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14 Posts
I have been toying around with several different army lists and believe I have found My preferred list for my area and im seeking a frank evaluation from my fellow servants of the star gods:
Army List:
Lord(Veil of darkness and Res orb) 200pts
10 immortals 280pts
10 Warriors 180pts
10 Warriors 180pts
10 Warriors 180pts
4 Scarabs 48pts
4 Scarabs 48pts
3 Scarabs 36pts
2 Tomb Spyders 110pts
1 Monolith 235pts
--------------------------------------------------------
Total 1497pts
Components and Tactics:
This List focuses on making a cohesive Phalanx that can be split into Smaller independent yet viable sub groups that can hold or contest objectives.
The first two subgroups are as follows: 10 warriors, Tomb Spyder and 4 scarabs. This subgroup functions by using the scarabs as a Cover/CC shield to enhance warrior duration on an objective. The TS will make a scarab swarm of its own and serve as a Counter assault unit of sorts. The second fuction of the TS is merely to allow the possibility of an annihilated warrior squad to have a chance to reinforce another area instead of just dying because there are no necrons with in 6 inches. These two groups are the Wings of the Phalanx.
The second sub groups is the heart of the phalanx. Constantly advancing until in range and laying down torrents of Gauss. This group consists of 10 warriors 3 scarabs and the Monolith. The general strategy again relies on using the 9 wounds of the scarabs as a cover shield. The Portal on the monolith will be used in any round a necron unit with in 18 inches in in melee, pulling them out and subjecting the offending unit to more Gauss fire.
The final Group is the phalanx's spear head the lord and the immortals. Until an opening presents itself the immortals and lord walk with the phalanx giving the warriors the benifits of the Res orb. When an enemy leaves an objective or critical unit under-guarded the lord whisks away to capitalize on the error.
Strategies:
The Strategies of engaging an enemy are going to rely on several factors: Deployment, Mission, Terrain, Your opponent, Your opponents army.
Opponents Army types
Since both you and your opponent will have made your armies with out prior knowledge of what the other is running your both on the same footing. However certain types of armies will have advatages over you while you will have advantages over them. In general there are four types of armies I have encountered: Beatdown, Ranged, Mobile, Balanced. The easiest army to defeat is the Ranged army that sits on its laurels. Merely walk up to gauss range and rapid fire to your hearts content. Beatdown armies are aggressive and will come to you they are betting they will survive your gauss fire and are counting on CC for the win. Careful engagement and teleporting makes this competitive match. Mobile armies that rely on shots on the run are the hard to deal with but by breaking up the force as little as possible you become a rock that survives the punishment the throw at you. Balanced armies are the hardest because you are not playing against a tactic pre-devised but another opponents stratagem. The other types of armies play themselves but a balanced army changes and flows as easily as its general.
Terrain:
When placing the terrain lines of fire and assault need to be assessed. Terrain in itself rarely changed the whole face of the battle but needs to be considered during tactical movement and placement. This army does not hide behind terrain unless it is hold an objective. Instead trying to close and engage in short range fire.
Missions and Deployment:
Capture and control tactics revole around centering the phalanx on your objective and waiting till your opponent drops thier gaurd so you can teleport close to thier objective in the late game. In both pitched battle and spear head the general strategy would be to set your objective as close to the enemies as possible allowing you to hopefully list forward slightly while still engaging the enemy with medium range fire. Advancing the monolith and teleporting a squad through the portal will allow for a assault and possible capture of the enemy objective with support from a lord teleporting in. In dawn of war there are two choices i would generally take. The first is not deploying any troops at the beginning instead having them all come in on your first turn from your table edge. The second involves using the lord and a group of warriors ar a sort of play action fake. hopefully getting your enemy to deploy thinking you will be there at the end of your next turn and teleporting to the other side of the board to join the emerging phalanx. I would only chose this if i were going second.
Seize ground strategy works out much like cature and contol but the armies ability to break off into smaller units becomes an advantage. The basic strategy with this army would be with 3 or 4 objectives attempting to control 2 objectives with either the heart and and a wing or the spear and a wing with attempts in the late game to use the spear to contest an enemy objective through teleporting. With five Objectives attempting to controll three with the wings and heart while the spear reinforces as needed. In either case if you cant start on top of them you want to move the army as a phalanx tile you secure one than break of the smallest sub unit starting with the wings and moving on to the next objective. The same strategies for deplayment in C&C apply in sieze ground.
Annihilation is won by this army by maintaining the phalanx and selectively engaging enemy units while popping things with immortals. Unlike the other missions your placement during deplayment will most certainly vary with direct correlation to the enemy troops. Against range and mobile units deploy as close as possible. Against CC units try to flank the army and not engage it on a front so you can deal with as few threats as possible at a time.
Now I wont go into fighting your opponent because that is best saved for military treatises but I believe I have covered the lion's share of tactical applications for this army in a competitive arena. If there is a specific army or tactic I have not covered but you have encountered please let me know so i can anticipate and adapt to it if I Encounter it. If you feel my list is lacking in a unit or capability tell me and I will respond with why I dint choose that unit and how the army overcomes or deals with the disadvantage of not having that unit.
Lastly I know this is long winded but I feel a competive army is not one that wins solely by metagame and army building but by tactical choices. I feel strategy is more than run up the middle with the monolith surrounded by the warriors and oh yeah there are tomb spyders in there. That is why I took the time to explain the "basic" strategy of this army because without it you merely got a list.
Army List:
Lord(Veil of darkness and Res orb) 200pts
10 immortals 280pts
10 Warriors 180pts
10 Warriors 180pts
10 Warriors 180pts
4 Scarabs 48pts
4 Scarabs 48pts
3 Scarabs 36pts
2 Tomb Spyders 110pts
1 Monolith 235pts
--------------------------------------------------------
Total 1497pts
Components and Tactics:
This List focuses on making a cohesive Phalanx that can be split into Smaller independent yet viable sub groups that can hold or contest objectives.
The first two subgroups are as follows: 10 warriors, Tomb Spyder and 4 scarabs. This subgroup functions by using the scarabs as a Cover/CC shield to enhance warrior duration on an objective. The TS will make a scarab swarm of its own and serve as a Counter assault unit of sorts. The second fuction of the TS is merely to allow the possibility of an annihilated warrior squad to have a chance to reinforce another area instead of just dying because there are no necrons with in 6 inches. These two groups are the Wings of the Phalanx.
The second sub groups is the heart of the phalanx. Constantly advancing until in range and laying down torrents of Gauss. This group consists of 10 warriors 3 scarabs and the Monolith. The general strategy again relies on using the 9 wounds of the scarabs as a cover shield. The Portal on the monolith will be used in any round a necron unit with in 18 inches in in melee, pulling them out and subjecting the offending unit to more Gauss fire.
The final Group is the phalanx's spear head the lord and the immortals. Until an opening presents itself the immortals and lord walk with the phalanx giving the warriors the benifits of the Res orb. When an enemy leaves an objective or critical unit under-guarded the lord whisks away to capitalize on the error.
Strategies:
The Strategies of engaging an enemy are going to rely on several factors: Deployment, Mission, Terrain, Your opponent, Your opponents army.
Opponents Army types
Since both you and your opponent will have made your armies with out prior knowledge of what the other is running your both on the same footing. However certain types of armies will have advatages over you while you will have advantages over them. In general there are four types of armies I have encountered: Beatdown, Ranged, Mobile, Balanced. The easiest army to defeat is the Ranged army that sits on its laurels. Merely walk up to gauss range and rapid fire to your hearts content. Beatdown armies are aggressive and will come to you they are betting they will survive your gauss fire and are counting on CC for the win. Careful engagement and teleporting makes this competitive match. Mobile armies that rely on shots on the run are the hard to deal with but by breaking up the force as little as possible you become a rock that survives the punishment the throw at you. Balanced armies are the hardest because you are not playing against a tactic pre-devised but another opponents stratagem. The other types of armies play themselves but a balanced army changes and flows as easily as its general.
Terrain:
When placing the terrain lines of fire and assault need to be assessed. Terrain in itself rarely changed the whole face of the battle but needs to be considered during tactical movement and placement. This army does not hide behind terrain unless it is hold an objective. Instead trying to close and engage in short range fire.
Missions and Deployment:
Capture and control tactics revole around centering the phalanx on your objective and waiting till your opponent drops thier gaurd so you can teleport close to thier objective in the late game. In both pitched battle and spear head the general strategy would be to set your objective as close to the enemies as possible allowing you to hopefully list forward slightly while still engaging the enemy with medium range fire. Advancing the monolith and teleporting a squad through the portal will allow for a assault and possible capture of the enemy objective with support from a lord teleporting in. In dawn of war there are two choices i would generally take. The first is not deploying any troops at the beginning instead having them all come in on your first turn from your table edge. The second involves using the lord and a group of warriors ar a sort of play action fake. hopefully getting your enemy to deploy thinking you will be there at the end of your next turn and teleporting to the other side of the board to join the emerging phalanx. I would only chose this if i were going second.
Seize ground strategy works out much like cature and contol but the armies ability to break off into smaller units becomes an advantage. The basic strategy with this army would be with 3 or 4 objectives attempting to control 2 objectives with either the heart and and a wing or the spear and a wing with attempts in the late game to use the spear to contest an enemy objective through teleporting. With five Objectives attempting to controll three with the wings and heart while the spear reinforces as needed. In either case if you cant start on top of them you want to move the army as a phalanx tile you secure one than break of the smallest sub unit starting with the wings and moving on to the next objective. The same strategies for deplayment in C&C apply in sieze ground.
Annihilation is won by this army by maintaining the phalanx and selectively engaging enemy units while popping things with immortals. Unlike the other missions your placement during deplayment will most certainly vary with direct correlation to the enemy troops. Against range and mobile units deploy as close as possible. Against CC units try to flank the army and not engage it on a front so you can deal with as few threats as possible at a time.
Now I wont go into fighting your opponent because that is best saved for military treatises but I believe I have covered the lion's share of tactical applications for this army in a competitive arena. If there is a specific army or tactic I have not covered but you have encountered please let me know so i can anticipate and adapt to it if I Encounter it. If you feel my list is lacking in a unit or capability tell me and I will respond with why I dint choose that unit and how the army overcomes or deals with the disadvantage of not having that unit.
Lastly I know this is long winded but I feel a competive army is not one that wins solely by metagame and army building but by tactical choices. I feel strategy is more than run up the middle with the monolith surrounded by the warriors and oh yeah there are tomb spyders in there. That is why I took the time to explain the "basic" strategy of this army because without it you merely got a list.