Thursday, April 1, 2010

Null Deployment Model

This is a concept that I throw out a little early on as it's where my army is currently headed. I would like to thank Fritz/ Way of Saim-Hann (working on links too).



So far I find this a great toy agaisnt some of my crazy friends who I think may have beaten me to this concept. It plays on about 5 key things 1) your ability to get in on time 2) outflank and deepstrike 3) Assault, lots of scary assault 4) infiltrators 5) a menacing distraction.


Essentially what ends up happening is something like this. Now using Tau as a good example but this concept works well against other armies.

Tau: Okay i've got my stuff hidden behind terrain (ready to peep out of nowhere to blow up your wimpy little vehicles)

Me:Okay sounds good, you have any infiltrators?

Tau: you still have to deploy

Me: I did

Tau: Bwuh!?!?

Me: i reserve everything. So you have any infiltrators?

Tau: Yea, (mental What is going on)

(Tau infiltrates)

Me: MY turn...

(Me Infiltrates)

(Roll off etc.)



What i just did was throw my opponent the biggest possible curveball i possibly could. HE expects to jump out from behind his walls throw missile pods at me while i run up the board to gain a vantage point. What I did was give him nothing but a single squad chilling in some cover to pretend to hurt.



After about 2 rounds of shooting or so, my stuff flies in teleports in, etc., from just about every table edge i want to. The tau player who i know personally very well says the deep striking is hands down the scariest thing to happen to him. Especially since the tau are good at anything but assault. (moving and shooting) As a bonus point the army just moved in all together which never fails to scare someone, especially when its right next to your, well, your LASCANNONS, that thing your brought in to tear me down real fast, yea, well, its dead. Especially since 1: technically i got the first round of effectiveness later in the game. meaning at worst like 5 rounds of being shot at for us expensive-modeled players to deal with.



Heres as example list of what i get to play with for about 750 points using hte above model.



HQ: Autarch w/ Warp jump Generator, Fusion Gun, Scorpion Chainsword, 110pts.

Elite: 5 Fire Dragons 80pts
Elite: 5 Striking Scorpions, Ex w/ ShadowStrike, and Biting Blade, 117
Elite: Wave Serpent (most likely wiht the scorpions), TL Shuriken Cannon, Star Engines. (115)

Troop: 5 Dire Avengers, 60
Troop: 5 Rangers, 95 pts.

Fast Attack: 5 Swooping Hawks (105)

Heavy Support: Falcon w/ Scatter Laser, Shuriken Cannon, 140pts.
Heavy Support: War Walker w/ 2 Shuriken Cannons, 40 pts.

Now if you havent picked up on it, I'm starting to take the advice of a Tyranid player (probably dumb, but oh well), and trying my hand at an assaulting army, plus it helps with things like the assault, lots of scary assault covered above. But im going to go through each of hte above things one at a time as to why i got that stuff

Autarch: Mostly what he's there for is that +1 to my reserves roles. This is my easy way into making sure everything gets on the table as close to the same time as possible. His Fusion gun is there for that little extra boost of antitank support and the sword for tearing apart whatever was inside and for some reason survived, while the dragons sneak on to a transport for the next tank.

Fire Dragons: Antitank, Since they are slow it never hurts to put them in a transport especially when you have someone like another one of my crazy friends who finds it oh so hilarious to outflank his chimera right next to your important squads, the farseer guiding hte weapon platforms, etc. Plus they are assault weapons, so everybody wins.

Striking Scorpions: These guys add a serious anti anything punch to whatever they are attacking, S4 on everyone and up ot S8 on the Exarch, put them in a transport, and blam you have a serious killing machine for the Scoprions to chill in while all hel breaks loose oustide. Heres a funny concept i found out earlier today when i was trying this army out...

Wave Serpent with the Scorions JUST outflanked in their Wave Serpent with the Star Engines, ram Walker A, wrecking it, Star Engine ram Walker B, stunning it. Death or glory with a missile launcher passes, (oh crap), and explodes the Serpent!!! Needless to say the Scorpions had to come out, pass pinning and pulling through unscathed, only to run and assault a farseer who had charged my Hawks.

Dire Avengers, these are there mostly to harass the infiltrators who came on my end, assault them etc.

Rangers: Distraction/Attraction. They come with infiltrate, and they get a bonus +1 to their cover save. Put them in a forest and we got 3+ cover saves.

Swooping Hawks: These guys are Okay at assault but i rather throw hten at a tank and shove some haywire grenades into its armor. Deepstrike them in to harass a big squad with hte grenade pack, and we have a seriously screwed opponent who just happens to hate your guts!

Falcon: Create a little chaos wherever i please. =D

War Walker, To be honest, i was running low on points, and not seing anywhere else to put points, i decided to throw in someting that on average, NOONE could possibly destroy it unless they had a powerfist lying around in their back pocket, especialy against guard, it held an entire IG veteran squad for about 20 turns. (we just decided i won after about 5) Scout mve grants outflank, and the Canonons toss in a little extra support if theirs nothing for me to assault at the moment.

So, how do you new or experienced readers feel about this concept, work/fail? how would you guys run around your army, change things around

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