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40K: The Top CSM Strategems

3 Minute Read
Aug 7 2017
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The New codex is here and here’s our list of the best Strategems to bring glory to the Ruinous Powers!

First the basics:

  • 24 Total Strategems
  • 17 Generic ones
  • 7 Legion specific ones

About 1/3 of these are mirrors of Space Marines Strategems such as: Linebreaker Bombardment, Killshot & Flakk Missile. Overall, there is a “dark reflection” vibe of the Space Marine codex that I think does the job of being an homage to the Loyalists while giving plenty of breathing room for the CSMs to be their own thing.

Onto my favorites:

Daemon Shell 1CP

A Heretic Astartes character armed with a bolter can fire 1 shot with no rerolls allowed. If he hits the target take d3 mortal wounds. If he misses – HE take the mortal wounds.  I think this in the hands of your BS2+ HQs is going to very very handy. It’s similar to the Loyalist Hellfire Shells strategem with a lot more utility and reliability as characters have better BS in general. From finishing off irritating straggler units to knocking some wounds off the big boys who think they are save from bolter fire – this is going to be my go-to strategem.

Chaos Boon 1CP

Spend the point anytime a Heretic Astartes character kills an enemy character in the fight phase and roll on the classic 2d6 Chaos Boon table from past CSM codexes.  Roll a 2 and you’re a Spawn, 12 makes you a Daemon Prince, and everything in between.  It’s cheap, generally positive and fun!

Endless Cacophony 2CP

Heretic Astartes Slaanesh Infantry can spend the pints to fire again. With the firepower Noise Marines can put out this is going to be a big deal to push you over the edge when you really need to kill that one thing to win the game. Just the threat of this will see a lot of firepower units getting Slaanesh marked.

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Tide of Traitors 2CP

Pull a unit of Cultist off the table and place them back anywhere outside of 9″ of enemies back at full strength.  For those max sized Cultist units, this can really keep the pressure on the enemy, and let you appear mid to late game with a big unit in an unexpected location. Alpharius would approve!

 

Fury of Khorne 3CP

It’s pricy but this can win you the game if you time it right. This lets Khorne Infantry and bikers to immediately fight again in the fight phase. Yes that means a monster unit of 20 Berzerkers could hit something tough and use this to fight THREE TIMES in the fight phase.  In a pinch you could also use it allow a small unit to punch well above its weight.

~Which ones are your favorites?

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Author: Larry Vela
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