Mr. Pickles
12-13-2011, 06:45 PM
This is my 1850 point list for a themed Red Corsairs army. I would love to know what you guys think of it. What are its bad and good match-ups? How should I (slightly) modify the list or change my tactics for any given threat? Is the list survivable or competitive? Models ARE a restriction on what I can afford and the theme (no demons).
HQ: Huron Blackheart-170pts
Troops: (x1) Chaos Space Marines x8/flamer x1, icon of glory, champion x1/powerfist, combi-flamer-200pts
Transport: Rhino-35pts
Troops: (x3) Chaos Space Marines x9/Meltagun x2, icon of glory, champion x1/powerfist-220pts
Transport: (x3) Rhino-35pts
Troops: (x2) Noise Marines x5/Blastmaster-140pts
Transport: (x2) Rhino-35
Fast Attack: (x1) Raptors x5/Meltagun x2, icon of glory-130pts
Heavy Support: (x1) Havocs x5/Autocannon x4-165pts
Transport: Rhino-35pts
Total: 1850pts
The basic concept should be obvious, but I will lay it out anyway. The nine man squad is Huron's bodyguard. Chaos Marines advance while Noise Marines and Havocs support. The idea is to always have a transport popped for Huron and friends to party with. The Raptors are modeled so that they "can" hide behind a Rhino, so their job is to jump out and pop a transport; at this point a Marine squad should assault.
The Noise Marines turned out to be the most effective way to field min-max anti-tank with the bonus of crapping on infantry after the first turn of shooting. They are also great backfield scoring units shooting out of their Rhinos.
The Raptors can be flexible, because they can act as a termicide squad as well.
The Havocs have a transport for three reasons: it can block LOS for some protection on a flank, for Dawn of War, and it can always contest.
HQ: Huron Blackheart-170pts
Troops: (x1) Chaos Space Marines x8/flamer x1, icon of glory, champion x1/powerfist, combi-flamer-200pts
Transport: Rhino-35pts
Troops: (x3) Chaos Space Marines x9/Meltagun x2, icon of glory, champion x1/powerfist-220pts
Transport: (x3) Rhino-35pts
Troops: (x2) Noise Marines x5/Blastmaster-140pts
Transport: (x2) Rhino-35
Fast Attack: (x1) Raptors x5/Meltagun x2, icon of glory-130pts
Heavy Support: (x1) Havocs x5/Autocannon x4-165pts
Transport: Rhino-35pts
Total: 1850pts
The basic concept should be obvious, but I will lay it out anyway. The nine man squad is Huron's bodyguard. Chaos Marines advance while Noise Marines and Havocs support. The idea is to always have a transport popped for Huron and friends to party with. The Raptors are modeled so that they "can" hide behind a Rhino, so their job is to jump out and pop a transport; at this point a Marine squad should assault.
The Noise Marines turned out to be the most effective way to field min-max anti-tank with the bonus of crapping on infantry after the first turn of shooting. They are also great backfield scoring units shooting out of their Rhinos.
The Raptors can be flexible, because they can act as a termicide squad as well.
The Havocs have a transport for three reasons: it can block LOS for some protection on a flank, for Dawn of War, and it can always contest.