I just realised I promised to discuss numerous tactics, and did 1 (the fend), before getting distracted by commenting about lizards. Therefore I should write about another. This should clarify what I alluded to about Lizards rarely receiving a charge when skinks are used properly.
One of the "tricks" to Fantasy, like most 'strategy' games is to consider possibilities/options. If you can get into a situation where the opponents options are limited and/or any option they chose leads to a good result for you, then 95% of the time you're going to win the game.
For example:
Say you have 2 units facing off - Kroxigore (12" charge) and some knights (14" charge). Who charges wins (exceptional dice aside - thats the 5% from above). Assuming people can guess ranges correctly (which is a vital skill for all warhammer players) the knights move 13" away from the Krox. The Krox have 3 options they can stay still/move forward and take the charge. They can flee the charge, or they can move backwards 2-3" and get out of charge range.
This is a typical warhammer stand off - in most cases the Krox choose option 3 and no-one will be charging for several turns (until the Krox have their backs to the table edge).
Both players should know this, and consider how this fits in the overall battle plan.
You can change the options by adding in a 3rd unit, some skinks. Now the skinks move in front of the Kroxigore and start shooting the knights. The knights have 2 options - charge the skinks or stand still and get shot. If they charge the skinks would flee and get cut down, but the Kroxigore would then charge the knights (who would likely flee, rally, get charged again....). If they get shot the knights will (slowly) be killed.
The Kroxigore could apply more pressure by moving up meaning if the knights stay still they get charged by the Kroxigore, and if they charge the skinks, they get charged by the Kroxigore. This would = a no win scenario for the Knights.
That said the knights can still flee a charge from the Krox (possibly after killing the skinks). Positioning of other units, charge angles etc can all be used to mean if this happens the knights will still die. A common trick would be to also use a fast/weak unit (Terradons) to charge at the same time as the Krox. If the knights hold the krox beat them up (and hopefully not enough knights are left to kill the 'dons) if they flee the dons are fast enough to run them down. A similar trick involving Steed of Shadows (and a priest or Scar Vet) can also run the fleeing unit down.
An alternative is if the knights can get a unit behind the Krox (even a single model, ie Captain on Pegasus). The Krox can no longer move back, and therefore would receive the charge or flee (if the unit being is US 5 then its dead Krox either way).
See. It's all about options.
When playing consider. If I do this, what would I expect my oppoent to do, how would I then react to his counter.... if you can't work your way to a good resolution for you, you need to try something different.
Of course when you've played enough this becomes second nature, and it 'appears' people are playing without thinking, but all the options are being weighed up (possibly subconciously).
Another thing to consider is what happens if dice go well/badly. What if your unit breaks - will you be able to counter the enemy, who will be in panic check range, who will you flee through? What if you break them, will you be able to maximise the gains, crossfire the enemy unit...? What if nobody breaks, will you be able to add support to swing the combat in your favour?
Expect the unexpected.
Monday, May 26, 2008
Friday, May 9, 2008
More Lizards
Lizards.... great list, great models, great army..... my favourite.
Firstly - with almost any list design/theme you can win (Saurus heavy, skirmish, magic, monsters). You don't need to go with "standard tournament lists".
Secondly, even with new VC's daemons etc Lizards are awesome. If you can't win its your fault - lizards are one of the most capable armies around.
Its difficult to give general advice without knowing what "theme" you want, but there are a few general comments.
1) Slann. Magic doesn't win games, but the Slann can get a VERY good magic phase for relatively few points (try not to be tempted to go too tooled up). With the Slann a Steed of Shadows + Scar Vet on foot is usually the key for getting a strong magic phase. Regardless of the other 3-4 spells you have 1 "must stop" spell per turn (against most armies bane head + rule of buring iron = another must stop spell). More than magic though Ld 9 BSB is awesome in a Lizard list. With average dice you have to lose combat by 4-5 before you need to worry about fleeing - that's HUGE!
2) Skinks. Lizards main strength is the skink. When used properly the Skinks mean that Lizard assault units hardly ever receive a charge - even against faster armies.
3) Tarpit characters. Lizards have access to some of the best tar-pits around. Scar Vets on Cold Ones can absorb HUGE amounts of damage and with good Ld and a BSB nearby can stop knights/chariots monsters etc in their tracks.
4) Kroxigores are awesome..... period. With a BSB (esp Slann BSB) nearby they grind there way through most units with ease.
5) Huanchi Banner is broken. If you use it as 'cheekily' as is possible it can become far too good.
6) Saurus are slow. Lizards are generally fast and agressive - saurus aren't. That said they do create a larger unit does create a nice "anchor". If you want Saurus Heavy I would HIGHLY recommend a Slann.
Enjoy.
Firstly - with almost any list design/theme you can win (Saurus heavy, skirmish, magic, monsters). You don't need to go with "standard tournament lists".
Secondly, even with new VC's daemons etc Lizards are awesome. If you can't win its your fault - lizards are one of the most capable armies around.
Its difficult to give general advice without knowing what "theme" you want, but there are a few general comments.
1) Slann. Magic doesn't win games, but the Slann can get a VERY good magic phase for relatively few points (try not to be tempted to go too tooled up). With the Slann a Steed of Shadows + Scar Vet on foot is usually the key for getting a strong magic phase. Regardless of the other 3-4 spells you have 1 "must stop" spell per turn (against most armies bane head + rule of buring iron = another must stop spell). More than magic though Ld 9 BSB is awesome in a Lizard list. With average dice you have to lose combat by 4-5 before you need to worry about fleeing - that's HUGE!
2) Skinks. Lizards main strength is the skink. When used properly the Skinks mean that Lizard assault units hardly ever receive a charge - even against faster armies.
3) Tarpit characters. Lizards have access to some of the best tar-pits around. Scar Vets on Cold Ones can absorb HUGE amounts of damage and with good Ld and a BSB nearby can stop knights/chariots monsters etc in their tracks.
4) Kroxigores are awesome..... period. With a BSB (esp Slann BSB) nearby they grind there way through most units with ease.
5) Huanchi Banner is broken. If you use it as 'cheekily' as is possible it can become far too good.
6) Saurus are slow. Lizards are generally fast and agressive - saurus aren't. That said they do create a larger unit does create a nice "anchor". If you want Saurus Heavy I would HIGHLY recommend a Slann.
Enjoy.
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