- General Deployment ideas
- The Power of the Mind
So without further ado:
General Deployment
Always use pushy sticks. Always. |
Well, we have to take a little look at the opponents list to see if it is:
a) fighty
b) shooty
c) fast
d) all of the above
Starting with a) fighty:
For a look at the list I will be using for foot sloggers, see this post here:
http://eyes-of-the-snake.blogspot.co.uk/2012/11/i-would-walk-500-inches-part-ii.html
Hopefully this is big enough. It's not the size of your diagram... |
Let's look at Orks. What better for a fighty force? Of course, I haven't put a whole Ork list on here, just the bits that I focus mainly on in deployment, the rest of the force may fall into the shooty category for example but here I'm highlighting how I plan to deal with an aggresive force.
Now, when I've fought Orks in the past, Battlewagons and Trukks have been used to transport large Boy squads into combat (and Nobs in the case of Battlewagons). Now, this naturally means they're going to be coming straight for me. This is good, because it counters my speed disadvantage. However, if they get to me in any number, my combat capabilities are nowhere near good enough to deal with that. This is why I've deployed slightly further forward. My whole force (bar the Dread) has only 24" and I need to make that count. If I go first, I will edge into range and hit the Trukks with my psycannon and storm bolters. Why not the Battlewagons? my chances of taking them out rely entirely on s7 rending and 1 lascannon. With the Trukks I have S4 & 5 bolters to help out and I need to reduce the amount of Orks making it into combat straight away.
As I've alluded to, this force can't stop them all from getting to your lines. And whatever they hit is going to be hurt pretty badly. I've positioned my Purifiers on my right flank facing the warbikers, this would be my standard reaction to a fast, fighty 'infantry' squad (anything with a Toughness and Wounds characteristic). This is because with S4 bolters they're not likely to do much to vehicles other than ping a Hull Point or two (best case scenario), but against 'infantry' they have a fair chance of doing some damage, followed by d3 incinerator overwatch and 2 I6 hopefully S5 halberd attacks they can probably put up a good fight (long enough to send in help if needed). I say S5 because against small units it's better than Cleansing flame. If I can keep one or two alive I'll send them into the large Ork squads to Cleansing flame them, they aren't scoring so in most missions are sacrificial. On the whole, Once they hit combat I'll try to funnel them onto the Dread/5-man SS/Purifiers to absorb the charge before getting a counter attack from the BroChamp Termies. With the rerolls they can be pretty sure of winning against a unit. It's a matter of containing the assault but that's a discussion for a different time.
On to b) shooty
looks a little one sided here. Crush those 10 guys my little supersoldiers! |
This one just looks like I've slid my men over to the other side but there is a point to it. Most shooty opponents will have a few big, static guns. If not static then at least slow anyway. Now as these have a huge range (and I only have an effective 30" range) then there is realistically little way I'm going to be able to avoid them. Therefore, I will deploy directly opposite where they will be because they need to be silenced fast. If you're not in range, run(or if you can't hurt the shooty units, I'm speaking mainly of the purifiers here. This is especially important if you're looking at AP2 or even 3 as that is going to drastically reduce your survivability (for non-marine footlists, substitute in your own majority armour save). That's mainly it. Of course, for templates spread out, otherwise make sure you're close enough to be able to advance fairly quickly. The Dread is there in this instance to lascannon for most of the game but assault once you can (S10 can solidly trash most vehicles) so advance with the force. The large SS and termies are most central because if objectives come up then you will need these to be able to head over and grab them. Don't move them all the way forward because of this, the purifiers and Dread are fairly safe to just sprint over.
Now, c) fast
sadly, that's nowhere near enough venoms to be accurate |
d) All of the above
Well, I guess this would be 'most' of the above as you'd be unlucky to fight large amounts of every one of these options. Just remember to support your own units. Keep an eye on objectives and deal with the biggest threats first. This is standard tactics and is very much subjective to the precise foes you are against. I may expand more on this at a later date.
The Power of the Mind
Was this your card? |
*disclaimer* this doesn't mean forgo survival plans/cover. Just make sure hugging cover isn't dictating your game, you need to be active and pursue victory. Not passive and let your opponent take the initiative and the win.
I hope this article has been of some use to you. I will revisit this series at some point in the future, for now I bid you adieu. Game on!
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