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Intro to 40K: List Building pt 2 – All Comers List

Photo Credit 3v3rt @ BoLS

Continuing the Intro to 40K series, we now are looking at the first of three examples of general list categories for Warhammer 40,000.  For simplicity and continuity we will be using a 1500 point Space Marine list in all the articles, since that is a manageable point size and most people’s introduction to 40K comes through the iconic Marines.  Hooha!

The “All Comers” list is on prepared to take on almost anything you may face in any given game.  Typically the “All Comers” aren’t able to be tweaked to the most tournament style competitive levels.  They suffer from the “jack-of-all-trades” syndrome that will likely present you with some challenges if you face a power list.  However, if you are into friendly pick up games at your FLGS or home where you may not know what you’ll be facing at any given time, than an “All Comers” may be the way to go.

A good list of this sort will have answers for almost every situation (i.e. hordes, mechanized, gun lines, assaulty armies, etc), hence the “jack-of-all-trades” reputation.  The challenge comes when building your list in maintaining enough redundancy in units to be able to reliably address any and all of the above army types.

For instance, if you are facing a highly mechanized army and only have two units kitted for reliable Armor Penetration (AV 12 and greater), you may have more targets than you have capable units.  So what happens if that same mechanized army drops enough gun fire and bombs on your head to wipe out your two primary anti-mech units early in the game?  Whoops!  Well when you built the list you needed points for other units too, like high rate of fire (RoF) for anti-hordes.  So now we have the quintessential challenge with “All Comers” lists.

Ok that being said, we know what we have to face when throwing down, so lets take a look at our example list and some ideas as to how it’s going to work:

Space Marine All Comers – 1500 pts

Headquarter

Chaplain in Terminator Armor

Troops

Tactical Squad

10 man, Power Fist (PF), Combi-Melta, Meltagun (MG), Lascannon (Las), Rhino

Tactical Squad

10 man, Close Combat Weapon (CCW), Melta bombs (MB), Flamer, Heavy Bolter,

Razorback w\ Heavy Bolter (HB)

Tactical Squad

5 man, CCW, Razorback w\ HB

Elite

Close Combat Terminator Squad

2x’s Lightning Claws (LC’s), 3x’s Thunderhammer & Stormshield (TH&SS), Landraider Redeemer

Fast Attack

Attack Bike Squad

2x’s Attack Bike, 2x’s Multi-melta (MM)

Attack Bike Squad

2x’s Attack Bike, 2x’s Multi-melta (MM)

Heavy Support

Predator Tank

Heavy Bolter Sponsons

Vindicator

Photo Credit Jorvic @ BoLS

For the HQ we have the Termie Chaplain.  This guy will be with the CC Termie squad in the LR Redeemer granting them re-rolls on attacks as well as putting another invulnerable save in the group should you need it.

For troops we have three standard tactical squads.  These guys are important to claim objectives in games where holding objectives is necessary.  The three Tac squads will serve different purposes.

Squad A) is your monsterous creature (MC)/ Mech popping squad. The Combi-Melta, MG, and PF are useful for both roles.  The Rhino gives them mobility and increased resilience.  If you wan the Lascannon can hang back in a combat squad with four other marines and take pot shots at targets.

Squad B) is the anit-horde squad.  The additional CCW on the sergeant grants the additional attack.  The MB he’s carring will allow some degree of anti-mech should the need arise when combined with the rest of the squads Krak grenades on the assault.  Paired with the Razorback, this will allow the HB to hang back and shoot while the CC group goes in to take out squads with extra attacks and flamer.

Squad C) is a small 5 man objective holding contesting squad that can be held in reserve to come in late and claim a board side objective or rush forward to contest an objective your opponent is controlling.

Under elites we have your hammer unit ready to crush any big monstrous creatures, heavy-duty independent characters, or vehicles.  The LR Redeemer can wipe any marine equivalents due to the high strength and armor penetration (AP) value of the flamestorm cannons.  The LC termies can thin down the squad you’re attacking before the TH&SS finish off whatever’s left.

Photo credit: Jorvic @ BoLS

For fast attack slots we have two identical of Multi-melta toating attack bikes.  These guys are great anti-mech, and with the ability to gain a cover save by turbo boosting, the Toughness 5 they gain from the bikes, and two wounds, they can be incredibly difficult to wipe out.

Finally for heavy support are a shooty Predator and Vindicator.  The Pred offers a second vehicle for anti-horde duty with it’s two HB’s and Autocannon that can still pop light transports if need be.  Then we have the short range power of the Vindicator.  While it can fill both anti-mech and horder, in general the Vindi is a mind game for your opponent.  Just the knowledge you can throw our a S10 AP 2 large template is intimidating.

So we have a basic outline.  What challenges do you face when you play an “All Comers” list and what successes have you had? Need more 40K fixins? Go over to BoLS.

About the Author

Husband, writer, marketing direc for Geekcentricity, musician, BJJ fighter, New Yorker, and once again a happy Toller owner

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