A group of gamers looking to make their mark on the Warhammer 40K Midwest Tournament Circuit. This blog will be about how we mix things up at events and make preparations to take over the world and declare "Martial Law"
Time to start thinking strategy. Chaos
Marines are going to be the foundation for these strategies, but many of the
same principles can be applied to other armies. The options you have grow
dramatically when you start to factor in allies, but I am going to just be
talking about Chaos Marines on their own.
Here are some of the main types
of armies that you are likely to encounter. Many armies (most of the good ones
anyway) will include more than one of these strategies.
Deathstars: While large squads of paladins and
biker nobz have generally fallen out of favor deathstars are not dead. Tau and
their supplement bring the notorious Farsight bomb and Eldar have jetbike
councils. Both can stack multiple USR's making them both durable and able to
put out the hurt.
Trying to defend against a deathstar can be tricky
since they tend to do a ton of damage in a single turn; you are going to need to
prioritize what lives. If I know a Farsight bomb is going to drop I want to
make sure things like obliterators or vindicators are either bubble wrapped with
a throwaway squad or hiding in reserves.
With both Farsight bombs and
Jetbike councils positioning is key. Most often there is one model with a
reliable save meant to tank most of the incoming shots. These are both fast
opponents so it may be difficult to outmaneuver them, but it is possible.
Throwaway units such as cultists and Typhus zombies are great for bubble
wrapping. If you can manage to catch a deathstar off guard zombies can tie up
units in close combat for a significant period of time.
Everyone loves
Helldrakes. Baleflamers can make quick work of any squad without a 2+ save.
They can also reliably move into a position to avoid a 2+ save tank. It is
also important to remember that vector strikes do random wound allocation
meaning that it is unlikely that the tanking model will be hit.
Noise
marines are also incredible for dealing with these kinds of threats; however,
you need to make sure that you have a range advantage on your opponent. Most
shooting deathstars have medium to short range on their guns and if you can keep
a squad of cultists in between you and your opponent this can really limit the
amount of damage that you take. Positioning can be an issue if there is a 2+
save at the front of the squad. Make sure your opponent takes the bolter saves
before the blastmaster saves if there is a tank.
Turn Two
Charges:
Armies that can pull off a turn two charge are rising in
popularity. Swarms of Flesh Hounds can be seen at many a tournament, Wraithwing
still makes appearances, and with the (suspected) rise of white scars you are
likely to encounter someone who can be in your face on turn two.
How you
react to an extremely fast opponent is going to depend on how his or her units
are approaching you. If they are running right up the center then it is going
to be easy to concentrate your firepower and/or charges on a single unit.
However, if an opponent is smart and hitting your flank then you are going to
need to react in a more precise manner. Hitting you on a flank means that they
can engage only part of your army. You want to move in such a way where your
opponent will be forced to engage as much of your army as possible. Against an
army that has turn two chargers you are going to want to keep most of your army
together. Spacing out will let these fast units pick off your squads one at a
time.
Once again bubble wrapping is going to come in handy. Cultists and
zombies come to mind; however, I have also had a couple occasions where I was
able to bubble wrap with my helldrakes. With some planning and a decent amount
of luck you can get this tactic to work and it can be devastating to your
opponent. I have only been able to pull this off when I go first simply because
it relies on your helldrakes coming in at the beginning of turn 2. When your
helldrakes come on the board position them in such a way where your opponent
would be unable to charge without place a model within 1 inch of one of your
bases. This can force them to be stuck out in the open for an additional
turn.
The most effective shooting unit against wraiths, flesh hounds, and
bikes has to be noise marines. Against both flesh hounds and wraiths S8 is
devastating and bikes will simply melt away against a blast
master.
Daemon Princes with a black mace can be very effective against
these units in close combat. They are fast enough to engage these units and
pack enough punch to do some serious damage. Since they don't have the
'Champion of Chaos' special rule they do not actually have to challenge (however
they more than likely will want to).
Baleflamers are ok against flesh
hounds and wraiths since the STR wont double out their toughness, but the Hades
autocannons are very effective. Bike squads cry at the sight of a
baleflamer.
I have not run one but on paper a forgefiend with two hades
autocannons and a single exctoplasma cannon would be effective as
well.
General Strategies Against Common Opponents: Part 1
Time to start thinking strategy. Chaos
Marines are going to be the foundation for these strategies, but many of the
same principles can be applied to other armies. The options you have grow
dramatically when you start to factor in allies, but I am going to just be
talking about Chaos Marines on their own.
Here are some of the main types
of armies that you are likely to encounter. Many armies (most of the good ones
anyway) will include more than one of these strategies.
Deathstars: While large squads of paladins and
biker nobz have generally fallen out of favor deathstars are not dead. Tau and
their supplement bring the notorious Farsight bomb and Eldar have jetbike
councils. Both can stack multiple USR's making them both durable and able to
put out the hurt.
Trying to defend against a deathstar can be tricky
since they tend to do a ton of damage in a single turn; you are going to need to
prioritize what lives. If I know a Farsight bomb is going to drop I want to
make sure things like obliterators or vindicators are either bubble wrapped with
a throwaway squad or hiding in reserves.
With both Farsight bombs and
Jetbike councils positioning is key. Most often there is one model with a
reliable save meant to tank most of the incoming shots. These are both fast
opponents so it may be difficult to outmaneuver them, but it is possible.
Throwaway units such as cultists and Typhus zombies are great for bubble
wrapping. If you can manage to catch a deathstar off guard zombies can tie up
units in close combat for a significant period of time.
Everyone loves
Helldrakes. Baleflamers can make quick work of any squad without a 2+ save.
They can also reliably move into a position to avoid a 2+ save tank. It is
also important to remember that vector strikes do random wound allocation
meaning that it is unlikely that the tanking model will be hit.
Noise
marines are also incredible for dealing with these kinds of threats; however,
you need to make sure that you have a range advantage on your opponent. Most
shooting deathstars have medium to short range on their guns and if you can keep
a squad of cultists in between you and your opponent this can really limit the
amount of damage that you take. Positioning can be an issue if there is a 2+
save at the front of the squad. Make sure your opponent takes the bolter saves
before the blastmaster saves if there is a tank.
Turn Two
Charges:
Armies that can pull off a turn two charge are rising in
popularity. Swarms of Flesh Hounds can be seen at many a tournament, Wraithwing
still makes appearances, and with the (suspected) rise of white scars you are
likely to encounter someone who can be in your face on turn two.
How you
react to an extremely fast opponent is going to depend on how his or her units
are approaching you. If they are running right up the center then it is going
to be easy to concentrate your firepower and/or charges on a single unit.
However, if an opponent is smart and hitting your flank then you are going to
need to react in a more precise manner. Hitting you on a flank means that they
can engage only part of your army. You want to move in such a way where your
opponent will be forced to engage as much of your army as possible. Against an
army that has turn two chargers you are going to want to keep most of your army
together. Spacing out will let these fast units pick off your squads one at a
time.
Once again bubble wrapping is going to come in handy. Cultists and
zombies come to mind; however, I have also had a couple occasions where I was
able to bubble wrap with my helldrakes. With some planning and a decent amount
of luck you can get this tactic to work and it can be devastating to your
opponent. I have only been able to pull this off when I go first simply because
it relies on your helldrakes coming in at the beginning of turn 2. When your
helldrakes come on the board position them in such a way where your opponent
would be unable to charge without place a model within 1 inch of one of your
bases. This can force them to be stuck out in the open for an additional
turn.
The most effective shooting unit against wraiths, flesh hounds, and
bikes has to be noise marines. Against both flesh hounds and wraiths S8 is
devastating and bikes will simply melt away against a blast
master.
Daemon Princes with a black mace can be very effective against
these units in close combat. They are fast enough to engage these units and
pack enough punch to do some serious damage. Since they don't have the
'Champion of Chaos' special rule they do not actually have to challenge (however
they more than likely will want to).
Baleflamers are ok against flesh
hounds and wraiths since the STR wont double out their toughness, but the Hades
autocannons are very effective. Bike squads cry at the sight of a
baleflamer.
I have not run one but on paper a forgefiend with two hades
autocannons and a single exctoplasma cannon would be effective as
well.