Most
army books in the game have the capability to make lists that are designed to
win the game in the Close Combat Phase, which is what you’d expect from a game
based around close combat. A fewer –but
still significant- number of books are capable of crafting competitive lists
that are built to do their dirty work in the Magic Phase. The topic for today will be the armies that
are built in order to dominate the Shooting Phase. The few, the much maligned.
...and fire! |
Army
books with shooting lists are primarily war machine armies, which is to say
that they are armies that have a plurality of war machines in the Special and
Rare slots sufficient enough to saturate the enemy with high powered
shooting. While having shooty Core choices
is desirable, it isn’t obligatory for these lists and having a shooty Core
won’t make up for a lack of good heavy shooting elsewhere in the book.
The
first consideration for a shooting army is, as I said, war machines. Max out your war machine choices before you
buy anything else. Some armies are
blessed enough to have so many options that they can’t just bring them
all. Engines that do not have to roll to
hit are the best, and cannons are king.
Always bring the maximum amount of cannons you can. Stone throwers are incredibly good in 8th
Edition, and you should bring as many of them as you can. Bolt throwers have to roll to hit, but
usually they are very cheap and/or allow you to bring lot’s of them. Since they have a powerful effect when they
hit, and you can bring several of them, you should be able to get some hits in. Most of this is something most of you already
know.
Smalls arms fire is not integral to a gunline list, but is definitely a great bonus |
When
selecting your Core for a shooty list, small arms choices aren’t bad. Thunderers, crossbowmen, archers etc. all
make good choices. They can protect
anyone who wants to attack your engines and are usually quite effective at
short range. But as I said, they are not
obligatory. If you have high leadership
fighty dudes, or otherwise difficult to break units, they can serve as a
deterrent to enemy warmachine hunters.
Lastly, it helps to bring counter charge units, because your machines
won’t be able to kill everything, and quite often you will need to beat the
remnants of your opponent’s army in close combat.
For a variety of reasons, Lore of Heavens gets there for a shooting list |
The
next step is to figure out how you are going to slow your enemy down. Units in Fantasy cross the board really
quickly, and unless you take care to slow them down, you won’t get many shots
off before you’re dead. Happily, there
are several ways to go about this, which allows you to select the one that is
most copasetic to your book’s style.
Fast cavalry can get in the advancing unit’s face, retreat from a charge
declaration, and then reform next turn.
Scouts can deploy on the flanks of the battlefield, or the enemy
backlines, which will divert attention away from your gunline. Every unit of your opponent’s that doesn’t
advance towards you in order to deal with the pressure on his own backlines is
a unit you can ignore for a couple of turns.
As I touched on the Core section, you can bring incredibly difficult to
break units, advance them to the midfield and force your opponent to get out of
the tarpit before he can continue onward.
Lastly, magic can be used to slow an advancing foe. Wind Blast in Lore of Heavens is the all-star
spell in a shooting list, since it allows you to physically move the enemy
units backwards. Additionally, the Lore
has spells to protect you from shooting.
Additionally, Iceshard Blizzard helps you win the gunline vs gunline
mirror match. Lastly, don’t discount the
ability to control the movement of enemy units with a Comet of Casandora: the
spell functions best as a defensive spell that can close off a movement choke
point, or to force a unit out of cover and into line of sight. Lore of Heavens simply gets there for a gunline
army.
As
far as the army commanders go, you obviously do not need to buy fighty
characters, but a BSB is advantageous because you never want your crew to be
cowering under their engines when they could be shooting. Magic defense, even if you aren’t planning to
do the Lore of Heavens route, is key and the best magic defense is a level
4. You might also want to bring a level
1 (for the extra Iceshard Blizzard goodness!) to carry a scroll. The goal of a shooting list is to have
several unmolested turns to fire at the start of the game, and a well timed
dispel scroll can act like a “skip your turn” card to an opponent, freeing you
to shoot him up for another turn. Dispel
Scrolls will rarely be a wasted item in a shooty list.
So
that’s a wrap on shooting armies. I will
admit, I am not a Dwarf, Empire, or OnG player, so I may have missed some of
the finer points of blasting my opponent off the board so please chime in if I
left anything key out.
Thoughts? Comments?
Questions?
I am quite used to being blasted off the planet by Dwarven War Machines. Flaming Magical attacks can be nasty.
ReplyDeleteTomb Kings also turned out to be quite shooting in the low point campaign we ran. War Machines a Giant with a Bolt Thrower and Archers add up.
I dunno, I've never played a proper shooty army. My Dark Elves tried, but the collection I had was all wrong for it. I maintain they can do it, with the right Lores of Magic to deal with large targets and counter their own fragility (so, Metal, then), but never quite managed to get it ticking with the models I could lay a hand to.
ReplyDelete