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Red Corsairs v3.4

 Post subject: Red Corsairs v3.4
PostPosted: Fri Jul 10, 2015 9:36 am 
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So, following on from previous discussion I present the latest version of the Red Corsairs list for your consideration....

I've taken feedback into account as well as tried to streamline and focus the theme of the list more around 'Renegade Marines' so rather than the list being specifically the 'Red Corsairs' it's more 'renegade marines, like the Red Corsairs'

To This end I've made the following changes:

- Removed all titan options from the list (this was to highlight the fast raiding style of the list where titans just don't fit)
- Removed chaos spawn upgrade (a little too 'chaos-y' for renegade marines, keep for black legion)
- Removed desecrator (cutting a bit of fat, the list already has AA in the form of Obliterators, Hunters and Hellblades)
- Removed Mauler (just unneccessary in a list with CC daemons, terminators, plague marines, berserkers, defilers, brass scorpions etc etc)
- Removed daemon engine upgrade (streamlining the list, keeping the cult 'warbands' separate from the renegade marines)
- Increased defiler formation to 275 points (to match Black Legion)
- Increased Chaos Drop Pods to 10 points per unit in formation (to compensate for the potency of the deathwind)
- Reduced Chaos Thunderhawks to 200 points
- Adopted the new summoning rules and added a free lesser daemon to all daemonic pacts purchased

Feedback welcome, playtests welcome, batreps very welcome! :)

EDIT 07-04-2017

I have uploaded a new version of the list to clarify wording on the transport rules, I'm aware there have been discussions but I had not added them to the main list, the new version should stipulate exactly what can and cannot be transported in what, if you see any mistakes let me know


Attachments:
Red Corsairs v3.4.3.pdf [198.2 KiB]
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Last edited by kyussinchains on Fri May 19, 2017 4:53 pm, edited 8 times in total.
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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Jul 10, 2015 10:02 am 
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Looks like you've trimmed the fat and made an interesting and focused list. A few comments,
The Blight Drone stats are still out of sync between this list and the Death Guard. Not a huge deal as they are costed differently to match their strength but something to consider for the sake of unit consistency.
Thunderhawk notes say transport 8, do dreads/terms still count as 2 units for transport purposes?
Plan on giving this list a try just have to repurpose some loyalist thunderhawks and bikes ;) .
One question can you summon daemons in your thunderhawk? (Assuming you have the room)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Jul 10, 2015 10:50 am 
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atension wrote:
Looks like you've trimmed the fat and made an interesting and focused list.


thanks! hopefully more people will share this view :D
Quote:
A few comments,
The Blight Drone stats are still out of sync between this list and the Death Guard. Not a huge deal as they are costed differently to match their strength but something to consider for the sake of unit consistency.


will discuss with Steve, I'd prefer them to match

Quote:
Thunderhawk notes say transport 8, do dreads/terms still count as 2 units for transport purposes?


yes they do, will add this to the list, thanks for the spot!

Quote:
One question can you summon daemons in your thunderhawk? (Assuming you have the room)


not as part of an air-assault as it is the thunderhawk that activates and not the transported formation, units which disembark from a war engine may not take an action on the turn they disembark other than shooting with the war engine, or participating in an assault (section 3.1.3 of the rulebook)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Jul 10, 2015 11:36 pm 
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So you have gone for generic daemons rather than any cult, I like it sorts out that problem in one fell sweep. So the marines in their deathwind drop pods don't have their myriad off cult daemons nice one.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Jul 13, 2015 7:56 am 
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Looks good mate. Just one thing that immediately caught my eye: the obliterator entry on the reference sheet has the maulers weapons instead of its own.

I'll try to give this a run soon.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Jul 13, 2015 8:06 am 
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Looks good, lots of unnecessary extras removed.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Sep 11, 2015 3:48 am 
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Took this list for a run yesterday against Atcho's Iron Hands. Corsairs won 5-0.

I found the list really easy to use and all of the units fun to run. Nothing stood out to me as over or under powered.

The Iron Hands simply suffered from appalling die rolling all game, hence the thrashing.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Sep 11, 2015 6:31 am 
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Good to hear! What lists did you use? :)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Sep 11, 2015 10:41 am 
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kyussinchains wrote:
Good to hear! What lists did you use? :)


My list:
http://traitor-legion.appspot.com/choos ... 8~500~12x2

The unit of the match was the Blood Slaughterers, they ate an infantry unit, a dread unit and claimed my blitz. Not bad for 225 points!

Iron hands were a dread drop assault list that were very AV heavy indeed. I haven't got his list on me unfortunately.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Sep 14, 2015 12:00 pm 
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Quick clarifications if possible.

If I upgrade my chaos lord to a chaos warlord can I then upgrade him to a Daemon prince who is now a SC? Or does he lose that ability?

Are Hell talons supposed to be 250pts? They are 225 for Black Legion and Moridin's army above has them at 225 on army forge. Can't see why they would be different points?

Chaos drop pods are different points/stats to the normal Black Legion drop pods? Does that mean they are the same as marine ones or something different again? They have save and whatnot so do they stay on board or something? I thought they were normally just a token to mark landing spot etc.

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Sep 14, 2015 1:28 pm 
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unlike black legion, this list cannot have a daemon prince be the supreme commander

the hellblade price is a mistake, I'll correct it in the next couple of days

chaos drop pods are indeed just a token/marker, they are the same as marine ones in all respects, the save and whatnot is from the older list

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Sep 14, 2015 11:30 pm 
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Ok doke. So these guys use normal marine ones rather than normal chaos ones? So scatter but have an attack


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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Sep 14, 2015 11:33 pm 
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Exactly that yes :)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Sep 25, 2015 8:40 am 
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Had a game against this list last night, I was using OGBM so it was dev vs dev, but still a useful game, RC took it 2-0 on turn 3 with t&h and blitz, both thunderhawks survived the entire game... ;) the big retinues took a hammering but it was against gargants!

All in all it felt like a solid list, nothing really stood out as overpowered, it may have been closer if I'd remembered my overwatch on my stompamob, but this was definitely a case of the better player winning over ans above the list :)

I just have to go and paint up my own chaos legions now ;)

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Mon Sep 28, 2015 8:26 pm 
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I have been thinking about weapon loadouts.... currently this list uses all the weapon configurations from the black legion list like combi bolters, reaper autocannon etc.... I'm wondering whether we should actually match up the weapons with the codex list so we move back to assault cannons on termies and dreadnoughts again?

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