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Thread: 5th ed CSM notes

  1. #221

    Re: 5th ed CSM notes

    yes, but thats a 1 in 6 chance it does something bad, and only sometimes, the dread might have an enemy unit closer to it and shoot it twice, but if you roll a 6, how do you not want it to be in combat? a 6 is great, move and fleet? thats a very good bonus, i love it
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  2. #222
    Chapter Master Bloodknight's Avatar
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    Re: 5th ed CSM notes

    a 6 is great, move and fleet? thats a very good bonus, i love it
    I don't. It more often than not means that my shooty dreads run out of their cover to punch something (remember, it can't shoot that turn).

    Then they get shot.

    The only thing that's worse than this on a gun dread is Fire-Frenzy on a dread with 2 CCW and the damn combibolter you can't exchange for a heavy flamer.

    1 in 6 chance
    1 in 3. Neither 1 nor 6 are what I want to see.

    the dread might have an enemy unit closer to it and shoot it twice
    Rarely. Let's just say that I don't equip my Dreads with multimelters (or really anything above an Autocannon) anymore since one blew up a couple of my vehicles on turn 1 and 2...now if we had a drop pod I wouldn't mind him going nuts.
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  3. #223
    Chapter Master Kiro's Avatar
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    Re: 5th ed CSM notes

    Late in coming back to the game, so perhaps I've missed something but when/where were Force Weapons/power usage clarified and player-turn psychic powers detailed?
    MiyamatoMusashi on the timeline mistake in The Outcast Dead:

    Quote Originally Posted by MiyamatoMusashi View Post
    Magnus' actions in wiping out most of the Astropaths on Terra when it was already too late just makes him look like a bumbling buffoon. He might as well finish up by saying "Uh-oh, spaghettios!" with a canned laughter track appended, then slipping over on a banana skin accompanied by a comedy whistle sound.

  4. #224

    Re: 5th ed CSM notes

    Quote Originally Posted by Kiro View Post
    Late in coming back to the game, so perhaps I've missed something but when/where were Force Weapons/power usage clarified and player-turn psychic powers detailed?
    5th edition rulebook. Psychic powers (of which Force Weapon instagib is one) clarified to one per player turn.
    100 Gaunts on the field to shoot down, 100 Gaunts on the field, you shoot just one, then reload your gun, 99 Gaunts still alive to shoot down
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    Of course an autistic kid would go 3-0 with that list, autistic kids are ******* smart, man. Just don't expect him to talk much during the battle.

  5. #225
    Chapter Master Kiro's Avatar
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    Re: 5th ed CSM notes

    Ah, and the Force Weapon not using up a psychic power 'slot' resolution?
    MiyamatoMusashi on the timeline mistake in The Outcast Dead:

    Quote Originally Posted by MiyamatoMusashi View Post
    Magnus' actions in wiping out most of the Astropaths on Terra when it was already too late just makes him look like a bumbling buffoon. He might as well finish up by saying "Uh-oh, spaghettios!" with a canned laughter track appended, then slipping over on a banana skin accompanied by a comedy whistle sound.

  6. #226

    Re: 5th ed CSM notes

    Hey everyone!
    First post here, so be nice.

    How are CSM holding up if you want to do ok in a competitive environment?
    Mostly thinking of the double lash prince build.
    Mostly playing in the 1500pts leauge.

    Thx for answers

  7. #227
    Chapter Master Mannimarco's Avatar
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    Re: 5th ed CSM notes

    CSM can and do still do ok in a competitive environment. Winged princes with lash are still very common despite mech being the way of the game nowadays. Just load up on mech plague marines and obliterators for the competitive chaos list that everybody else uses.
    Last edited by Mannimarco; 23-07-2010 at 13:46.
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  8. #228
    Chapter Master ashc's Avatar
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    Re: 5th ed CSM notes

    Quote Originally Posted by Mannimarco View Post
    CSM can and do still do ok in a competitive environment. Winged princes wuth lash are still very common despite mech being the way of the game nowadays. Just load up on mech plague marines and obliterators for the competitive chaos list that everybody else uses.
    Thats pretty much it. Quite 'point and go'.
    Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!

  9. #229

    Re: 5th ed CSM notes

    Quote Originally Posted by Bloodknight View Post
    I don't. It more often than not means that my shooty dreads run out of their cover to punch something (remember, it can't shoot that turn).

    Then they get shot.

    The only thing that's worse than this on a gun dread is Fire-Frenzy on a dread with 2 CCW and the damn combibolter you can't exchange for a heavy flamer.



    1 in 3. Neither 1 nor 6 are what I want to see.



    Rarely. Let's just say that I don't equip my Dreads with multimelters (or really anything above an Autocannon) anymore since one blew up a couple of my vehicles on turn 1 and 2...now if we had a drop pod I wouldn't mind him going nuts.
    I love "1"... My Dreadnought (Plasma+ML on top of a building) maimed a whole brood of 20+ Gargoyles (except three to be honest), that were out of synapse, in only one turn... Nice, isn't it?

    I love my Dreadnoughts! I wouldn't leave the house without 'em...

    CC or shooty killers or a mix... Whatever you like... You just need to take a bit care, but they are perfect, if they regularly had fleet it would be perfect...

    Combine them with a defiler, give 'em e Missile Launcher and everything's cool...

  10. #230
    Chapter Master Mannimarco's Avatar
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    Re: 5th ed CSM notes

    HQ:

    Arkos the Faithless: The Scion of Alpharius

    Does not have a model, you need to convert your own.
    A chaos lord with 1 more attack than a regular codex lord and true toughness 5 (not T4/5) and a 5+invulnerable save so he cant be instant killed by S8 weapons. He still doesnt have the Eternal Warrior rule.
    He has the standard chaos lord equipement (power armour, frag and krak grenades) and a combi melta and a dark blade, this is a power sword which adds 2 to his strength.
    He has 2 unique rules: "The scion of Alpharius" which means any squad he joins gains the conter attack rule, if used in Vraks 1 list he removes the 0-1 limit on Alpha Legion chosen and the special rule "Devious Tactition" allowing you to reroll the dice for who gets the first turn.
    Although not as good a fighter as a prince the best place for him is in a unit of khorne berserkers where they can use his counter attack ability.



    ZHUFOR: Lord of the Skulltakers, the butcher of Vraks

    http://www.forgeworld.co.uk/Warhamme...RD-ZHUFOR.html
    A chaos lord in terminator armour with the mark of Khorne. His weapon skill is the same as a Daemon Prince. His stat line is almost identical to a regular codex lord with the exception of his higher weapon skill and +1 strength
    He is still only toughness 4 but has the Eternal Warrior rule and has a 5+ invulnerable save. He is an independent character and is fearless
    He is armed with terminator armour, a power weapon, a personal icon and the unique weapon "Claw of Demnos" which is a powerfist with a built in assault 3 bolt pistol.
    He has the special rule "Skulltaker bodyguard" which allows him to take a squad of Chaos Terminators who must take an icon of Khorne, these are identical to the terminators found in codex: CSM. Both Zhufor and his terminator unit count as a single HQ choice so you can have your terminators without taking up an elite slot.
    Best place for him is in assault with his terminator unit either with a land raider or deepstriking


    NECROSIUS: The Hand of Nurgle, Master of the Apostles of Contagion

    http://www.forgeworld.co.uk/Warhamme...-SORCERER.html
    A sorcerer whose stat line is identical to a codex sorcerer except he has true T5 (not T4/5 like other plague marines)
    He is armed with a poisoned bolt pistol and standard sorcerer equipment and blight grenades.
    He has 2 psyker powers: Nurgles Rot and Gift of Chaos
    He has the unique rule "Master of the Dead" which (if taken in the Vraks 3 list) gives all plague zombies the Furious Charge special rule
    He is an independent character who has the feel no pain special rule and is fearless
    Surprisingly for a sorcerer he does not have an invulnerable save and he does not have the Eternal Warrior rule meaning he can still be instant killed however as he is true T5 he will not be killed by S8 weapons like other plague marines
    Best place for him is close to the enemy where he can make use of his short ranged psyker powers



    FAST ATTACK:

    Blight Drones of Nurgle

    http://www.forgeworld.co.uk/Warhamme...GHT-DRONE.html
    these are a fast attack choice for a CSM army that contains at least 1 unit of plague marines (also used as a fast attack in a daemon army)
    They are fast skimmers which come in units of 1-3
    They are only BS2 and are armed with a reaper autocannon and the soulgrinder (codex: Daemons) mawcannon with the vomit or phlegm upgrades
    The only have armour 12/11/10 so are destroyed fairly easily in todays mech metagame.
    They have the rule "Explosion of Pus" where any "Destroyer - Wrecked" results on the vehicle damage table are treated as "Destroyed - Explodes" instead
    Like the Blood Slaughterers they have the "daemonic" special rule, this is only for when they are used in codex daemons so they deploy using the daemonic assault rule
    Best place for them is supporting your infantry, dont use them on their own as they will die very easily, dont expect them to win the game on their own.



    HEAVY SUPPORT:

    Blood Slaughterer

    http://www.forgeworld.co.uk/Warhamme...AUGHTERER.html
    http://www.forgeworld.co.uk/Warhamme...R-IMPALER.html
    These are a heavy support choice in a daemon army or a CSM army which inlcudes at least 1 unit of Khorne Berserkers
    They are unit type Vehicle (Walker) which come in units of 1-3
    They compete with the defiler and fulfill a similar role however they have a couple of advantages (and a disadvantage) compared to the defiler
    They are weapon skill 5 compared to the defilers ws 3, they have 3+d3 attacks each and have a higher front armour than the defiler however you are sacrificing the battlecannon
    A Blood Slaughterer has the option to take an "Impaler" which is a range 12 assault 1 weapon, it can only be used on unts dreadnought sized or smaller.
    Its like lash of submission however it uses the Blood Slaughterers bs1 to hit and the impaler replaces on of your weapons so you lose 1 attack
    They have the special rules: Fleet, Rage and Rge of Khorne (Rage of Khorne is where the extra d3 attacks come from)
    Like the Blight Drones they have the "daemonic" special rule, this is only for when they are used in codex daemons so they deploy using the daemonic assault rule
    Best use for them is to throw them at enemy vehicles and watch them tear through it with 3+d3 S10 attacks each
    Last edited by Mannimarco; 25-07-2010 at 03:46.
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  11. #231
    Chaplain Setesh's Avatar
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    Re: 5th ed CSM notes

    Terminator lord with twin lightning claws in a unit of terminators works fine for me. Although stat wise the daemon prince is better value, I find an IC in a unit with deep strike has more survivability.
    "You ask what I hate? I hate a creature that speaks of pride and honour, that fosters the love of his sons, that smiles and scrapes at every obedient act, and then turns like a diseased dog and stabs his own child in the spine!''

  12. #232

    Re: 5th ed CSM notes

    Both Zhufor and his terminator unit count as a single HQ choice so you can have your terminators without taking up an elite slot.

    Can he be singled out in cc?

  13. #233
    Chapter Master Mannimarco's Avatar
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    Re: 5th ed CSM notes

    Sorry forgot to mention he is an independent character, noticed theres a couple of things I missed. Editing now.
    Quote Originally Posted by ashc View Post
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    Quote Originally Posted by Ariobarzanes View Post
    That Clown/herald of nurgle has some interesting ideas.....

  14. #234
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    Re: 5th ed CSM notes

    Funny how FW made sure that their special characters could actually take an S8 powerfist hit and survive, eh?

    Good write-up of the options, they're certainly interesting.
    Armies: Iron Warriors (CSM), The Black Crusade (CSM), Jenen Ironclads (IG, ABG)

  15. #235
    Chapter Master Mannimarco's Avatar
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    Re: 5th ed CSM notes

    Yeah you can count on FW to actually make their characters worth taking eh?

    I quite like Zhufor but running him with a decent sized unit of termys is gonna set you back a few points, he's just under 200 on his own

    Just hope people read this and realise theres more to chaos than a winged prince leading some obliterators
    Quote Originally Posted by ashc View Post
    Many wise words from Mannimarco.
    Quote Originally Posted by Ariobarzanes View Post
    That Clown/herald of nurgle has some interesting ideas.....

  16. #236
    Chapter Master Kiro's Avatar
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    Re: 5th ed CSM notes

    Can anyone answer my question as to the Force Weapon/power combo clarification I posted earlier?

    I'm writing a list for a Tzeentch-themed list, never taken termies before, but I was wondering: what's the best option set for a 5 man squad in a take-all-comers list (with emphasis on shooty Tzeentchiness)?
    MiyamatoMusashi on the timeline mistake in The Outcast Dead:

    Quote Originally Posted by MiyamatoMusashi View Post
    Magnus' actions in wiping out most of the Astropaths on Terra when it was already too late just makes him look like a bumbling buffoon. He might as well finish up by saying "Uh-oh, spaghettios!" with a canned laughter track appended, then slipping over on a banana skin accompanied by a comedy whistle sound.

  17. #237
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    Re: 5th ed CSM notes

    Quote Originally Posted by Kiro View Post
    Can anyone answer my question as to the Force Weapon/power combo clarification I posted earlier?

    I'm writing a list for a Tzeentch-themed list, never taken termies before, but I was wondering: what's the best option set for a 5 man squad in a take-all-comers list (with emphasis on shooty Tzeentchiness)?
    Heavy flamer, combi melta for on the cheap

    Heavy flamer, combi melta and a power/chain fist or two if you have more points.

    That's what I usually do anyway, alot of people are reticent to spending alot on their terminators but I do anyway.
    "You ask what I hate? I hate a creature that speaks of pride and honour, that fosters the love of his sons, that smiles and scrapes at every obedient act, and then turns like a diseased dog and stabs his own child in the spine!''

  18. #238
    Chapter Master ashc's Avatar
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    Re: 5th ed CSM notes

    I would always include a chainfist along with your choice of heavy flamer and one or two combiweapons.
    Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!

  19. #239
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    Re: 5th ed CSM notes

    Quote Originally Posted by ashc View Post
    I would always include a chainfist along with your choice of heavy flamer and one or two combiweapons.
    Agreed. Chainfists are like the ultimate backup weapon for popping vehicles - a meltabomb that can hit twice on a 3+.

    I've been rearming my terminators, and now I have one squad of five that has four combimeltas, one heavy flamer, three lightning claws, and two chainfists. They live in a Land Raider with extra armor. Expensive, yes, but it should be competitive against almost any assault unit in the game - especially if I suck it up and give them an IoS for I5 first-strikes. People don't expect terminators to hit first... you may as well surprise them.
    Armies: Iron Warriors (CSM), The Black Crusade (CSM), Jenen Ironclads (IG, ABG)

  20. #240
    Chapter Master ashc's Avatar
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    Re: 5th ed CSM notes

    I don't think I have ever ran a terminator squad (of loyalist or traitor flavour) without a trusty chainfist, its served me well plenty of times!
    Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!

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