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Goatboy’s Warhammer 40K: Red Corsairs Advance & Charge

4 Minute Read
Sep 10 2020
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Goatboy here with a Chaos list that is all about being a pirate. Welcome to the Red Corsairs, you renegade!

I am writing this before getting a game.  I plan on playing my Monster Mash list which if you keep up with my Instagram you will see I have been working thru some Greater Daemons lately.  I decided to throw in some Keeper of Secrets as I think the ability to Advance and Charge is a hugely powerful ability in the new edition and thought – why not some big monsters to come crashing down into your lines.  Now the list I plan on playing this weekend is similar enough to my last one I showed that there is no point in throwing it up here today – so instead I want to look at building a Chaos list that tries to use Advance and Charge to the best ability.

Putting the List Together

This leads me to thinking about a Red Corsairs list.  I think overall they have an interesting set of rules you can use as while not being able to use Veterans of the Long war is harsh – they also have the ability to regrow a unit, utilize a ton of the other options available, and somehow can start with more CP than other armies.  The idea for this army is to try and get close, get fast, and overwhelm your opponent with bodies to keep them locked down in their zone.  I get the feeling a lot of games can get won by just keeping your opponent locked into place.

We’ll again go with the 20% upgrade to the basic Chaos Space Marines bodies as a way to try and figure out the future of the list.  I really want to see these new points soon as it is kind of keeping us stagnant when trying to figure out and build lists.

Units I want to try and utilize Advance and Charge

  • Khorne Berzerkers X 5 – Chainsword/Bolt Pistol, Icon of Wrath – 120pts
  • CSM X 5 – Chainsword/Bolt Pistol, Heavy Bolter – 95pts
  • Havocs X 5 – Heavy Bolter X 4 – 140pts

Now I think a lot of ways to try and protect all of this if they don’t get to go first or not is to utilize one of the better old options from this codex.  The lowly Rhino has gotten a pretty big push in this edition as the ability to move and shoot heavy weapons (Havoc launchers for added fun) mixed with tougher guys inside means that Chaos could cover the table full of boxes, push them forward, and have them vomit out a ton of death as needed.

Red Corsairing V.1

Chaos Space Marines – Red Corsairs – Battalion – 0CP

-HQ-
Chaos Lord – Mark of Slaanesh, Thunder Hammer, Chainsword, Relic – Intoxicating Elixir, Warlord – Exalted Champion – 120pts
Sorcerer – Mark of Tzeentch, Force Staff – 90pts
Exalted Champion – Mark of Khorne, Thunder Hammer, Chainsword – 115pts

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-Elites-
Khorne Berzerkers X 5 – Chainsword/Bolt Pistol X 5, Icon of Wrath – 120pts
Khorne Berzerkers X 5 – Chainsword/Bolt Pistol X 5, Icon of Wrath – 120pts
Khorne Berzerkers X 5 – Chainsword/Bolt Pistol X 5, Icon of Wrath – 120pts

-Troops-
Chaos Space Marines X 5 – Mark of Khorne, Chainsword/Bolt Pistol, Heavy Bolter – 95pts
Chaos Space Marines X 5 – Mark of Khorne, Chainsword/Bolt Pistol, Heavy Bolter – 95pts
Chaos Space Marines X 5 – Mark of Khorne, Chainsword/Bolt Pistol, Heavy Bolter – 95pts

-Heavy-
Chaos Havocs X 5 – Mark of Slaanesh, Heavy Bolter X 4 – 140pts
Chaos Havocs X 5 – Mark of Slaanesh, Heavy Bolter X 4 – 140pts

-Flyer-
Heldrake – Mark of Slaanesh, Baleflamer – 150pts
Heldrake – Mark of Slaanesh, Baleflamer – 150pts

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-Dedicated Transport-
Rhino – Combi-Bolter X 2, Havoc Launcher – 86pts
Rhino – Combi-Bolter X 2, Havoc Launcher – 86pts
Rhino – Combi-Bolter X 2, Havoc Launcher – 86pts
Rhino – Combi-Bolter X 2, Havoc Launcher – 86pts
Rhino – Combi-Bolter X 2, Havoc Launcher – 86pts

PTS: 1980 CP: +15

Pirate Tactics

Basically this army can throw CP into always attacking again with some of its close combat parts, shoot twice with the Havocs, reroll all hits/wounds with Heldrakes, and refresh a unit of 5 Chaos Space Marines to show up somewhere to grab a side/objective/etc.  It also basically has 7 drops so it should set up quick and be ready to go.  The 2 Heldrakes are there as very fast and annoying units designed to move up and bother the enemy.  Heck they can even lock something down as needed.  I went with Mark of Tzeentch on the Sorcerer to allow for a 3 spell to be cast as needed due to the fact this army will be swapping spells as they come across different foes.  Thus the need to start with 15 Command points and the methods to use all of it.   The Change to the Chainsword means the Chainaxe is less needed on the Khorne Berzerkers – which feels kind of annoying but will see if they actually tweak the Axe more.  Oh and look – there are no Daemon Princes in this one Adam.

For Huron Blackheart!

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