose? A lot of the pieces in those bits, combined with some others in the CSM boxes and the like could probably produce an ambiguous HQ figurine that you can switch back and forth depending on what you like. Change the staff into something a little more weapon-like, such as a halberd (can be simple conversion if you want it to be, as simple as glueing something pointy on the end) - and don't all cool Chaos Lords (Ladies) and Sorcerers wear capes? Both could potentially wear one. A lot of the helmets can be used for either as well.
Simplest solution would be to proxy for a couple games and see which one you like more. Perhaps just glue the legs and torso onto the base and use that until you know which configuration you like the best.
"If you can wait til I get home, then I swear we can make this last."
I've never magnetized, but I could look into that, too. I was just wondering if there was an obvious way to go.
i'd take a tzeentch lord with daemon weapon. you're right to be worried about powerklaw instant death, i lost many a terminator lord to that kind. the increased invulnerable save might help in this department, though.
i'm not a fan of the terminator sorcerer since he doesn't have enough attacks for his poor strength. therefore he doesn't kill enough orcs in close combat to make him valuable
A tzeentch sorcerer with Warptime can instant kill anything with force weapon, and reroll every missed attack. This is more effective against certain armies, just as a kitted LC lord is against others..
My advise would be not to focus too much on your opponent, but what you feel is right for your playstyle. As mentioned before, playtesting is a great way to get a feel for the different lords, as well as getting the experience to use the lords/lists effectively.
I haven't check, but is your list to be found here? that might help us, for more advise..
And now to erase your memory of this entire conversation.
Magnets, or plain sticks could be used to switch between arms. I don't like magnets on infantry models very much (don't like it that the other arms lie around), but it's a great money (and room) saver ... particularly when GW decides to change the codex again and you are screwed with a not-so-good choice.
I'm still working on setting up my list, but here is basically everything else I'll be able to field WYSIWYG:
8 Khorne Berzerkers
Then, because I already have some Chaos Daemons stuff:
1 Greater Daemon
Up to 60 Lesser Daemons
I'm currently thinking
1 Chaos Lord with MoT, Terminator armor, personal icon, daemon weapon, & combi-melta
10 CSMs with IoCG, 2 flamers or 2 meltaguns, & a naked champ in a rhino
8 Berzerkers with personal icon & a naked champ in a rhino
5 CSMs with a meltagun
As many LDs as it takes to fill out whatever point level we are playing, which will probably have to be somewhere between 1000-1300 since I don't have anymore models.
I've been debating between meltaguns or flamers for everyone, but since his Boyz are usually mounted, and they typically don't get out until they are charging, I figured meltas were the way to go. I'm thinking that if I can knock out 2-3 Trukks in the first couple of turns, he'll have far fewer options the rest of the way.
It doesn't sem like many people use large numbers of LDs, but after playing Chaos Daemons or a while, I just love that they can charge the turn they come in, so it seems like they will actually work out pretty well. Against Orks, getting the charge is key!
I would go for something like this:
1 x Sorcerer of Slaanesh; Terminator Armour, Lash of Submission, familiar, Warptime, Combimelta.
(this guy is great against hordes and can beat down nasty characters. Let the enemy come to you).
5 x Chosen; Lots of melta to kill any trukks or kans or dredds or bikes. Infiltrate them.
10 x CSM; dual flamers, rhino and IoK, powerfisting champ. The rhino makes them dictate distance so you can get those flamers in and then you use the IoK to call down daemons in the right place and give the CSMs a great CC boost.
8 x 'Zerkers; Powerfisting champ with personal icon and rhino. Good unit altogether.
Fill out the rest with daemons.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"