This is the 2nd half of a 2-part article. To see part one, with an overview and general tactics and army selection suggestions, please click here.

Know Your Enemy: Space Marines: Horde, part 2

In part 1 of this treatise, I explained the concepts and defining features of Horde-style Space Marines, and how they could cause problems for typical enemy armies. I also identified their weak points and suggested ways to defeat them, either through tactics or through adjusting army lists. I know that a number of readers like specific army list suggestions, however, so I decided to work through the specifics of my advice for each of the armies I identified. Some of these armies can be effective in several different ways against a Space Marine Horde. Due to time constraints, I have only made one list for each army. (For example, Eldar could easily go for a full-fledged assault with Aspects, or play a "Catch-me-if-you-can" type of fast moving or sniping army, but I settled on a shooting/counterassault option for this specific army list.) I'll start off with an example of the Space Marine Horde list that we are discussing. With each list I'll include notes on deployment and tactics to employ with it.

Sample Space Marine Horde List

96 Captain w/Jump Pack and Power Weapon, Bolt Pistol
140 Assault Squad: Vet. Sgt w/Powerfist and 4xAssault Marine.

201 Tactical Squad: Vet. Sgt w/Powerfist and Bolt Pistol, Lascannon, Flamer, 7xBolter
201 Tactical Squad: Vet. Sgt w/Powerfist and Bolt Pistol, Lascannon, Flamer, 7xBolter
201 Tactical Squad: Vet. Sgt w/Powerfist and Bolt Pistol, Lascannon, Flamer, 7xBolter
150 Tactical Squad: Vet. Sgt w/Powerfist and Bolt Pistol, Lascannon, 4xBolter
995pts

The strength of this type of Space Marine army is the versatility and hardiness of the basic Tactical Space Marine. They can outshoot all but the shooting specialists, and they can outassault all but the assaulting specialists. Combine that with powerful standard weaponry and a great armor save and you've got a very rugged army that can face off against pretty much any opponent. I believe that, in the original post, the army was mostly equipped with Heavy Bolters, but I switched them out here for Lascannon to give them a threat against larger targets and vehicles. Such a list could easily add another assault squad and another character, but at only 1000pts, that wouldn't leave room for many Tactical Marines, which would turn this into a more conventional Space Marine List.

Conventional Tyranid List

105 3xWarrior: Rending Claws/Scything Talons, EC, Leaping
105 3xWarrior: Rending Claws/Scything Talons, EC, Leaping
105 3xWarrior: Rending Claws/Scything Talons, EC, Leaping

120 12xHorms
100 10xHorms
100 10xHorms
100 10xHorms

129 Carnifex: 2xST WS4, Toxic Miasma, I2, Tusked
129 Carnifex: 2xST WS4, Toxic Miasma, I2, Tusked
993pts

Pretty straightforward. Hormagaunts zip forward. Being 4 separate squads, it should use up a lot of their firepower to kill them all off. If even one or two from a brood survive, they can charge in to the Space Marines. The 3 broods of Warriors are split for the same reason. The Carnifi won't reach combat until turn 4, but they'll pack a serious punch when they do arrive, and they likely won't take much damage on the way in.

Genestealer Assault

180 Winged Tyrant WS6 S6 I6 Sv3+ 2xScything Talons, Implant Attack, Psychic Scream

160 8xEC Genestealers (set up in the front of the force)
180 9xEC Genestealers (ditto)

160 10xBasic Genestealers
160 10xBasic Genestealers
160 10xBasic Genestealers
1000pts

Having EC broods in the front and non-EC broods in back forces the Space Marines to fire at the ones with armor. (If they choose to fire at the rear broods, the near ones will get into combat faster.) Start the Tyrant behind cover. Try to move the Tyrant up in such a way as to limit Line of Sight. Even keeping a couple of Lascannons from firing at him will make a big difference.

Eldar

80 Avatar

117 6xHowling Banshee, Exarch w/Executioner

130 10xGuardian, Starcannon Platform
130 10xGuardian, Starcannon Platform
146 8xGuardian, Starcannon Platform
106 7xGuardian, Starcannon Platform

200 Falcon with Starcannon, Shuriken cannon, Pulse Laser, holofield
120 Wraithlord with Starcannon
997pts

This list very definitely outshoots the Space Marine Horde. Using that, you can force them to come to you. (If they don't, just stick the Wraithlord and Avatar and Falcon up front to absorb some of the shooting. Keep the Banshees in the Falcon and use them to counter-charge if the Space Marines do come for you. The Wraithlord and Avatar will also help here. If the idea of a static shooty force doesn't appeal to you, try advancing the Wraithlord and Avatar while your Falcon and Guardians sit and shoot for the first 2 turns. On the 3rd turn, fly the Falcon 24" up and disembark the Banshees behind it, using the Avatar/Wraithlord/Falcon for cover from the Space Marines. Turn 4, charge the Banshees/Avatar/Wraithlord in and watch the fun. If anything survives, shoot it with your Starcannon.

Dark Eldar

106 Dracon Shadowfield, Combat Drugs, Agonizer and Pistol

182 Wyche Squad: Succubus w/Agonizer+Pistol, 2xBlaster, 4xWyche. Wyche Weapons, Raider w/Disintedgrator
75 Warp Beast Pack: 5 beasts+Beastmaster/Agonizer

173 Raider Squad: Sybarite w/Agonizer+Pistol, Blaster, Splinter Cannon, 6xRifle, Raider w/Disintegrator
173 Raider Squad: Sybarite w/Agonizer+Pistol, Blaster, Splinter Cannon, 6xRifle, Raider w/Disintegrator
173 Raider Squad: Sybarite w/Agonizer+Pistol, Blaster, Splinter Cannon, 6xRifle, Raider w/Disintegrator

100 Talos
996pts

Speed kills and so do you. Everything in this list is capable of a 2nd turn charge. If you want to really scare people, you can even use the Dracon to get a first turn charge. (Note: without support, this can pretty much kill him off, but it might buy you a turn.) Add him to one of the Raiders. Move the Raider forward 12" and disembark, detaching him from the squad. During the shooting phase, Fleet him forward, then use Combat Drugs to charge 12" in the assault phase. To keep him alive, shoot into whatever squad he's going to hit. Don't take them under 50%, just damage them so he doesn't have to deal with too many return attacks. Everything else should hit enemy lines on the next turn. Remember to fire the assault weapons (Blasters and Splinter Cannon and the pistols before you charge in to soften them up. Also use any surviving Raiders to help soften up squads, then hit unengaged squads (with a preference for the Assault Squad.)

Imperial Guard

81 Junior Officer, Vet. Medic, 3xPlasma Gun (HQ)

81 Junior Officer, Vet. Medic, 3xPlasma Gun (1st Platoon Cmd)
85 Squad: Missile, Plasma, 8xLasgun
85 Squad: Missile, Plasma, 8xLasgun
81 Squad: Missile, Flamer, 8xLasgun

81 Junior Officer, Vet. Medic, 3xPlasma Gun (2nd Platoon Cmd)
85 Squad: Missile, Plasma, 8xLasgun
85 Squad: Missile, Plasma, 8xLasgun
42 Remnant Squad: Flamer, 5xLasgun

145 Leman Russ, Battle Cannon, Hull Hvy Bolter
145 Leman Russ, Battle Cannon, Hull Hvy Bolter
996pts

Basic gunline setup here. Put the squads with the Flamers in front of their respective platoons, while the tanks go in back. The command sections and HQ should be the second line, with the Missile squads in back. With pie-plates from the tanks and 5 Krak missiles raining down on them, they should start moving toward you pretty quickly. When they get into charge range (watch out for that Assault Squad) move the flamer squads forward and flame them and double tap those lasguns. They will charge you on their turn, but that should leave them stranded out in front of your gunline and all those plasmas ready to Rapid Fire, plus the tanks will get to pound them again. If worst comes to worst, move 1 platoon sideways away from the other one, while that one fires into the Space Marines. This will provide that separation again, meaning that they have to cover more open ground into your fire.

Chaos

111 Lieutenant, Daemonic Flight, Dark Blade, Mark of Chaos Undivided, Spiky Bitz, Bolt Pistol, Bionics.

214 CSM Squad: Aspiring Champion w/Powerfist+Pistol, 2xMelta, 3xPistol+CCW, Furious Charge, Undivided Mark, Icon, Rhino w/smoke+Armor

214 CSM Squad: Aspiring Champion w/Powerfist+Pistol, 2xMelta, 3xPistol+CCW, Furious Charge, Undivided Mark, Icon, Rhino w/smoke+Armor

156 6xBloodletter
150 10xDaemonette
150 10xFury
995pts

Squads deploy outside rhinos, with the Lieutenant behind them. Embark on the Rhinos and drive 12" forward popping smoke, with the Lieutenant flying behind one Rhino. Since you have no Daemon Icon on the Lieutenant and your squad icons are inside the Rhinos, you won't have to worry about the Daemons popping out too early. (If they did pop out during turn 2, they'd be too far away and would simply be shot on your next turn. We don't want that, now, do we?) On turn 2, drive the Rhinos forward again and disembark behind them, still screening the Lieutenant. On turn 3 you should get a couple of Daemon Packs. Assuming you don't have lousy scatter rolls, they should be able to assault, as should the Lieutenant. (The Furies should be able to charge even if they do get a bad scatter roll, due to their 12" flight movement.) Then move up and assault with the squads as well. Remember that the squads each have a pair of Meltas, which can be fired before the assault to help soften things up a bit. Lather, rinse, repeat.

Orks

Note: It's very important to take your Fast Attack and Heavy Selections as separate choices. If you take them as single squadrons, the Space Marines won't have to shoot at each one separately, which is vital. In addition, unless your Mobz are severely depleted, try not to charge a single Space Marine squad with more than 1 Mob of Boyz. 12 Slugga Boyz charging, including the Nob w/Klaw, should kill a little more than 5 Space Marines on their charge. If you do too much damage, you'll wipe through them on your turn and be left out in the open faced with lots of Bolters during their turn. Let them live slightly longer and block LOS to the rest of your Boyz, then move in on the next turn.

115 Warboss: Cybork Body, 'Eavy Armor, Choppa, Bionic Bonce, PowerKlaw

105 30 Gretchin: Slaver, Slugga & Choppa
225 20xSlugga Boyz:Nob w/PowerKlaw+Slugga
153 12xSlugga Boyz: Nob w/PowerKlaw+Slugga
153 12xSlugga Boyz: Nob w/PowerKlaw+Slugga

47 Warbuggy: TL-Rokkit Launcha, Armor Plates, Grot Riggers
47 Warbuggy: TL-Rokkit Launcha, Armor Plates, Grot Riggers
47 Warbuggy: TL-Rokkit Launcha, Armor Plates, Grot Riggers

35 Killa Kan: Big Shoota
35 Killa Kan: Big Shoota
35 Killa Kan: Big Shoota
997pts.

Grots in front (uv course) to screen your Mobz. Kans slightly to the side of the Boyz, wiv da buggies out on da flanks or even behind a bit. Turn 1: take shooting with the Grots (or longer range stuff with the Boyz) keep fasta stuff to the flanks. Turn 2: zoom buggies or whateva up in front, 24" and blocking most LOS. They'll waste most of their firepower on killing these things, since it takes a whole unit to shoot at a single target. (They've only got 4 shooting units, 3 targets will make them pretty much useless for anything else.) Turn 3: Move the Boyz slightly slower and let the Kans move out in front. Again, the Marines will have to waste most of their shooting on the targets as opposed to the Boyz. Turn 4: Let out a great big Waaaagh! and charge da Boyz in.

Space Marines

86 Chaplain: Crozius, Rosarius, Bolt Pistol

200 Terminator Assault Squad: Sgt.+4 Terms, all with Paired Lightning Claws

218 Tactical Squad: Vet. Sgt. w/Powerfist+Bolt Pistol, Melta, 6xBolter, Rhino w/smoke, extra armor
218 Tactical Squad: Vet. Sgt. w/Powerfist+Bolt Pistol, Melta, 6xBolter, Rhino w/smoke, extra armor

268 Land Raider Crusader: Smoke Launchers
990pts

The Chaplain can attach to any of the 3 squads. You can deploy all the squads outside their vehicles to avoid first-turn entanglement. On your turn 1, embark into the transports and charge ahead 12", popping smoke in the movement phase. Turn 2, the Crusader moves up 12" further and disembarks the Terminators, who will charge into combat. Meanwhile, the Rhinos move 12" forward and disembark the squads behind them. Next turn, the squads charge in as well. Try to have the squads support each other in their charges (meaning both squads together charge a single enemy squad.)

Note that all these lists are specialized to take on Space Marine Hordes. Specializing against a specific type of army makes the battle a lot easier, but it does tend to leave you weaker against other armies. On the other talon, I did try to balance them a little. All that most of them will need to compete against any other army would be the addition of some anti-vehicle weapons.

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