A Use of Whirlwind Castellian Missiles
The whirlwind is one of the most underrated vehicles in the space marine arsenal, maybe because they suck as units in Dawn of War. However, when used properly, the Whirlwind becomes a force to be reconed with. The strategy outlined here is one of the ways to make the Whirlwind that force. Thus far, this strategy has been tested against: Tyranids, Eldar, IG, Tau, and Space Marines. The only army that came close to winning were the Space Marines. Every other battle was a massacre. This is not to say that it cannot be beaten, I’m more than sure that it can, but it is not easy.
Almost every large SM army seems to have a Predator as the owner’s prized heavy support unit, that or a Land Raider of some variation. This strategy does not involve them, in fact I rarely use them at all. For this stratgey I suggest either filling all three heavy support slots with Whirlwinds or two whirlwinds and a 8 to 10 man devestator squad. The idea behind this is to get as many mine fields on the table as soon as humanly possible and reserving points for squads to have heavy weapons.
What’s With All the Large Blast Templates
The idea behind this tsrategy is to use the intimidation of the mine fields to force your opponent to go where you want him to go or to force a squad to stop advancing. The strategy even looks at defending a squad of your own units. Launching missile after missile of Castellian missiles will lay so many mine fields that the enemy will be sweating bullets every time they take a step. Why mine fields you ask…why not? Think about it, the Whirlwind is an ordinance barrage weapon, meaning no line of sight is needed. Also, it has a special rule that it may target a unit or it may target terrain, open or not. Furthermore, skimmers can cruise over them and vehicles get hit in the rear armor when they detonate a mine. Even more, mine fields can lay on mine fields, can lay on mine fields. This means two mine fields on top of each other means two chances to kill units, and three fields gives three chances.
Getting Fields Fast and Providing Cover
The main reason I suggest having three WW in the army is the need to get mine fields out fast. If you want to force an army to go one way, the fields need to be there. This will lead to undesired attention towards your “launchers of doom,” so you nee to give them time to fire. This is where scouts with sniper rifles come in handy. Use the sniper rifles to try and force enemy units to take pinning tests. and just in case, I keep a scout with a heavy bolter in each scout squad to give some extra punch to the firepower. Also, keeping your whirlwinds behind terrain and at the back of the army is important, it provides terrain cover for the unit and forces the enemy to fight your whole army before handling the WWs. If all else fails, try to drop a mine field on top of units moving where you don’t want them. This makes them choose between holding stationary or marching through the mine field.
Covering Your Own Units
Have you ever had a squad of termies get mowed down in close combat? We all have. However the WW offers a chance to stop this. This is a somewhat risky move, so make sure you have line of sight with your WW if you do this, because two scatter dice just suck when you are this close to your own. Simply drop a mine field as close as you dare to your termies, or even on top of them if you plan to keep them stationary (they only have the chance of getting damaged if you move through the field). Now, in order to assault you, enemy units will have to take damage from the mine field before they get to hit.
Using Assault Squads
Occassionaly an enemy unit will break through mine fields with little damage and make a break for a whirwind while you are busy with your units mowing down the enemy with heavy fire. To fix this problem shove some assault marines at the enemy and tie them up in a round or two of close combat. You will either buy time or toast the enemy squad, either way, its all good.
What to Funnel the Enemy Towards
So far we have talked about how to push the enemy where you want, now what should be waiting for them when they get there? This is all personal preference. I enjoy a squad of termies with an assault cannon, cyclone ML, and storm bolters. Also a dreadnought with strom bolter and assault cannon. Assault termies are good too because instead of lumbering towards the enemy, you are forcing them to run at you. I make sure my assault termies have at least 4 lightning claws and all have furious charge. Next, deck out some tac squads with bolters and a heavy weapon, since it will be close quarters for the enemy (hopefully), a ML wouldn’t be a bad heavy weapons choice.
I won’t give a detailed battle report, but one of my great victories was against the Tyranid swarms in a city setting. Using mine fields I forced the enemy to run down a central street where I had my army poised and under cover. The result was the massacre of the entire Tyranid army with minimal losses (one WW, 1 tac squad, half of the assault termies, and a couple of assault marines).
This strategy is sometimes highly effective and costs very little, as far as points are concerned, to pull off. It is also highly customizable and very fun since you can force your enemy into a deathmatch arena. Give it a try, change it up, and have some fun!