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Kor'sarro tactics


Jarl Bloodwolf

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ok so i want to make an army with kor'sarro (not white scars, probly as a counts as character) because i really like the idea of a entire army outflanking (it also goes with my commando/stealth/special opps themed chapter) but i would like some suggestions as to what kind of army composition ould work well with an outflank tactic. now of course a bike or vehicle mounted army comes to mind. but is there anything else?
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While not the best HQ Khan on foot is my favourite character in the codex. You are paying a premium of about 40 points to give Khan's squad Furious Charge & Hit and run. Therefore you want to make sure they get maximum benefit which is why I prefer putting him with a ten man unit. I usually put him in a Land Raider, however unless he is accompanied by Terminators they are not going to be outflanking.

 

Personally I outflank the Command Squad (with 4x Melta or 4x Plasma), a Tactical Squad (to get to opponents objectives), Attack Bikes and sometimes Terminators on foot.

The rest of the my army (including Khan and his Land Raider) I start on the table.

 

Dreadnoughts do not get the Outflank rule. So they either need drop pods or to start on the table. Taking a Librarian with Gate and having locator beacons on the pods makes it very easy to reposition Khan and his squad if they end up too far from the action.

 

The other idea I had was Khan in a Rhino with 9 Sternguard. They get to Rapid Fire and then use Hit n Run to escape after the enemy charge them. More reliable that Combat Tactics. Could also have Khan, Librarian and 10 Sternguard on foot.

My unit of choice to outflank would be a Razorback with Tacticals inside. It's scoring so can grab objectives, has the range to be a threat immediately regardless of the edge it arrives, and it can pop some side armour shots. I'm currently just outflanking a single Razorback with twin-linked assault cannon and it's working pretty good so far. You just need some units to start the game on the table normally to pin your opponent's army in place. I use a Land Raider with Assault Terminators (joined by Khan) for this, supported with some long range stuff.
Dreadnoughts do not get the Outflank rule. So they either need drop pods or to start on the table. Taking a Librarian with Gate and having locator beacons on the pods makes it very easy to reposition Khan and his squad if they end up too far from the action.

 

why dont dreadnoughts get the outflank ability?.......oh nevermind they dont have the chapter tactics special rule. OH WAIT that means i've been cheated. sorry i played a freind who used vulkan and he said his ven dreads multi melta was twin linked but since dreads dont have combat tactics it dosent apply to them even though it says all multi meltas, flamers etc. does it?

 

ok so what im seeing is still a mounted army just mounted with vehicles. what id been thinking is a scout army. now i doubt it would be very effective in combat but i was thinking of taking kor'sarro for an HQ and probably a librarian. elites would be a squad of Legion of the Damned (represented as an veteran stealth unit), a techmarine (in my current army his bolster defences rule comes in very handy when used in conjunction with my camo cloaks scouts), and maybe a unit of terminators. troops would be 3 tactical squads who would outflank, 3 scout squads (one with telion) that would inflitrate and use there sniper rifles to pin down enemy units for my tactical squads to pick off. for fast attack 2 land sppeder storms and a unit of scout bikers (or a land speeder storm, 1 scout bike squad and a unit of vangaurd or some mixture of these three units) and for heavy support maybe a thunderfire cannon or 2.

 

even to me this army dosent sound very competitive and i probably wont win very many games but im a fluff driven player and my chapter are supposed to be like the ultimate stealth commandos (kind of like a mix between star wars republic commandos and the new skull spartan Emile-239) and its supposed to be that they only call in support when absolutly needed. i know they sound alot like raven gaurd

I wouldn't Outflank Land Raiders - Outflank only applies to Dedicated Transports, and Terminators are too valuable to have confined to one flank.

 

I'd outflank Bike Squads and Rhinos full of Tactical Marines, forcing the enemy to deploy and fight on a narrow space, and then take Khan and a bunch of guys with power weapons up the centre.

why dont dreadnoughts get the outflank ability?.......oh nevermind they dont have the chapter tactics special rule. OH WAIT that means i've been cheated. sorry i played a freind who used vulkan and he said his ven dreads multi melta was twin linked but since dreads dont have combat tactics it dosent apply to them even though it says all multi meltas, flamers etc. does it?
No, Vulkan's rule applies to all models. It does not say that all models with Combat Tactics lose it and gain TL'ed guns, it say that all models with Combat Tactics lose it and all models in the army gain TL'ed guns.

 

ok so what im seeing is still a mounted army just mounted with vehicles. what id been thinking is a scout army. now i doubt it would be very effective in combat but i was thinking of taking kor'sarro for an HQ and probably a librarian. elites would be a squad of Legion of the Damned (represented as an veteran stealth unit), a techmarine (in my current army his bolster defences rule comes in very handy when used in conjunction with my camo cloaks scouts), and maybe a unit of terminators. troops would be 3 tactical squads who would outflank, 3 scout squads (one with telion) that would inflitrate and use there sniper rifles to pin down enemy units for my tactical squads to pick off. for fast attack 2 land sppeder storms and a unit of scout bikers (or a land speeder storm, 1 scout bike squad and a unit of vangaurd or some mixture of these three units) and for heavy support maybe a thunderfire cannon or 2.

Possibily throw in a squad of Sternguard instead of the Techmarine (as you get Bolster Defenses from the Thunderfires) and hey, you could even outflank with the Thunderfires. (bad idea, I know, but just a thought)

thats a good idea with the sterngaurd i forgot about the tech-marines with the thunderfire cannons.

 

see this is my delima. despite what i said earlier i dont want an entirely SM scout army. i do want scouts but i mainly want stealthy marines. kor'sarro works well for this in two ways. one he lets my army outflank which represents there stealth skills and with khans rules of hit and run, furious charge and his sword moonfang i like to think of a silent captain doind a ghost kill on a enemy then dissapearing into the darkness. so ive got normal marines who are sneaky and still give my army some punch.

 

ill probably deploy scouts on the table as sniper teams. this will draw my enemy towards my scouts on my side of the table leaving my tactical squads to outflank and ambush his forces my tactical squads will have anti tank capabilities as will a few of my scouts. as i mentioned above the legion of the damned will represent how the veterans of my chapter have become experts at infiltration and so can appear anywere or i may just do the sterngaurd as there cheaper but the 3++ save may be worth it. i dont really want alot of vehicles in my army as to me they dont fit with the stealth commando theme (except for the LSS). the LSS wil be tank hunters with multi meltas. im not to sure what to do with the scout bikers besides using there locator beacons for my Legion and LSS. the thunderfire cannons will provide me with some heavy support and anti horde capabilities. i searched scout armies and they seem to do pretty good. i just dont know how normal marines in a scoutish roll will work

Correct me if im wrong but Kor'sarro only makes dedicated transports outflanking. That is why dreds wouldn't outflank cause they aren't a transport, although it would be funny to see a dred carrying a squad into battle. Bikes MIGHT outflank cause they are bikes, unrelated to Kor'sarro but do not quote me on that...unless your correcting me that is.
Correct me if im wrong but Kor'sarro only makes dedicated transports outflanking. That is why dreds wouldn't outflank cause they aren't a transport, although it would be funny to see a dred carrying a squad into battle. Bikes MIGHT outflank cause they are bikes, unrelated to Kor'sarro but do not quote me on that...unless your correcting me that is.

 

sorry but thats not the rule. the rule states that if you include kor'sarro then all units in your army exchange the combat tactics special rule for the ability to outflank. if you choose to do this, all dedicated transports also gain the ability to outflank

Because you're relying on dice luck (both in arrival via reserve roll, and board edge via outflank roll), you want all of your outflanking units to be able to move at least 12". This means you're using jump packs, bikes, or dedicated transports (which the unit MUST be inside, no outflanking empty transports). Any less movement than that, and you're facing a last-turn arrival where you just jog onto the board 6", and do absolutely nothing.

These units also give you the choice of wether you outflank, or not. If it's an objective battle, and most of the objectives are in the middle of the board, don't waste your time outflanking. Just because you can, doesn't mean you should.

Plan for the worst-case scenario, as well. It's prefectly fine to start several units on the board to start, and plan for all of your reserves to come in on th last turn in a turbo-boost move to contest objectives, or jump out of a Rhino and rapid fire someone off an objective.

Reserve-based armies are not point-and-click like assault-based armies, or IG gunlines. You have to play several turns ahead, and you will always be at the mercy of the dice.

One piece of advice for objective placement if you're planning on fielding an outflank-capable army is to place your 1st objective 12" in from both the short and long side (i.e. as close to the corner as you're allowed). If you get to place a second objective then place it in the diagonally opposite corner. That way no matter how the outflank roll turns out, you can always get to an objective, even if it's just over-protection.

Even if you choose not to outflank (for some other reasons), if your army features high mobility (which it sounds like it will do) this placement will capitalise on that ability and strain less mobile opponents.

 

Cheers, Paul.

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