Showing posts with label Tricks. Show all posts
Showing posts with label Tricks. Show all posts

Friday, February 19, 2010

Advanced Assault Shenanigans

Warhammer 39,999 wrote me today with:
During my assault phase I wish to charge a unit that's in partial cover. The closest model of that unit is within charge range and entirely not in cover. All other models in the unit are in cover, but are still within 6". When attempting to charge that unit, do I need to roll a difficult terrain test?
He also attached a handy diagram to show what he was talking about:My response:
Oh yeah, that's a fun little one. There's really two pertinent rules here:
BRB, page 34, Moving Assaulting Units: "[Models] in an assaulting unit... move following the same rules as in the Movement Phase."
BRB, page 14, Moving Through Difficult Terrain, "If a unit starts its move outside terrain, the player must declare if he wants his unit to try to enter difficult terrain as part of their move. If he chooses not to, the unit moves as normal but may not enter difficult terrain."

Simply put, the choice to enter the difficult terrain (or not) is usually* up to the controlling player.

But what about BRB page 34, Moving Assaulting Units, "Assaulting units must attempt to engage as many opposing models as possible"?
Well, the counter is BRB page 34, Moving Assaulting Units, "If possible, the model must move into base contact with any enemy model within reach." If no difficult terrain test has been made, then models within the terrain are not within reach. For all intents, difficult terrain is impassable unless you opt to take a difficult terrain test.

So the way the movement would look is:Then you move the closest model. At this point you have the option to take the difficult terrain test as the movement between closest to closest is in the clear. If you choose not to, your assault move would look like this:It also is worth noting that the assaulter CAN assault a unit on the edge of area terrain without penalty, so long as they can get into base to base without entering the terrain. Remember that you can move up to and be touching the terrain, just not "in" it.
Basically, someone who wants to get the benefit of terrain had best ensure that ALL of the unit is in the terrain.

*Now why did I say "usually" up to the controlling player? Because it's not always. The specific steps of moving assaulters is that you move the closest by the shortest route, check difficult/dangerous terrain based on that route, see if the model made it and THEN move everyone else. For example:So if the closest to closest move goes through difficult/dangerous terrain, you MUST roll the check. Otherwise, the choice is up to you.

Cheers and hope this has given you some evil ideas. Check back again in a day or so and I promise I'll have the banner contest up and running!

Oh, and for one other thing, it looks like my guest articles on Space Wolf Vehicles have posted over at Space Wolves. Go have a look and tell me how I'm wrong. :-p

***Main image undoubtedly copyright Star Trek or something and will be removed if requested. The rest are crappy Powerpoints as I don't have Vassal 40k when posting from "work"***

Thursday, November 5, 2009

Tactica: Reserves Denial

Yesterday I mentioned "An Autarch's Master Strategist making Reserves Denial more reliable" and Warhammer 39,999 rightfully pointed out that I was talking about something I've never mentioned on here. (Well, except maybe by inference.)

Reserves Denial follows a simple tenet: That which cannot be attacked cannot be killed.

I'd toyed with the idea in 4th edition, but the Reserves special rule was too irregular to really base a strategy on. It was one of those things that was situational and sometimes annoying, but not reliable.
Then out came 5th edition with Reserves in every basic mission. Reserves was suddenly reliable as more than just a tactic of opportunity. When combined with an Autarch's cumulative +1 on Reserves rolls, you could even base strategy off the idea...
At about the same time, the Space Marines codex had just released with the "new" Drop Pod Assault rules. Eldar have always been better at hitting hard but not really so much for taking a hit. Pods gave Marines a way to hammer Eldar lines up close and personal before the Eldar could whittle them down. There was a lot of debate on how to respond.
I'm sure I wasn't the first to talk about this idea, but I was certainly one of the early birds with this post. Rather than putting all your guys on the board to be slaughterd, why not hide them in Reserves for a couple turns? I called the idea Reserves Denial. Even though an Eldar list geared for this will be the master of this type of play, it can be a viable and even beneficial choice for any army. It's certainly a good tool for a player to have in their repertoire.

The advantages:
1. While in Reserves your units cannot be shot.
2. When everything is in Reserves, your opponent has nothing to deploy based on nor react to.
3. When entering from Reserves, you can react to the enemy deployment as you move onto the table. This allows you to match units to their best targets, concentrate firepower and generally take the initiative in the battle.
4. When entering from Reserves, you have the opportunity to strike before being struck in return. Heck, you might even have a chance to charge on the same turn.
5. It times perfectly with Outflanking forces.

The disadvantages:
1. You have less turns to accomplish your objectives.
2. You have to rely on Reserves rolls. Bad rolls can mean your army enters the board piecemeal.
3. You rely heavily on speed or having an opponent that comes to you.
4. It's usually pretty obvious when your army is geared to do this. There's several ways to counter it, especially by mirroring.

Why are Eldar the best at this?
1. Autarchs. A cumulative +1 on the Reserves roll is nice.*
2. Move & Fire weapons. Few things in the Eldar list cannot move and fire at full effect.
3. Speed. Eldar have Fast Skimmers, Fleet, Jetbikes and many other mobility advantages.
4. Anti-gravitics. It's theoretically possible to run a conga line of units down an entire edge and make someone unable to enter the board from Reserves due to the 'may not move within 1" of an enemy model unless charging' rule. Skimmers, Jetbikes, and Jump Infantry get to ignore this rule and can jump OVER enemy models.
5. Theme. Eldar are often referred to as a "glass hammer" army... that they hit really hard but shatter when hit in return. The background also supports a highly mobile form of warfare. This kind of play really is the Eldar bailiwick.

*A unit's cumulative chance to arrive is:
Normal: 50% Turn 2, 83% Turn 3, 97% Turn 4.
1 Autarch: 66% Turn 2, 94% Turn 3, 99% Turn 4.
2 Autarchs: 83% Turn 2, 97% Turn 3, 100% Turn 4.

***Image courtesy of r7ll's DeviantArt. Go check out his other stuff, it's NICE.***

Friday, October 16, 2009

Eldar: Prince Yriel

This is an update of a couple articles I wrote for Warseer's Eldar Tactica a while back. My original blog plan was to only recycle them here whenever I hit writer's block or got busy with real life. However, Master DarkSol of All Things 40K decided to write up a nice review on Eldar Autarchs. The one version he didn't cover was the special character, Prince Yriel...

Prince Yriel, Corsair Prince and Autarch of Iyanden Craftworld:
Prince Yriel is a touch more expensive than a tooled-out Autarch and is even with the Avatar in cost. This makes him the lowest priced Named Unit in the Eldar Codex. By background he's supposed to be unique to the Iyanden Craftworld, but his usefulness on the battlefield has spawned a number of "counts as" likenesses. He's basically a cross between a Warlock and an Autarch and this is supported by both Fluff and rules.

Stats: Yriel has the same stats as a normal Autarch, but at +1 Attack and Initiative. The biggest item worth noting that he is only T3; he's not too hard to wound and will Instant Death against anything S6 and above.

Skills:
Master Strategist: Taken straight from the Autarch's rule, this gives any army he is with an optional +1 to any Reserves rolls. Additionally, this entry and his army list name are the only non-background places that mention him as an "Autarch". This is important to remember if you want him to benefit from Exarch Powers.
Doomed: At the end of every game he takes an auto-wound from his weapon but gets a 4++ save against it. This rule is really just an annoyance and many players tend to forget about it. I find Yriel rarely ends a game with only 1 wound left; typically he's either unscathed or died gloriously around Turn 4.

Equipment:
Forceshield: Gives a 4++ Invulnerable save to go with his 3+ armour.
Plasma Grenades: Allows him to charge into cover.
The Spear of Twilight: One of the biggest problems with Eldar CC is that they're usually S3, don't ignore armour saves, or don't hit at Initiative (especially charging into cover). Yriel with his Spear of Twilight is one of the few exceptions. Running a WS of 6, hitting at I7, carrying plasma grenades, throwing 5 attacks on the charge, wounding anything on a 2+ and ignoring armour saves... Wow. Yriel is happy chewing through Marines or cutting down the biggest of monstrosities. The weapon is also decent in CC against tanks and Dreadnaughts as it hits at S9. The downside is that this is serious overkill against light targets and horde players will probably be unfazed.
As if the CC weren't enough, it can also be thrown in the Shooting Phase like a normal Singing Spear. This is commonly Yriel's best way to drop a mobile tank due to his higher chance to hit.
The Eye of Wrath: This weapon is a hold-out bomb for when he's surrounded by the enemy. Being S6 and AP3, it is most effective against basic Marines. Note that it hits everyone in the area, be they friend of foe.

Basic Tactics:
Yriel's biggest drawback is that he's a mainly CC unit that's stuck on foot. Since you can't always rely on the enemy coming to you, he's best served with a bodyguard that both protects him and wants to close with the enemy.
On foot, he is well suited with Wraithguard, Harlequins, or a Warlock Bodyguard. His presence can be a great way to attract extra enemy attention, especially for a fire sponge like Fortuned Wraithguard.
Running a Wave Serpent offers extra mobility as well as protection. Complimentary units include mech Wraithguard, Scorpions, Banshees, Dragons, Storm Guardians, or Warlock Council. It's also possible to run him with Serpent of Fury Dire Avengers, but not optimal as they tend to prefer a bit more distance from the enemy.
In either of these cases he can provide a nice bit of normal CC power. However, The Eye of Wrath has created an amusing tactic known as "Yriel Bomb". Yriel is escorted by his bodyguard towards the enemy similar to a Goblin Fanatic. When close enough to charge he disengages from his bodyguard, charges in solo, lets the enemy surround him with Defenders React, and then sets of his explosion.
This will typically kill off the majority of any target squad. Downside is that the return fire is often an angry Marine Sergeant with a powerfist. Yriel has a good chance of weathering this on his own, but Fortune can minimize his risk of Instant Death. Then he'll often see the rest of the unit off with No Retreat! wounds. But even easier? Just Doom the target. A 2+ to wound with re-roll and no saves rarely leaves survivors to hit back.
Just be warned... opponents WILL remember a tactic that causes this much carnage. Expect Yriel and his unit to be a priority target or avoided by anyone who knows better.

Advanced Tactics:
Independent Characters don't have to get out of the tank when the rest of the squad does. Because of this, people often forget he's around or assume he's in a different tank. This can be VERY effective to get them to make a bad choice and close within charge range of Yriel.
Put him in with a mech DA or Dragon squad and advance them to a "vulnerable" position. Optimally this will be some place where the unit isn't assaultable that turn, it looks like they are over extended, and/or they would have a hard time getting away even if they got back into the Wave Serpent. Other options for luring the enemy close it to offer up the Wave Serpent as a charge target and/or threatening an objective.
The turn you move the tank, the unit jumps out and shoots while Yriel hides in the tank. Wait for the enemy to close on their turn, spring Yriel out of the tank on your turn, and then sit back and watch the fireworks.
Another fun twist to this is to run a second HQ in the same tank. If a FarSeer jumps out with the squad, people will often presume the tank is otherwise empty.

With Serpent of Fury DA, there's an extra subtlety you can pull against players more experienced with Eldar: don't Bladestorm the turn you get out of the tank. People who play against DA Serpent of Fury tactics often expect to see them jump out, Bladestorm, and then jump back into the tank and fly away. When the DAs don't Bladestorm, it is either because the player forgot about it or the unit is planning on hanging around the area for another turn or two. Since Bladestorm is so integral to the squad's function, most people will figure that you didn't forget it... so they'll close units on the area thinking your DA want to stay there.

Last, try attaching Yriel's with a squad that doesn't want to get out of their Wave Serpent after it moved; such as a CC squad like Warlocks, Banshees, or Scorpions. Move the Serpent into a threatening location like normal. But when the unit get out of the tank the next turn, Yriel doesn't have to stay joined to them. Just deploy him out of coherency from them such as on the other side of the tank. He can then move and assault a completely different target. This can be a great way to hit multiple targets with one Wave Serpent's cargo, especially against players that have given you a bait unit and intend to shoot you with the second. This tactic is little harder though. Most opponents usually want to get away from the unit inside the Serpent, rather than closing like they might for the tempting bait of DAs.

Cheers and hope you've gotten something useful from the read!

**Image grabbed from GW.

Friday, September 4, 2009

Riposte, the Art of the Counter-Attack (More Advanced Vehicle Tactics)

Riposte: -noun
1. General. a quick, sharp return in speech or action; counterstroke.
2. Fencing. a quick thrust given after parrying a lunge.
3. Warhammer 40k. a tactic whereby you crush an opposing force after allowing them to over commit.

The concept? Simple. The execution? Tricky.

There's three major components that go into making this work:
1. Get them to commit to an attack that they can't recover from.
2. Counter or blunt the attack such that it is not crippling to your force.
3. Hit them in return such that their force is crippled or destroyed.

Now while I use Eldar vehicles in the examples, this kind of ploy is viable for pretty much any army out there. To quote the current Space Wolf Codex, "The only way to slay a Fenrisian Wolf [bare-handed] is to wait until the Wolf pounces and leap forward while it is in the air so that the exposed neck and belly can be attacked." I've used this tactic to success with Wolves, Eldar, Marines, Chaos and Tau. Heck, I've even pulled off variants of this with non-mechanized armies, but that's for another day...

Another thing worth stating here is that this is not meant to be an end-all-be-all of tactics. This is just one of many options to put into your tool chest.

Part 1: Get them to over-commit.
Gamers often tend to be young, single men. They're naturally afraid of commitment. They'll want to hedge their bets, explore other options, and play their own games. However, they're also easily distractable, tend not to think beyond the immediate moment and have a weakness for honey-pots.
So how do you distract them? Well, my wife can simply lean over the table, pose, and heave a bit to cause the IQ across the table drop. I don't have the same *ahem* attributes. I also want to be a good sport, so I have to rely on distracting them via gameplay. One of the simplest and easiest ways I've found is a "bait" unit.
What makes a good bait unit? It's relative. There needs to be a reason for your opponent to attack the unit in the way you desire. You'll need to get into their head a bit and figure out what will bait them... Is it enough to just present any old target? Do they dislike a particular unit disproportionately? Are they after your Scoring units?
Additionally, you will want to have a backup plan. It can and will happen that people won't take your bait, no matter how tempting the bait. Accept this, plan for it, and adjust your strategy to suit.
But the best "bait"? One where the choice to take it or avoid it doesn't matter. A crude example of this would be a unit of Fire Dragons, in a Fortuned and Moving Fast Wave Serpent, 16" from a Land Raider full of Terminators. The Terminators have a choice of getting out and attacking, or risking being destroyed inside their tank when the Dragons attack. Typically, engineering this kind of fait accompli will require multiple units working in tandem, conducive terrain and maybe a little luck... but it's worth it if you can pull it off.

Part 2: Blunt the attack.
Truth be told, this is really the second half of choosing the right bait.
When choosing your bait, you must accept that the unit is going to die. There's no room for "maybe it might get lucky" or "maybe it might live". If you're going to risk it, you need to make sure that your strategical plan can afford to have it die. If it lives? Great! You have an extra unit to go out and do damage with. If it dies? Fine, it's what was expected. Always plan for the worst and then work with the actual.
Now any type of unit can work as your bait... but my favorite is a Transport vehicle. Here's why:
a. Tanks are more mobile than normal infantry. This allows them to get into position faster and
b. A unit being Transported is not damaged unless the vehicle explodes or is completely surrounded when wrecked. Many players seem to think a Vehicle Wrecked causes them to take damage and that blocking the hatch is enough... but this isn't true in 5th edition. Have them re-read the Damage to Transported Units section.
c. Enemies cannot consolidate after close combat with a vehicle. This leaves them nice and clumped up for applying Template weapons and being close enough to charge.
d. Live tanks = mobile cover. By nature, a bait unit is typically up close and personal to the enemy. This means they will often block LOS or confer a cover save to your units behind them.
e. Dead tanks = cover and difficult terrain. When a tank is taken out, you have the majority control of where they deploy. If all your opponent's shooting is done and there's no assaulters near, it might be worth getting a few extra inches by deploying in front of the tank. If they held back a bunch of anti-infantry in hopes of popping your tank, you can deploy behind the wreckage to block LOS or get cover saves. If they have an assault unit nearby, you can put the bulk of the tank between you to force Difficult Terrain tests that might blunt or prevent a charge.

Step 3: Cripple them in return.
You've done the hard part of surviving. Now you get to exact your revenge. The usual caveats apply here of using the best tool for the job, maximizing damage, and setting things up for winning the game. It's actually this phase that tends to provide the psychological turning point for a game. Your opponent is often feeling pretty good about having damaged or destroyed a unit or two of yours. Now is when you want to hit them as hard as you can and wipe out as many units as possible. The sudden switch from a feeling of victory to one of defeat can be crushing. I've watched people give up on or even concede games after this, even though they still had the ability to tie or win.

For some practical examples, I've enlisted Vassal again to provide some images with how I approach this with my Eldar. For those of you unfamiliar with Eldar... Wave Serpents are extremely fast, very durable against shooting, and rather durable against close combat. The downsides are that they're not cheap (100+ points), their basic weapons don't put out that much damage, and their upgraded weapons are usually too expensive for the results you get. It's the units inside of them that really pack the punch. This makes the great "bait".
The yellow Serpent is Howling Banshees. (Alnti-troop close combat specialists)
The red Serpent is Fire Dragon. (Anti-tank specialists)
The green tank is Storm Guardians. (Anti-troop shooting that's more effective against packed-in targets thanks to multiple Flamers.)
Images are clickable for larger and better detailed versions.

This first image shows three basic deployments. They were done with an eye to the terrain and with the thought that the Eldar are deploying and going first. Because people will steal the initiative 1 time in 6, most of the deployments aren't right on the line and have some cover. 5:1 odds aren't that bad... don't let an aggressive deployment cost you the game.

This image shows how I might approach certain targets.
In example 1, I'm looking at a Tactical squad supported by two Dreadnaughts. An Assault squad is behind them to provide assault and counter-charge. The first concern here is dropping the two Dreadnaughts as only the Fire Dragons have the ability to drop them reliably. The second is to keep the Assault squad from charging my infantry.
Now if I approached this with the idea of alpha-strike shooting, I'd probably futz around at range for a turn and try to pop the Dreadnaughts on a lucky shot. I'd probably get one Dread and a couple Marines. But the return fire is going to turn my Dragons into a fine red mist.
But by holding off a turn and trying to bait, I can hit with all three units in tandem. The Fire Dragon Serpent is put out front as bait. There's enough room left behind it that the Dragons can bail out if needed. This and the Storm Guardian Serpents form nice, juicy targets that the Dreads and Assault Marines will be hard-pressed to ignore. And if they do ignore them or even try to move away, I'm still close enough to attack. The Banshee Serpent hangs out on the far side of the wall. It could be the point-man or flanker just as easily as these positions would put them closer for enacting a charge. However, in this example I was trying to downplay the threat of the Banshees in hopes that he'd ignore their presence entirely.
And if they don't take the bait and pull back? Unless the tac squad Runs, the Banshees are still close enough to catch them with a reasonable Fleet roll. The Dragons are also close enough to drop one Dread cold while the Serpents could angle for rear-armour shots.

In example 2, there's a full Termie T-Hammer Assault squad in the Raider and a bunch of multi-melta/heavy flamer Speeders behind the building. My first concern here is getting the Termies out of the tank. My second is luring those Speeders out so that my Serpents and Dragons can drop them thanks to squadron rules. Again, the Dragons form the bait, with Storm Serpent as the backup. The hope here is that the Termies will jump out and charge the tanks while the Speeders slide to the left to shoot my tanks. I could then hit the Termies with Storms and Banshees while the Dragons hop over to the Raider and the Serpents drop some Speeders.

In example 3, we have a much more common kind of tournament army. Here we have a squad of Termies in a Land Raiders, but this time they're supported by a Rhino wall and a bunch of Razorbacks. Here my concern is getting the Termies out again, but also breaking or hopping the Rhino wall and hitting the juicy insides. My main hope with this type of deployment is to lure the Termies into a charge. If they do so, my Banshees would be detailed for them while the other elements go after his forces. And if he stays buttoned up? I push forward again, but this time I have a bunch of shooting and assault primed to hit his lines in another turn.

None of these are perfect examples... but I needed something to illustrate my point. I also wanted to use examples that looked feasible to see in a game, rather than obvious set pieces.

Whew, but that was a lot of typing. Maybe I should switch to less extensive topics, like my recent painting. :-p Though I guess if you made it this far, it was probably worth the read. Cheers!

First pic courtesy of a psuedo random GIS... and chosen because it amused me as I'm in it...

Wednesday, September 2, 2009

Tactica: Vs Outflanking Genestealers


About a month ago, Alex asked me about mech-Eldar tactics for dealing with Outflanking Genestealers... especially versus multiple squads and on 4' wide boards. I promised a reply "next week or so", but it took me a while to come up with a response that I was happy with.

Why? Because there's not really a "good" answer. Here's some options to try:
1. Wait a year and hope the re-do of the Tyranid Codex changes things.
2. Swap armies and demonstrate what a wankery thing this is on 4' boards.
3. Point out that there's no model to represent the Scuttling Biomorph and refuse to play against anything that isn't 100% WYSIWYG.
4. Take a tip from The Godfather and slip a beheaded Genestealer into his bed while he's sleeping.
5. Accept your fate meekly and let them continue to rip open your tanks and add your your flesh to the biomass.
6. Accept that the rules aren't always fair, play the odds and beat him anyways.

I'm not really a fan on 1-5... well, maybe #4... but 6 is really the way to go. So let's establish a few basics:
1. They have a 6" move, d6" Fleet, and then a 6" Charge. This yields an average 15.5" move and threat range up to 18".
2. They have Rending, Initiative 6 and 2 base attacks. Getting assaulted by them hurts.
3. They don't have guns. Seemingly obvious, but crucial to beating this.
3. Genestealers aren't cheap. Typically they'll have Flesh Hooks (Frag Grenades) and Scuttlers (Scout); costing 20 points or more each.
4. Genestealers are Scoring.

Outflanking Genestealers are truly a menace. Lictors make them fairly reliable for coming in on Turn 2. There is a small risk that they'll Outflank to the "wrong" side of the field... but that's only a 33% chance. 2:1 odds favoring them is not a gamble worth taking. But the real kicker is one of timing. By coming in from Reserves, your opponent is able to see where your forces are deployed. He can then deploy them to maximum effect for target, terrain, position and even same-turn charges.

A mechanized Eldar player has a few tricks in their bag to counter this.
1. Reserves Denial. Even without an Autarch this is a good method to steal their thunder. You can deny them any easy deployment, moves or targets. However, the effect pales if you are stuck with the first turn. Your opponent can see your ploy before they deploy, you have to start rolling to enter from Reserves first, and generally they're going to have a better ability to adapt to your play. There's also the typical problem with Reserves Denial: your forces won't enter play until Turn 2+. You'll have less time to kill the enemy and secure objectives.

2. Rely on the table. With a 4' board, Outflanking Stealers can effectively threaten all but a 12" strip down the middle. Sit inside of that and you're immune to their alpha-charge. The width of this strip can also be pushed, since Fleet is a single d6 and the only part of the move that ignores terrain effects. The odds are pretty good for you if you don't stray too far and/or can force the Stealers to advance through terrain.

3. Rely on your tanks. When a Serpent has moved over 6", a typical Stealer is only going to destroy your tank 1/24th (4.2%) of the time. Units inside are only hurt when a Vehicle Explodes (1.4% chance). The Stealers don't get a Consolidate move either. So it's perfectly viable to us a tank to bait a large squad into bunching up. Just make sure your hatch isn't blocked, pass a simple Pinning test, and then watch Destructors evaporate Stealers. And even if the worst happens and a Dakkafex shoots down your tank? You deploy your guys on the opposite side of the tank from the Stealers. Good prior positioning and difficult terrain rolls should keep your guys from getting jumped in the Assault phase.

4. Rely on your mobility. This kinda ties into the three items above... but your tanks can move 24". A 4' board doesn't leave you much room to dash about, but you can certainly play bait & switch. Stuck with the first turn? Deploy your tanks near the edges so they stick the Stealers into Outflank. Then use your Turn 1 moves to jump into that safe strip in the middle. Got a bunch of objectives stacked to one side of the board? Deploy a tank in charge range on the other side to lure his attention. It never fails to amaze me how many players will lose a game because they forget strategy in favor of a tactical kill.

Recommended units: Serpent Council, Serpent Banshees, Fire Storm Guardians, and Serpent of Fury. Foot DA, Wraithlords and Spiders can also help in a pinch.

Hopefully this has given you a few ideas. I think the major points come across, but diagrams can be made if needed. Cheers and thanks for reading. (Sculpting Tutorials will resume once the flu has finished the rounds of the family...)

*Image is courtesy the fine guys at the now defunct MacHall. Check out their new work at Three Panel Soul.

Friday, August 14, 2009

Ard Boyz Round 2, Battle 2

Neither my first nor third battles were that tactically interesting. The details are a bit hazy, but they were basically bum-rushing, late game objective grabs and generally un-challenging and boring.

But the SECOND game... oh, that was a good one. Makes me want to travel out to El Paso sometime to return the favor...

I drew Zeus (short for Jesus) and his very nasty Khorne Daemons army. Ironically, right before the pairings a friend of mine was telling me about the list and just how brutal it was. (Ian and his Sisters didn't face Zeus, but was on a table next to him the first game.) I made a crack about how it would be just my luck and that I'd pull that army for the second battle...

As a note, this is just a reconstruction from memory. Some specifics of positioning or wounds caused may not be perfectly accurate... but should be correct enough to show what happened. If something looks to have moved too far, this is purely a fault of the reconstruction.

To save you back-tracking on what's what:
My List: Eldrad w 10-man Council in Yellow Serpent, Farseer w 8-man Council in Yellow Serpent, 2x6 Dragons in Red Serpents, 1x10 Banshees in Green Serpent, 1x10 Fire Storm Guardians w Destructor Warlock in Black Serpent, 3x Guardian Jetbikes, 1x DAVU Falcon w Scatter Laser turret, 3x Scatter Laser War Walkers.
His List: 2x Blood Thirsters, 3x7 Blood Crushers, 4x13 Blood Letters, 1x Soul Grinder, 1x Khorne Daemon Prince.

Another interesting thing about this tourney: the terrain fairy was on strike. The store had stacks of terrain on the walls, but almost every table had crap for cover. This was actually one of the "better" boards in that it had 5 pieces, though most were near useless with how they were positioned. The board looked generally like this:The two round sections were craters and the ruins were all Cities of Death single-story with very open LOS through them. If you look to the right of the board: his Wave 1 was the top selection of Thirsters, Crushers and Soul Grinder. His Wave 2 was the Letters and Prince.

TURN 1: Zeus won the roll for turn choice and decided to go first. I think he was worried about getting guys on the board as fast as possible. I put everything into Dawn of War Reserves, except the Jetbikes which went into normal Reserves. He rolled for his Wave... and got a 2! Then I got a second lucky break: his Daemon Prince deviated 10" back to land 1/2" off the board and kill himself with a Deep Strike Mishap! Neither of these two items was THAT critical to the game, but certainly helped alleviate the pressure early on.He went heavy left, obviously hoping to draw me over there and away from the mass of objectives.

For my turn, I obliged moved on at the left. I knew my mobility could get me to the objectives when needed. I also knew I'd need to concentrate my fire and eliminate entire squads as fast as possible to avoid getting bogged down in close combat. I had some nice Night Fight rolls and blasted a few Letters that had strayed into my sights. Knowing he had a bunch more Daemons to drop in, I castled up my forces to keep him from Deep Striking into the middle of them.In retrospect, this probably wouldn't have mattered since I had the speed to get away... but I wanted him thinking I was afraid of his assaults and going more shooty.

TURN 2: At the start of this turn the first objective went live... right between our forces. Ouch... especially when a unit of Crushers and a Thirster dropped on top of it. This pretty much decided where the main engagement would be. The Soul Grinder also dropped in and popped a War Walker (Immobilized) while the Letters on the left all backed off to avoid my guns.

Soul Grinder, meet Fire Dragons. Two Weapon Destroyed and an Immobilized meant it wasn't dead, but wasn't a threat either. Since this opponent wasn't shooty, both Councils Fortuned themselves rather than their rides; moving up to face the right flank threat. A nice round of Falcon and Serpent shooting also dropped a bunch of Letters. Then a bunch of fire also went into the Crushers and Thirster, but Night Fight and saves kept the wounds to a minimum and spread about the unit.

TURN 3: Shock, horror and surprise... a Khorne list opted to charge! All he could get was Crushers into the Council Serpents. Sadly, his attacks worked as expected and managed to drop both Serpents. However, they were both Penetrating 5's... and Destroyed results don't hurt passengers.

Neither Council was Pinned, so the scrum REALLY started. Eldar charged Khorne! Hah. My opponent confessed he thought I was insane... but then he learned what Seer Councils can do. He was nicely bunched up for Destructors. Add on a nice charge and the were Crushers hurting for little damage to the Councils. The Dragons finished off the Soul Grinder and Night Fight suppressed most everything else that was interesting.

TURN 4: Here the second objective went live... right in the middle of his forces. Bah! It was time for his retribution too, with the Thirster and a squad of Letters jumping into the scrum. Fortuned Saves kept the Thirster from doing anything and Doom kept the wound total about even.

Now I had to take some risks this turn... that big squad of Crushers up top got Doomed by Eldrad, shot up, and then charged by the Banshees. They lost 1/2 their squad in this, but the Crushers didn't get away unscathed either. I also finished off that first Letter squad and moved my Dragon Serpent so the third Crusher squad couldn't charge into the scrum. The Guardian Serpent made a jump to mid-table in hopes of distracting him a bit and positioning them in case we ran out of time on 5 or something. Then we went into CC and the Scrum saw off the last Crusher there. This meant Eldrad and all those witchblade toting Warlocks could start throwing their attacks into the "softer" Letters...

TURN 5: Thirster 2 jumped my lines to eat the Fire Dragons while the letters took down the Dragon Serpent. The Crushers up there also finished off the Banshees... a painful sacrifice, but it kept them occupied for the turn needed. The Crushers on the right took the Guardian bait and double charged with the Letters to block th Serpent's rear hatch. But all those attacks meant a Pen 6 was almost inevitable. It Exploded, I lost some Guardians, and the squad was still free to play on my turn. But best of all, the Letters get beaten down by witchblades and I win combat by 10 wounds. Even the Thirster loses his last wound against that many rolls...

With the big Scrum ending at a perfect time, I see a golden opportunity to wreak more havoc. Eldrad and Co head north to wipe the last of the Curshers there and then spread out so the Thirster can't jump their line and contest the objective. The Dragon Serpent and Stormies finish the arc to isolate the 2nd objective. The Stormies unleash their fire on the Letters... and manage to kill all but one! Massed Flamer templates for the win, but it did gimp my plans to charge them. :-p Meanwhile the Farseer and Co hit the right Crusher unit to draw them away from the objectives as well as pin them in place. The Falcon got out of the Thirster's charge range... and then failed Night Fight to shoot it.

TURN 6: Then the last objective comes in. I have a 3/4 chance that it'd be somewhere easy for me to grab. But no, Fate has to be a fickle bitch and it pops right in the middle of his unit of Letters on the left. *sigh* Fortunately, the FarSeer and Co manage to hang on against the Crushers. The Council successfully frustrated the Thirster from jumping them, so it decides to drop a tank instead. It was Immobilized and Weapon Destroyed, but not dead. I'm not reseting the entire Vassal game just to fix this one item. :p

And the killing blow is applied. Tank Shock denies him the objective on the left. (I actually had my tank such that I probably had it in my favor, but it was questionable.) Then the Dragons pop that last Letter while the Stormies advance to grab the objective. I had two objectives solid, so even though the Crushers popped the Farseer it wouldn't have mattered if they Consolidated to contest. (They rolled a 1 anyways...)

Objectives: 2 Eldar, 1 Contested
Kill Points: 9 Eldar, 8 Daemons
Final Result: Massacre for the Eldar, with a bonus point for having more Scoring units in his deployment zone (2) than he had in mine (0).

Close, fun, nail-biting, and tactically challenging. This was a top-notch game, army and opponent.

Cheers and hope you've enjoyed the read. (And Alex, I haven't forgotten your question on Outflanking Genestealers...)

Tuesday, July 28, 2009

Serpent of Fury! (An Advanced Skimmer Tactica)

I wrote this tactica a mere 6 months ago for Warseer, though it seems like much longer. The metagame has singe changed a bit with IG, but the tactic is still relevant and useful. The original article is currently sitting smack in the middle of a thread currently at 4,500 replies, so I've "rescued" it over here. What? I never said that every single article here would be NEW, did I?

What is Serpent of Fury? In short: the act of deploying a medium-range shooting unit from a Wave Serpent such that the tank blocks enemy capability for reprisal into the unit.

The name "Serpent of Fury" (SoF) is a derivative of the 4th edition Tau tactic "Fish of Fury". Tau Firewarriors normally come with a Rapid Fire Pulse Rifle. Getting maximal output from this type of weapon means engaging in the 1-12" spectrum. The trick to this? FWs are rather fragile, especially in Close Combat. Thus they need to limit or eliminate the ability for the enemy to hurt them. The solution? They can buy a Devilfish Skimmer Tank as a Dedicated Transport. The Devilfish would move 6-12", and stop about 6" away from the enemy. It was even still be free to shoot it's weapons if you took the right wargear. As the front and side armour is the same, the tank would also turn to present the longer side facing to the enemy. FWs on board would then disembark on the side opposite the target and fire "under" the tank, as Skimmers did not block Line of Sight. In the enemy turn, the Skimmer would be well protected from shooting and assault due to the Skimmers Moving Fast rule. The guys behind would be protected from assault due to the bulk of the Devilfish. All around this was a win-win tactic for the Tau player. The unit could function independently, hit hard, was highly mobile, difficult to destroy and generally able to compensate for most drawbacks. This was such a highly effective tactic that it became staple for most high-end competitive Tau armies.

Then along came 5th edition and it's changes to SMF, True Line of Sight, and other changes. Suddenly Tau commanders were scrambling to put taller stems on their tanks, finding the Devilfish isn't nearly as durable, lightly armoured enemies were getting a cover save and the Tau were generally left lamenting that their trick pony had been hobbled. It is still feasible for them, but is iffy for a unit operating on its own. The tactic has been reduced from a staple, to something that either requires multiple units for area saturation or as an act of desperation.

How does all this apply to Eldar? Simply put, Eldar and Tau have a number of similarities. It's like we've been guiding the development of that lesser race for millenia.. Serpent of Fury existed in 4th edition play, but mostly as part of a mechanized theme or gimmick. The amount of damage it did was usually not worth the cost. Competitive play tended to favor more effecient tactics. This changed slightly with the "new" Eldar Codex when Dire Avengers shifted over to Troops for everyone and their range was extended to 18". This allowed them to fill a compulsory slot and also maintain a bit more distance from the enemy. SoF still wasn't a mainline item, but it was at least something to do with your required Troops selections when you had a mechanized army. But the clincher was 5th edition: Troops only as default Scoring. It was no longer enough to just pay token homage with 2x min sized Troops sitting off to the side... your Troops suddenly needed to DO something.

Excepting a weird mission or special rule, having surviving Troops is the only way you can get better than a tie in 2/3s of the current missions. This means that your Troops are going to be a primary target for any opponent interested in winning. To protect them, your Troops either need to be plentiful (Orks, IG, Nids or other hordes), tough as nails (Wraithguard or Plague Marines), and/or otherwise protected (bunkered in cover, hidden in Reserves, embarked in a tank, etc).

Side Note: There's also the Multiple Small Unit option, where you take lots of minimal sized Troops. However, this causes Kill Points to rocket in Annihilation missions and is not a recommended strategy.

For Eldar, hordes are unwieldy, rather static, suffer in CC, and anti-horde is becoming common thanks to the Orks. A Wraithguard core is solid but also slow and expensive in both points and cash. It's also a "jealous" choice in that lists don't tend to just include them, but instead have to be built around them. Relying on the batlefield to have enough cover to protect your guys is also be an iffy prospect. This is doubly true for Troops as they're there to claim objectives, yet this often means moving out of their original deployment position. There's also the idea of hiding behind a building or in a tank all game and heading out to claim objecties last-minute, but this takes timing, patience, a little luck, and the rest of your force picking up the slack.

With history and the general concept out of the way, let's take a look at some common questions:
1. Why a Wave Serpent and not a Falcon?
a. SMF is the same for each and even then only matters if you move over 12".
b. A Wave Serpent can carry twice as many models.
c. The Serpent Energy Field. It works no matter what speed you move. While the Falcon does have the protection of a Holofield, the Serpent Energy Field actually protects similar against many threats. But it works better when moving Fast and/or when shot by certain types of weapons such as meltas and Demolishers. This makes them superior for closing on the enemy.
d. Wave Serpent weaponry tends to be more complimentary of close-range engagement.

2. Why Dire Avengers?
a. 18" range. Thanks to this they can get out to the side of the tank and fire cleanly into their chosen target. There's not any issues with weird LOS from their heads and trying to shoot under the tank. You don't have to worry about modifying your tank to be up higher either. Actually, a short stem is preferable because the tank will better Screen or even completely block enemy LOS to the DAs from other angles. 12" range or Flamer Template units such as Fire Dragons, Guardians, Wraithguard and Warlock Councils CAN be used in this manner. However, you have to be much more certain about crippling or destroying your target in order to escape retribution and/or getting charged by survivors.
b. Bladestorm allows you to maximize the fire output on a given round. This fits well with the SoF often spending their next turn repositioning to fire at a new target.
c. DAs tend to rate fairly low as targets when there's other big threats like Fire Dragons around. This means they're often able to perform this trick multiple times.

Now a few things to note with SoF tactics:
1. It CAN be done by a solo unit. However, a full unit of DAs and a 2xASC Exarch Bladestorming average out to only 3.7 MEQ kills. Against anything tougher than Tau or IG, I REALLY suggest target saturation in the form of two or more units moving in tandem. This has an added benefit of allowing defensive formations of multiple tanks.
2. Doom is a huge benefit to this tactic, especially against T4+ opponents. 2 units and a Doom have a rather good chance of dropping even large terminator squads, Monstrous Creatures and other nasties.
3. A Serpent carrying a close-combat unit can nicely finish out a formation. This naturally places them and their tank in good position to defend the DAs or carry the assault to the enemy. This role can also be performed by a Serpent toting close range or Template units looking to get closer and maximize kills.
4. Your DA will naturally be a little packed in when the get out to fire. Beware enemies with lots of templates, especially Large Blasts such as Whirlwinds. I suggest neutralizing or blocking LOS to these before you get out of your tanks. Deep Striking Heavy Flamers and similar can also be quite annoying.
5. The distance game only works against enemies that only move and Assault 12". Be careful of jumping out too close to an enemy with Fleet or Waagh!.
6. If you're confident in your tactics/positioning, hold off on Bladestorming right away. Put in a turn of normal fire, then Bladestorm and possibly assault in the next.
7. If the squad's been chewed up and is near or below half, mount them back up in their tank and scoot for safety. You're probably into turn 4 or so at this point anyways and those guys are typically more important grabbing objectives than trying to slug it out.

The tactics for a single unit are pretty easy to grasp. Multiple-unit tactics can be a little more tricky, so I've provided some pictures for you. In the examples below, the Iyanden (Yellow) Wave Serpents are carrying the DAs. The Saim-Hann (Red) is moving Fast and likely carrying Fire Dragons or Banshees. The first picture is starting locations and the second after moving and deploying. The image lines moved when I saved them, but I'm sure you can get the idea.




Example 1 (Left): Isolation of a target and multiple overlapping Screens. The squad on the left is the target in this movement. Both squads and their Serpents have decent to clear lines of fire into the target. Screening of the target doesn't matter as they'd get a 3+ save anyways. Every enemy except the target has their LOS Screened or even blocked by intervening terrain and tanks. Only the Fire Dragon tank is not nicely Screened and it is protected thanks to SMF. This is true not only of the guys immediately nearby, but the entire rest of the table.

Example 2 (Center): Capstoning up the center. Here the two squads deploy in between the two tanks with the third forming a protective capstone. The target unit would be the guys just inside the woods. Note that the front squad is over 50% protected from the Predator by their tank and the rest of the enemy by the red tank. This is the best option for attacking a central point and/or an opponent that has turtled.

Example 3 (Right): Push back. This is an example of combining the SoF with cover to create a position that is resistant to being assaulted. Likely the front squad of Marines is the target. However, the Daemon Prince or Raptors could just as easilly be targetted across the nose of the Red Serpent. This is your best bet for drawing off or countering enemy assaulters with an 18" range. Your DAs are protected by the tanks and that enemy models can't approach withing 1" of them until assaulting. Then being behind/in the woods means a Difficult Terrain test. The 4.5" is a calculated risk, but one many opponents won't take. The downside of this is that the unit is open to ranged fire from the inside of the board; it would work more efficiently reversed towards the board edge.

I hope that this has been informative. I'll be expanding on some of the ideas touched on above, especially those of mechanized assaults, Capstoning and others. Cheers!

Wednesday, July 22, 2009

Peek-a-boo! (Advanced Tactica: Vehicle Shooting and LoS)

So sturgard wrote me with another interesting question. It seems an IG player in his area has picked up several Hydras. These are then hidden behind other tanks/cover such that the guns poke out and nothing else. The player then traces LOS from the end of the barrel, often removing cover saves from his targets. In return, he claims that the Hydras can't be shot back at unless you can draw LOS to the hull... and even then he's claiming Obscured saves. I've heard a similar complaint leveled at Marines using Land Speeder poking over Rhinos and Dreadnaughts firing around the corner of a wall.

It's a "I can shoot you, but you can't shoot me." thing. The question is, is this a clever abuse of the rules or is someone getting cheated?

First let's look at "I can shoot you..". When drawing LOS from the vehicle, you need to be aware of the nuances of BRB, page 58, "Vehicles Weapons & Line of Sight". The key thing here is that the weapon must be pointed at the target and then LoS is determined "from the weapon mount and along the barrel." This is NOT the same as drawing LoS from a single point like the eyes of an Infantry model. The weapon's MOUNT must be able to draw LoS and you resolve it's ability to ignore cover from there. So sticking just the barrel around cover does not allow you to draw LoS.
There's also a fun side effect of this... a common RL counter to tanks or emplacements is to "get under their guns". Simply, it is keeping yourself safe from fire by getting out of the traversal arc of the gun. 40K allows for a 45° vertical traversal of mounted weaponry. Additionally, a model cannot shoot backwards, curving around an edge, nor point a gun through it's own hull. Give this a little thought and maybe throw down some models to try it out. Tall models (Skimmers on flying stems, Valkyrie, Titans), long barrels (Hydras, Vanquishers, Hammerheads) or turret placement on long/large models (Razorbacks, Land Raiders, Chimera, Baneblades)... you'll find they all have this type of issue against Infantry in close quarters. If the tank doesn't back away, the Infantry will often gain cover saves or even be untargetable due to being "under their guns".

Now let's look at the other half, "...you can't shoot me." BRB, page 60, "Shooting at Vehicles has a similar caveat in targeting to allow extra bling, decorations and other modeling to be done to a vehicle without in-game penalty. The rule is that you trace LoS to the vehicle's "hull or turret" but ignore "the vehicle’s gun barrels, antennas, decorative banner poles, etc.". The key thing here is that you ignore the gun's BARRELS, not the casing, weapon mount, sponson, targeters, or any other such items. Just as an extra touch, what is a sponson but a side-mounted turret? So you're doubly covered here. As long as your opponent is obeying the rules above for shooting at you, then you can shoot back at them.
But what about being Obscured? For determining Obscurement of a vehicle, we go to BRB, page 62, "Vehicles and Cover - Obscured Targets". To gain a cover save, they need to cover "at least 50% of the facing of the vehicle..." The common mistake here is that people often apply the LoS rules and ignore the weapons, sometimes even ignoring the weapon mount too. This can make a HUGE difference when looking at a tank like the Basilisk or Hydra. Obscurement is based off how much of the total model you can see, not just how much of the main hull is visible.

A couple other common mistakes in this section:
1. When shooting a vehicle, weapons that cannot hurt the tank are ignored for purposes of determining cover. This can cut both ways, so be careful with where your anti-tank is positioned.
2. When a vehicle is firing, the target's cover saves are determined:
a. ignoring weapons that do not have LoS and/or do not fire.
b. with each gun on the vehicle counting as a separate model in a unit; needing a majority with clear LoS to ignore cover.

Hopefully this has given you all some fun ideas. If anything doesn't make sense, please let me know and I'll try to expand or provide illustrations. (Actually, illustrations may be forthcoming anyways...)

Image is a Funtrak paintball tank, acquired from 800hightech.com.

Addendum: A couple of people have asked me what I got as my Ard Boyz prize. I picked up a Land Raider Crusader/Redeemer. There wasn't a whole lot of Eldar stuff I wanted in that price range and my Wolves certainly appreciate the support.

Tuesday, July 14, 2009

Reading your opponent's strategy

"Know yourself but not your enemy and you will lose as often as you win."
-Sun Tzu

So Sildani on the Warseer boards asked "Do you find yourself anticipating your opponent's moves, a turn or two in advance?... Basically, I'd like to know how you became so tactically astute so I can similarly elevate my game. And yes, I've read Sun Tzu and Clausewitz and have applied them, so at least I can say I've won more than I've lost."

My answer, with some updates:
Thinking ahead a turn or two is certainly a vital skill to learn. If you can discern your opponent's tactics for the next turn, you'll certainly be at an advantage to winning games. A tank can sit a bit farther into cover, a unit can back off a touch in hopes that Difficult Terrain tests trip up Assaulters, etc... Little things like this allow you to lever numerous small advantages that can tip the game in your favor.
But to dominate games consistently, you need to understand and plan for the entire game from beginning to end. This doesn't mean you should try to crunch the odds of every single possible move and attack... that's for computers, autists and savants. I'm talking about understanding their game plan; their strategy. If you can grasp that, not only will their tactical choices become easily predictable, but you can manipulate their own strategy to your benefit.
Figuring out someone's strategy can be a bit daunting. I don't follow a set pattern, but a crude version using the 5 basics of writing would be:
1. Who are they? Typically easiest with a regular group, as you know each other, who plays how, what their confidence level is, etc. Are they the type to play for the win, play for the kill, play by the statistics, or play for fun/story?
2. What are they fielding? It is critical to take a minute before you start and read your opponent's army list. The unit selection, weaponry, balance and overall composition can be a HUGE insight into their strategy and how they play. A large part of doing this effectively is having done your research before-hand.
3. When are they going to try ploys or grab objectives? Example: Objective capturing. Some armies Infiltrate and camp objectives from the start, others will advance onto them in a wall of iron mid-game, and others will just ignore them to jump back on them at the endgame. When you understand the timing of their list, you can understand when you need to be on guard versus when you can attack unimpeded.
4. Where are they going to focus? Locate the key points of the field (firelanes, hardpoints, objectives, etc) and then think of what would concern your opponent and their list. Also look at your list from their point of view and locate the concerns there. Might they avoid a courtyard if there's a unit of Reapers at the end? Is it worth putting the Reapers there anyways to keep him from flanking your gunline? Would adding an objective or sacrificial unit there tempt a squad to walk into the Reaper's killing zone?
5. How are they going to do unto you? This is where you add together all of the above. Try to envision what their overall strategy at the start of the game and how it adapts to the game. Even just a basic sense of their plan can be enough to take control of the game.
Let's take an example from my first Ard Boyz game. I don't think I'd ever played Chris before this, but he wasn't a complete stranger either. We'd chatted tactics and seen the other at prior tournies and just never faced off. I knew right off from this that he was an aggressive player who'd go for the throat if it was offered, but also smart enough to remember the objectives and play for the win. Looking at his list, I saw an aggressive list with some decent mobility. His defensive units were good versus range, but would suffer against CC, flamers or out of cover. They relied on the mechanized line to hold the opponent away. His aggressors were hella scary at close range, but ignorable at long. This made me bet that he'd go for an aggressive armoured push that tried to hit my lines at the same time or at least as a one-two punch.
So with this in mind, I placed my objectives and Wraith units all central. This was a solid a block of durable Troops sitting on/near 3 objectives. He couldn't just ignore them and would require something strong to dislodge them. I figured this would be his Sternguard and Termies, plus maybe a Dread or two. The thing is, it didn't matter to my strategy if my center held or fell. The key was to get him to commit a massive force centrally. This allowed my speedy units to run the edges, take out his defensive Scoring units, and still be in position to jump in and grab/contest objectives at leisure.
But this was only if he chose to follow the most tempting and likely strategy. I also made secondary plans for him pushing his forces to one side, splitting up and going for my flank, or just sitting back and waiting for me to come to him.

Said another way, the specific targets and even the results of what his Land Raider chose to shoot while advancing were incidental. That the Land Raider was going to advance to place the Termies seems obvious, but is still crucial to know and not definitive. But deliberately placing my objectives and army such that I was able to guide his strategy, causing the Land Raider to go for the center? That's how I took control of the game and won.

My #1 piece of advice for players looking to up their game? Talk to your opponent.
After the game, grab a beer/soda/water and chat about what worked and what didn't for both of you. Post-game debrief is the most useful and informative tool. Talk about what their strategy was and why they chose what they did, then compare that to what you expected them to do. Also discuss what could have gone different and any mistakes made. Be fair and objective about things and you'll get some excellent feedback. It can also key you off to ploys or stratagems they might try next time. For example, I chatted with Chris afterwards and found out he'd realized he'd been snookered in my Turn 3, but didn't have the position or mobility to regroup. His comment was "I won't fall for that one again..." So now I know I won't be able to get away with this same plan next time. Maybe I'll try a swapped or refused flank instead. :-p

Anyways, I hope you have all found this useful or at least interesting. Cheers and good hunting!

Sunday, July 12, 2009

Ard Boyz, Round 1, Battle 1

Battle 1, "Illusions in the woods"
The first pairing of the day saw me facing a guy named Chris and his Crimson Fist army. My first thought was "Ugh, this will be ugly." Of the 22 entrants, Chris was one of the three other guys at the tournament that I consider "GT quality"; ie skilled enough to have a serious shot at taking Best General or Overall at a 60 person GT. I was going to have to do something special to pull this one off. Thankfully, it was an objectives mission and mech Eldar excel at those.

He brought:
Pedro Kantor
Master of the Forge w a Conversion Beamer
9x Scouts with Sniper Rifles & Cameleoline
2x Dreadnaughts w Multi-Meltas & Heavy Flamers
Venerable Dread w Multi-Melta & Heavy Flamers, in Drop Pod
7x Assault Teminators, 5 w T-Hammer/S-Shield and 2 w Lightning Claws, in Land Raider Crusader w Multi-Melta
2x 10 Sternguard, Sgt w Power Fist, in Rhinos
2x 10 Tactical Marines, Sgt w Power Fist, Multi-Melta, Meltagun, in Razorback w Heavy Bolters

Now here's why I label this report as having "Tricks": I knew that my force had superior mobility, but less Scoring units. All that really mattered was that I controlled more objectives while also killing more squads.
So the first trick was regarding the objectives. One went in the center and the other two went in our deployment zones. He won the roll for first turn and chose to go first. Looking at his list, I figured he was going to come hard and fast at my lines, especially if I gave him some bait. So after I saw him put an objective way to the left, I went ahead and clustered my two as close to the front and center as possible.

Deployment looked like this:

Guys off the board are in Reserves or in tanks. Guys tallied to the left are kills.
The Tacs Combat squadded; 3 Bolters, meltagun and Sgt into the Razorbacks and 4 guys and MM both going into his center forest objective. Master of the Forge and Scouts on the left objective. Pedro and Termies in the Land Raider. Dreads frontal to Screen the APCs in case I swung deep.
I put Eldrad, Wraithguard, and Wraithlords central. Some of the Wraithguard spilled out of the cover to sweeten the bait. Dragons are the red Serpents and Banshees the yellow.

Turn 1 was pretty uneventful.
He Deep Struck the Ven Dread, advanced and popped a few Wraithguard. He tried several shots into my Serpents, but their shield were proof against the puny melta weapons.
I managed to blow the Powerfist off the Ven Dread, reducing him to S6 but he was proof versus my blows in CC and shooting. I did make a mistake at this point by forgetting to declare an assault on the Dread with my Wraithguard. This would have pulled my guys out of range for his Termie charge... I think this was a mixed bag mistake since it eventually cost me my Wraithguard, but also kept him from shifting them to protect a flank.


Turn 2 was a little more bloody. His Land Raider pushed forward to sit just off the middle objective while also unleashing his Termies into my Wraithguard. Thanks to Enhance I popped 2 of them on the way in and Fortuned Rune Armour absorbed a couple Wounds, but I still lost half the squad. He also advanced his APC line and popped Smoke on all of them. Wave Serpent fields again saved the day versus those pesky melta weapons.
My turn saw the Banshees zipping into position, Dragons blasting some Scouts and a unit of jetbikes entering play. Spider fire proved superior on the right and popped a Rhino, killing 4 guys inside. Spider fire proved mediocre on the other and only got a Weapon Destroyed on the Razorback. Fickle dice included Immobilizing his Land Raider with a Bright Lance, only to merely stun it with all three Penetrating hits. I still couldn't kill that damned Ven Dread either... he finally caused a Wound and No Retreat popped another! Only Eldrad and the Spirit Seer were left at this point and my charging Wraithlord had failed to hit Kantor with all three attacks...


Turn 3 saw his Dreads whip back around to try and stop the Banshees, but speed and fields again saw proof, resulting only in a double Shaken thanks to Spirit Stones. The girls were safe to wreak havoc on my turn... His only other Shooting was a squad of Sternguard blowing away a Wraithlord several times over. Damnably, CC went poorly this turn, with me failing to kill any Termies while losing my Spirit Seer and Wraithlord. Eldrad broke and ran, fleeing off the table at the start of my turn. That bloody Ven Dread again shrugged off all blows and managed to fell the Wraithlord! GAH! But in my favor, the Master of the Forge and his Scouts had learned to fear the DB Flamer... so they broke cover, shooting and CC wiping the Dragons, but Consolidate not giving them enough move to return to safety.
My turn saw the left squad of Spiders jump forward and blast several Scouts. They then charged the MotF and killed him, but failed to drop the last two Scouts. The other Spiders wiped the small Sternguard while the Banshees took the Tac Marines to town. That damnable Ven Dread weathered the Fire Dragon shooting with only an Immobilized, but finally went down to meltabombs in CC! I also risked a unit of jetbikes up the right side to make him think about that objective there. Here's where I made my second mistake of the game, I forgot to move them back away from the Termies... but surely he'd flub the Difficult Terrain, right?


Turn 4 ended up being our last turn due to time. Neither of us was slow-playing, but Chris' has several unfortunate interruptions during the course of the battle. I'm sure this helped throw him off his game. We both knew it was the last turn and the push for the objectives was on!
Chris' Termies didn't flub and went on to massacre the Jetbikes. He encircled my right objective with a Rhino and Razorback as well as the Termies. The Sternguard ran to jump just onto the edge of my left objective. But the Warp Spiders and Banshees finished off the Marines guarding both of his objectives. He also tried Tank Shock on my jetbikes, but they laughed and moved aside.
Going into the final turn, I didn't hold a single objective to his two. I also thought we were tied for KP... So I resorted to mech Eldar trickery again! The Spiders on the left jumped out to threaten his Razorback while the Jetbikes grabbed the objective. The right Dragon Serpent then jumped his lines to contest the right objective. He was solidly on the other objective, so I Tank Shocked with my Serpent. Even if I lost it to Death or glory, I'd still push them back enough to allow the Jetbikes in to Contest. The DoG was tried and failed; the Sergeant reduced to a fine paste. As they were going to be Fleeing at the end of the game, they were removed to give me yet another KP. We ended the game at this point as it was clear I had the victory.


Final result was 2 objectives for me, 1 contested, and 2 unclaimed. With 9 KP to 7, I had managed to Massacre him. I didn't realize until today, but I probably should have pushed to shoot with the Dragons and Spiders on the right. Had I popped his Razorback and the guys inside, I could have pulled down an extra Battle Point. I think had we gone the full 6 turns, I still would have won. By turn 3 he was so commited to the center that there was no going back... He realized this too and says he's not going to fall for that sort of thing again. :-p

Final result: 20 Battle Points to 0.

P.S. Thanks to the crew at Vassal for providing such a great battle report tool for those of us to lazy or ashamed to take pictures! I hear you can even play games with it too...

Tuesday, July 7, 2009

Some insights on Fast Rolling...

The most amazing insights I've gotten on this game almost always seem to come not from my own studies and games, but from the oddball questions others ask of me. This one came from sturgard and was basically:
"My friend plays 3 lictors and sometimes uses a reserve denial list. So what he wants to know is can he roll all of his reserve rolls (say for the entire army), then decide which 3 rolls to go back and reroll?"

This was a fascinating item as at first look it seemed rather ambiguous. Neither the Reserves nor Pheremone Trail rules gave much insight. A basic look through the 5th edition rulebook (aka BRB) also didn't turn up a hard ruling. Taken before a judge at a tourney, I could see it being a coin-toss either way. It wasn't until I delved further that I realized the answer was simple, just that a rule had been expanded beyond it's original intent to become common gaming convention. The culprit: Fast Rolling.

Fast Rolling is a great rule that speeds up game play. In short, rather than rolling three sets of dice one at a time, you just roll three different coloured sets of dice once. It's so useful that it's become common convention to use it for just about every group roll.

The thing is, 40k is a permissive rules set. If it isn't in the rules, it's not legal. But wait, you say, Fast Rolling IS in the rules, right? Yes it is. Page 18 of the rulebook. What's interesting about this choice is that the rules for rolling and re-rolls are all the way back on page 2.

This was the key. Fast Rolling isn't part of the general rules of 40k. It is only common convention to allow all the time. 5th edition only allows it in specific places: To-Hit, To-Wound, and Save for both the Shooting and Assault phases.

What's this mean? Most of the time it is not going to matter as people won't have a way to influence the outcome of the rolls anyways. So sticking with a fast-rolling convention is just fine. But when the player has a re-roll or optional result modifier, don't let them game you by using Fast Rolling. Most players probably won't even realize they were playing it wrong until you point it out.

Monday, June 29, 2009

Howling Banshee Tricks

Over on Warseer's Eldar Tactica, Ernest101 posted the following:
"hey guys, i am having this really big prob, i play a full mech list, when i drop my banshees, they kill almost anything i want them to kill in their path, but after that assault phase, they always get blown to bits... hardly surviving a shooting phase... any suggestion guys?"

My response:
Well, you really have three options:
1. Don't let them shoot at you.
2. Reduce the effect of their shooting at you.
3. Balance your charge so that you are still in CC during their turn.

As I see it, there's several things that can greatly influence the above situations: Fortune, Doom, Multiple Units, Screening, Cover, and Target Selection.

1. Fortune. I can't emphasize enough how useful this power is. Not only can you protect your Banshees in CC and from shooting, but you can also protect their tank as you close into range too.

2. Doom. With only a S3, Banshees often need the added boost of Doom to give them a little extra punch. But you should remember that those re-rolls are optional. Say you've get 15 hits and cause 6 wounds to a 10-man Marine squad. The immediate reaction of most people is to pick up the other 9 dice and re-roll them all at once. This will likely cause 3 more kills and No Retreat will kill off the last guy several times over. However, just re-rolling 3 means 1 more kill, 3 guys doing retalitory fire, and then No Retreat will leave just 1 guy in CC with you. Or you could just play it safe and not re-roll any of them.
An interesting thing about Doom is that the rules as written allow a re-roll no matter the first result. So you can re-roll a success just as easily as a failure. Say you just charged a 5-man Marine squad and caused 7 wounds... why not re-roll 4 successful ones? Then you'll likely only kill 4 and stay in CC with the one last guy. The trick is plausible against larger units, but trickier to predict as the stacked negatives to Ld or number of No Retreat rolls can add a lot of variables.

3. Multiple Units. Banshees have a notable habit of killing of everything in their path. One protection from this is to engage more than one unit. Creative splitting of attacks can wipe out one entire threat and minimize the return threat of the other. Example: I once charged a unit of 10 Khorne Beserkers and wrapped my assault so that two girls also hit a line of 8 Noise Marines. The Beserkers were wiped out by the other 8 girls, and the Noise Marines lost 2. Fearless hits from No Retreat took down 3 more Noise Marines and I slaughtered the rest on his turn.

4. Cover LOS. Banshees don't really care if they're assaulting in the open or in cover, at least for Initiative. Targets in cover will be slowed by difficult terrain tests, meaning they're less likely to just move out of charge range. Even better, there's also a certain psychology to terrain pieces... many players will leave a unit immobile in a "fortified position" even when it might be more tactically advantageous to back out of the position. This is especially true for pieces of cover on or right near objectives. The nice thing about taking the piece of cover from your opponent is that even if you wipe out the enemy, you'll have the benefit of the cover for yourself. Even better is if the piece of cover and/or a Consolidate move will put you out of LOS from the enemy.

5. Screening LOS. Getting Banshees to where they're needed usually means they're in a Wave Serpent. So what does that tank do after dropping them off? Though it's tempting to scream it off to some other section of the battlefield, I've found it can be quite useful to continue it in support of the Banshees. After the Banshees get out, the tank can still move and shoot. Positioning it just to the side of the unit you're going to charge can screen the Banshees from retalitory fire in a wipe out as well as leaving it conveniently nearby should the Banshees want to embark back in the next turn.

6. Target Selection. WHAT you're attacking should also be a big consideration. For example, 10 Banshees charging Doomed Plague Marines should only kill 5.56 of them.

By using all of the above is how you really maximize the output of your Howling Banshees. Because you can't charge from a moving Wave Serpent, you're having to think a turn ahead for getting them into CC. Isn't it worth it to give a little extra consideration for where they'll be after that?