Sunday, May 27, 2012

List of the week

This week I'm gonna be taking a KP denial list this thursday. What I'm gonna start doing is writing a different list every week, since I really don't care about winning anymore in these last days of 5th. So I decided to make a KP denial list using the CSM codex. Now I had originally gotten this idea from the 11th Company podcast (if you haven't listened to it, you've been left behind). I realize that a KP denial list is a mute list to write considering that 6th will come out in a couple months, but figured I'd try my hand at it.

The whole idea behind a KP denial list is quite simple. In most tournies across the country each game that you play has 3 mission objectives. One is usually objective markers, another one being something like table quarters, and then of course Kill Points. This way there are a couple of ways to determine a victor. So it's a given that 1/3 of the overall game is gonna be KP, and whoever can get the most wins that mission objective. With taking a KP denial list you're eliminating (not completely) from the game, and now only really playing with 2 mission objectives. Which is alot easier than having to constantly be thinking about 3, duh.

Writing a list like this is only for 3 mission games. I can't stress that enough. If you're playing just a standard book mission, you won't do so hot. Now with that in mind I'll get to the list, and some of the other theories that I used going into it.

Abbadon - 275

Kharn - 165

2x 12 Plague Marines, 2 Plasma Guns, Champion w/ Power Fist and Combi-Plasma - 712

3x 3 Oblits - 675

So the total is 1827, which just means that I'll add one more Plague Marine to one of the units. And yes, this is a complete foot list, with only 7 kill points. It may look like a gun line, and it basicly is. There really is not that many flashy tricks or wargear, or all that many tactics.

It's just a simple list that is hard as hell to kill especially when it's dug into any sort of terrain. There's 25 Plague Marine models on the board, and in each unit you have one of the biggest close combat beasts the codex has to offer, Kharn and Abbadon. With these two models people become a bit weary of charging you, on top of the defensive grenades that can be a deterrent as well. The plasma guns also take control of any mistakes you opponent might make by not charging in. So the result is two completely solid units who excel at shooting up troops and butchering them in the assault phase.

At first glance you may wonder why I didn't give them Melta guns. That's because I already have 9 twin-linked melta guns in my list anyways, as well as any of the other weapons these guys wanna use. Heavy armor isn't an issue for this list. Minus the array of anti-tank weapons these guys pack, if any armor gets close enough (Lard Raiders really) I throw Kharn or Abbadon at it. And that's if any of those meltas didn't get though anyways.

The basic tactic you're gonna use with this list is the "Come at me bro" tactic, a.k.a sit and shoot. After getting everyone out of their transports as you have to do is send volley after volley of plasma into the enemy and see who still has a head for Kharn to take. There's nothing flashy about this list at all, but I can almost guarantee that it will give your opponent a headache.

The Downsides: Mobility. This is the obvious one. There are no transports in the list, so getting from one edge to the other is gonna be either hard, or impossible. Yet there are ways to mitigate this, deep strike. Of course it is quite a risk, it is really the only way to get that objective your opponent so cleverly set in their corner. Only having one squad of oblits deep strike over there isn't that scary, and really you probably don't wanna commit more than two anyways. This is why you attach Abbadon to one of them. Having 3-6 oblits and good ole Abbadon come down behind your lines will make most weak hearted opponents evacuate their bowels. This is also the stupidest and high risk/reward move you could make, possibly losing every single model in one bad scatter.

Now I've thought about this one major flaw. Then I realized you don't need it, you don't need the mobility. If you're playing this list correctly, and in the correct format, then you won't need to get to that corner. At that point all you need to do is hold your own, get more kill points, and try to draw on what ever the third objective is (table quarters, victory points, etc). You have the amount of guns to rack up the KPs you'll need, and then you just have to position yourself to tie. At the end of the day if you get that one out of the three mission objectives and your opponent has none, then you won anyways.

So their you have it, hope you enjoyed it. If you have any comments or suggestions I'd be more than happy to hear them. Oh and for anyone who wants to complain about Abbadon's daemon weapon here's my side. In the past 2 games I've rolled for his weapon about 10 times, out of those I've rolled about 5 or 6 ones. Yeah my dice suck.

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