So, in my efforts to help out a player in my area learn the game more, the topic of deployment came up. I was asked if it was better to go first or second. My initial reply was to always try to go second as the way that I play the game is built on that, but It got me thinking on this.
So I tried to figure out why it was I would go first, and a few situations came to mind:
1. I Have an Alpha Strike List
2. I am playing Orks.
So.... let's cover those 2:
Alpha Strike Lists are an interesting concept that is..... not the best of Ideas (at least IMO) because they rely on you going first. If you go second you're a lot worse off as the enemy has had a whole turn to disable your alpha strike to the best of their ability.
A STRONG alpha strike army build would be something very similar to the following: Thank you to the YnQuisition for this. it helps.
Librarian, Avenger, Null Zone
5 Sternguard, 2 Missile Launchers, Razorback w/Las+Plas, HKM
5 Sternguard, 2 Missile Launchers, Razorback w/Las+Plas, HKM
5 Sternguard, 2 Missile Launchers, Razorback w/Las+Plas, HKM
10 Tactical Marines, Flamer, Combi-Flamer, Missile Launcher, Razorback w/Las+Plas, HKM
10 Tactical Marines, Flamer, Combi-Flamer, Missile Launcher, Razorback w/Las+Plas, HKM
10 Tactical Marines, Flamer, Combi-Flamer, Missile Launcher, Razorback w/Las+Plas, HKM
10 Devastators , 4 Missile Launchers, Razorback w/Las+Plas, HKM
10 Devastators , 4 Missile Launchers, Razorback w/Las+Plas, HKM
10 Devastators , 4 Missile Launchers, Razorback w/Las+Plas, HKM
Now, this gives you a very ugly alpha strike in the form of:
9 one-shot Hunter-Killer Krak Missiles
9 Lascannons
9 Twin Linked Plasmaguns
21 Missile Launchers (firing from 12 units)
Everything here has a range of 24" or more.
Though to be honest you'll be relying more on the 48"+ Range weapons for your "Alpha Strike"
So basically you have:
21 Missile Launchers
9 Las Cannons
9 HK Missiles
Think it's not an alpha strike.
So, nothing moves, and you can pretty much shake/stun/destroy every vehicle an enemy has.
This is quite important as the primary focus of 5th edition seems to be mech.
So, the question remains: how do you deploy for an alpha strike?
Step 1: Look at the board VERY Carefully.
You're looking for firing lanes, rough distances, where to place your longer range weapons and when you need to put your shorter range weapons in.
Try and force your enemies deployment by how you deploy.
If you put 6 las cannons facing that one open area that your opponent could drop a land raider and do the super drive assault on his first turn, he'll definitely re-think that idea. It's just the basics.
Also, try and figure out where your enemy will likely try and "Trick" you with his deployment.
Find that area that he can put 1 fire prism in cover but still see and have line of sight to another fire prism completely out of line of sight. Now change your view point to see if you can find an area to pack in fire power so that no matter what (dice gods willing) the one he wants to put there will be fried.
There are a lot more ways to deploy for going first, and I'm certain that others will have more and even better ideas than me.
Keep playing, theoryhammer is no replacement for experience.
And if you're playing orks, hope you get in the first turn so you can move your trucks up before they get shot down by snotlings pissing in the wind.
Warhammer commission painting Deathguard 40k
2 weeks ago
That is a nasty list. That is an awful lot of missile launchers and custom turrets to make but the over the top prizes in Hard Boyz make up for all the customizing.
ReplyDeleteOne thing to remember is that deployment will be an issue just because of how many tanks and units you have without them blocking each others shots.
Indeed, the above list scares me far more than BoLS' Leaf Blower list ever could.
ReplyDeleteYou are also very right on the deployment, but to be sure, a good way to get cover for your tanks is to pyramid stack them.
Know what you want to shoot at, or at least what areas you think your opponent will deploy in and you can give most of your tanks an obscurement save just by pyramiding them up.
It's a fun tactic that always lets you shoot your turret mounted weapon as you get a free rotate and you can move up 6" and shoot your lascannon.