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Friday, October 18, 2013
CSM REVIEW and combo PART 2 TROOPS
I wont cover elite possibility as troop here. I will cover these options in the elite part.
TROOPS are probably the less well cover subject in forum, I personally think many players don't really know how to manage it. Due of theirs great flexibility is kind of hard to find the perfect match.
CSM (Chaos Space Marine)
CSM are a unique troops choices theirs complexity make them vulnerable to complaints. But what is really makes them different, lets pass trough this.
First you can make squad of 20 which is not allowed in loyalist codex, is a good option mainly if you want focus on foot army (fabius style) it will take an eternity to kill if you have force multiplier like caster, apostle or lord and can assure the control of the center of the map. More you have marines more your icons goes cheap, but don't forget icons can be snipe.
second you have the possibility to play with CC and bolter option , add CC weapon or swap your bolter for it. Its a game about points so it is often seems to be useless but and extra CC atk is more than often appreciate its save squad and give you time to plan. You can also buy VoTLW (veteran of the long war rule) which will give you and edge over Standard tactical squad for the same price as your loyalist brother and increase your Ld what is pretty useful.
second you have mark and Icon which is the cream on the sundae, expensive but sometimes pretty handy.
Mark of Tzeench is probably the weakest one for these squad. Grant you a 6++ is pretty useless the icon is kind of cool but you have to mark them so it make it overprice
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Mark of Slaneesh is not a bad one it will increase your edge over your loyalist brother, but it will also make them though if you but the icons (pretty resilient for objective camping), but if you want camp consider buying plague marine.
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Mark of Nurgle is another good choice giving your troop survivability against small arms and CC squad they have a crappy icon so don't bother to buy it.(good for the price)
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Mark of Khorne is probably my favorite these days giving you a solid charge (+2 atk with power weapons), the icons its revealed to be very handy re-roll charge is good damn good missing my charge it piss me so off it is probably why I like it and you get furious charge so your power axe are will wound on 2+ any T4.
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Icon of Vengeance I personally think is a bit overpriced for what is does mainly because if you think you will save on the VoTLW, don't forget icons can be snipe.
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Also don't forget Icons will boost your combat result by 1 which is a nice to have sometimes.
Synergy :
Challenge : CSM are more offensive than their loyalist brother is often the case in our codex, it is probably why you wondering (why am so fuck with the champion rule) you need to learn how you can play with this rule or you will be fuck all time
Ex
champion against Noob = screw
champion against Sgt marine at same initiative = srew if he have claws he will probably kill you even if you kill him
champion against IG= you will be lock forever and lose atk power (shame nothing can be do)
The most sad it you will lose a combat turn to kill a crappy character. Too avoid that
1:try to charge far as possible from his leader, don't forget he will move forward 3 inch if he's I4
2: put your leader in a rear of your charge, try 8-9 inch, in the moving phase, so at the start of the combat you cant issue challenge because you wont be in base contact
3: the opponent cant issue challenge too because you are not in the 2 inch of the base line.
4: with the pile in at each combat phase, you will pile in 3 inch at I1 with your axe or fist and reach the magic 2inch of base line so you can swing your power Atk and avoid challenge you will also maybe kill he's Sgt because the opponent will remove normal marine first at I4.
Rhino option : rhino are great they protect your troop,use them with havoc and warpflame and dozer blade kind of expensive but if you have the point it worth it especially if you have 3 or more of them. With the rhino you have also draw back
they give first blood what (is a shame) and hope your enemy blow it if you want charge next turn, explosion which it can goes bad a lot of wound, a lots of random miss armor save can be sad.
Staff Combo: 10x marines, weapons CC MoK, 2x melta Champion with power axe, melta bomb, Veterans of the long war, Icon of wrath . Rhino
evaluation ****
Cultists
cultist are pretty useful they provide us with a lot of spongy meat they lock well and they lock hard (mainly the zombie) am use to use one big squad because each time you play one you need to give them fearless. One will do the work. You can also mark them but its a bad idea keep them good on what they are die.
you can gear them with gun or CC weapon it is a taste choice lasgun will provide a lot of dice and this is a game where lots of dice is better than quality dice mainly if your are a lord sixensen (a guy who can roll 10x6 on a roll of 15).
Personally I rather prefer play them with CC option and flamer giving them a decent overwatch they will have a tremendous number of atk on charge. (like 105 dice)
Zombies they make leak lots of ink yeah they are good, but two question you should ask yourself did a want Typhus and did I will try get objective with my zombies, because Slow and purposeful rule will avoid you to run and is sad when your are stuck in cover trying save the game by reaching objectives.
Combo Staff: 35x cultist with a lord or a unique character. Behind the Aegis defense line.
evaluation ****
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