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20Jul/104

Pink is the New Black: The Other List

So, after months of not wanting to run a Daemon Prince list because they seem so prevalent amongst Chaos Marine lists, once I had one I figured that I might as well put together a list that included it. Most of the list - such as the Obliterators, the Noise Marines, and the other Chaos Marine squads - I was happy with, so I really only needed to change up the daemonic portions of the list. Here's what I managed to put together:

HQ: Chaos Sorcerer (1#, 130 pts)
1 Chaos Sorcerer (Mark of Slaanesh; Lash of Submission; Personal Icon)

HQ: Daemon Prince (1#, 135 pts)
1 Daemon Prince (Mark of Slaanesh; Sorcerer; Lash of Submission)

Troops: Noise Marines (7#, 285 pts)
5 Noise Marines
(Sonic Blaster x4; Blastmaster; Personal Icon)
1 Noise Champion (Doom Siren; Power Weapon)
1 Rhino (Daemonic Possession)

Troops: Chaos Space Marines (11#, 285 pts)
9 Chaos Space Marines (Icon of Slaanesh; Plasmagun x2)
1 Aspiring Champion (Power Weapon, Plasma Pistol)
1 Rhino

Troops: Chaos Space Marines (11#, 285 pts)
9 Chaos Space Marines (Icon of Slaanesh; Meltagun x2)
1 Aspiring Champion (Power Fist)
1 Rhino (Daemonic Possession)

Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators

Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators

Summoned Lesser Daemons (6#, 78 pts)
6 Summoned Lesser Daemons

Total: 1498 points

There's a lot of icons in the list, and that's to make sure that the Lesser Daemons (and if I choose to deep strike them, the Obliterators) always have a spot to come down safely. And yes, it is a dual Lash list, albeit one with only one Daemon Prince. The two Lash users, though, have different purposes. The Sorcerer rides along with the Noise Marines and uses his Lash to pull enemy infantry into the range of the Champion's doom siren. The Daemon Prince, on the other hand, mostly uses it to pull units into assault range (to make up for the lack of wings) or out of it (when facing off against horde armies). Otherwise, the list performs identically to my other Slaanesh CSM list.

I even had a opportunity to run a short test of this list against WDR, one of my friends at the Undergopher podcast, and his vanilla Marine army. We only had time for a partial game, maybe three turns, so we rolled up a mission from the main rulebook. Luckily, we got Pitched Battle/Annihilation, the most basic mission type available. WDR won the roll-off to see who would deploy first and decided to take the first turn. He brought the following:

1 Razorback w/ Twin-linked Lascannons, with 5 Sternguard Veterans and a Captain inside
2 Rhinos w/10-man Tactical Squads inside
2 Scout Squads
1 Dreadnought w/Multi-melta and Storm Bolter
1 Whirlwind
1 Vindicator
1 Predator w/ Twin-linked Lascannons and 2 Lascannon sponsons

That was a lot of tanks to face off against, and those tanks were packing serious firepower. In response, I deployed everything I could, knowing I would need my Obliterators on turn 1 to counter his armor. Then, tempting fate, I attempted to seize the initiative... and succeeded! This turned the tables a bit, and gave me the first turn to get the jump on his army.

Chaos Turn 1: I run my Rhinos up and pop smoke, keeping my Daemon prince shielded from WDR's scout snipers. The Obliterators take some shots with Lascannons, but don't manage any noticeable damage.

Marine Turn 1: He keeps his army stationary, choosing to take shots and make me come to him. He's able to land a couple of wounds on the Daemon Prince with the Razorback and the Dreadnought, but otherwise either he misses, fails to do damage, or my smoke cover keeps me safe.

Chaos Turn 2: The Lesser Daemons come in, and I bring them in 6 inches from the melta squad's Rhino, which puts them within 6 inches of his one deployed scout squad. Everything else moves up closer towards his tank line, and a pair of meltagunners fire from their Rhino and destroy the Razorback, killing two veterans and slightly wounding the captain in the process. The Daemon Prince then lashes the survivors closer, so that it can assault them. The Obliterators also have a decent turn, wrecking one Rhino and taking the turret off the Predator, as does the plasma squad, which wrecks a second Rhino. When time for assault comes, it's a mixed bag. The Daemon Prince slaughters the remaining veterans, leaving only the Captain. On the other hand, the Lesser Daemons only roll a 4 on their Difficult Terrain check, leaving them unable to cross the lip of the crater holding the scouts.

Marine Turn 2: Again, WDR keeps his army mostly stationary. He manages a solid shot with one of the Predator's sponsons on the Noise Marines' Rhino, destroying it and killing one of them in the resulting explosion. Elsewhere, he cuts down half of the Lesser Daemons with sniper gunfire. Near the center of the table, the Captain and Daemon Prince remain locked in combat, with the marine taking a second wound.

Chaos Turn 3: My army continues pressing on. The melta and plasma squad Rhinos pull up and drop off their passengers, who proceed to whittle down one of the two exposed Tactical Squads down to 3 men remaining. Meanwhile, the Sorcerer splits off from the Noise Marines so that he can "fire" separately, lashing the other TacSquad into a  teardrop-shaped formation. The Noise Marines then open fire, leaving one marine remaining. The Obliterators have another productive turn, destroying the cannon on WDR's Vindicator. In assault, the Noise Marines finish off their lone opponent, the Lesser Daemons lose two more members after finally getting into assault, and the Captain and Prince remain locked in combat, each unable to kill the other.

Marine Turn 3: At this point, WDR is ready to concede the game - we're running out of time, and I'm definitely in a superior position. However, in true marine fashion, he doesn't want to go out without a fight. His Whirlwind wants to land a shot on the Obliterators, but he doesn't have line of sight to them, meaning he'll scatter without any Ballistics Skill reduction. Instead, he tries to drop the shot on a Rhino he can see... and the scatter takes the shot right on top of the Obliterators anyway! That's some Kentucky windage for you. (Unfortunately, the shot does no damage.) The remaining TacSquad unloads some shots on the melta squad before charging into assault and manages to take a few Chaos marines with them, and the scouts sweep the remaining Lesser Daemon. Finally, the HQ assault is finally resolved - the Daemon Prince is unable to injure the Captain, but he manages a wound on it. The Prince loses the assault, and then loses its life as it fails to save its Fearless-inflicted wound at the end of assault. The Captain is victorious! Unfortunately, he's also surrounded by two angry squads of Chaos Marines and has only one wound remaning. With that, we call the game in Chaos's favor.

I have to say that I like this variant of the list just as much as the other one, although there are still things I might change. I'd like to pump up the number of Lesser Daemons I'm running (which means finding more previous-edition Daemonettes), and to make the points for it, I might consider dropping the Chaos Sorcerer. It's not that he's not useful, but the points have to come from somewhere, and he's semi-redundant with the DP there. Alternately, I could bump the list to 1750 points and have the best of both worlds, although none of my friends have 1750-point lists together yet.

So, where does my Slaanesh list go from here? Come back tomorrow, where I'll take a look at the future of my Chaos Marine army.

Artwork by SelenaH. Used without permission.

19Jul/100

Pink is the New Black: Trial Run

I finally had a chance to use my Slaanesh CSM list on Saturday in two separate games. Actually, I used two different versions of the list; now that I have a daemon prince together, I went ahead and created a variant that included one. First, though, I wanted to play the original list I'd built. I'd promised my friend Jon that he would get first crack at the list, so he brought his Space Wolves to the table. Here's what I brought to the table:

HQ: Chaos Sorcerer (1#, 125 pts)
1 Chaos Sorcerer (Mark of Slaanesh; Lash of Submission)

Elite: Possessed (7#, 241 pts)
5 Possessed (Icon of Slaanesh)
1 Possessed Champion
1 Rhino (Daemonic Possession)

Troops: Noise Marines (7#, 280 pts)
5 Noise Marines (Sonic Blaster x4; Blastmaster)
1 Noise Champion (Doom Siren; Power Weapon)
1 Rhino (Daemonic Possession)

Troops: Chaos Space Marines (11#, 285 pts)
9 Chaos Space Marines (Icon of Slaanesh; Plasmagun x2)
1 Aspiring Champion (Power Weapon, Plasma Pistol)
1 Rhino

Troops: Chaos Space Marines (11#, 265 pts)
9 Chaos Space Marines (Icon of Slaanesh; Meltagun x2)
1 Aspiring Champion (Power Fist)
1 Rhino

Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators

Heavy Support: Obliterators (2#, 150 pts)
2 Obliterators

Total: 1496 points

We rolled up a mission from the Battle Missions book and ended up playing Pillage, a Chaos Marine mission. It's basically a Spearhead deployment objective mission, but with two differences. First, your board edge is not the long board edge touching your table quarter; instead, you only get the edges of your quarter itself. It's a bit restrictive, but as you can only start with an HQ and 2 troops, and everything else goes into reserves, it's not as crowded as a standard Spearhead deployment. Secondly, you don't score objectives held at the end of the game. Instead, you accumulate points by having an uncontested, un-assaulted unit touching the objective at the end of your opponent's turns. It's an interesting concept, but in practice it felt very wonky. I was able to claim two of the three objectives on the first turn, and I just out-accumulated Jon to the point where the winner was clear on turn 3. I'd rather use the deployment with a standard Seize Ground mission instead.

With the scoring being a bit odd, I won't go into the play-by-play, but I will cover some of the highlights of how my army performed.

Initiative wins battles. I've played enough games against Eldar, with both my Tau and Khorne CSM armies, to know how important going first in assault is. Having the Mark of Slaanesh on everything in the army (save the vehicles and Obliterators) made a huge difference. Rather than trading blows with the Space Wolves in assault, I could get the drop on my opponent and throw a flurry of blows at them. With enough hits, I could cut down the competition (even something as hardy as a Storm Shield Terminator) and reduce their ability to counterattack. Unlike Khorne Berzerkers' Furious Charge, the effect wasn't limited to the first round of combat; every time, I was swinging and hitting first.

Lash of Submission is effective. I know that quite a bit has been written about Lash princes and Lash sorcerers, but there's a reason; it's that good. Even with mechanized armies being so prevalent, it's not hard to force troops out of their transports, and once they're out you can pull them right to where you want them. One particularly effective strategy was to Lash a unit of marines towards my Noise Marines into a vaguely teardrop-shaped formation, and then have the Noise Champion hit them with his doom siren. Whatever survived the AP3 template weapon (which generally wasn't much) would be mopped up by the rest of the unit's sonic blasters, and any particularly lucky enemies that survived would get assaulted.

Obliterators are more fragile than I thought. Obliterators are basically Terminators on steroids: same armor save, same invulnerable save, and twice as many wounds. However, melta guns ruin their day. Not only do they ignore the Oblits' armor, but they're strong enough to double them out and kill them instantly. With every unit of Jon's Grey Hunters packing a marine with a melta gun, there were multiple threats on the table, and Jon used them effectively to whittle down my heavy support.

Possessed Marines aren't bad. There's not much chance of me running them as a hammer unit; they're not predictable enough or nasty enough to serve that job. However, they're still a decent assault, and the randomness is a fun aspect (which I think can be just as important as being powerful). I'd compare them to summoned daemons, but with a number of advantages even though they cost more. First, they're not solely dependent on having a 5+ invulnerable save; they still have marine armor under all the claws and teeth. Second, they can take icons, which mean they can take chaos marks; see "Initiative wins battles" above. Third, they really only have one bad random power: Scout. Everything else they can get is a solid option. Finally, they can take a Rhino, which gives you another piece of moving cover to use.

All told, I had a lot of fun playing this army. Unlike my Tau, which can really only shoot, and my Khorne CSM, which can really only assault, this felt like a much more versatile list. Like most marine variants, it's solid both in shooting and in assault, and it has a few edges particular to it that really allow it to shine. In fact, I enjoyed playing this army so much that I'm strongly considering selling off my Khorne army to focus more resources on growing this one. Anyone interested in 1750-2000 points of assault-y Chaos Marines? :)

Tomorrow, I'll talk about the other variant of my Slaanesh list, which got to face off against W.D.R. from the Undergopher podcast and his vanilla Marine army!

Artwork by Remton. Used without permission.

12Jul/100

Battle Report: 1500-point Khorne CSM v. Mech Eldar

Last Monday, I managed to get in a couple of games to celebrate the holiday weekend, and to start off I decided to use my Khorne Chaos Space Marine list to mix things up a bit. On the other side of the table was Dennis and his Eldar army. Lately, he's been working on switching things up a bit and trying out a few variant lists. He also picked up one of the new Fire Prism kits, which looks as good up close as it does online. He also assembled a second Wave Serpent and third Vyper and went fully mechanized. His list looks something like this:

  • 6 Howling Banshees w/Exarch and Jain Zar in a Wave Serpent
  • 9 Dire Avengers w/Exarch in a Wave Serpent
  • 8 Jetbikes, w/2 Shuriken Cannons and a Warlock w/Witchblade
  • 2 Fire Prisms
  • 1 Vyper w/ Missile Launcher
  • 1 Vyper w/ Brightlance
  • 1 Vyper w/ Starcannon

We determined mission and deployment randomly (including the Battle Missions book) and still managed to come up with Seize Ground/Dawn of War. I went first, and started my Berzerkers as close to mid-table as I could, and held the rest back for Turn 1. In response, Dennis deployed nothing. Two objectives were placed just left of center of the table on my table half, just over a foot apart. His objective was on the right of the table closer to his table edge.

Chaos Turn 1: With no sense of where he was going to be other than his objective, I ran my Berzerkers up towards where his army would be coming in. The rest of my army started following behind, with the Defiler on my left, the Land Raider coming up near the middle, and the Raptors moving up the right. Most of the army would be out of range due to night fighting rules, but the Rhinos popped smoke just to be safe.

Eldar Turn 1: Dennis had his army come in mostly on my left flank, refusing the right save for his three Vypers. This kept his Jetbikes out of immediate reach of my berzerkers. One of his Fire Prisms ended up on the far right edge of the table, and the other sat on a hilltop near the center of his table edge, with Wave Serpents flanking the hill. He took a number of shots at the Rhinos, but between the smoke and the night fighting round, he was unable to land a single damaging hit.

Chaos Turn 2: The Rhinos did not move this turn so that the Berzerkers inside could disembark and move. One squad moved up and assaulted the Starcannon Vyper, destroying it. The other squad assaulted the Wave Serpent to the left of the hill, with the Skull Champion wrecking it with his power fist. However, I discovered that I had chosen my target poorly, as a angry squad of Howling Banshees, complete with Exarch and Phoenix Lord, poured out the back. My Defiler lobbed a shot at the Jetbikes but only managed to drop one. The Land Raider advanced a bit more slowly so that it could fire a shot with one Lascannon, which destroyed the other Wave Serpent, forcing out the Dire Avengers. Finally, the Raptors harassed the far Fire Prism, managing to stun the crew.

Eldar Turn 2: The Jetbikes started moving along the right edge of the table, trying to avoid the mess that was gathering around the hill. The Brightlance Vyper made for some ruins to put distance between it and the Berzerkers harassing its peers. The Dire Avengers stood their ground near their objective. On the other hand, the Howling Banshees came around from the back of their destroyed transport and proceeded to utterly wipe out the responsible squad of Berzerkers. The Fire Prism on the hill took a shot at the Land Raider, but could not penetrate its armor. Finally, the Jetbikes took some potshots at the Raptors, but only managed to kill two.

Chaos Turn 3: If left unattended, Jain Zar and her Banshees would do terrible things to my army, so I had to put a stop to her. I moved in the Land Raider and both Rhinos, boxing the squad in. The Land Raider released its cargo of Terminators, ready for the kill. The Rhinos fired their combi-flamers, and the Heavy Flamer terminator joined in. By the time the shooting was over, only Jain Zar remained. The Terminators finished the job, only losing two in the process. The Terminator Lord, however was of no help, as he was busy smacking himself in the face with his Bloodfeeder. Elsewhere on the table, plans were shifting a bit. My remaining unit of Berzerkers pulled back towards the closest objective, and the Raptors charged the Fire Prism on the hill. Again, thought, they could only stun it. The Defiler hung back near the objectives, keeping them contested as it continued lobbing ineffective shots at the Eldar troops.

Eldar Turn 3: The Dire Avengers did not like having the Raptors that close, and proceeded to Bladestorm them, but to little effect. They then swung around their wrecked transport and assaulted them. They managed to whittle away a couple of Raptors, but both sides remained locked in combat. The unstunned Fire Prism took a shot at the Land Raider, but once again could not penetrate its AV14 shell. On the other side of the field, the Brightlance Vyper took a shot at the Defiler, but failed to damage it. The Missile Launcher Vyper, on the other hand, set its sights on the withdrawing unit of Berzerkers and managed to kill a couple. The Jetbikes turbo-boosted towards my table edge in order to gain a 3+ cover save against Defiler artillery.

Chaos Turn 4: One Rhino pulled back to attempt to shield the Berzerkers from the Vypers, while the other attempted to ram the Missile Launcher Vyper. However, the fast skimmer darted out of the way. The Terminators moved up the hill, joining the Raptors in combat and evening the odds a bit. Together, though, they're still unable to wipe out the Dire Avengers, and both sides remain locked. Again, the Terminator Lord was too busy keeping his Bloodfeeder under control to be of any assistance. The Land Raider wheeled around to fire its lascannons at one of the Fire Prisms. Once again, though, only a stun could be managed.

Eldar Turn 4: The melee on the hill finally concluded, as the Terminator Lord finally got his weapon to behave and butchered the Dire Avengers to a man. Elsewhere, though, the Eldar were more successful. The Brightlance Vyper landed a solid shot on the Defiler's back armor and wrecked it, and the Missile Launcher Vyper finished off the other Berzerkers. Finally, the Fire Prism on the hill, unstunned again, destroyed the Rhino nearest to the objectives on my side of the board. Oh, and the Jetbikes? They just waited, out of range from any threats.

Chaos Turn 5: At this point, it became clear that I'd been outplayed. I moved one of my Rhinos back towards my objectives, but I can only manage to get in contesting range of one. The Land Raider will fare no better, so I take the opportunity to unload with both sets of lascannons on the far Fire Prism, finally immobilizing it. The  Terminators hang tight, as they have nothing they can contribute from their location, and the remaining two Raptors ineffectively assault the Fire Prism on the hill.

Eldar Turn 5: Coming in for the victory lap, the Jetbikes turbo-boosted to my objectives, claiming one of them.

Final Results: Eldar win, 1 objective to none.

I'm still getting used to an assault-y army, and in this case I got straight-up outplayed. I wasn't as aggressive with my Defiler as I probably could have been; had I been going after Vypers with it, I might have kept my second unit of Berzerkers alive. That might have been enough to keep the Jetbikes from coming in relatively unmolested at the end. I also need to stop trying to assault Banshees with my Berzerkers; it never ends well for my side. I didn't completely lose track of the mission, but in true Khornite fashion I got more interested in kills, and it cost me.

On the other hand, the Raptors did a fair job of keeping Dennis's Fire Prisms tied up early on, which kept my units a bit safer, so I felt that they were well-utilized. I am contemplating swapping them for a third unit of Berzerkers in a Rhino, though. The price is roughly the same, and I could mount a Combi-Melta on the Rhino so as not to lose all the anti-armor capabilities. With more troops and some better play, I could have tied the game, if not won it outright.

21May/102

Spearhead: Krox Responds

In the commentary on my recent post about Spearhead deployment and facing fast/deep-striking armies, Krox at Mis-modeled Firewarrior put his support firmly behind the Alpha Strike strategy, and offered to put together a video battle report to support his argument. This evening, he was good as his word, as his video batrep is now up for viewing. He faces off against a Chaos Marine army in a 2000-point Spearhead/Seize Ground battle. I won't give away how the battle ends - please, watch the video - but I will say that he's able to blunt the oncoming Chaos forces and avoids getting steamrolled. Had he gone with a Null Deployment strategy, he would have ended up having to dislodge Chaos Marines all over the table, so his plan was definitely the better course of action.

I will say that there's some luck involved, though. There's some absolutely lousy rolling on both sides, but particularly on the Chaos side. Had the dice been more favorable to Krox's opponent, he would have been in a much better position to overrun Krox's positions. It's a very hard-fought battle, though, for both sides, and I'm definitely leaning towards agreeing with Krox in the Null Deployment v. Alpha Strike debate.

18May/109

Spearhead: Alpha Strike or Null Deployment?

If you haven't had a chance to listen, my first podcast appearance is available for download now.  About 38 minutes in, Tim ("ThatDamnPunk", or just "Punk") talks briefly about his basic strategy with his Blood Angels: pin his enemy into a corner. Late Saturday night, we tried just that scenario out, as I ran my Tau against him. Our mission/deployment? Annihilation/Spearhead. We only managed to get two and a half turns in before we had to call the game on time, but the first two turns were the key to the game, and what happened is making me re-evaluate how I deploy my army, especially in Spearhead.

First, let me just say that Spearhead is my least favorite of the three standard deployment types. The deployment area is the smallest, and my opponent is closer than in any other deployment style. With 5th Edition's strong support of assault armies, this is that much more dangerous for me. Invariably, my army ends up being plastered along the very back corner to try to maximize my distance from my opponent's army. Hopefully, this can buy me a turn or two of firing and maneuvering out of the corner, splitting my army to attempt to pincer the enemy between two firing lanes. I can relieve the clutter in deployment by putting some things in reserve, such as my Fire Warriors. However, while this does allow me to deploy them later outside of the box, it takes away their firepower, weakening my first-turn "alpha strike" capability. This hurt me in my tournament earlier this year, when I faced Dark Eldar. Had I left the Fire Warriors on the field in deployment, their fire would have likely brought down a number of Raiders, but by putting them in reserves, I just left them to come on piecemeal and get taken apart by the oncoming horde.

Against Tim's Blood Angels, though, even this Alpha Strike plan didn't work. He went first (with me failing to seize the initiative), and proceeded to, well, pin me in the corner. Between his Baal Predators rushing me with 30" of movement (a 18" flat out Scout move, plus 12" of normal movement), and dropping two of his three drop pods right in my deployment area (each of which contained a Furioso Dreadnought and a Locator Beacon), he boxed me in and opened fire. Before I could even take a turn, I was down a Piranha and a Hammerhead, and my avenues for movement were highly restricted. I was able to get a bit of revenge on my turn, though. A combination of markerlight and railgun fire brought down one of the Predators, and I was able to remove the melta from one of the Furiosos. My Crisis Suits were able to start moving out a bit, but quarters were still a bit tight.

Turn two saw two of his Assault Squads deep-striking in, but because of the scattered units in and around the drop pod locations, denying him the use of his Locator Beacons. Still, he was able to drop one squad just behind my Crisis Suits, winning the gamble that he wouldn't scatter. He proceeded to disarm my remaining Piranha, kill one of my Deathrains, and slaughter my Pathfinders in assault with a Furioso. Thankfully, the crater left from the Hammerhead I'd lost slowed down his other Furioso, keeping it out of assault with my Fireknives. In response, I had two squads of Fire Warriors come in around the middle of my board edge, and I opened fire on his forces with what I had left. A railgun round destroyed a Dreadnought, my remaining Deathrain disarmed his remaining Predator, and my Fireknives and Commander whittled away half of one of his Assault Squads.

However, even with the injuries I'd dealt him, it just wasn't proving enough to stop him. His third turn (the last turn we played) saw his Librarian and Honor Guard dropping in near my Fire Warriors, my last Deathrain eliminated by an untouched Assault Squad, and my Fireknives caught in a pincer assault between his remaining Dreadnought and the remnants of his other Assault Squad. I was quickly running out of firepower, and once again, massed pulse rifle fire from my Fire Warriors had not made any scratches in a unit with Sanguinary Priests. At that point, we called the game, extrapolating out that while I might be able to bloody him some more, he definitely had the upper hand.

Clearly, this game was lost for me in the first turn. Even with what casualties I was able to inflict in return, I could not overcome the momentum of that initial tank/pod rush. The Alpha Strike strategy doesn't work if you don't get the first turn, and even if I had, what would I have had to shoot at? Two Baal Predators, and that's all. My best bet would have been to leave the corner entirely and avoid getting boxed in. As more and more armies get solid fast/deep-striking options, I'm beginning to really question whether or not I should deploy at all. To paraphrase Monty Python, the first lesson of not being seen is not to stand up. If I don't want to be targetted, I shouldn't present one in the first place.

This brings me to the Null Deployment idea. Should I, instead, deploy as little as possible on the table? One strategy that got some traction in Tau circles shortly after 5th Edition was released was the Ninja Tau plan. This involved using a Shas'O Commander with a Positional Relay, usually with a Shield Generator and Shield Drones for maximum survivability. He would avoid fire as long as possible, bringing in one unit a turn to keep the rest of the army off the table until turn 4 or 5, when everything else would sweep in and catch the enemy off-guard in a "Delta Strike" of sorts. There's something very attractive about this plan. It denies my opponent anything beyond the HQ (and possibly 2 troops in Dawn of War) to target, and neutralizes much of their battle plan. It also negates the "piecemeal army" effect of putting things into reserve, while allowing you to pull out units that can be useful on their own, such as Hammerheads and Broadsides and the like. On the other hand, it's entirely dependent on the survival of that Shas'O; if he dies, the entire plan falls apart and you're left with an army that comes out in small, uncontrolled clumps. With all the melta that's popular in armies today, there are a lot of weapons out there that can easily double-out the Commander with one hit.

The Alpha Strike is too dependent on getting the first turn. The Null Deployment is too dependent on keeping one unit alive for four turns. Is there a middle ground? Perhaps it's a matter of running a Positional Relay commander with a firebase of some sort, and then bringing in the heavy artillery as needed. It's more of a Kauyon-style plan, but it might work. I don't know if I would use Fire Warriors as the firebase, though, especially in any sort of objective-based mission. You need them to be able to grab/contest objectives late in the game. Perhaps it's a Crisis Suit-based firebase, with Deathrains and Broadsides taking aim at the oncoming enemy while Piranhas, Hammerheads, and Fire Warriors in Devilfish sweep in late in the game. It's going to take some doing, and more playing and testing, to figure out just the right strategy.