I was really sleepy last night while writing the 3rd part of this series and had to stop before I could finish. This part is a continuation of Part III.
Mech armies are very popular now and have many advantages. Many believe mech IG is currently the best army and I concur. If you are playing mech IG then you are in the driver's seat. If you aren't then you need to design your army to have all the right tools to beat mech IG. Mech SM is also another strong army and SM players seem to have their niche to win consistently. Both mech IG & SM armies have excellent psychic defense in the psychic hood. While the Librarian is no longer a potent assault unit the Librarian has access to several powerful psychic abilities such as Null Zone which makes their army more of an offensive threat. The Librarian with Null Zone is now a staple choice in many SM armies. The Inquisitor with Mystics is also a staple choice for many IG armies. The Mystics can be countered through deployment though.
So I am not going to delve into tactics & strategies for mechanized armies, rather I am going to focus on how to beat these armies. Mech armies are often composed of MSU (many small units). Therefore, missions that use killpoints are an inherent weakness to these types of armies. It's important that you support the use of unmodified killpoints in tournaments where you play so you can take advantage of this weakness in mech armies. Deployment is also another excellent tool to win against mech armies. If you have enough of the right units that can either infiltrate or outflank then you can deploy in such a manner that mech armies cannot keep away from your army. Basically you want to deny mech armies from lots of prolonged rounds of shooting. To acheive this goal you must force them to move as they cannot shoot as much when they move.
I have posted some Tyranid armies here on the blog that were explicitly designed to beat mech armies. Let's first take a look at Tyranids. Personally I feel that Tyranids have all the right units to consistently beat mech:
Yrmygal genestealers - Deploy them in the center of the table so they act as the hammer to your anvil. They come in and can fleet into an assault the same turn. These elite genestealers should multi charge several enemy units BUT don't make the mistake of assaulting so many enemy units that you spread them too thin.
Genestealers - These units should generally outflank and they are your anvil. You want to hit the opponent on both flanks and charge them up the middle with the Yrmygal genestealers. The enemy is surrounded and has no place to run away. Keep the enemy moving such that you corral them and pack them in tight. This tactic will help you to pull off more multi charges in the latter phases of the game.
Hiveguard - These units are there to shoot transports and absorb some enemy shooting. Even though Hiveguard are T6 and multi wound units concentrated fire from the enemy can quickly blow them off the table. I would drop them in mycetic spores so they can come in close to the enemy line and be in range to shoot. It's critical that they wreck/destroy some transports early in the game so you can slow down the enemy mech and overrun the squads that fallout. Don't waste shots targeting landraiders and other tanks with AV14 facing them, this is very low odds and the best you can do is glance versus AV14 with S8.
Zoanthropes - This is my favorite unit for shooting enemy armor and these units should be deployed via mycetic spores to take full advantage of their S10 AP1 lance. The major drawback to Zoanthropes is enemy psychic defense in the form of psychic hoods. I still prefer Zoanthropes over Hiveguard due to their lance shooting attack. You will need to run at least two Zoanthropes per unit but three is definitely a lot better. Multiple Zoanthropes per unit means you have much better odds of being able to get past the enemy psychic hoods and penetrate their vehicles.
Trygon Prime - These units can deepstrike and have 12 S5 shots. You want to deploy them such that you can shoot against side armor versus chimeras. Versus rhinos it doesn't really matter if you shoot at front or side armor, as it's all the same (AV11). Trygons are very fast since they can fleet so they are also excellent at assaulting vehicles if you can keep them alive long enough after they arrive via deepstrike. What you want to do is saturate the table with your units so that the opponent has to make tough decisions as to what to shoot, thus taking some heat off of your Trygons. Personally I think both adrenal glands and regeneration are must have options for Trygons. They have six wounds so there is a good chance you can regenerate some of their lost wounds. Adrenal glands (furious charge) gives your Trygons the edge versus strong enemy assault units. Obviously you don't want to charge a squad of assault terminators with thunderhammers and stormshields! Upgrading to Prime doubles your number of shooting attacks plus it also let's you spread out your own psychic defense - Shadows in hte Warp (SitW).
Flyrants - While the Hive Tyrant is very expensive this unit brings a lot to the table. If you build him right the Flyrant is going to cost up to 300 points. Here are the options I take - wings, 2x twin linked devourers with Brainleech ammo, Hive Commander & adrenal glands. The pair of twin linked devourers with Brainleech ammo combined with wings (deepstrking) is a huge advantage - basically you have 12 S6 shots that can all be rerolled to hit. The Flyrant equipped as such is excellent at popping transports and again with the ability to deepstrike you should be able to shoot at the side armor of chimeras. Hive Commander gives you +1 for your reserves which is a huge benefit if you build an army such as I have described that starts off the table, everything starts coming in from reserves on turn 2. This ties in directly with my strategy to saturate the table as quickly as possible, forcing your opponent to make tough decisions in regards to what he targets with his shooting attacks. Again you are spreading out your psychic defense SitW. To me there is no reason for the Flyrant to engage in assault as quickly as possible. The Flyrant has more than twice as many shooting attacks as compared to close combat attacks. Take full advantage of the shooting during the beginning through midgame. Note however the Flyrant is excellent for throwing into a quick assault early in the game to help another unit finish off an enemy unit, you destroy the unit on the charge then are free again to continue shooting.
Broodlords - To me adding a couple of Broodlords to your army is a wise choice. They can absorb some wounds to keep a unit of genestealers alive plus they also help spread out your psychic defense SitW. They also add to your offense during assaults and are good for focusing on enemy HQ. I don't take any options for my Broodlords, they are fine as is. Genestealers in general don't really need any upgrades and if you run large units those options quickly add up.
DoM - We will have to wait and see if GW FAQs this unit's Spirit Leech power affects embarked units. If it turns out that it does then this unit will be very effective against mech and will become a staple choice in Tyranid armies. I have seen the DoM take down Wraithlords the turn it arrives... the DoM is very scary.
So these are the main units I run to counter mech, in particular mech IG. Its still going to be a tough battle versus a solid opponent. They can drop ordnance that ignores cover and destroys a huge squad of genestealers with one shot. Remember to keep all your models in a unit all spread out 2" apart, this is the best defense versus ordnance in general. You will have to work your way through the blobs of guardsmen and chimeras to reach their ordnance. So be it. Keeping the enemy constantly moving to decrease their shooting and corral them into a tight cluster so you can multi charge them during mid to endgame. You are both playing a game of constant attrition trying to remove more blocks of enemy units faster than your opponent. All mech armies suffer from what I refer to as the inevitable collaspe if you can keep pressing them hard enough. Mech armies want to sit back through the first two stages of the game then move their transports onto objectives during the endgame. If you can quickly destroy enough of their transports early on they will lose their mobility, that's a big part of what it's really about!
Next I will focus on how to beat other mech armies such as Space Marines. Keep in mind that many of the tactics and strategies I have discussed above apply to beating any mech army. The goal is to design one army that is balanced and can beat any other army. If you focus solely upon beating mech armies then you can run into huge problems versus hordes and other infantry based units. The type of Tyranid army I have described above is very fast (infiltrate, outflank, deepstrike, wings & fleet). The army also inherently excels in close combat but has a limited amount of shooting so it's quite prudent that you carefully decide how you go about selecting which enemy units you will target with your shooting. A little bit of shooting can go a long way if you are wise. It's very important to apply focused fire and go with high odds in your favor. While the Zoanthrope's lance shooing attack is the best attack versus high armor such as landraiders you obviously don't want to waste these shots versus blobs of infantry. Focus on destroying the opponent's transports first, it's one of the big keys to beating mech.
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Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts
Thursday, March 11, 2010
Part II. Cavalcade • A Fresh Look on Tactics & Strategy for 40k 5th Edition
Okay so in the first part of htis article I discussed elements of the game that I have seen others claim are a detriment to competitive play. This included composition, sportsmanship, & FAQs. These deal primarily with tournaments but can also apply to leagues as well. If you play at often at the same shop you will be affected by the atmosphere projected by others who play there. Often you will find discussion on the Internet that deals with certain types of gamers you will often encounter. The TFG (that f*cking guy) is always a subject of much discussion. The term TFG could apply to WAAC (win at all cost) gamers, cheaters and other types that people generally do not enjoy playing. TFG is somewhat of an archetype. We have all run across them. Often they are also referred to as cheesy or beardy. Rules lawyers also fall under the heading of TFG. Personally I think most of us progress through various players and at some point we will decide what direction we focus upon... Some players like the background of their armies and focus upon building armies that they believe represent this aspect. Others will decide to focus upon competitive play to the exclusion of other aspects. Of course background and competitive are just two poles, most gamers fall somewhere in between and there are also the hobbyists that focus upon modeling, conversions and painting. I am a competitive tournament gamer plus I am into building nice looking armies. I also like to build unique armies.
To me and my way of thinking if you want to be a competitive gamer that wins a lot then it's important not to get hung up on the issues I discussed in the first part of this series of articles. If you decide to play in a tournament then you have in effect agreed to abide by the terms and rules set forth by the TO (tournament organizer). If you don't like comp for instance then why waste your time participating in a tournament or league that uses comp? Good players can make due with these various aspects and do well. I prefer to play in tournaments because they are competitive. Anyone who plays in a tournament that does not like competitive play is bound to not have fun and will most likely not be fun to play against. Let's face it, this is a game so there will always be winners and losers. Losing is a great opportunity to learn and improve your game.
I tend to avoid tournaments that favor the local players. I play at a lot of different stores so I run across all kinds of gamers and tournament formats. The more you can play different people the more you can improve your game.
So one little rant then I will focus on the main emphasis of this series of articles. Sometimes you will run across a gamer who plays armies that are built around some subtle rule. I often find these gamers to be rules lawyers and they will bend some rule in order to win. While I don't enjoy this type of gamer playing against them can help you to improve your grasp of the rules. If you want to be a competitive gamer then you must learn all the rules of the game and know them inside and out, otherwise you will be in for some unpleasant surprises. That is why players who build entire armies around some subtle interpretation of a certain rule are people I don't enjoy playing. They are hoping to exploit the rule in such a manner to help them win. Seriously I think this type of gamer is in actuality not a true good general since they rely upon tricks to win.
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To me and my way of thinking if you want to be a competitive gamer that wins a lot then it's important not to get hung up on the issues I discussed in the first part of this series of articles. If you decide to play in a tournament then you have in effect agreed to abide by the terms and rules set forth by the TO (tournament organizer). If you don't like comp for instance then why waste your time participating in a tournament or league that uses comp? Good players can make due with these various aspects and do well. I prefer to play in tournaments because they are competitive. Anyone who plays in a tournament that does not like competitive play is bound to not have fun and will most likely not be fun to play against. Let's face it, this is a game so there will always be winners and losers. Losing is a great opportunity to learn and improve your game.
I tend to avoid tournaments that favor the local players. I play at a lot of different stores so I run across all kinds of gamers and tournament formats. The more you can play different people the more you can improve your game.
So one little rant then I will focus on the main emphasis of this series of articles. Sometimes you will run across a gamer who plays armies that are built around some subtle rule. I often find these gamers to be rules lawyers and they will bend some rule in order to win. While I don't enjoy this type of gamer playing against them can help you to improve your grasp of the rules. If you want to be a competitive gamer then you must learn all the rules of the game and know them inside and out, otherwise you will be in for some unpleasant surprises. That is why players who build entire armies around some subtle interpretation of a certain rule are people I don't enjoy playing. They are hoping to exploit the rule in such a manner to help them win. Seriously I think this type of gamer is in actuality not a true good general since they rely upon tricks to win.
G
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