Anyway, I was thinking about Nova Open's terrain setup today. The discussion on this started out in this post, with MVBrandt even commenting on it (which was awesome-sauce). As he mentioned, I can reliably assume that there will be at least 3 BLOS pieces of terrain on the board, with the biggest being featured in the center. Which may give me an unique opportunity. But first, some points of discussion regarding this setup.
- Because there will be a large percentage of cover on the boards themselves, long range weaponry won't play as much of a factor in games. People will have plenty of opportunities to gain cover, thus marginalizing the effectiveness of my shooting at those ranges, as was discussed in the above linked post.
- Three BLOS terrain pieces, plus all of the other terrain, makes it quite easy for a close combat army to close the distance quickly, and safely, to wreck face. Which is bad news bears for static armies.
- Lots of cover means the limited free-moving areas of the board are easily clogged with vehicles and units. In addition, the few clear fire lanes available will covered with lots of guns. That means players will be more apt to drive or move through terrain to get from Point A to Point B. Dozer blades are crucial to help prevent immobilization; unfortunately, the Black Templar version sucks.
- Adding to the previous point, so much terrain diminishes maneuverability of several armies. It makes it more difficult to reach objectives, opposing table quarters, or even "hiding" enemy forces. Depending on the mission type, that could be a huge problem.
Using what I know about the upcoming Nova Open tournament, I needed to figure out a way to take advantage of the "environment". I know that mobility that ignores (or at the very least benefits from) the terrain, will have a much better shot at winning games. Armies that are able to put threats in the choke points on the board will create beneficial situations for that player. I also know that any shooting I do, especially anti-tank, needs to be very effective at what they do. Thus, a new list was born; one that may be able to take advantage of these "environmental" traits. Of course, this is assuming we're still playing under 5th Edition rules, which is about 50/50 right now. We don't yet know how 6th Edition is going to affect our codex.
HQ:
* Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: "Abhor the Witch, Destroy the Witch." [110]
Elites:
* Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265]
* Sword Brethren Terminators: 5 Terminators w/ 2 Cyclone Missile Launchers, 5 Storm Bolters, 5 Power Fists, and Tank-Hunters. [265]
Troops:
* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153]
* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153]
* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153]
* Crusader Squad: 5 Initiates w/ 3 Bolt Pistols and Close Combat Weapons, 1 Meltagun & 1 Multi-Melta. Mounted in a Rhino w/ Smoke Launchers. [153]
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun & 1 Lascannon. [101]
* Crusader Squad: 5 Initiates w/ 3 Bolters, 1 Plasmagun & 1 Lascannon. [101]
Fast Attack:
* Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182]
* Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182]
* Biker Squadron: 3 Bikers w/ 3 Plasmaguns, Krak Grenades, and Frag Grenades; 1 Attack Bike w/ 1 Multi-Melta and Frag Grenades. [182]
Total Points: [2000]
Pretty interesting, no? Besides the pretty much required (in my opinion) core of 2x dual CML Terminator squads, it makes use of the 4+2 theory, MM bunkers, and a trio of non-traditional units: Biker squadrons. Hehehe.
Before you lose interest right there and click away, thinking I've lost my marbles (entirely possible actually), let me explain my reasoning. First off, granted we're assuming large amounts of cover. As MVBrandt put it, its safer to assume that EVERYTHING has cover at long range. Even though the Typhoons are 70 points, even though they do pack a helluva punch for their price, their weaponry does not do nearly as well against targets in cover. Which are, more often than not, AV11-12. However, while the Typhoon is easy to grant cover to as well, they are not easy to hide. Thus, your opponent will see them and if they have even terrible luck, a shot or two will get through their AV10 armor eventually. Making the Typhoon a liability in a situation where long range shooting does not cause much damage for either player.
But that doesn't explain why I chose the biker units. First, bikers certainly can hide from the opponent. Easily, in fact. I'm not sure if you've ever seen a Space Marine bike, but its pretty darn small. With the amount of terrain being thrown around, it will be simple to arrange BLOS for them, giving the small unit some manner of protection while they advance forward. Second, unlike the Typhoon, there is ablative wounds available in the biker units. While each death reduces the damage the unit can put out, but the same can be said for Dark Eldar Trueborn Blaster squads and they are still taken without a second thought. It was also important to make sure that these normally fragile, yet expensive, units were redundant. Having three squads makes target priority much more difficult for your opponent, especially when all three units are suddenly in their face.
Next up, we have the biker's armaments. Traditional thinking would say that triple melta is the way to go, and I would normally agree, but only if I was facing pure mechanized armies. Unfortunately, this is often not the case. Not only will there be lots of MEQ and terminators running around (some footslogging), there are horde armies that need to be dealt with. The meltagun is poorly suited towards dealing with each of those things. The plasmagun, however, isn't half bad. They are cheaper than meltaguns, do acceptable AT damage (especially when combined with a biker's mobility/rapid firing), and has the ability to knock out a bunch of infantry of all varieties in one swoop. Add in the AB's MM and you have a legit tank-hunting squad, infantry killer, and/or mobile fire-support platform. Lastly, they are extremely mobile. They have the ability to go just as fast as the Typhoon, while also ignoring terrain effects (unless you end up in it!). Perfect for cover-loaded boards. This allows them to get up close and personal with relative safety, at least until you get into the 12" kill range. Being so close also helps you negate some of your opponent's manufactured cover saves for themselves, thus upping your kill potential. If all else fails and you need a quick speedbump unit, you've got yourself one.
All of these things would not be nearly as applicable for bikers on a typical board. This is not saying that the Nova Open boards are bad in any way, just different from the norm. This list would not function as well on such a board. It has the chance to be successful in the Nova Open environment, pending play-tests of course. Just like how Drago-wing came to be popular after last year's Nova Open (due to its ability to take advantage of the Nova Open boards/rules), I'm going to attempt to do the same. List tailoring against my opponent? No. I am, however, tailoring for the event. My list is still balanced, but normally sub-par units become okay (and even decent) in extreme environments. We'll see if these theories hold water. They may not. ;)
EDIT: Accidently put "1" plasmagun per Biker squadron. There is actually supposed to be 3. The points were correct though, just didn't correct the copy/paste. :/