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Tuesday, April 06, 2010

Chaos Space Marines vs. IG Mech • Part IV • Going 2nd

So I have written the first of three tactical articles for playing CSM versus IG Mech. A lot of the tactics revolve around going first, which really helps a lot. CSM don't really have any tricks to improve their odds of going first so you must be prepared for the worst... That is IG Mech goes first & has an Officer of the Fleet. Officer of the Fleet subtracts one from your reserve rolls so in my mind if you simply put all of your army in reserve then there is a good chance you will come in piecemeal and your opponent can focus fire against a small portion of your army. Just as in my tactical articles that dealt with going first I still think it's a good idea to start with both of your lash princes in reserve. Again the advantage is they can fly in from your board edge and assault the chimeras that have wandered over towards your deployment zone. Most IG players have a tendency to simply focus on shooting so there is always a good chance they will forget about your princes, over commit and leave themselves open to the assaults. It's hard to hide a prince so starting them in reserve will help them to last longer when they finally decide to turn up. Make sure to assault the chimeras such that if they are wrecked your princes will have the 4+ cover save.

So if you have to go second make sure to try seizing the initiative. If that fails then your deployment is very important and will probably decide if you will have the opportunity to win. Here is the list I have suggested for an 1850 point CSM army:

Winged Lash Prince
Winged Lash Prince
Summoned Greater Daemon

5x Nurgle Marine/2x meltagun, power fist, icon - rhino/Havoc missile launcher
5x Nurgle Marine/2x meltagun, power fist, icon - rhino/Havoc missile launcher
5x Nurgle Marine/2x meltagun, power fist, icon - rhino/Havoc missile launcher
5x Khorne Berzerker/power fist

Landraider
3x Obliterators
3x Obliterators

Obviously the Berzerkers ride in the landraider you will want to deploy the landraider in cover. In objective based games the Berzerkers might not ever disembark... Basically you have invested these points in being able to hold one objective. Guard will be very cautious to approach your landraider - if they do it will either be melta toting vets in a chimera/skimmer or a melta tank. Remember what i said earlier about IG scouting a vet squad in a Vendetta or Valkyrie, I think it's illegal so try to get the judge to stop this if possible. If they can it's going to be tough to stop but maybe you can trade the landraider for the vets and the Vendetta and that's better than nothing but a burning wreck. You can always position your rhinos such that they wall off the landraider but that might expose them to the alpha strike. Look at the terrain, see where the objectives are placed then decide what is best. You will need to be able to move your rhinos up and get on top of those objectives. So maybe it is best to use your landraider as bait, if so try your best to use terrain for a cover save. If your landraider can survive the first turn and your rhinos are still mobile you will be in a great position.

The IG alpha strike is brutal against mechanized CSM so again you need to use the terrain as best you can. The IG player will try to shoot out your transports and leave you stranded. I have had some good friends swear by placing their entire army in reserve but I don't like it... For the reasons given above. I remember when Tau were very strong... Everyone said that Nurgle Marines riding in rhinos were completely screwed. But there is a way... So I will refer you to an old tactical article that helped many Nurgle players find a way to win. It all revolves around your rhinos and is all about mech tactics. You want to confuse your opponent and lead them into making bad decisions. Start with your rhinos behind intervening terrain and cutoff enemy LOS as much as possible. You may have to use the landraider as bait but try to make it a difficult target such that the IG shoot with at it with as many of there units as possible. The landraider is your most resilient unit and it can soak up a lot of firepower. The first turn is all about coming out of it with as much of your army intact as possible. So the initial phase of the game is about first protecting your rhinos then moving onto objectives and popping the smoke launchers. If you can achieve this then you will have the opportunity to win.

Your Oblits are golden in this scenario. Deploy them using your mech for cover such that the IG cannot target them. Second turn after your rhinos roll forward the Oblits move into terrain for the cover save and you can start to blast away at the IG. You will again want to first target the Vendettas then next pepper their ordnance. I know there will be the desire possibly to deep strike your Oblits but if you do so then you are simply throwing them away. In cover the Oblits can weather a lot of enemy shooting and pound away at the IG ordnance. This is part of the plan to both confuse & frustrate your opponent.

So now we move into the midgame. From here on out it plays the same as if you had gone first and you can refer to my previous articles to see what to do. Again if possible your Nurgle Marines should remain embarked in their rhinos up until the endgame. Shoot their meltaguns at the IG ordnance if in half range, if not then pop their chimeras. At this point in the game your princes will start to appear and this can swing the game back in your favor if you happen to find yourself behind the proverbial eightball.

Endgame you are holding objectives and killing guardsmen. That's it.

G

6 comments:

Danny Internets said...

Why give all 4 champions in the army power fists if one of them is going to die in order for the Greater Daemon to be summoned?

Terminus Est said...

That's a very good question Danny. This is a totally min/maxed list so every point counts. The reason is you never know where you will want to pop the greater daemon and if you take one champion without a power fist it forces your choice plus if your opponent knows then they can use their movement to help minimize the ensuing damage when it comes in from reserve.

I forgot to mention the summoned greater daemon in the tactica articles and so I'll mention him now. He obviously has to be held in reserve and like the lash princes often your opponent will forget about it and leave themselves open/vulnerable. Like the princes the greater daemon is another excellent shock unit that can sow disruption quickly. The greater daemon is an excellent surprise unit to charge tanks and pop them. It's also one unit the IG cannot ignore and should soak up some shooting from several IG units. This really helps to take the heat off your Nurgle Marines if only for turn which can make a huge difference. You start wrecking those chimeras and the IG is going to have major problems. So the greater daemon is going to be an element that shows up around midgame.

G

MorbidlyObeseMonkey said...

This tactica has been quite interesting because the tactic of moving out and then sitting on the objectives is quite alien to me. I usually sit back and shoot, and then go out to claim objectives. I guess this might be because my lists are designed to do that. I don't play CSM but this tactica has helped anyway.

Terminus Est said...

The problem with sitting back and shooting is a smart opponent will shoot at your transports to keep you stuck in your DZ. I think it's better to be aggressive with a rhino army and take advantage of what this type of mech has to offer. Once you get on top of the objectives you can then play defensively forcing the opponent to make mistakes. Versus IG Mexh you want the opportunity to fight guard in h2h combat. Your dual melta toting Nurgle Marines are golden for this style of play. Basically you are maximizing what each unit has to offer tactically. Bringing it all together is the strategy.

G

MorbidlyObeseMonkey said...

The list you mentioned was for the Adepticon Championships right? I am adding up 1915 points.

Terminus Est said...

The list I posted here is a variant of the one I actually used in the championship RTT. I did not use the summoned greater daemon and included it in the list posted here because I feel the GD makes the army as a whole a lot more competitive. I don't have my CSM codex with me right now but I believe if you were to drop one Oblit the list would come in a 1840 & you could use the spare points for some dozer blades. Dozer blades would really help this army since you are going to have to move the rhinos into cover at times to help keep the transports obscured.

G