Aaron's Wargames Reports And Tactics
"Isn't it great to be young and insane" - Michael Keaton in
"The Dream Team"
Over the years and against various entities, (to say people, in some
cases, would be stretching the truth beyond breaking point), I have written
a few comments about playing style and tactics. Less than a military doctrine
and more than the insane ramblings of a psychopath, the words laid out
below are probably going to end up like Rimmer's Diary on one of the early
episodes of Red Dwarf, (used against me just prior to my execution).
Under construction at the moment is the Battle
Reports page.
Worth checking out is Richard's page on tactics, (this link is broken
and will be replaced once his site is reworked), which will, (if anything),
allow you some insight into how he plays. The only comments Richard is
ever likely to pass on my style of play would be "If Aaron can take masses
of big shooty stuff then he will, unless he doesn't and then it will be
masses of non-shooty stuff"
I tend to class troops into several large clumps with smaller sub groups
which prove exceptions to the rule.
Battle Plans
In every game I have a loose plan of action. If my army is designed around
assault, (I usually take Chaos armies for this), then I have to make sure
that there is enough support fire to allow my troops to get to their targets.
If my army is for defence, (Tech Guard, Squats), then it has to maximise
firepower without losing close in support. On the occasions I break these
rules I tend to suffer for it. This was the problem with my game against
Richard's Tyranids where I had a great deal of firepower but no real support
elements to deal with the close combat abilities of the Tyranid Army, (Richard
wrote an almost unbiased report on the game which you can read by following
this
link). Since neither of us knew what army the other was taking I chose
a Heavy Firepower army without close combat support troops. This showed
in the last turn where I lost 2 Warlord Titans and my Imperator Titan in
close combat.
My wargaming strategy and tactics stem from two statements:
1. Strategy is what you do when there is nothing to do.
2. Tactics are what you do when there is something to do.
Strategy is knowing what your opponent is likely to do. Having played Richard
many times over the last 5 or 6 years I am finally working out what he
is likely to pick as an army list if I know what army he is taking.
Tactics depend on how the table is laid out and where the objectives
are.
Firepower armies prefer big open spaces so you have to choose your
killing grounds and force your opponent to attack you through these areas.
This may mean leaving troops out as bait and perhaps even sacrificing them.
Assault armies need cover, speed and support firepower. However attacking
too early is usually the downfall of an Assault army. Balanced armies can't
do anything except defend, and then only poorly because they don't have
enough troops to perform an effective assault and don't have enough firepower
to defend what they have to hold.
I go for extremes because while you may lose some of the time, most
of the time you can only do one thing and planning becomes that much easier.
If you are going to attack then attack all the way because you can't defend
with an assault army. If you are going to defend then you have to defend
because you haven't got enough speed or any assault troops to attack.
Other Players Strategy and Tactics
The people I play against are mainly from around Auckland and generally
I only fight them at tournaments or in preparation to tournaments. I mainly
play against Richard Bright because, (as Richard puts it), 'we're both
crotchety "old" sods, so we make a good pair. We don't mind playing new
people, we just find that most people who play Epic annoy us!'
However, if you:
Live in Auckland, New Zealand
Are 18 or older
Have PAINTED and BASED armies
A competitive, yet non cheesy nature
get in touch and let's try to organise a game. Mail Richard
or me.
Richard normally balances his forces well and only occasionally
weights his army to be especially defensive or offensive.
Paul Watters will always have the latest thing he can get shipped
out from GW in England. Paul tends to have a lot of lead in his armies
and this may have affected his playing style. A good anti-armour force
will deal to Paul fairly quickly. Paul will also throw his fliers at you
in a quick attempt to draw your fire away from his slower units. At the
last convention I played Paul at this worked very well as I shot down all
his fliers and then took apart his ground troops piece by piece, so I guess
that tactic worked =).
Karl Cederman. "Karlos" as I sometimes refer to him will take
Orks without exception, Nobs Warbikes by the truckload and lives for Mekboy
Shokk Attack Guns. Karl's armies are always assault armies and the only
way I know of beating him is to take truckloads of Squats and fliers. Brotherhoods
are the a requirement and Superheavy vehicles are best left at home.
Peter plays Ultramarines and loves to use Drop Pods and Thunderhawk
Gunships. This is cool because he can grab objectives in the first turn
and have a reserve of troops for later bounds should he decide to assault.
The problem is that drop pods suck! They don't open 1/3 of the time trapping
troops inside and since you have to give all your troops the same orders,
the ones outside are stuffed for assault and have to advance about until
every last pod is opened. Put a company of troops in drop pods and you
have a quick set of victory points handed to your opponent on a plate.
Thunderhawks are great cavalry and also great targets. Anything can shoot
Gunships and have a 50/50 chance of destroying them. This is the only problem
with Pete's armies, when anything goes wrong it is usually in a spectacular
fashion. He can also win in a flash but I am yet to see anyone do well
at a tournament with a totally airborne army.
Infantry
These guys tend to underrated by most people. Richard, (I think), tends
to over-rate infantry. To me they are a force that you put down and leave
alone for most of the game. Standard foot slogger infantry are best placed
in cover near an objective which in 3 turns they can reach and defend.
When they are threatened cavalry come to the rescue and when they are not
threatened they move forwards. I tend to place infantry in the center of
the table or as near to cover as they can be.
Exceptions to the rule
- Heavy Firepower: Infantry with heavy longer range like Space Marine
Devastators or Imperial Guard Heavy Support Companies need to be firing
on every single turn even if there are no targets within range. This will
force your opponent to avoid the killing ground and channel his infantry,
cavalry and light tanks away. The only other alternative is for him to
have a suicide charge on the heavies and lose more points than he can gain.
Heavy infantry on their own are dead meat without anti-armour support.
I find them best placed near a flank but not as the flanking unit.
- Close Combat: Infantry with close combat abilities, (Chaos Marines,
Imperial Assault troops, Ork Goffs, Marine Terminators, Ogryns), can be
used in 2 roles. Defence of artillery batteries or as the second wave of
an attack. Why the second wave you may ask? By committing assault troops
in the first wave many will be wiped out. Then the only troops you will
have left to defend the objective with will be the second rate cannon fodder
you should have been using as a screen in the first place.
Cavalry
Cavalry to me are fast moving foot sloggers with shorter range weapons.
Typically this includes, Land Speeders, Thunderhawk Gunships and Rhinos
with assault troops, Bikers, Disc Riders, Juggers, Jet Bikes, etc. There
are only two ways to use cavalry:
1. Badly, which 90% of wargamers manage to do.
2. As a reserve of shock troops late in the game.
The first thing Richard does is commit his cavalry to attack where my weakest
link is. I then commit my cavalry as the reserve and a bloody skirmish
results with Richard usually getting the short straw. The only time this
doesn't happen is when Richard holds back his cavalry units until the second,
third or even fourth turn. Then he uses the cavalry with devastating effect
by breaking severely weakened companies or grabbing open objectives at
the very last moment.
The above two examples are the only way cavalry should be used. To
do this means you cannot be distracted from your battle plan. My battle
plan has only one sentence for the cavalry. Defend the Artillery until
the second turn then assault and gain objectives or break enemy companies.
Light Tanks and Troop Transporters
Light tanks are tanks which have a 2+ or worse armour save. These I treat
as cavalry when I am using a firepower or defensive army. They have an
armour save which sometimes protects them against infantry and Light tanks
can defend themselves against other light tanks by combining firepower
or shooting first. Otherwise I don't take them.
Troop Transporters are a slightly different story. If your troops come
with armoured transports, (ie Space Marine Devastators), you need to use
the speed of the transports to get the troops to high ground, (buildings
mainly), or cover in the first turn. This will allow you to deploy and
fire the heavy firepower troops, (using advance orders), or assault and/or
deny objectives to your opponent in that turn.
Exceptions to this rule are armoured vehicles which behave more like
cavalry, (Iron Eagle Gyrocopters, Chaos/Imperial/Eldar Fliers , Thunderhawk
Gunships, etc), which can be used as mobile anti-tank platforms or as scout/cavalry.
I tend to use them as cavalry in the initial turns and then as Anti tank
weapons to break armoured companies or superheavy vehicles by running around
the flanks of the enemy in the first two turns and then hitting superheavy
vehicles in the rear on the third or fourth turn.
Heavy Tanks
I class heavy tanks as those with 1+ armour saves. Heavy tanks are Fire
magnets. I will only use them for a specialised role and usually in support
of an infantry company. Heavy tanks can't be destroyed by standard troops.
The only threat to a heavy tank is several light tanks or another heavy
tank. Light tanks don't usually have the range advantage of a Heavy tank
and so can be taken out at a distance or by the infantry the Heavy tank
is supporting. The only way to beat another Heavy tank is to be faster
on the draw or concentrate firepower from your anti-armour units.
Exceptions to this rule are Squat Overlord Airships. I like Overlords
because they kick ass when it comes to infantry or armoured units. Infantry
in cover are a problem to the Overlord as it only hits on a 5 or 6 normally.
At this time the overlord needs to pick out armoured targets or even Titans
to knock down shields and allow anti-armour units to hit the titan directly.
Overlords draw fire from Heavy tanks and Titans simply because they
can cause so much damage if not destroyed quickly.
Light Titans and Super Heavy Vehicles
I think of Warhound and Reaver titans, Capitol Imperialis, Slasha Gargants,
Squat Colossus and Squat Land Train in the same group. Tyranid Hierodules
also fit into the group as their "shields" are referred to as "wounds".
They are all light weight fire power platforms. They can be specialised
to take infantry support weapons , (Warhounds, Reavers, Slashers), or are
designed that way, (Colossus, Land Train, Imperialis). They can fight off
some Close Combat attacks but need support in the form of cavalry when
they are likely to be overwhelmed. Surviveablity is the key word to these
vehicles. All have power or force fields to ward of some attacks and, (in
theory), can hand back as good as they get. These vehicles are the most
likely to break in the middle of the game and so need better protection.
Too often I have seen Light Titans sacrificed stupidly because they were
thrust forward of the front line to grab an objective, then drew too much
fire and fell blazing in flames, not only losing the objective, but giving
away victory points for being destroyed. Using a Titan for a specific task
is part of the battle plan. If the plan calls for infantry support weapons
then pick multi-shot anti-armour weapons and barrage weapons. If the plan
calls for assault then choose anti-infantry weapons and perhaps one good
anti armour weapon, (you are most likely to combat infantry on an objective
than armoured vehicles).
Heavy Titans
Heavy Titans are Imperial Warlords and Imperators, Eldar Phantoms and Warlocks,
Gargants, Mega Gargants and Tyranid Hierophants. These are all heavy firepower
platforms but are used in much the same way as for Light Titans. Pick the
role for the Titan and place it where it has a good view of the targets
and has support in case of close combat attacks.
The Imperator Titan is somewhat over priced for what it is. Sure it
has a massive amount of firepower and nobody wants to go near it but if
you lose it then the game is over immediately. I have seen Imperators go
down to two attacking Wind Rider hosts, (which cost half the points), beaten
down by two Mega Gargants, (twice!), and get its head ripped off by a Hierodule
titan, (with a Hierophant titan, Carnifexes and Genestealers in Support).
I'd rather spend 1500 points on a Warlord Battle group and use the remaining
750 points on an Imperial Biker Company, Ogryns and a Commisar for support.
Mega Gargants will go down but you have to pummel down the shields
early and start fires. Fires are what destroy a Mega Gargant. Aim for the
Ammo or Guns to reduce the Mega Gargan'ts firepower or start fires.
Titans Versus Tyranids. Make sure you have a ripper fist on your titan,
(even two), so that you have extra CAF and a slash attack to cause extra
damage to the Tyranid Titan.
Specialist Weapons
Specialist Weapons come in many sizes and shapes. These are usually the
'cheesy' elements that some players over-use and either cost them the battle
or give them a narrow margin over another player. I think of Specialist
weapons as single purpose task forces. A case in point are Squat Biker
Guilds. They are cavalry and usually get positioned on the flanks to sweep
around the enemy or in the center of the table to exploit any weakness
in the enemy army or reinforce my own weak spots.
Most people use specialist weapons as game breakers up until the game
where they lose horribly and have to re-evaluate their tactics. The first
case for me was the Tyranid Dominatrix. Everyone said that you can't kill
a Dominatrix because it was just too tough. At the North Island championships
I took two Biker Guilds just to close combat Titans and Superheavy Vehicles.
I chopped one Dominatrix into little pieces with two squat biker detachments
and the other was nastily wounded. The bikers didn't attack until the third
turn and had heavy fire support from 3 Overlord Airships. By the time the
10th biker starts rolling dice the Dominatrix is taking 21 wounds per attack,
(recover from that, bitch).
If you decide to have a particular element perform a 'surprise' attack
you must have the support weapons in place to guard against counter attacks,
and like a good comedy the most important element is timing. The attack
on the Dominatrix drew other attackers away from my infantry who were about
to be turned into dogfood and as a result neither unit on mine broke winning
me the game, (it was headed for a draw otherwise).
Assault is no good if you can't hold the position. Defensive firepower
is useless if you don't have close combat support to counter the enemy's
inevitable charge.
The most common and poorly used 'surprise' attack is with Thunderhawk
Gunships loaded with Terminators or assault troops. At the Nationals I
played a nerk who assaulted my Squat Colossus with a veteran Detachment
and a Terminator Detachment in Gunships. Since my Colossus couldn't be
pinned by the Infantry I blew away the 2 Gunships and proceeded to nail
every attacking stand but one, which I squished under my treads in close
combat. SURPRISE!!! which leads to my next topic....
Dumb Things I Have Done Or Seen
The three most common mistakes I make and also the most common I see.
-
Forgetting to fire troops.
-
Forgetting to move troops.
-
Forgetting to give troops orders.
Less common faults but just as disastrous are ones that cost you points
in the game.
-
Failing to break a company because you don't know what the Company/Section
break point is.
-
Failing to count objectives which should be yours, (especially Cleanse
Missions).
-
Not knowing what your opponent is supposed to do with troops who have no
orders or have specialist orders, (ie Orks and Tyranids because some are
forced to move and some are not).
-
Not knowing the ranges of your own weapons and, (sometimes more importantly),
what the ranges and capabilities of your opponents weapons are, (ie Ork
Nobs Warbikes can charge move up to 60cm and get to first fire a distance
of 25cm).
-
Knowing the restrictions of your enemies movement, (ie Jetbikes and Landspeeders
can't hover over craters or rubble as it is impassable terrain and they
are destroyed if they end their move over impassable terrain). Remember
to be fair and ask your opponent if they have finished all their moves
and are happy with them. If they say yes check again and then remove the
jet bikers on the rubble or cratered area as destroyed.
All the above can be summed up in this statement that I paraphrase from
Tsun Tzu in The Art of War - know your enemy and you will win one battle
in ten, know yourself and you will win half your battles, know yourself
and know your enemy and you will never lose -
Not a bad piece of advice for a guy that's been dead for over 2000
years. Anyone seriously interested in wargaming should read The Art of
War. The principles relate to more open styles of strategy and tactics,
(ie real life), but they can be translated to application on a wargaming
table.
This is the end of my ravings and I hope to add to them in the future
as I learn more. Not everything I know is here because there are some things
you can't learn by reading, (ie Psychology in a game, like walking on your
opponent's side of the board to get a different perspective and also annoy
the hell out of the other player by invading 'his' personal space), and
I also have to keep a few things up my sleeve just in case I meet you at
the next regional wargaming tournament.
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