r/WarhammerCompetitive • • 1d ago

40k Tactica CSM unit roles

What are some units that are perfect for holding the expansion? One thing Im typically finding in my games is I almost always misjudge what I should use to hold my expansion no matter what army but it’s even more apparent in CSM because either its a cheap unit that dies or a shooting piece that gets charged and dies or it feels to important to just leave there all game. I’m wondering what everyone else has found success with? I was thinking beasts of nurgle maybe a 2 man I know it’s expensive but I seen a dude park a wraith brick with technomancer they’re before so I feel like 2 beasts is pretty good maybe some nurglings to move block too since im going have them anyway

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u/Quick_Response_7065 1d ago edited 1d ago

CSM? Nothing really survives long enough, or you sticky it with cultist and then die.

Daemon allies? Beast of Nurgle will give every single opponent a headache. That thing refuses to die and requires really dedicated fire support just to kill it. You just need to pay the nurgling tax.

2 is great but is overkill unless you have pts to spare.

edit: I am testing on a COB build of bricks at t6/7/8 with 2 brigands. One in the expansion is cheap enough to contest OC and give out fire support.

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u/Xybots 1d ago

Possessed. Hard to remove, always hidden, and carry the threat of dev wounds if charged.

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u/Psyonicg 1d ago

Possessed, a rhino that’s already disgorged its scary internal threat, cultists that sticky it then hide, a 5 man blob of terminators that rapid ingress when you realise it’s under threat

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u/Behemoth077 1d ago

The units that generally hod your expansion is units that your opponent can´t get to. Which means anything infantry from cultists up to Raiders behind the wall to either get 12 inch hidden or just not be visible at all. You can use foot daemon prince if you play Cabal of Chaos or a Warpsmith or Vashtor if you play daemon engines/defiler in particular with the lone op but generally just random infantry is much more efficient.

The CSM gameplan is generally setting up a board state that makes you favoured to win and is hard to interact with/get past and then if your opponent tries to all in you clap back and table them. If they don´t all in you win by default of scoring more points. Creating that board state takes a few different forms with the different detachments and units but its generally a fairly straightforward gameplan.

Something like cultists on home objective, cultists on natural expansion, Raiders with the Veterans of the long war 6 inch reactive move on the middle objective in a way that allows you to reactive move away or reactive move more OC onto the objective whatever your opponent does is a great spot to be in.

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u/Mission-Humor6872 1d ago

Traitor guardsmen behind a wall for me. Only cheap OC 2 with small bases allows you to put enough OC that they have to come and charge them to flip your expansion, and my army is usually aggressive enough that I have a bunch of heroic threat around them as I move up the board.

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u/Grudir 1d ago

Cultists because they're disposable. In theory, you could get some milage out of sorcerers with whatever + benefit of cover. But even with -2 to hit, most armies won't care about whatever its attached to, and will clean the unit out in melee. The best CSM can do is keep trading until your opponent can't hold their own ground.

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u/soft_glaree 1d ago

Two Beasts of Nurgle with Nurglings screening sounds reasonable if your list can absorb the cost.