HERO
recently posted a great article on his blog about the vast gulf between those
of us who play Warhammer Fantasy and those who live primarily in Europe and play a house-rule version of the game that is
more than heavily comped. Regardless of
which version of the game you play (or are forced to play) you still win the
game by the same methods, though.
One
theme I’ve brought up time and again when discussing list building is that you
need to have a goal in mind of how you plan to win the game. If you just throw random units into your list
and play a battle force army, you will do really badly. Unlike 40k 5th Edition where
realistically only shooty armies can win consistently, in Fantasy there are
multiple ways to pull out a victory.
When
I’ve brought this concept up in the past, I took it for granted that people
knew the nuts and bolts of Fantasy well enough so when I said “make sure you
have units that can win close combats consistently” but I see that idea needs
to be expanded upon so that a new-comer can make a list that wins, or
conversely, when he loses he won’t wonder why he lost.
chop chop chop |
Close
Combat
The game is designed so that
close combat is king. Even if your list
isn’t a close combat list, you need to know how to deal with your opponents’ so
every list will have some combat element to it.
The difference is whether you want your close combat to dominate/win the
game, or do you want it to be just good enough, and let one of your other
strengths carry you to victory.
The
first thing to know when planning a close combat list is how to win. The rules give us two ways to win a close
combat, killing power or combat resolution.
You’ll find that the best close combat lists skew one way or the
other. Building a list that tries to be
ultra-killy and also win through attrition/combat res you will find that you
don’t have units capable of both, and that it isn’t efficient. Usually killy units cost a ton of points
(Chaos Warriors), and combat res units are cheap (Skaven Slaves.) If you try to make either of those units play
like the other, it will be a spectacular failure.
The
hallmarks of a unit that plans to win with killing power is the attacks
characteristic. Because most units have
armor that is rather insignificant, the amount of attacks tends to be more
decisive than the strength of the attacks.
Additionally encouraging this trend is the fact that you need to be able
to kill combat resolution units. A unit
that dishes out a few high strength attacks will lose to a large unit of
properly built Slaves. But a ton of
medium strength attacks will do the trick.
How do you know if your unit is enough?
Let’s say a Slave unit has a +5 static combat resolution and they will
manage one kill back against you per round.
Based on that, you have to your unit needs to score at least a 7 per
turn to win. If you are going to beat a
dedicated combat res unit you need to average significantly more in order to
avoid the turns of bad dice when you go below average. If you are only beating them by 1 every
turn, you will probably never break them.
You need to remove their models by the handful to have a chance. A little mathhammer will let you know if you
unit is capable of being a beater or not.
Lot's of rank bonuses to calculate... |
To
succeed at combat resolution, you need a high static combat resolution bonus,
bodies, and/or toughness. The goal here
is to have a giant unit that has enough leadership and combat resolution to
stay steadfast while losing combat to beater units. Eventually either you will attrition out the
enemy or the dice will go in your favor and you’ll win a round of combat and
break them. To achieve these goals, you
need lot’s of ranks and to either have good leadership innately or to benefit
from the general’s inspiring presence.
Lastly, a BSB bubble will be key to staying put during the turns you
will be taking casualties. I want to add
here that several big units are better than one mammoth unit. If you have 200 skaven slaves, you are better
off with three units of seventy(ish) than one unit of 200. You do not want to make it easy to get flank
charged, because if you lose your Steadfast, you will blow up.
Deathstars
are the third method of winning with a CC list, and by far the most risky. The concept is to have a unit that not only
crushes anything it touches, but also costs so many points and is so hard to
kill that your opponent cannot possibly beat you in Victory Points without
wiping the Deathstar (which is very difficult, in theory.) A Deathstar unit needs to be a beater unit,
by definition able to kill the enemy by the handful. But it needs the additional property of being
extremely tough to kill. It needs to
have 2+ (or better) armor at least, and preferably some kind of ward save or
Regeneration on top of the armor. Not
every armybook is capable of fielding a quality deathstar, and when you try to
do it with one that is unfit, what you get instead of a deathstar is a very
expensive unit that will die very quickly without doing much. I am not a big fan of the Deathstar strategy
because it loses to magic heavy lists, as well as combat resolution lists. Despite good armor and/or ward saves, there
are many spells that laugh at that, and can kill the unit. That isn’t a fun way to lose the game. Neither is it fun to have your Deathstar get
charged by Skaven Slaves and be locked in combat for the rest of the game
achieving nothing. Unfortunately (or
fortunately?) lists with powerful magic and good combat resolution units are
all over the tables at tournaments.
Betting that your deathstar list will dodge every good player with
Dwellers Below, 13th, Mindrazor, Purple Sun is a bad bet. It would also be similarly dumb to expect not
to run into Skaven Slaves, Night Goblins, Zombies, Pink Horrors etc for the
whole tournament. It’s just not a good
time to be playing a deathstar list at a tournament, but feel free to disagree.
I
think that this has gone into depth so that we can all be on the same page when
I ask of your list, ‘how does it win the game?’ and you say, ‘close combat’ and
I respond with, ‘how?’ In the second
part I will discuss Magic and how magic based lists intend to win the game.
Thoughts? Comments?
Questions?
Seems logical to me. I think there are definitely some armies which steer certain ways. Just considering the ones I've played: Vampire Counts find it easy to go for static resolution, deathstars are not implausible, multiple beater units less so without careful enabling through character support, whereas Chaos are pretty much able in any area, and Dark Elves struggle with deathstars, can just about do static, and excel at throwing out attacks. Not sure about Orcs and Goblins, I suspect it's no to deathstars but yes to the other two...
ReplyDeleteO&G have got the Grimgor Black Orc Deathstar. It's pretty gnarly. Also, huge units of trolls are pretty gross too, as well as cheap. Then they can back up these deathstars will all the little crappy but hitty units that O&G bring; chariots, Mangler Squigs, Pump Wagons, etc.
DeleteFair enough - I haven't played 'em since sixth edition so I'm not quite sure what they can do these days. I remember Pump Wagons being hell on wheels though.
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