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Tuesday, November 13, 2012

6th Edition and Chaos Marines Ruminations; "Troops!?, Troops!..I don't need no stinkin' troops!!"


Are troops really that important? 

We certainly have heard for the last year or so that you must have all sorts of them all the time or you cannot win games in 6th edition. Is this really true? 

Like many issues; it is only partly true.

 
The fact of the matter is you do NOT necessarily need tons of troop units, what you need is multiple non-vehicle, non-swarm, non-never count as scoring, non-falling back units.

 I have gotten a fair amount of games in since 6th hit and a dozen or so games with the Chaos codex and I have a few observations which led to a rather long article on how important or not troop units are.

 Now this discussion will relate mostly to those games and/or tournaments that use the codex missions. It will not relate so much to Indie GT “create our own missions because we don’t like GW’s” type events. Though as long as these last type of events do not change the GW definition of what is a scoring or a denial unit; this will still have merit.

Let's do a quick review of what can score and what can deny an objective:
 
What can score?
·         Units from the Troop Force Organization section that are not in a vehicle or a vehicle, are not a swarm, are not falling back, or do not have a special rule saying they cannot score (i.e. Fenrisian Wolves)

What is a denial unit?
·         Units that are not in a vehicle or a vehicle, are not a swarm, are not falling back, or have a special rule saying they cannot be a denial unit.

What do denial units do?
·         The keep your opponents scoring units from scoring and kill stuff.

So which unit is more important and how many do you need?
Let’s look at the missions and think about 6th edition. In rule book missions you win by obtaining more victory points. Let’s do a run down:

 
Mission 1 - Crusade
  • Night Fighting, Mysterious Objectives, Reserves
  • Alternate placing d3 +2 Primary Objectives
  • Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
  • Variable Game Length
  • Victory by Victory Points. Primary Objectives are worth 3 VP
  • Troops and DENIAL units important here.
Mission 2 - Purge the Alien
  • Night Fighting, Reserves
  • No Objective Markers
  • 1 Victory Point for ever enemy unit destroyed.
  • Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
  • Variable Game Length
  • Victory by Victory Points
  • Troops immaterial here. DENIAL units count for Line Breaker.
Mission 3 - Big Guns Never Tire
  • Night Fighting, Mysterious Objectives, Reserves
  • d3 + 2 Primary Objectives
  • Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
  • Variable Game Length
  • Primary Objectives worth 3 VP + 1 VP for every enemy Heavy Support unit destroyed.
  • Special Rule: Heavy Support units, including Vehicles(if Heavy Support), count as Scoring Units as long as they aren't Immobilized
  • Victory by Victory Points.
  • Troops + Heavies Count as Scoring. Fast Denial units important.
Mission 4 - The Scouring
  • Night Fighting, Mysterious Objectives, Reserves
  • 6 Primary Objectives worth variable points (4 - 1 VP). They are placed number side down so that neither player knows which objective is worth which points. When the game starts, you flip them over to reveal the point values.
  • Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
  • +1 VP for every Fast Attack unit destroyed
  • Variable Game Length
  • Special Rule: Fast Attack units are Scoring Units, even vehicles (if they are Fast Attack), unless they are immobilized.
  • Victory by Victory Points
  • Troops + Fast Attack count as scoring. Fast Denial units important.
Mission 5 - The Emperor's Will
  • Night Fighting, Mysterious Objectives, Reserves
  • Each player gets a single Primary Objective to place in their own table half. 3 VP.
  • Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
  • Variable Game Length
  • Victory by Victory Points
  • Troops important. Fast Denial units important.
Mission 6 - The Relic
  • Night Fighting, Reserves
  • A single Primary Objective (the Relic) is deployed in the center of the table before terrain is placed. The relic can be picked up and moved by any model from a Scoring Unit. That model can never move more than 6" in a turn while carrying the relic. The relic can be dropped voluntarily, or when the model is killed. The Relic is worth 3 VP at the end of the game.
  • Secondary Objectives: Slay the Warlord, First Blood, Linebreaker.
  • Variable Game Length
  • Victory by Victory Points
  • Troops important. Denial Units important here.
In all 6 missions how do you score “First Blood?” 
You kill something, almost always by shooting, rarely by assault. Does this require a troop choice to complete? No.

In all 6 missions how do you score “Head Hunter/Kill Enemy Warlord?” 
You kill them in shooting or assault. Does this require a troop choice to complete? No.

In all 6 missions how do you score “Line Breaker?” 
 A scoring or denial unit ends the game with a model within your enemies’ deployment zone. Does this require a troop choice to complete? No. See above.

In 2 of 6 or 1/3 of the missions either your Fast Attack or Heavy Support units count as scoring; even if vehicles. 

In 2 of 6 or 1/3 of the missions there are only one or two objectives to hold (Emperor’s Will and Relic)

In 1 of 6 missions victory is determined by destroyed units; troops not necessary at all.

In 2 of 6 missions you actually need to hold more objectives than your opponent. Holding more, is different than holding all. 

In “The Scouring;” fast attack selections count as scoring. But, how many VP’s is holding the 1 point and 2 point objectives worth? 3 VP’s. How much is the 4 point objective worth? 4 VP’s. Which is better?

So by now you are probably seeing what I am getting at. 

This is it; it is more important in your army to have a bunch of killy fast denial units than to spend too many points on troops, for the sake of troops. 

You want to construct a list that forces your opponent to deal with you. Not sit and wait and try to survive enemy attacks. 

I have come to the conclusion that the Chaos Marine codex is not suited at holding objectives per se’, it is meant to advance and take them. Leaving an economical squad to come behind and hold one or two.

This is a bit of a shame with the cool back story for the various troop units you can take.

This is especially the case in the mission; “The Scouring.” In this mission you each get 3 unknown valued objectives. Right before the “seize the initiative” role you turn them over. Generally one person ends up with more and the game is decidedly in their favor at that point. 

I have played this mission 5 times; all 5 times the person who had the higher pointed objectives won the game. Yawn, we need to get around this.

With an army built to advance these dynamics change quite a bit. Especially if you take this into account with your deployment of the objectives; and just don’t always put them right in your backfield, but instead in midfield where you will be soon anyway.

With Chaos Marines we now have the benefit of our version of “the grot squad”; i.e. cultists. I propose you construct your list to maximize your heavy and fast attack slots, supported by your HQ’s and whatever elites you think you need, and take only what troops that are cheap or you are perfectly fine with advancing. Shooty troop units are generally too expensive in the CSM codex, and many others. (At least until a FAQ states you can take a Blast Master in a 6 man Slaanesh chaos marine squad)

Here is an example of such a list for an upcoming 2250 point tournament:

·        Nurgle Lord, Bike, Black Mace, Brand of Skallathrax, Sigil of Corruption (Warlord) (Denial Unit)
·        Khorne Lord, Juggernaught, AX of fury, Sigil of Corruption (Denial Unit)
·        5 Chaos Spawn, Mark of Nurgle (Scoring in 1 mission, Denial unit)
·        5 Chaos Spawn, No Mark (Scoring in 1 mission, Denial unit)
·        HellDrake with Bale flamer (Scoring in 1 mission)
·        2 Oblits Mark of Nurgle (Scoring in 1 mission, Denial Unit)
·        2 Oblits Mark of Nurgle (Scoring in 1 mission, Denial Unit)
·        2 Oblits Mark of Nurgle (Scoring in 1 mission, Denial unit)
·        1 Mutilator Mark of Nurgle (Denial Unit)
·        1 Mutilator Mark of Nurgle (Denial Unit)
·        1 Mutilator Mark of Nurgle (Denial Unit)
·        10 cultists, flamer (Scoring/Denial)
·        10 cultists, flamer (Scoring/Denial)
·        10 cultists, flamer (Scoring/Denial)
·        16 Khorne Bezerkers, Icon of Wrath, Aspiring Champion with power weapon (Scoring/Denial. Advancing Unit)
·        7 Plague Marines, 2 plasma guns, Aspiring Champion with power fist (Scoring/Denial. Advancing Unit)

What do you have here?
 
Answer, plenty of target saturation and 15 Denial Units. 5 Scoring units all the time, with 8 scoring units in 1/3 of missions.

Nurgle Lord goes with Nurgle Spawn, Khorne Lord with unmarked spawn (Mark of Khorne does them no good).

Mutilators deep strike (they are lone Chaos heroes, not as good as Lone Wolves…but not too far off)

Oblits do their thing, as with HellDrake.

The Zerks and Plague Marines make up the second wave and arrive with the Mutilators. 

If you are lucky enough to roll “Master of Deception” on the Chaos Warlord chart…guess what unit/units get infiltrated?

Here is an extreme example of this concept when constructing a Chaos Marine list:

·        Nurgle Lord, Bike, Black Mace, Brand of Skallathrax, Sigil of Corruption (Warlord) (Denial Unit)
·        Khorne Lord, Juggernaught, AX of fury, Sigil of Corruption (Denial Unit)
·        5 Chaos Spawn, Mark of Nurgle (Scoring in 1 mission, Denial unit)
·        5 Chaos Spawn, No Mark (Scoring in 1 mission, Denial unit)
·        5 Chaos Spawn, Mark of Nurgle (Scoring in 1 mission, Denial unit)
·        3 Oblits Mark of Nurgle (Scoring in 1 mission, Denial Unit)
·        3 Oblits Mark of Nurgle (Scoring in 1 mission, Denial Unit)
·        3 Oblits Mark of Nurgle (Scoring in 1 mission, Denial unit)
·        2 Mutilator Mark of Nurgle (Denial Unit)
·        2 Mutilator Mark of Nurgle (Denial Unit)
·        2 Mutilator Mark of Nurgle (Denial Unit)
·        10 cultists, flamer (Scoring/Denial)
·        10 cultists, flamer (Scoring/Denial)
·        10 cultists, flamer (Scoring/Denial)
·        10 cultists, flamer (Scoring/Denial)
·        10 cultists (Scoring/Denial)
·        10 cultists (Scoring/Denial)
·        2250 on the Nose

In this list, we have taken this concept to the extreme and you have no second wave, other than the mutilators. 

However, you do have 33 T6 wounds, 48 T5 wounds, 60 objective holder or fodder wounds; with 9 Obliterators, 6 Mutilators (15 2+ saves) and two very dangerous lords.

Both lists are fast. The spawn are very vast and reroll charge ranges. In both lists the mutilators deep strike. Oblits advance through cover in both lists to maximize weapon choices.

The second list is a can of spam, even for me. :)

Both will get the job done. I tend to like the first better, as it is less painting and has at least some character!

Further tweaking of either may see you add a “Dimensional Key” artifact. Once activated none of your Deep Striking units scatter, plus other benefits. (What would be good about pin point accuracy with deep striking Oblits?...even Mutilators...enhance this with an ADL with Comms relay for even more fun)  I feel squeezing in either better suits the first list.

In conclusion;
It is better to have many killy denial units than too many non killy, semi-survivable scoring units with 6th edition missions.

As always, thanks for the read,

BDS

2 comments:

  1. I think you hit the nail on the head in this article. As I dig into the codex and field any and every thing I can, I just really find that while many units can be run effectively, the army as a whole benefits from frontloading int's offensive nature rather than obsessing over scoring.

    ReplyDelete
  2. @Old School

    My sentiments exactly. Thanks for the feedback.

    BDS

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