Wednesday, December 9, 2009

Chaoszilla

OK, I'm in the middle of finals, so bear with me here if I don't make much sense at times.

The next CSM high level list I'm going to talk about is Chaoszilla. Chaoszilla is basically a Choas version of the archetypal "Nidzilla", but Chaoszilla can't take a ton of Monstrous Creatures. What CSM can do is take a lot of Walkers along with some of the best MCs in the game. What makes Chaoszilla work, as opposed to the Marine 6 dread list, is that CSM HQs complement Chaoszilla.

So what does the list look like? Well, to get the most out of Chaoszilla, you take 2 DPs, 3 Dreads, 3 Defilers, and fill your troops slots with your favorite choice.

Let's go a bit more in-depth with the choices and why each works.

Daemon Prince: Well, it's the best CSM HQ choice anyway, and it goes along really nicely with the list-the more hard targets you fling at your opponent the better. There are 2 choices here: the MoN WT Prince for just shredding anything you come across, and the Lash Prince for getting you into HtH faster and clumping for Defiler shots. Of the choices, I personally prefer the Nurgle/WT one in this build. Though the Lash Prince does some nice stuff, the WT prince tears up things like Dreadnoughts that would kill or cripple your dreadnought or Defiler.

Dreadnoughts: I know, I'm actually saying to take Dreadnoughts. WTF? Well, with so many other similar things on the field, it doesn't really matter as much if one goes nuts for a turn (and one should go some kind of crazy every turn). 2 DCCWs, point at enemy, go.

Troops: CSM/PM/Zerk. Zerk give a lift in HtH and anti-horde, PM give Meltas for anti-LR duty and the other advantages of PMs (blights, T5, etc), and CSM are good all-rounders, with Meltas.

Defilers: Defilers should have 2 extra DCCWs. Basically, either shoot the battlecannon or fleet every turn. One you hit something, 6 S10 attacks should win you the combat. Just make sure that you don't fight something I4 or higher that can kill you before you swing.

Chaoszilla has some tougher matchups. No termicide basically means dealing with LRs in HtH, giving the contents a turn to react. Hordes can tarpit a dread or defiler for a long time. To keep the initiative, run stuff in packs and double-team enemy targets.

Raider Rush is next time.

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