@Drudge Dreadnought:
GREAT IDEA… for someone with money to burn…
@Archonoftheredhand:
“Well Sanctjud, just got beaten by a rubber staff. Shows me glorifying Tzeentch in the Nurgle Champion's tactica.”
Well, check your grammar. If you wanted to make fun of me… you would not have that comma… the ‘well sanctjud’ part is addressing me… but when you add the comma, you did not add the ‘you’, so we are left to the default ‘I’… in so, you got ‘beaten by a rubber staff.’… in which case I laugh at you.
Now, I did my part for fun, yours was not so funny, and I did end up doing TS and Arhiman…so moving on:
It’s not that they are ONLY good against MEQ… it’s that with Utility Maximization… it’s a WASTE to shoot at anything else….you are paying for AP3… and when you don’t use it against Armor 3, then you are not maximizing.
See… cover is free…they just got a beslubbering 4+ cover save to your bolters… you should be angry… it doesn’t matter that they roll a 4 instead of 3, they got a 4+ versus having NO save. What’s worse is that stuff in Carapace armor I cover could care less about the Ap3 bolters… as no matter what they have a 4+ against it.
The tactic you are ‘experimenting’ is basically the Rhino Rush… which has been done to death, but by all means, get used to it, cause most people will be doing it, jeez I even do it.
“Next turn get out, double tap and assault.” Just in case, you mean from a stationary vehicle… and even then, no one is stupid enough to get within 12” of a rhino only to invite a charge from the stuff inside… also S&P make it even less likely.
Anyway, I just finished being the ringer to a local event and I’ll have a little more to write about.
Some of the topics:
*First or Second Turn?
*Deployment?
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Going First or Second?It’s not always the case that you’ll favor the first turn. They have pro’s and cons when you get to choose between them.
Going First: You get to claim the ‘better’ terrain deployment, you get to control fire lanes and dictate how the opponent will deploy.
Terrain is vital for them nice 4+ cover saves… but not only should you think about the deployment, but the turns following.
Where will my army end up halfway or at the end of the game?… do I need cover closer to the enemy because I have the speed to get there and occupy it?… do I need cover along the way for the jump pack/biker dudes?
These are questions that may decide which quarter you take. It could be you will gamble an empty quarter to assault into a quarter with more terrain, due to the 12” push back there may be terrain in the middle that’s as good, or there may be more terrain on one side of the board so you concentrate on the left flank of a pitched battle deployment.
Also, you will get a 5/6 chance of going first, to balance out the advantages of deploying second. This is good because you are likely to have the first turn, therefore you can plan out were you will end up with your army.
Going Second: You get to deploy in reaction to your opponent, you get to dictate how the battle is fought.
Though you do get the chance of going first 1/6 of the time, it’s not something to plan on. You now get a major advantage, you get to decide how you fight the enemy… you know his fire lanes and can either avoid them or defend against it.
You get to deploy in a way to either hammer a single flank or break through the middle, etc. With the likely hood of your opponent going first, you can also plan your army to be highly defensive the first turn, sticking to cover minimize damage.
Kill Points: It’s nice to go first to kill off stuff before they are ready to get to you… or silencing enemy tanks earlier… or getting the most out of infiltrators before they are made into paste.
Though going second allows you the last act of a game… it might not be the actual end, but you do go last… to gamble and do a last minute shot, or exposing a unit to get a better shot, etc. Also it allows you to deploy to kill those ‘easy’ kill points.
Objective: Going first allows you to again, try and take out unprepared units, or silence enemy guns…IMO, going second is prob. preferable…you get last turn mad dashes to objectives to claim or contest. Also, it allows you to ‘beat on the scoring units’ and what you want to contest with what.
Dawn of War: Going first is nice, if you want to deploy in a line and push back the opponent, but beware of castling. And don’t fall in the trap of moving too deep into your opponents’ lines…he will reinforce where ever he needs when the rest of the army gets on the board… your support is too far back generally.
IMO… the best thing in the world would be to NOT have the choice… but that’s just me… less thinking I need to do… funny enough the better the list performs…auto-pilot/auto-win FTW!!
Deployment?This depends on who’s setting up first.
Generally if you deploy first, you’ll want to know where your army will end up, and you deploy in that regard, but I feel one should spread out but not too much. You want your army to be able to support each other and to not be TOO spread out.
If the opponent lines up across the board, you castle on the weaker side.
If the opponent castles in the corner, you have a choice… if you can CC them… then deploy across… if you have VERY long range guns… then castle in the opposite corner could be good.
If the opponent splits up his army, you can choose to divvy up your army to match, or hammer one flank completely.
Generally splitting your army is a delicate ordeal…you do NOT want your enemy to take advantage of this. So you better be sure each section can take a beating or hold its own or is expendable. It’s only worth it….IMO…. if you have a very fast army… that can eventually end up coming back together to set off a trap or two…
Infiltrators… in 5 th you’ll generally be crawling up to 18”, rarely getting the nice 12” mark. They are cool to get things close, BUT YOU DON’T HAVE TO. Their pro’s include deploying after your opponent when you deploy first… and not having to be held back by the deployment zone.
They can take advantage of side armor and exposed infantry.
They can outflank as well.. which is a gamble… but if the opponent has split his army on each flank… it’s a win/win no matter where they end up.
Scouts… can outflank, or get a ‘free’ move before the game. It’s nice when it works to get you a building/cover that’s out of your deployment zone… but generally the scout ‘move’ is best in a dedicated transport…to get the most out of it.
Outflanking Rhino squad… is IMO awesome… it gives them the range to threaten stuff with their special weapons.
What to Bring to Tourneys, in Case You Didn’t Know.Required:
*YOUR CODEX.
*The FAQ for YOUR CODEX.
*The Rulebook.
*YOUR templates.
*YOUR DICE and YOUR SCATTER DIE.
*Food/drink/or money for both.
*YOUR WORKING Tape Measure. (thank you Moc065)
Optional:
*Folding Chair and/or folding table, to hold you and your things. (thank you Moc065)
*Display Board…for them painting scores and wowz.
*Glue…for casualties.
*Camera…for evidence.
*Objective counters…for convenience.
*Laser Pointer…to blind your opponent.
*A cold…to cough on your opponents and win with Nurgle’s Rot regardless of battle outcome.
*Your Girlfriend/Wife (/shrug…it’s been a theme recently in my area).
I could be more clean with this… ordering it up more nicely… but this is Chaos… and Chaos…………is lazy……
My 7 Cents.