Jump to content

Round 6 Scgt 2016


Rufio

Recommended Posts

Quick Summary.

I deployed as seen in the picture. I think scenarios like this work when you push one flank especially when your opponent split their army as Darran did. It means i could use  95% of my army to take out 40 % of his by turn 2. If my realm gate had blown up is was still in a decent position to push both flanks where he was down a lot of models. Capturing 3 at once would be really hard and i like bullying a flank which leaves you up. I think the 6 objective one is the same. I fought battle for the pass 4 out of 6 games which i find really interesting too. 

Really interested to hear everyone's deployment ideas on this. I think some models having such low movement is massive and it being a 5 turn game means looking at deployment being fairly key in a lot of games. 

Round 6.jpg

Link to comment
Share on other sites

I think deployment is still a huge part of Warhammer but many people seem to have forgotten this, or are unwilling to adapt from their old method.

If someone has a fast army and have lined up front and centre then it's obvious that there is potential for them to swarm you with a double turn.  If you get deployment wrong you can leave yourself open to a smashing or be in a position to not take advantage of a double turn. 

In my game 6 I deployed like thisimage.jpeg

My intention was to stop him deploying units on my long table edge (no space to be placed out of 3" and no way of getting through the gates after my first turn.  I intended to rush his gate on my left with the iron Deamon while shooting the units and try and bring my own units on in his rear.  The right gate would be dealt with by Drazhoth.  My 2x 15 shooters were ready to teleport into position to kill any monsters that threatened me. 

Overall I won but it was tight and came down to him failing a double 1 charge.  

Looking back I think I would have played it the same, I have a shooty army so priority had to be stop him getting my warmachines while shooting the units that were drip fed to me thought he realmgate travelling

Link to comment
Share on other sites

Funnily enough this was probably the game I actually put a decent plan in place for. I knew I was up against Nagash so I'd decided to use Archaon as a distraction. On turn one I put every single unit except Archaon and the slaanesh Lord through the realmgates and was able to charge and kill off almost all his army. I could then kill easily anything that he raised. Running the Varanguard in singles was a good idea this game as he only had small units. 

Link to comment
Share on other sites

  • 3 weeks later...
Quote

I think deployment is still a huge part of Warhammer but many people seem to have forgotten this, or are unwilling to adapt from their old method.

I couldn't agree more with this. I often find other players starting the game 10 minutes before we've finished deployment.

I love it when an opponent splits his army (if they are movement 4/5), as you can pressure half of it for a few turns before the other half gets involved.

I thought you could teleport straight next to enemy models using the Realmgates, since there's no express 3 inch rule (unless I've missed it). The only restraint is that all your models need to be within 6 inches (so no conga lines).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...