Chaos Space Marines 1,750 Daemonic Engine List

Warpsmith Grimtech: Showcase #1Normally I don’t solicit feedback for my lists but I thought I’d try something new and see how it goes.

So, I’m working on a 1,750 list for a tournament in December at my FLGS. It’s not a special tournament, just a normal monthly one that they do. Nothing big on the line here, just a fun day of gaming and maybe winning a few bucks in store credit. Therefore I’m not looking to destroy opponents or anything, however not getting destroyed all day would be nice. To that end I wanted to see what people thought of this list.

The idea is to pack in daemonic engines since I love the suckers. I also like the Warpsmith despite not being the best HQ option out there; he just fits into the list for obvious reasons. I considered a second Warpsmith but it comes down to that or the second Helbrute basically; tough call. Ultimately I feel the list will be more effective with saturation so I went with the second Helbrute.

Here’s the list concept.

Chaos Space Marines – 1,750


  • Grimtech: Warpsmith – Bolt Pistol, Power Axe, Mark of Nurgle, Aura of Dark Glory, Blight Grenades, Melta Bombs


  • Helbrute – Power Fist, Twin-linked Lascannon
  • Helbrute – Power Fist, Multi-melta
  • Terminators (4)
    • Terminator – Combi-melta, Power Maul
    • Terminator – Combi-bolter, Power Fist
    • Terminator – Heavy Flamer, Chainfist
    • Terminator Champion – Combi-bolter, Power Axe
    • Land Raider – Twin-linked Heavy Bolter, Twin-linked Lascannons x 2, Dirge Caster, Dozer Blade


  • Chaos Space Marines (10) -Meltagun x 2, Icon of Vengeance
    • Aspiring Champion – Meltabomb
    • Rhino – Dirge Caster
  • Chaos Space Marines (10) – Plasma Gun x 2, Icon of Vengeance
    • Aspiring Champion – Meltabomb
    • Rhino – Dirge Caster

Fast Attack

  • Heldrake – Baleflamer

Heavy Support

  • Maulerfiend – Power Fist x 2, Lasher Tendrils
  • Defiler – Battle Cannon, Reaper Autocannon, Twin-linked Heavy Flamer, Power Fist x 2, Dirge Caster

I’ve run a list similar to this in the past and done alright with it. The big change-up in this from my previous attempts is giving the Warpsmith a Terminator retinue and tossing them into a Land Raider. Typically my Warpsmith rides with Marines in a Rhino. It works, it’s cheap but the Rhino always dies and then the Warpsmith goes down to overwhelming fire power or precision hits. So, the Land Raider obviously holds up better than a Rhino and his retinue is there to keep him safe. I won’t be using it offensively normally, unless the situation warrants it, but instead hanging back a bit to give fire support, advance to fix things and plug gaps in my line.

The rest of the list speaks for itself I think.

What do you think? Feasible, terrible, cool idea? Feedback is welcomed.

  • Have you thought about using one of the helbrute formations and changing up the list to make use of them?

    • I did. The Helcult is the one I’ve considered and it requires roughly 100pts to get the two Cultist squads. Gives the Cultists fearless with the Helbrute is alive, zealot when he dies, and they give the Helbrute a 3+ cover save if obscuring him.

      The tough part would be figuring out where those points would come from. I could drop one Helbrute to get the formation or the Maulerfiend. Dropping a Helbrute seems the better option there. I’ve been on the fence about it.

      • I know where, but you won’t like it. The land raider and terminators. I’d consider the one with multiple helbrutes. I’m never a fan of a lone land raider, as av14 isn’t special anymore :(

        • I’m not beholden to the Land Raider and Termies by any means. I did think about the Mayhem Pack one and had to re-read it as I thought they each arrived separately but I see they arrive together.

          I could remove the Land Raider, keep the Termies as a retinue, get the third Helbrute and have some points left over still. Hmmm.

          • It’s hard for me to look at a list for an army I only know “competitive” terms about, and make recommendations on what would be fun to play. But it seems like you love the walkers (much like myself), and getting more of those in there might be more fun then having a giant tank that gets haywired or lanced to death.

            More > Less in 40k generally.

            Of course I hear CSM terminators, and immediately think oblits would be a better choice, but I always found the CSM terminators to look so epically awesome as I figure you’d want to include them just from that. It’s like my black templar sword and board terminators. They look proper awesome (i mean geez it’s my little avatar), but don’t usually do much in a game!

            • I love Obliterators but it’s a price consideration. I could get the points with the removal of the Land Raider but the problem I’ve had with them playing retinue to the Warpsmith is they are slow. Being unable to run to get forward for repairs sort of hinders the Warpsmith.

              • Being a huge fan of the techmarines…I find them rarely used to repair. Generally they use their sweet packs to aid in assault, or just use their buff/debuff to mess with your opponents. They are pretty low in points.

                • True enough. If my Warpsmith repairs one thing a game he’s doing well. It’s just hard to have him where he’s needed at the right time. Repairing is great in theory but lacking in practice. So yeah, normally he’s a bolster to whatever unit he’s in: increased LD and general support.

                  • You can’t put him on a bike can you?

                    • If only. It’s a common gripe with the Warpsmith. He has no access to a bike or even a jump pack.

                    • That’s BS :(.

          • Knight_of_Infinite_Resignation

            IIRC they arrive at the same time but deploy separately. Three Helbrutes with MM and HF works well. You could also consider Blood Slaughterers instead if you have the models. I don’t so I back the Helbrutes up with deepstriking Oblits for target saturation.

            BTW I’ve never seen the point in a shooty Helbrute with a PF, may as well add a missile launcher if you decide not to use the Mayhem pack.

            I’d also do away with the LR and Termies. Run the Warpsmith in a blob of cultists behind the advancing Maulerfiend(s).

            Defilers are very poor for their points cost. A second Maulerfiend or some spawn to keep the first one company would be better IMO.

            • I don’t own any Blood Slaughterers. I’m still a Forge World virgin ;)

              Good point on the Oblits and I plan to get a second Maulerfiend but have yet to actually purchase it. Basically, what you see for walkers is the extent of my collection for the moment. That’s why the Defiler is in there as well, saturation despite not being super point efficient.

              All great feedback. Thanks.

  • amberclad87

    Drop the land raider and termies. Run that hellbrute formation thing. Drop the defiler and pack your heavies with maulerfiends. That would be a scarier list if I was looking at it across the table.

    • Just the one Maulerfiend for the moment though. Haven’t had the cash to buy more. However, I’ll end up dropping the LR and Termies to invest elsewhere, like a Helbrute formation, maybe some Spawn points permitting.

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