Showing posts with label tactics. Show all posts
Showing posts with label tactics. Show all posts

Tactica: New Look Orks


Stelek has put together an interesting list over at his Yes the Truth Hurts. I thought it was a good list to further investigate. Since I probably know Orks better than any other codex I really wanted to weigh in.

I thought his list was interesting in that it tried a couple of things that aren't typical in any of my Orks lists.

1) It uses both Nob Bikers and Battlewagons
2) It relies primarily on grots as the basic troop choice.
3) It runs Kanz but isn't a Kan Wall.

I thought I'd run down these three items and offer feedback on his strategy.

Nobz:

For the first item, running both bikers and wagons I think is a sound choice. However I don't like his execution. My issue with mid-sized Nobz units thorough experience is that they either tend to struggle against the true power units or are overkill against the lesser units. In short they either don't do what they are designed to do or are over-costed and we'd rather spend points on something cheaper. With this in mind my current strategy with Nobz is to either run them as a minimum size to unlock wagons or as a maxed out death-star that can challenge anything. In this list Stelek runs two mid-range nobz, one in a wagon and the other on bikes. I think he's better off running one massive bike unit and have no apologies for it. I've changed the list with this consideration.

Grotz:

Stelek doesn't like Ork Boyz. His logic is that troops are fail if they don't have a dedicated transport. Since the trukk forces boyz into a unit size that makes them suck along with the fact that trukks are terribly flimsy he doesn't like trukk boyz either. Barring that option the last remaining choice is to put the boyz in a wagon. I happen to like this idea. He does not because he believes you're investing too many points into a unit combo that screams target priority. That's a 130 + point wagon with a standard 20 man boy unit with upgrades to the nob up to 160 we're looking at a 290 point troop. I don't agree with this but for purposes of this article I'm going to give him the benefit of the doubt. The revised list shall have zero Ork boyz. Grot spam it is.

Kanz:

I tend to like Killa Kanz. But only in a list with a significant number. His list doesn't really offer them a consistent 4+ save and I consider that a problem. They double as fire support / anti tank and I don't hate the idea but my experience with them in that role is they tend to get dealt with when they are going to be a threat to the opponent and it's generally an easy task. All that said, the biggest problem with Kanz is they are sitting in the heavy slot. That means I have to use less wagons. I don't like that so I'm not going to run them. In their stead I'll try something different: I'll use a deff dread and declare it a troop with my KFF ability.

In addition to the above Stelek's list also features a deffkopta unit. I don't hate them at all but I find buggies to generally be a better value if they can ensure themselves cover saves for the majority of the game. This list enables that easily. I prefer a cheaper buggy unit over the koptas with the understanding that I'm losing scout potential.

So considering Stelek's list I'm going to revise it as such.

Orks - 2000

HQ

Big Mek (KFF, Burna, Cybork)
Warboss (Warbike, Squig, Powerklaw, Cybork)

Troops

Nobz x10 (Cybork, Stikkbombs, Warbikes, Powerklaw x3, Diverse Wounds) w Painboy
Gretchin x10 w Runtherd
Gretchin x10 w Runtherd
Gretchin x10 w Runtherd
Gretchin x10 w Runtherd
Deff Dread (CCW x2, Big Shoota x2)

Heavy Support

Battlewagon (Deffrolla, Red Paint, Armor Plates, Big Shoota)
Battlewagon (Deffrolla, Red Paint, Armor Plates, Big Shoota)
Battlewagon (Deffrolla, Red Paint, Armor Plates, Big Shoota)

Elite

Loota x5
Loota x5
Loota x5

Fast Attack

Warbuggy x2 (TL Rockitt x2)
Warbuggy x2 (TL Rockitt x2)
Warbuggy x2 (TL Rockitt x2)


I'll go along with most of what he's getting at here. We both agree fire support is key. I even ratchet it up further with a third loota unit and another squadron of buggies. Stelek likes Kanz for counter-assault purposes. I go with a shooty Deff Dread to save our precious heavy support slot and then use a whopping three wagons with deffrollas on the cheap carrying our grots. The wagons are relatively svelt at 170 points (130+40) instead of the standard 290 carrying a boyz unit. Mobile troops are crucial and this strategy allows for that. Our 4th grot unit will sit in reserve and only show up to camp out the local objective.

So that's the list. Good fire support. An incredibly powerful death-star unit. Wagon spam that must be respected carrying cheap troops to boot. A counter-assault unit to keep our opponent honest.

Do you like an Ork list without Boyz? Is this counterassault good enough? What about combining Nob Bikerz with Wagonz? Lot's of tactics to consider here. Maybe I'll try this list out in the near future!

Army: Space Marines at 1500

I'm hoping to get in some games this weekend with Absolute Blue. For a change of pace I want to field an Ultramarines army. I've been putting one together for a couple of months now and by leveraging my sisters of battle collection with some liberal use of "counts as" (immolators can be razorbacks right?) I can compile the following list:


Ultramarines (1500)

HQ

Librarian (Null Zone, Avenger)

Troops

Tactical Squad x10 (Flamer, Missile Launcher) w Razorback (Lascannon and TL Plasma)
Tactical Squad x5 w Razorback (Lascannon and TL Plasma)
Tactical Squad x5 w Razorback (Lascannon and TL Plasma)

Elite

Terminator Assault Squad (THSS x5) w Land Raider Crusader (Extra Armor, Multi Melta)

Heavy Support

Predator (Auto Cannon, Heavy Bolter)
Predator (Auto Cannon, Heavy Bolter)

Fast Attack

Land Speeder (Typhoon Missile Launcher)
Land Speeder (Typhoon Missile Launcher)

I think this is a pretty balanced list for 1500 that offers a lot of options. We have a quality death star unit that can control the middle of the table with the thunderhammer terminators embarked in the land raider crusader. Fire support options are plentiful: Double dakka predators for either light vehicles or horde infantry. Land speeders are outfitted with typhoon missile launchers to knock out vehicles from long range. The razorbacks have both lascannons and plasma guns to deal with heavy threats. I can combat squad one of the marine squads and then place three of them in the razorbacks. The fourth unit can camp an objective and fire a missile launcher from long range.

Anyone hate this list? I'm a bit of a novice when it comes to marines. I just try to get units into my lists that can deal with real threats effectively and efficiently. I think this list accomplishes that.

I hope to get a game with this list sometime in the near future. I'll report my results on this blog.

Tactics: Protecting Your Independent Characters in Assaults (Part 1)

Sometimes, when assaulting, you don't want to expose your Independent Character to direct attacks by the enemy. This can be for a number of reasons which could include; managing kill points or protecting from the loss of various special abilities.

One example could be protecting your Brother Corbulo, since his bubble of Furious Charge and Feel No Pain are probably valuable to the unit he is in and any unit within 6" of him. Since Brother Corbulo is an Independent Character, it might not be safe to have him on the front line charging the enemy head first.

So for part 1 of this 2 part post, I take a look at how to protect the Independent Character when assaulting the enemy. This assumes that a) you don't want to strand your Independent Character, such that he is standing alone to receive enemy fire, b) there is not another unit nearby he can attach himself to, or c) there is not a transport nearby for him to hide in. Note that assumptions b) and c) are ways to also protect the Independent Character, if those options are available.



The first thing to note in the above illustration is that I have purposefully exaggerated trailing the Independent Character at the back of the squad. This may not necessary when setting up the charge, but will become important in part 2 when I discussed taking a charge. The next thing to note are the rules for assaults using Independent Characters. When assaulting, you do not have to move the Independent Character first to attempt to get into base to base with the enemy. Again, part 2 will deal with the rules regarding being assaulted, which does require the Independent Character to try to move up to the front. Next, we do need to consider that all of my units must still go all out to try to get into base to base with a enemy model in the assault, if possible.

Considering the above illustration, the Blood Angels will be assaulting the Bloodletters. The Blood Angels have a 6" assault range. Being extremely conservative, one can see even if one of the Bloodletters had a place I could put Brother Corbulo in base to base, he cannot physically get there.



Now that the Blood Angels have assaulted the Bloodletters, one can see that all of the Blood Angels moved as far as they could to attempt to get into base to base with one of the enemy models. The unfortunate part about my conservative positioning, is now Brother Corbulo, and potentially one of the other Blood Angels, will not be engaged with any of the Bloodletters and will not be able to contribute any attacks towards the melee.



The last important aspect of protecting the Independent Character as part of the assault is considering the impact of the defenders reaction movement. The two Bloodletters that were not in base to base with any of the Blood Angels can react and move up to 6" to get into base to base with your models. If one was not careful to consider this, the enemy could potentially still get into base to base with the Independent Character. Considering this, Brother Corbulo moved up the middle with other Blood Angels on each of his flanks, knowing it would be more than 6" of movement to get around to him.

Army: Mechanized Orks


I've been playing Orks for a while now and my previous article examining the codex took a close look at the popular Kan Wall build. Kan Wall is effective, but it is decidedly "horde" instead of mechanized. The troops are slow. The walkers are slow. Mech Orks are different. They embrace speed. Because of this it's a much different list than Kan Wall. Here is version I've been using for small games at 1500 points:

Mek Orks (1500)

HQ

Big Mek (Kustom Force Field, Heavy Armor)
Warboss (Powerklaw, Cybork)

Troops

18 Shoota Boyz w Nob (Powerklaw, Bosspole)
18 Shoota Boyz w Nob (Powerklaw, Bosspole)
5 Nobz (Cybork) w Painboy (Power Klaw, Ammo Runt x2, Bosspole, Waaagh Banner)
with Battlewagon (Big Shoota, Deffrolla, Red Paint)

Elite

5 Lootas
5 Lootas
5 Lootas

Fast Attack

1 Warbuggy (TL Rockitt)
1 Warbuggy (TL Rockitt)
1 Warbuggy (TL Rockitt)

Heavy Support

Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
Kannonz x 3 (Ammo Runt x3)

I make a point to maximize FO slots whenever possible to exploit as much shooting as possible. All ork lists need it against opponents with capable shooting of their own. Without fire support your vehicles can get shot to pieces before their payload ever arrives. This list combines some of the most powerful units in the codex into one list. We see the KFF Mek here again. This time just a singleton however. Stick him with one of the boyz in a wagon and he'll grant all your AV 14 Wagons a 4+ save. He's accompanied by the Warboss paying a nob tax and a unit of nobz that now can be scored as troops due to his inclusion. This list has 3 battlewagons all outfitted near identical. Deffrollas are one of the most powerful things in the codex and that's our primary reason for using the wagons. They also double as an AV 14 shooting platform, allowing our shoota boyz to rain down death from the safety of the vehicles if needed, or they can simply debark and charge forward after their wagon has delivered them where they need to go.

Accompanying the KFF shielded wagons are 3 buggies with rockitts, useful for picking apart enemy vehicles. This list can deal with armor without issue. That's 15 lootas, 3 TL Rockitts, 3 Deffrollas, and 3 effectively TL Kannonz along with a resilient troop base. This list is shooty, and this list is fast. It can get your orks where they need to go and they can do it with authority.

At 1750 we can make some additions. Notably upgrading the Warboss to his named counterpart: Ghazgkhull Thraka. Ghazghkull is a potent special character with a heavy point cost. No matter. He's worth it. A whopping 7 str 10 powerklaw attacks on the charge, a 2+ save, the ability to make your entire army fearless for a turn, a 6" waagh, and an invulnerable save. As I highlighted here, he's one of the best HQ's in the codex. If you have the points you use him. We do. We will.

Mek Orks (1750)

HQ

Big Mek (Kustom Force Field)
Ghazghkull Thraka

Troops

18 Shoota Boyz w Nob (Powerklaw, Bosspole)
18 Shoota Boyz w Nob (Powerklaw, Bosspole)
7 Nobz (Cybork, Stikkbombs) w Painboy (Power Klaw x2, Heavy Armor, Ammo Runt x2, Bosspole, Waaagh Banner)
with Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
10 Gretchin w Runtherd

Elite

5 Lootas
5 Lootas
5 Lootas

Fast Attack

1 Warbuggy (TL Rockitt)
1 Warbuggy (TL Rockitt)
1 Warbuggy (TL Rockitt)

Heavy Support

Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
Kannonz x 3 (Ammo Runt x3)

At 2000 points we finally drop the Kannonz unit and add a 4th wagon. I think at this point level the list might have a few scaling issues as we start running out of units to take, but 4 wagons is certainly better than 3 if you can swing it. We can still use them and provide a 4+ save with our KFF a majority of the time.



Mek Orks (2000)

HQ

Big Mek (Kustom Force Field)
Ghazghkull Thraka

Troops

18 Shoota Boyz w Nob (Powerklaw, Bosspole)
18 Shoota Boyz w Nob (Powerklaw, Bosspole)
18 Shoota Boyz w Nob (Powerklaw, Bosspole)
7 Nobz (Cybork, Stikkbombs) w Painboy (Power Klaw x2, Heavy Armor, Ammo Runt x2, Bosspole, Waaagh Banner)
with Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
10 Gretchin w Runtherd

Elite

5 Lootas
5 Lootas
5 Lootas

Fast Attack

2 Warbuggy (TL Rockitt)
1 Warbuggy (TL Rockitt)
1 Warbuggy (TL Rockitt)

Heavy Support

Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)
Battlewagon (Big Shoota, Deffrolla, Red Paint, Boarding Plank)

Mech Orks obviously plays differently the Kan Wall Orks. Both lists can be effective at all point levels though. Either one can work in your meta-game.

Army: Orks Kan Wall

IMG_0885

One of my favorite Ork lists is the Kan Wall variant. It's a popular list type that exploits a very popular combo, running a wall of Killa Kanz at your opponents and giving them all a 4+ save from the Kustom Forcefield equipped Big Mek's that escort them. Along with the Mek's and the Kanz are a horde of shoota boyz, that can shoota from behind the safety of the wall.

Here is a typical Kan Wall list at 1500 points:


Ork Kan Wall (1500)

HQ

Big Mek (Kustom Force Field)
Big Mek (Kustom Force Field)

Troops

Boyz x29 (Shootas) Nob (Powerklaw, Bosspole)
Boyz x29 (Shootas) Nob (Powerklaw, Bosspole)
Boyz x10 (Shootas) Nob (Powerklaw, Bosspole) w Trukk (Ram)

Heavy Support

Killa Kanz x3 (Rockitt x3)
Killa Kanz x3 (Rockitt x3)
Killa Kanz x3 (Rockitt x3)

Elite

Lootas x5
Lootas x5

Fast Attack

Deffkopta (TL Rockitt, Buzzsaw)
Deffkopta (TL Rockitt, Buzzsaw)

One of the major weaknesses of Kan Wall is it's lack of mobility. Kill Kanz and Orks on Foot just don't move all that fast. That's why we add a couple of utility units to counteract this weakness. Deffkoptas are useful for taking out problem vehicles or swooping to contest objectives. The single trukk boy unit is recommended to put in reserve and arrive late game to zoom to an objective or score your own.

We also have a significant amount of anti tank in this list. That's 11 rockitts and 10 lootas to crack enemy vehicles allowing the ork horde to take care of business.

At 1750 we can expand on this theme and give the list more volume. This version adds additional lootas, another deffkopta, a grot unit to stay at home base, and upgrades the Killa Kan rockitts to kustom mega blastas.

Ork Kan Wall (1750)

HQ

Big Mek (Kustom Force Field, Burna)
Big Mek (Kustom Force Field)

Troops

Boyz x29 (Shootas) Nob (Powerklaw, Bosspole)
Boyz x29 (Shootas) Nob (Powerklaw, Bosspole)
Boyz x10 (Shootas) Nob (Powerklaw, Bosspole) w Trukk (Ram)
Gretchin x10 Runtherd

Heavy Support

Killa Kanz x3 (KMB x3)
Killa Kanz x3 (KMB x3)
Killa Kanz x3 (KMB x3)

Elite

Lootas x5
Lootas x5
Lootas x5

Fast Attack

Deffkopta (TL Rockitt, Buzzsaw)
Deffkopta (TL Rockitt, Buzzsaw)
Deffkopta (TL Rockitt, Buzzsaw)

IMG_0878

Finally the 2000 point version of this list allows us to throw in a couple of Deff Dreads. Remember that Big Mek's in your list unlock the dreads to be taken in the troop slot. We have 2 of those. Now this list has a whopping 11 walkers!

Ork Kan Wall (2000)

HQ

Big Mek (Kustom Force Field)
Big Mek (Kustom Force Field)

Troops

Boyz x29 (Shootas, Big Shoota x3) Nob (Powerklaw, Bosspole)
Boyz x29 (Shootas, Big Shoota x3) Nob (Powerklaw, Bosspole)
Boyz x11 (Shootas, Big Shoota) Nob (Powerklaw, Bosspole) w Trukk (Ram)
Gretchin x10 Runtherd
Deff Dread (4 CCW, Armor Plates)
Deff Dread (4 CCW, Armor Plates)

Heavy Support

Killa Kanz x3 (KMB x3)
Killa Kanz x3 (KMB x3)
Killa Kanz x3 (KMB x3)

Elite

Lootas x5
Lootas x5
Lootas x5

Fast Attack

Deffkopta (TL Rockitt, Buzzsaw)
Deffkopta (TL Rockitt, Buzzsaw)
Deffkopta (TL Rockitt, Buzzsaw)

Kan Wall is serious list with a substantial amount of shooting that doesn't have a whole lot of weaknesses. It's an Ork staple and I would expect to see it at any high level tournament.

Army: Fzorgle Chaos Cookie Cutter



For posterity sake, I felt I would post my interpretation of the Fzorgle Chaos Cookie Cutter list. The Lash-tastic, Plague Marine and Obliterator spam list that was all the talk two years ago, when the Chaos Space Marine codex first came out. It seems it still has its place, and given the limited options in the Codex, we continuously see its variants on the field of play.

At 2000 points:

HQ

Daemon Prince (Wings, Mark of Slaanesh, Lash of Submission (aka Fzorgle))
Daemon Prince (Wings, Mark of Slaanesh, Lash of Submission)

Elite

3x Terminators (3x Combi-melta, Chainfist)
3x Terminators (3x Combi-melta) aka a "Termicide" Unit (the above is also a variant of such)
3x Terminators (3x Combi-melta)

Troops

5x Plague Marines (2x Meltaguns, Rhino)
5x Plague Marines (2x Meltaguns, Rhino)
5x Plague Marines (2x Meltaguns, Rhino)
5x Plague Marines (2x Meltaguns, Rhino)

Heavy Support
Black Legion, Chaos, Chaos Space Marines
3x Obliterators
3x Obliterators
3x Obliterators

The layout for the Termicide units could be different, but the points were odd at 2000 so I decided to add a Chainfist to the mix. As you may already know, or can easily tell from above, this list is considered boring and cheesy by many players in the community. For a while, it was an incredibly viable list and still does well in some tournaments. It definitely has its weaknesses, and actually works better at lower point ranges.

At 1750, one could remove the Termicide units and add a couple Plague Marine models to each of the units, or a Plague Champion with a Powerfist to a couple of them.

At 1500, from 1750, drop one of the Obliterators from each of the 3 units, and tweak the Plague Marines such that you get to the proper point range. Alternatively, you could drop one of the Plague Marine squads at this point level and add in one of the Termicide units.

That's it. Simple but effective. It will annoy and frustrate the novice opponent, but will fall apart against other opponents. Still a good build for Chaos and I like to run this myself at the 1500 and 1750 level.

For help on how to play this list see Playing: Chaos Space Marine Tactics.

Army: Fabius Bile Themed List


The Chaos Space Marines Codex is definitely suffering from age. This is not to say it isn't a competitive codex, but instead it suffers from not having a variety of fun competitive lists. This is arguable, but I have personally found that the options each the areas of HQ, Elite, Fast Attack, and Heavy Support are limited, compared to what newer codices are offering.

That said, I have tried putting together a list that deviates from the standard Plague Marine and Obliterator spam lists that so often appear on the net, and in my own lists. Unlike many of the new codices that have a plethora of HQ options that provide ways of enhancing the rest of their army, the Chaos Space Marine Codex only offers Fabius Bile as an HQ option that can enhance the potential of other units within the Codex. These enhancements come at a cost of +3 points per model, and limited to Chaos Space Marines, but its something and I decided to see if I could make something work.


At 1500 points, I am considering the following:

HQ

Fabius Bile

Elite

3x Terminators (3x Combi-meltas, Chainfist)

Troops

10x Chaos Space Marines (Enhanced Warriors, Aspiring Champion, Power Fist, Combi-Melta, 2x Meltaguns, Icon of Slaanesh, Rhino (w/ Combi-Melta))
10x Chaos Space Marines (Enhanced Warriors, Aspiring Champion, Power Fist, Combi-Melta, 2x Meltaguns, Icon of Slaanesh, Rhino (w/ Combi-Melta))
9x Plague Marines (Plague Champion, Power Fist, Combi-melta, 2x Meltaguns, Rhino (w/ Combi-Melta))

Heavy Support

Predator (Autocannon, Lascannon Sponsons)
Predator (Autocannon, Lascannon Sponsons)

This list is fairly limited tactically. It has 3 Rhinos, 2 Predators, and a "Termicide" squad. The 2 Predators make for good light vehicle kill. The 2 Chaos Space Marine squads are Fearless, S5, I5, with 2 Meltaguns. Finally, Fabius Bile rides with a potentially aggressive Plague Marine unit with Meltaguns. Enemy Death Star units will give this list trouble. I also expect any army with a significant number of light vehicle kill will stall this army early game making it too slow forcing it to suffer heavy fire before entering its effective range. It has a chance, but I feel it will be hit or miss in many situations.

To bring it to 1750, the list looks as follows:

HQ

Fabius Bile

Elite

3x Terminators (3x Combi-meltas, Chainfist)
3x Terminators (3x Combi-meltas, Chainfist)

Troops

10x Chaos Space Marines (Enhanced Warriors, Aspiring Champion, Power Fist, Combi-Melta, 2x Meltaguns, Icon of Slaanesh, Rhino (w/ Combi-Melta))
10x Chaos Space Marines (Enhanced Warriors, Aspiring Champion, Power Fist, Combi-Melta, 2x Meltaguns, Icon of Slaanesh, Rhino (w/ Combi-Melta))
9x Plague Marines (Plague Champion, Power Fist, Combi-melta, 2x Meltaguns, Rhino (w/ Combi-Melta))

Heavy Support

Predator (Autocannon, Lascannon Sponsons)
Predator (Autocannon, Lascannon Sponsons)
Predator (Autocannon, Lascannon Sponsons)

Mostly more of the same. I added another Predator and a "Termicide" squad. I feel it might be troop light for 1750, and Sieze Ground, but I feel for 1750 I have invested enough points in troops, and any more might take aware from this lists ability to "kill" things.

Finally, at 2000:

HQ

Fabius Bile

Elite

3x Terminators (3x Combi-meltas, Chainfist)
3x Terminators (3x Combi-meltas, Chainfist)

Troops

5x Chaos Space Marines (Enhanced Warriors, Meltagun, Rhino)
5x Chaos Space Marines (Enhanced Warriors, Meltagun, Rhino)
10x Chaos Space Marines (Enhanced Warriors, Aspiring Champion, Power Fist, Combi-Melta, 2x Meltaguns, Icon of Slaanesh, Rhino (w/ Combi-Melta))
10x Chaos Space Marines (Enhanced Warriors, Aspiring Champion, Power Fist, Combi-Melta, 2x Meltaguns, Icon of Slaanesh, Rhino (w/ Combi-Melta))
8x Plague Marines (Plague Champion, Power Fist, Combi-melta, 2x Meltaguns, Rhino (w/ Combi-Melta))

Heavy Support

Predator (Autocannon, Lascannon Sponsons)
Predator (Autocannon, Lascannon Sponsons)
Predator (Autocannon, Lascannon Sponsons)

Going to 2000 points proved to be difficult. I was no longer happy running just 3 troop choices, but points really limited my options. Avoiding 2 small units of Plague Marines, in order to keep with my concept of avoiding my usually Plague Marine spam, I tried putting in 2 small units of enhanced Chaos Space Marines. This gives me a few more scoring options, but these units are a bit fragile and might give up points too easy in 2000 point games. I really need to reconsider how to bring this up to 2000 points, but that's the draft for now.

Army: Lord Castellan Creed's Platoon



Creed's Platoon

I've been messing around with some ideas for a different kind of IG list that still has some power units and the ability to win against competitive lists. I already have a generic Cadian force with the typical chimera spam but I wanted to try something different. This latest list is anything but typical. It does Cadian's with a twist and has a lot of unexpected abilities.

Imperial Guard (2000)

HQ

Company Command Squad (Lord Castellan Creed, Color Seargeant Kell, Astropath, Melta x3, Camo Cloaks)

Troops

Platoon:

Platoon Command Squad (Flamer x4)
Infantry Squad x10 (LasCannon, Power Weapon)
Infantry Squad x10 (LasCannon, Power Weapon)
Infantry Squad x10 (LasCannon, Power Weapon)
Heavy Weapon Squad (Autocannon x3)
Heavy Weapon Squad (Autocannon x3)
Heavy Weapon Squad (Autocannon x3)

Penal Legion Squad x10

Heavy Support

Leman Russ Battle Tank x2 (Heavy Flamer)
Leman Russ Exterminator x2 (Plasma Sponsons x2, Heavy Bolter)
Leman Russ Vanquisher w Knight Commander Pask (Lascannon)

Fast Attack
Scout Sentinel x2 (Lascannon x2)
Scout Sentinel x2 (Lascannon x2)

Where do we begin? Well first of all this list has zero chimeras. Not a one. In fact it doesn't have any AV 12 at all. This is an intentional design construction that attempts to render all of your opponents' strength 7 and strength 8 weaponry as over-costed. What will those weapons shoot at anyway? Hopefully cheap platoons. With a low volume of fire this can become exceptionally frustrating. Beyond the lack of AV 12 the army centers around Lord Castellan Creed. He makes the army go with the ability to maximize orders to nearby infantry platoons that can now fully benefit since they are on foot and not tucked away in chimeras. To ensure that the orders are received we utilize Colour Seargent Kell. Now everyone hearing it is effectively LD 10.

On top of Creed's special order abilities and radius we benefit from his unique order "For the honor of Cadia". With this ability the massive platoon blob of 30 is fearless and has furious charge. They also are outfitted with power weapons. This can be problematic for unprepared enemies who get too close. This entire platoon now assaults like a mob of orks!

Finally creed has the "Tactical Genius" ability. He can assign any one unit in the list the scout ability. That means we can outflank with our Leman Russ Exterminators, or if we prefer, an infantry squad or even the entire blob of 30. This list features an Astropath to ensure anything that we outflank can show up as soon as possible.

Backing up Creed and his platoon is a lot of firepower in the form of 5 Leman Russ. All of them resilient, bubble wrapped by the blob if needed and all capable of dishing out serious damage. We have a variety of functions among them. The vanilla LRBT can stay far away from the rest of the fight and rain down Str 8 ordinance. The aforementioned Exterminators can control the center of the table or even outflank and dump autocannon and plasma cannon spam from behind. The lone Vanquisher, headed by Pask, can demolish might Land Raiders or enemy Leman Russ from long range.

The Scout sentinels serve as cheap an efficient vehicle kill that again can hide behind the safety of the leman russ getting cover or outflank into enemy territory. The Penal Legion troopers can also outflank to take an objective late game. Or we can just keep them on our side of the table to defend the home base.

This list is a lot of fun to field because it takes a strong guard contingent and uses them in a different way with several interesting special characters. It still, like any good guard list, features a lot of long range firepower. This list has 8 Lascannons (3 of which can be Twin Linked), 13+ Autocannons, Plasma Cannons and even a highly accurate Str 10 Shot. It also features a highly resilient troop base than can excel both at range or even in close combat.

Is this list tier 1? Probably not. But I think it can baffle opponents and you can chuckle when they bring a bunch of str 7 or 8 guns and have nothing worthwhile to shoot at, are furious charged by a mob of 30 guardsmen with power weapons, and are outflanked by a pair of Leman Russ exterminators.

Have fun.

Army: Space Marines for 'Ard Boyz






Here is a vanilla Space Marines list I've been thinking about for 'Ard Boyz:

Space Marines (2500)

HQ


Forgefather Vulkan He'stan
Librarian (Null Zone, Avenger)

Troops

Tactical Squad x 10 (Multi-Melta, Flamer) w Drop Pod
Tactical Squad x 10 (Multi-Melta, Flamer) w Drop Pod
Tactical Squad x 10 (Multi-Melta, Flamer) w Drop Pod

Elite

Assault Terminators x 5 (THSS) w Land Raider Crusader (Multi-Melta, Extra Armor)
Assault Terminators x 5 (THSS)
Ironclad Dreadnaught (Heavy Flamer) w Drop Pod

Heavy Support

Land Raider Crusader (Multi Melta, Extra Armor)
Predator (Auto Cannon, HB Sponsons)
Predator (Auto Cannon, HB Sponsons)

Fast Attack


Attack Bikes x 2 (Multi Melta)
Attack Bikes x 2 (Multi Melta)
Attack Bikes x 2 (Multi Melta)



This list seeks to exploit Vulkan's ability of Twin linking all meltas and flamer and making all thunder hammers master crafted. The best way to do that of course is to take as many of those weapon upgrades as possible.

That's 10 Thunderhammers, 11 Multi-Meltas and 4 Flamers (1 Heavy). This list seeks to maximize multi-melta coverage and get in your opponents' face with Drop Pod assaults, Land Raiders closing across the table and bikes hiding behind said raiders until the need to get shots off. Dakka Predators provide fire support from turn 1.

This list also aims to be as resilient as possible. There is no typical turkey shoot for your opponent here. No AV 11 Rhino's trying to get across the table. Either he has to deal with AV 13/14 vehicles or deal with drop pod payloads that are already in his face. This list can frustrate enemies with auto-cannon or missile spam. They'll have a lot of "fun" dealing with a bunch of vehicles they can't reliably kill with anything from long range.

This list combines the strongest HQ's in the vanilla space marine codex with some of the strongest units (THSS Terminators) and then beefs it up with an enormous amount of highly accurate twin linked vehicle kill. A potent combination for 'Ard boyz.

Army: Imperial Guard for 'Ard Boyz



Shep sent me an email showcasing his Imperial Guard list for the upcoming 'Ard Boyz tournament on Saturday:

Imperial Guard (2500)

HQ:

company command squad with officer of the fleet and 4x meltaguns in chimera with hull heavy flamer
company command squad with 4x meltaguns in chimera with hull heavy flamer

Troops:

platoon command squad with 4x meltaguns in chimera with hull heavy flamer
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
platoon command squad with 4x meltaguns in chimera with hull heavy flamer
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
veteran squad with 3x plasmaguns in chimera with hull heavy flamer
veteran squad with 3x plasmaguns in chimera with hull heavy flamer

Fast Attack:

2x armored sentinels with 2x lascannons
2x armored sentinels with 2x lascannons
2x armored sentinels with 2x lascannons

Heavy Support:

2x hydra flak tanks
2x hydra flak tanks
2x hydra flak tanks

This will be the IG list I'm playing for round one of the ard boyz. I finalized the list AFTER seeing the missions. Having played kill points missions and won despite staggering KP handicaps, I have learned that it is unimportant how many KPs you have. What is important is how many KPs per turn your opponent can collect. MSU still cripples KP stingy armies too quickly for them to kill enough KP per turn in 6 turn games. I'm betting on that fact being true even with 3x as many KP to give up.

Now that that is out of the way, I'll explain the deployment of the list. The hydras are deployed first. I'll cherry pick the best spots for them, which will always be the back corners of my deployment zone. Every other hydra will have an infantry squad chimera in front of it, giving the hydras 4+ cover. Also on the back line will be my 6 sentinels, one of each of the pairs will be behind an infantry squad chimera as well, with the lascannon peeking over the tread, giving those models 4+ covers as well. Independently of that gun line formation I'll be placing the command squad and veteran chimeras. They'll be deployed either in response to the threat units, or if going first, in as flexible of a starting location as possible. If I face a deep striking army, the infantry squads will start the game outside of their chimeras, and will jog out to create an anti-meltagun net. that move coupled with the fleet officer would make for some sad deep strikers. Also for the popular units that don't happen to have strength 8 CC, the armored sentinels can lock them up permanently. Blood crushers, blood talon dreadnoughts, any non-power fist marine unit, etc.

The main concept behind the list will help to explain the absence of vendettas. Rather than screw around with an astropath and with reserving units when not going first against any well built army, I was interested in building a list that just didn't care if they went first or not. In order to do that I needed something incredibly resilient. In my opinion, the best way for IG to gain resiliency is through ridiculous amounts of redundancy rather than plumping for more expensive units. Taking a look at the army after deployment, target priority is very difficult. The stuff you really want to kill is in cover, and those first shots into uncovered infantry squad chimeras aren't stopping any of those lascannon shots unless you get a crew shaken/stunned, which will not be what you are looking for.

- Shep

Looks pretty sick. We'll have to check in with him after the first round on Saturday. Thanks Shep!

Army: Sisters of Battle for 'Ard Boyz


Aside from my Ork army I have gotten in quite a few games with Witch hunters and think that of the older codices they are one of the most powerful armies. Certainly they don't have the bells and whistles of the newer power armor MEQ armies like Space Wolves or Blood Angels, but they certainly hold their own, especially when they can exploit the allies rules to their advantage and indoctrinate Grey Knights and Imperial Guard units.

I outlined an Ork army I thought would be solid for 'Ard Boyz here.

As for Witch hunters? Well if I was playing that army I'd use the list below:

Sisters of Battle (2496 Points)

HQ

Palatine (Book of St. Lucius) w Celestian Retinue x5 (Melta x2) Immolator (Smoke, EA)
Palatine (Book of St. Lucius) w Celestian Retinue x5 (Melta x2) Immolator (Smoke, EA)

Troops

Inquisitorial Stormtroopers x5 (Melta x2)
Inquisitorial Stormtroopers x5 (Melta x2)
Inquisitorial Stormtroopers x5 (Melta x2)
Platoon Command Squad x5 (Flamer x4) Chimera (Multi Laser, Heavy Bolter, Heavy Stubber)
Infantry Squad x10 (Lascannon) Chimera (Multi Laser, Heavy Bolter, Heavy Stubber)
Infantry Squad x10 (Lascannon) Chimera (Multi Laster, Heavy Bolter, Heavy Stubber)
Heavy Weapons Squad x3 (Autocannon x 3)
Heavy Weapons Squad x3 (Autocannon x 3)
Heavy Weapons Squad x3 (Autocannon x 3)

Elite

Celestians x5 (Melta x2) Immolator (Smoke, EA)
Celestians x5 (Melta x2) Immolator (Smoke, EA)
Inquisitor, Mystics x2 Chimera (Multi Laser, Heavy Bolter, Storm Bolter, Smoke)

Fast

Dominons x5 (Melta x4) Immolator (Smoke, EA)
Dominons x5 (Melta x4) Immolator (Smoke, EA)
Dominons x5 (Melta x4) Immolator (Smoke, EA)

Heavy

Immolator (Smoke, EA)
Immolator (Smoke, EA)
Immolator (Smoke, EA)

Immolators are a bargain, and at only 73 points with the smoke and EA upgrades, well worth cramming into any list, in multiples. This list sports 10, all of them transporting some type of infantry. The Stormtroopers have no dedicated vehicles. They are assigned the Immolators from the heavy slot.


As with any inquisition list we include the standard inquisitor/mystic combination to prevent deep strikers making our life difficult. The Imperial Guard platoon offers additional fire support and scoring options. They pack a couple of Lascannons and 9 Autocannons for necessary long range vehicle destruction.

At short range this list is packed to the brim with firepower. 26 Meltas ensure no vehicle lives within 12". The Immolators provide us with 10 Heavy Flamers. For a strategic option I gave the Chimeras in the lists bolters and stubbers. That gives you mid-range anti infantry firepower to help balance the shooting.

I think Sisters of Battle would be highly competitive in any 'Ard Boyz tournament. They are as balanced as any of the other top tier armies currently in 40k.

Army: Orks for 'Ard Boyz

IMG_0869

'Ard Boyz begins next week with the first qualifying round on Saturday, May 15th. I won't be attending due to another commitment. However, if I was going to be playing with my Ork army, I think the list below would give me the best possible chance to win with it.

Orks 'Ard Boyz (2500)

HQ

Warboss (Powerklaw, Bosspole, Cybork, Heavy Armor)
Warboss (Powerklaw, Bosspole, Cybork)

Troops

Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)

IMG_0871

Elite

Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)

Heavy

Kannons x 3 (Ammo Runts x3)
Kannons x 3 (Ammo Runts x3)
Kannons x 3 (Ammo Runts x3)

Fast

Warbuggy x3 (TL Rockitt)
Warbuggy x3 (TL Rockitt)
Warbuggy x3 (TL Rockitt)

Typically 'Ard Boyz is about target saturation. Most units in that format have a good chance of survival on a unit per unit basis. But if you have enough units you can overwhelm your opponent on your turn and then clean up the remains. Quality units tend to fall by the wayside in a format like this. The cheaper the units the better.

This list offers decent shooting while not featuring Lootas. They are absent for several reasons: 1)Maxed Loota squads are extremely expensive, even in a large point environment 2) They are difficult to deploy in large numbers and 3) They cannibalize nob slots.

In lieu of lootas I offer long range shooting in the form of 9 kannons and 9 buggies. Not quite as shooty but a serviceable and less expensive alternative that doesn't clog the elite slot. That probably isn't sufficient if you go second against another army with long range shooting, but should be adequate if you get first turn.

Aside from our shooting we use warbosses to unlock additional nob slots in the troop force org and saturate the board with cheap, if otherwise flimsy troop units. The idea is to get as many powerklaws as possible into your opponents lines before they have a chance to kill all your trukks. With the shooting support neutralizing your opponent's shooting as the trukks close the gap this is theoretically feasible.

'Ard Boyz is a competitive tournament and I'm not sure if Orks are the best army to play in that environment. However, if I was to play Orks, I'd play the list above because I think for that army it offers the best chance to win.

Army: Ork HQ Primer



Ork Primer - HQ's.

Flipping through the Ork codex reveals a lot of options in the HQ slot. There are a nice variety of choices, wargear options, and even a number of special characters. This article aims to identify which HQ's are worth taking, when they are worth taking, and which HQ's are better left out of lists altogether.

The bottom rung of the Ork HQ ladder has a number of interchangeable models. We can start with the absolute worst and work our way up. The lousiest HQ in the Ork codex? The Weirdboy.

The Weirdboy has the unfortunate distinction of being a psyker that ultimately cannot control what power it gets to use each turn. Not only that, but sometimes those powers have a negative effect. There is nothing more frustrating than not only being assigned a power you didn't want with a random die roll, but also having it kill your HQ or a nearby unit. If you are the masochistic type and decide that you must use an HQ that encourages random powers at the very least take the warphead upgrade for an additional 30 points (ouch) so you can at least re-roll a power you aren't happy with.

One notable work-around to the Weirdboyz lousy power rolls are the ability to essentially ignore the shooting powers when you are in close combat. In fact, they simply let you upgrade to a power weapon for the duration of the turn. Not terribly exciting but still better than killing your own units.

Continuing the theme of random psychic power attacks, slightly better than the unpredictable Weirdboy is the unpredictable Old Zogwort. This special character is a warphead with an upgraded stat-line, a few special powers and a much higher price tag.

In reality Zogwort is probably worse than a vanilla warphead since he costs almost twice as much, but frankly if you're going to bother taking an Ork psyker you may as well take the special character and get some comp points while you're at it. For this reason I consider it barely superior. In reality Ork psykers are just all around terrible and should be avoided at all costs.

Moving past the utterly hopeless HQ choices you can improve your list greatly by taking a couple of niche HQ's that may work under certain circumstances. They are a pair of special characters: Wazdakka Gutsmek and Mad Dok Grotsnik.

Grotsnik has a pretty powerful ability that makes him worth considering and an extremely annoying drawback that will make most wise players decide to not bother. Aside from a potent statline and a strength 8 powerklaw, he also confers Feel No Pain to any unit he joins, and more importantly allows any model in your army to take a cybork body that grants a 5+ invulnerable save.

These abilities are extremely powerful, particularly the cybork bodies when combos with expensive power units that couldn't otherwise take them. Deffkoptas and Mega-Armored Nobs come to mind. Aside from this ability though, his other benefits are duplicated less expensive and more efficient models. If you don't exploit his cybork body for all ability he really is just a glorified painboy with the unfortunate drawback of rage, which often gets him killed sooner than one would prefer.

Wazdakka Gutsmek likely has more promise and has the ability to transform all warbikers in your army into scoring units. Useful in that specific army where you determine scoring warbiker spam is a strategy you want to take advantage of. He's got a powerful stat line too, shoots a wicked strength 8 gun, and has a strength 8 powerklaw to boot. If you can figure out a way to keep him alive long enough to matter, he's a quality HQ in the right list.

Finally we can identify the top tier of the Ork HQ's. There are essentially two options to choose from here, but technically they consist of three different models.


The first option(s) are what I like to call the Nob enablers. They are the Warboss, or the special character upgrade, Ghazghull Thraka. The primary benefit of these two HQ's is they allow Nobz to become scoring units, this enables a general to take more of them while filling out the slots beyond elite. It also allows you to create ultra powerful close combat units that can score objectives. A potent combo to be sure. The Warboss is the more cost effective and flexible option. He works just fine on foot, he works even better in a bike, or in a vehicle as well, usually attached to a nob unit. Give him a powerklaw and you can upgrade some of his other wargear to taste. He'll run you around 100-180 points based on wargear. Ghazghkull Thraka is the upgraded warboss. He enables nobz to score just the same, hits even harder with his powerklaw with a whopping 7 close combat attacks on the charge, sports a 2+ armor save and even better, can make your entire army fearless for a full turn, not to mention fleet for the duration of yours. Did I mention he has eternal warrior making him immune to instant death? He's a nasty HQ that can crush even the most potent of CC specialists. His only drawback is his pricetag. At 225 points he's the most expensive model in the Ork codex.

The second top tier HQ option option is the Big Mek. It's the cheapest HQ in the book and if you're starved for points you can take them vanilla just to satisfy the HQ requirement. However they truly shine when they are combined with mechanized vehicles or walkers and a Kustom Force Field.

The Kustom Force Field mek is an inexpensive HQ that costs less than 100 points, and is walking cover for any unit he is joined too or within 6" of. That's 5+ for non vehicle units, and a whopping 4+ for any vehicle. It's a huge advantage for any ork army, and essentially renders penetrating hits against Ork Battlewagons, Trukks, Killa Kanz and Deff Dreads null and void 50% of the time.

If you are running a mechanized Ork foce you will be hard pressed not the take advantage of a Big Mek with a Kustom Force Field. It's the best HQ in the codex and it shows up in almost every mechanized Ork list for good reason.


*Edited to fix an incorrect statistic.

Army: Orks at 1500



For our current 1500 point tournament scene I've been toying around with this Ork list and hope to take it through some play-testing sessions.

HQ

Warboss (Powerklaw, Cybork)
Big Mek (Kustom Force Field, Cybork)

Troops

18 Shoota Boyz + Nob (Powerklaw, Bosspole)
18 Shoota Boyz + Nob (Powerklaw, Bosspole)
6 Nobz (Cybork) w Painboy (2 Powerklaw, Heavy Armor, Bosspole, 2 Ammo Runt) with Trukk (Red Paint, Reinforced Ram)
10 Gretchin + Runtherd

Fast Attack

1 Deffkopta (Twin Linked Rockitt, Buzzsaw)
1 Deffkopta (Twin Linked Rockitt, Buzzsaw)
3 Warbuggies (Twin Linked Rockitts)

Heavy Support

1 Battlewagon (Red Paint, Boarding Plank, Deffrolla, Big Shoota)
1 Battlewagon (Red Paint, Boarding Plank, Deffrolla, Big Shoota)

Elite

5 Lootas
5 Lootas

This list has almost all the most powerful units in the Ork codex: Lootas, Deffrolla Wagons, Kustom Force Field Mek, and Nobz. It's a potent mix of close combat power, mid range shooting and long range fire support.



Orks struggle to deal with AV 13 and AV 14 vehicles. Deffkoptas can help balance that by assaulting the more vulnerable rear armor of targets like Leman Russ or Predators.

Shoota boyz are a potent force when camped in the back of a battlewagon. They have a solid shooting platform to unload their shootas from and have the option of pumping 30+ shoota rounds into an enemy from the safety of the wagon, or debarking and charging following their firing.

I find Nobz to be a valuable troop to deal with enemy death star units. The cybork body combined with feel no pain provided by the pain boy is a resilient combination. The double power klaws in the unit (a 3rd if joined by the Warboss) can lay waste to a large number of enemy HQ's, Monstrous Creatures, or other heavily armored enemy units.



Trukks are fragile but can find cover behind the larger battlewagons. They are an inexpensive way of getting nobz across the table.

The Lootas, Deffkoptas and Warbuggies provide the necessary fire support for this list, enabling the rest of the army to get where it needs to go in one piece. Lootas can stun or shoot dead most heavy artillery on the enemies side of the table starting on turn one. Buggies can maneuver and achieve a similar result. Deffkoptas can scout or outflank to assault enemy vehicles where their armor is weakest. They are the kamikaze fighters of the ork codex and rarely leave enemy vehicles, or themselves, standing.



Lootas provide vital fire support to obliterate enemy vehicle kill from a distance giving the deffrolla wagons and their payload of boyz the opportunity to close the gap.


The deffrolla wagons are both a shooting platform for the boyz and a devastating ramming attack to level enemy vehicles. Once close they can pummel almost anything with great effect and even crush mighty Monolith's or Land Raider's dead under the weight of their deffrollas.

Finally the KFF Mek is a common combination with the vehicles it protects. Since the force field provides obscurement for anything with 6" a savvy general can give almost his entire army a 4+ cover save so long as he stays on the table.



The Kustom Force Field Mek is always happy to provide 4+ cover to nearby vehicles.

Playing: Chaos Space Marine Tactics

Some basic tips on playing Chaos Space Marines

Tip #1: Know Thy Enemy

A huge aspect of deployment is knowing what the enemy capabilities are. In the current world, plasma guns and melta guns in abundance and are the bane of Plague Marines and Obliterators. If facing an opponent that has any significant number of these, deploy in cover and deploy your Rhinos near cover, such that if you need to bail you have other cover options that just the Rhino itself. I mentioned plasma guns and melta guns above, but Lascannons and Missile Launchers also apply. Learning about the other armies can take some time and I have adopted the policy of asking a few basic questions to my opponents, a) what units have ap 2 or ap 1?, b) what units have ap 3?, c) do you have any large or small blasts and what are their strength and ap values? This will help you learn what armies use ap2 or lower and which ones use ap3, and which ones got the short end of the stick.

Tip #2: Know Your Limitations

Daemon Princes (DP) are great, arguably the best HQ option in the CSM Codex. However, exposing the DP to significant volume of fire or the assault of a horde unit makes for their early demise. If the enemy has significant fire power, you need to be careful about having your DP out in the open. An ideal situation is to get your DP into an assault that you will win, but not win until their assault phase, so you can avoid being a fire target out in the open. This is definitely challenging and requires knowing the mathhammer and trusting the dice to fall properly. Unless your opponent is inexperienced or makes a bad play, this ideal scenario will be hard to achieve. Therefore, you will need to try to force the situation through timing, distance, and effective movement. Don't rush out turn 1, b-lining it for the nearest target, if it will leave you exposed to a high-level of fire. Furthermore, don't expose yourself to a charge from or into a large unit of "Boyz" or their equivalents, you can sometimes handle about 12-16, but more than that and you will either be looking at a tarpit or at a "hidden fist" that's just going to kill your DP after a round or two. Look to thin these units out before engaging.

Also know the limitation of your plague marines. Their choppy, fnp, blight grenade, t5 goodness can surprise the opponent that is too used to fighting space marines, but they are also initiative 3 and higher initiative power weapons (i.e. blood letters) will crumble them fast. As indicated above, this is also where plasma guns, melta guns, missle launchers, and lascannons turn your plague marines into I3 Chaos Space Marines, that are 8 points more expensive each. A good shot with a S8 AP3 Battle Cannon may spell doom for your plague marines if not in a vehicle or in cover. Most of what I said in this paragraph also applies to Obliterators, since you can only put so much faith in a 5+ invuln save, and S8 will make your 2 wounds useless.

Tip #3: Always Think Twice about Deep Striking

For Deamon Prince with Wings, don't bother even thinking about it. There may be the rare situation when this may work, but more often than not it will just leave your DP out in the open, with nothing to shoot and unable to assault. Without the ability to come in off an icon, you won't be able to confidently get get the position you need to make it worthwhile.

Obliterators will sometimes have viable Deep Strike opportunities, but you typically won't be playing with a lot of units and you may just be taking the choice of fire out of the opponents hands early game. As many experience, without the Oblit threat on the board the target decisions for then enemy become easy, DP and Plague Marines, potentially in that order. With Oblits on the board, it makes the decision process more complicated. That said, you might be playing a AV 14 spam list and you need those multi-meltas and meltas to get those close shots. Even then, think twice about it. Reserve rolls have this knack for not coming up when you need them and then its turn 4 or 5 and its just too late. Calling back to knowing your enemy, be careful where you deep strike, 225 points is too much for a suicide squad, so having a bunched up group is a tasty morsel for those plasma cannons, melta cannons, melta spam squads, double tap plasma guns, etc. If you are looking at units for deep striking melta, think more along the lines of termicide units, 3 Chaos Terminators with Combi-Meltas, but not in exchange for Oblits. If you went with AC/Las Predators, Termicide units might be something you want to consider to fill the DS melta role.

Tip #4: Creating Angles

Don't give your opponent the easy position and facing options. When deploying and moving, keep enough space between various units such that the opponent can only face one group of units at a time. This doesn't mean spreading out your entire army, since you need to support your own units (see below in Tip #5: Support Units), but in some cases you want to slightly split your force. Specifically looking at Obliterators, think of ways to generate side shots by force the opponent to face one of your units while having the other unit at a distance and angle that now has a good shot.

Tip #5: Support Units

This isn't a specific unit so much as making sure your units can support each other during the course of the game, this can mean screening your Oblits with Plague Marines or setting up counter assault opportunities with your Daemon Prince. Employ a "battle buddy" system. Main point here is don't leave your buddy out to dry, yes I know you're Chaos, but if you fight alone you die alone, this includes your Daemon Prince.

Tip #6: Herding

This is an extension of creating angles. Now that you have these angles, start to create pressure by closing the distance, when appropriate. This advice will not always apply, but when going for far objectives or trying to slow down armies that are faster than you, you may need to herd the opponent into corners and cut off their mobility, moving towards their objectives and preventing them from getting yours. Understand that there is only so much you can do against Eldar and Dark Eldar (or other fast skimmers), but do what you can to not just give them that late game boost onto objectives.