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After writting the next few paragraphs I realized that it sounds as if I am writing tactica for Raider lists in a killpoint scenario. That is far from the truth as I am trying to figure out how to tactle the problem of having so many kill points and am looking to see if I am both correct in thiking as to how fare in said scenario and if i am missing anything.
Seeing how vehicles are so good in fifth I see no reason not spam raiders. Dark Lances galore and Ravagers with disi's, what's not to love? The number of kill points you bring to the table, that's what. In a tournament setting I would bet that kill point missions will hurt a raider heavy list almost every time. In reality I would bet it's safer to take a bit of a mixed list, but what if you want to run all of those pretty raider you own?
I am thinking that there really needs to be a good use of placement and target priority. If you are playing on a board that has lots of cover, you would use as much of it as possible. The sad fact is that most people don't play with the twentyfive percent terrain suggestested in the rules. With that being the ways things are I think that DE needs to rely on speed to get out of range from weapons that will take out raiders. (just about any weapon wil do that just fine) Now I am just guessing here and would love to hear from people with more experience than I on this subject, but Perhaps some cat and mouse games are in order? Using our speed to get away from our foes and leave them to chase us. The cream will soon rise to the top and the faster units will be of a high priority.
Talking about priority, Heavy weapons and vehicles that shoot them. These I would suspect should be the first to die. Lucky for us DL's make for easy hunting. Things that will be harder to dislodge are going to be units that fire heavy weapons (Dev squads, Long Fangs, Havocs...) The reason being is that any compitent commander will park them is some sweet cover and in fifth ed there is no end to cover that can be found. So, what to do about them? I think it would be best to give them a wide berth and to stay out of range. Some times that will not be possible as there are some weapons that have a rediculous range of any where from 72" to "In line of Sight". For these there are two things we can do. One, take them out. Broadside? kill it before it kills you or stay out of it's sight. Two, put your units in reserve.
Reserves. Your opponent can't get points for units he cant shoot. By putting I would say half of your army in reserves if not more would allow you have some breathing room and play with the terrain to it's fullest effect rather than to have a bunch of crouded raiders. If a cat and mouse game is being played then I would think that you would want to maximise the distance between your force and your opponents. By having many a unit in reserve will only help you accomplish this as during the first turn or so you will be locating that piece of prime real estate and getting there.
Ground troops, give them cover or give them a eulogy. Snipper squads should get the best cover you can find that keeps them looking out over as much of the battle field as possible. They are one of the troops not to be in reserve as moving them will anly negate their sole function.
Seeing how vehicles are so good in fifth I see no reason not spam raiders. Dark Lances galore and Ravagers with disi's, what's not to love? The number of kill points you bring to the table, that's what. In a tournament setting I would bet that kill point missions will hurt a raider heavy list almost every time. In reality I would bet it's safer to take a bit of a mixed list, but what if you want to run all of those pretty raider you own?
I am thinking that there really needs to be a good use of placement and target priority. If you are playing on a board that has lots of cover, you would use as much of it as possible. The sad fact is that most people don't play with the twentyfive percent terrain suggestested in the rules. With that being the ways things are I think that DE needs to rely on speed to get out of range from weapons that will take out raiders. (just about any weapon wil do that just fine) Now I am just guessing here and would love to hear from people with more experience than I on this subject, but Perhaps some cat and mouse games are in order? Using our speed to get away from our foes and leave them to chase us. The cream will soon rise to the top and the faster units will be of a high priority.
Talking about priority, Heavy weapons and vehicles that shoot them. These I would suspect should be the first to die. Lucky for us DL's make for easy hunting. Things that will be harder to dislodge are going to be units that fire heavy weapons (Dev squads, Long Fangs, Havocs...) The reason being is that any compitent commander will park them is some sweet cover and in fifth ed there is no end to cover that can be found. So, what to do about them? I think it would be best to give them a wide berth and to stay out of range. Some times that will not be possible as there are some weapons that have a rediculous range of any where from 72" to "In line of Sight". For these there are two things we can do. One, take them out. Broadside? kill it before it kills you or stay out of it's sight. Two, put your units in reserve.
Reserves. Your opponent can't get points for units he cant shoot. By putting I would say half of your army in reserves if not more would allow you have some breathing room and play with the terrain to it's fullest effect rather than to have a bunch of crouded raiders. If a cat and mouse game is being played then I would think that you would want to maximise the distance between your force and your opponents. By having many a unit in reserve will only help you accomplish this as during the first turn or so you will be locating that piece of prime real estate and getting there.
Ground troops, give them cover or give them a eulogy. Snipper squads should get the best cover you can find that keeps them looking out over as much of the battle field as possible. They are one of the troops not to be in reserve as moving them will anly negate their sole function.