Tuesday, 25 October 2011

10 Week Challenge - Week 0: The List

A week's a long time in politics

Go Small or Go Home

I've been thinking a lot lately about running small squads. I've also been bemoaning the lack of tactical flexibility of larger squads.  So, for the next 10 games, I'm going to stick with an MSU Rhino list...

HQ
Rune Priest, Chooser of the Slain, Living Lightning, Murderous Hurricane


Elites
5 Wolf Scouts, Meltagun
5 Wolf Scouts, Meltagun
10 Wolf Guard, 2 Terminator Armour, 2 Cyclone Missile Launchers, 8 Combi-Meltas, 2 Power Fists

Troops
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino

Heavy Support
6 Long Fangs, 5 Missile Launchers
6 Long Fangs, 5 Missile Launchers

All of that comes to 1600 points. Now, there was a time where I'd take two Multimelta/Heavy Flamer Land Speeders and 10 points of wargear and call it good for 1750. However, my question would be; what would I use the Speeders for? Blocking and suicide Melta. Well, I already have that in spades. Instead, what I want to do is leverage the flexibility of the Wolf Guard.

So, normally, the Combi-Melta/Power Fist guys go with the Scouts and either go behind enemy lines or infiltrate. The Combi-Melta guys go with the Grey Hunters and the CMLs each go with a Long Fang pack. However, if I give their pack a Drop Pod, I have the option to drop in a 3/4-man Melta-cide unit on Turn 1 or a 4 Krak Missile firing unit for side armour fun. In fact it gives a lot of potential deployment options.

Well, that leaves 115 points to play with.

I could stick 5 Power Fists and a Wolf Claw on the Wolf Guard to make them better in combat but that takes away their throwaway nature in the list. Similarly, I don't want to give Mark of the Wulfen to the GH packs. I could add in a Wolf Priest or a Wolf Guard Battle Leader to give some counter-attacking punch or I could take some Thunderwolves for the same effect (if I had any!) A shooty Predator is also an option as it would give some much needed anti-infantry firepower (although getting LOS around 6 Rhino hulls could be an issue)

However, there are two options that come to exactly 115 points:

Rune Priest, Chooser of the Slain, Wolf Tail Talisman
5 Long Fangs, 4 Missile Launchers

I've always been loath to take a third Long Fang pack as I've always found it hard to find good fire-lanes for two units. Also, with 6 Rhinos in front, it could be very easy to block your own shooting. So, for now, I'll go with the 2 Rune Priests but I think the switch for the third Long Fang pack could be the first tweak after the 10 weeks is up.

So then, the list in full:

HQ
Rune Priest, Living Lightning, Murderous Hurricane, Chooser of the Slain
Rune Priest, Living Lightning, Jaws of the World Wolf, Chooser of the Slain

Elites
10 Wolf Guard, 2 Terminator Armour, 2 Cyclone Missile Launchers, 8 Combi-Meltas, 2 Power Fists
5 Wolf Scouts, Meltagun
5 Wolf Scouts, Meltagun

Troops
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino
5 Grey Hunters, Meltagun, Rhino

Heavy Support
6 Long Fangs, 5 Missile Launchers
6 Long Fangs, 5 Missile Launchers

So, there we have it - the list for my next 10 games. Stay tuned to see how it gets on...

2 comments:

  1. Interesting Gav, I have also been thinking about small squads but after this weekend I just can't do it, there aren't many units that will live with 8 GH and a wolf guard and a Rune priest

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  2. Perversely, that's why I've got rid of them. If you charge into a normal unit, you'll wipe them out and leave yourself open to being shot to pieces. On the other hand, if you get charged, you'll do a fair bit of damage back and risk being locked in combat, losing the chance to shoot at the attacking unit next turn...

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