Path of the Autarch: Mobility [Part Two]
Weathering the Storm of Fire
Last time, we discussed a brief synopsis of the new beneficial rules of 6th Ed. for mobile armies.
Now, how do we leverage these against the enemy? Over the course of
discussion, I may mention units but I don't want to get into too many
specifics. This isn't an article series about list building, it is an
article series about a thought process on how to use your list (or at
least the more mobile elements of it).
Deployment Phase:
At
the beginning of the game, one of two things will happen. Either you
will deploy first or your opponent will. These are immutable facts of
the game. What is not immutable is whether the person who deploys first
will take the first turn.
Mobile
armies are at their most vulnerable before their first turn. Movement
is the sword and shield of a mobile army but before the first turn, the
shield is neither raised nor is sword unsheathed. Having the enemy blast
your army with a blistering storm of fire when your army is at its
weakest can be devastating. This threat is always there. Since it is a
50/50 shot whether you will get the first turn and even then the
Initiative can be seized which means that we must always try to mitigate
the possible incoming storm of fire.
The
mobile army is at its most vulnerable during this time and there is
always a chance the enemy will fire first, therefore the initial goal of
the general in command must be to survive long enough to get a turn
and, in addition, take as few casualties as possible in order to have
sufficient forces left when that turn comes around in order to
accomplish the battlefield's demands.
Reconnaissance:
What do we need to know about the enemy's army before we lay our first model onto the table?
What
weapons do they have that can harm us during the first turn? We're
looking for the obvious like high strength, long range weapons that
threaten our vehicles, or are there long range blast weapons that would
bring us harm? Or anything else that may be tricky or particularly
nasty to the particular mobile elements of our force.
If
there are blasts, be they large or small? Since blast templates are
full strength all the time in 6th, we want to make sure that our units
are spaced out enough to make sure two units cannot get hit at once,
especially vehicles. It seems so simple to do this and yet I see
multiple vehicles getting hit on turn one all too often. If you have to,
lay a blast template on the board and use that to space out your tanks,
using the appropriate sized based on your knowledge of the enemy's
weaponry.
Another
question would be, are there Barrage weapons? If so, are there multiple
level ruins to protect our infantry with an overhead roof? Or if it's a
big ruin, can we turn it into a car port?
Taking the Field:
Now that we have done our recon on the enemy's forces. We move to the two scenarios.
Scenario 1: Storm Watch (we deploy first)
We've
won the roll off and decided to go first or the enemy has forced us to
go first. Either way, we now take the field blindly. We don't know what
the enemy battle lines will look like, merely their contents. We can,
however, make educated guesses about likely enemy positions. Odds are
good that long range units will be deployed in terrain with good lanes
of fire and bonus cover saves. This seems obvious but it is worth
thinking about every time. Since we will be deploying with the expressed
goal of surviving the enemy shooting at us before we get to move, we
can use these forecasts to decrease our first turn casualties. For
example, we can infer that the opponent's Devastators/Long
Fangs/Anti-tank equivalent unit will likely go in the obviously best
place for them, therefore we position their most likely targets out of
line of sight or barring that, with the best cover save available in
between. You have to play the game with your opponent that if they want
the best positions for their units, they will have the most difficult
time accomplishing their goals. Hopefully, we will also go first and
most of the time, this will be true. Most of the time isn't all the time
and since this is our most vulnerable moment, we can take no chances.
Scenario 2: Storm Warning (we deploy second)
Odds
are, the storm is imminent. 5/6 of the time (unless you have cute
little tricks) the storm is coming and we need to be ready.
So
here is what is most likely going to happen. The opponent is going to
light us up like the Chinese New Year on turn one, we get a turn and
then the opponent is going to get another go at it, this time with the
possibility of reinforcements (generally pronounced "flyers").
Knowing
this, what are we to do? Well, the plan is going to be similar to
Scenario 1. We are going to make sure that to the best of our ability,
everything is either going to be out of line of sight of their most
potent weapons or at least getting the best cover saves available to
them. This is easier in this scenario because we know exactly where the
opponent has set up.
There
is another major factor in our deployment that must also be considered
in this scenario much more than the first one. Setting up for the
counter attack. Since we only get one turn before the opponent can fire
on us the second time, we need to have a plan on how to make that second
volley as impotent as possible.
By
now, due to your recon, you know what the immediate threats will be,
and since we deploy second, we know where those threats are lurking. The
opponent's powerful weapons are our main targets. If I have many tanks,
I will ignore the small arms fire like Bolters, Shootas, Lasguns,
soft blob units, etc. I'm hunting Lascannons, Missile Launchers,
pockets of AutoCannons, Dark Lances, enemy battle tanks, and other heavy
weapons. My goal is to kill, pin (or make go to ground), stun, make
fall back, or diminish anything that is going to make Turn 2 as bad or
worse than Turn 1.
With this in mind, We are going to position our units such that they meet two criteria:
1) They have the best cover save available against the opponent's best weapons (no LOS is the best cover, by the way)
2) If they are still mission capable on our first turn, they are poised
to strike at the most dangerous parts of the opponent's army. This is
also in preparation for the odd chance that we will seize the
initiative.
Remember, please utilize 6th Edition's pre-measuring for the purposes of fulfilling the two criteria.
If
the opponent's weapons are too severe, the danger too great, or the
terrain too scarce, we can also Reserve some of our long range weaponry
to ensure we at least get one shot with it. Though this comes with its
own risks and drawbacks and only you can know if this is the correct
course of action. You may even be reserving units already for deep
striking, outflanking, etc. Just beware of having too little on the
table initially. This runs the risk of making your subsequent turns less
effective.
Now
that the basics have been laid out, what is your mental process for
setting up your forces? I would love to hear other generals' pre-battle
logic.
Next Path of the Autarch, The Surgical Strike.
-Spellduckwrong
I am really liking your stuff SDW. Very well thought out article on mobility. My buddy tends to run two to three small Jetbike units in each game and rolls for Scryer's Gaze if he can to keep them out of the game, then he boosts onto objectives toward the end while the enemy is still fighting his Eldar/ DE everywhere else on the board. That is a fairly less subtle way to use mobility. I have also seen Eldrad taken way too many times without people using the redeploy. That is another way to add "fake" mobility to the game by making the opponent move in ways they did not intend, thus adding to your mobility conversley. I look forward to the rest of this series very much!
ReplyDeleteThanks, TJ Atwell! I'm glad that it is being well received.
ReplyDeleteRunning multiple small Jetbike units definitely has its advantages. 6th Ed. made Jetbikes SO fast that you can literally put them nearly anywhere on the board the turn they come in from Reserve. that is immensely useful. The smaller units are also more effective later in the game when some of the opponent's forces are thinned out or otherwise tied up.
Eldrad's Divination power is near and dear to my heart. If I bring him, it is mostly for the ability to redeploy. Being able to do this gives a great boon to Scenario 1 because it gives you the ability to better position your units based on the two criteria of Scenario 2.
Thanks for commenting and I look forward to further conversations.
Very nice sir :-).
ReplyDeleteI have to say I am shifting back towards mechdar. Lack of mobility and lack of firepower has really taken its toll on my game.
I use Eldrad often. I have to say the divination power as it stands actually lets you manipulate how your opponent deploys his army. so not only can set up deny your opponent ideal lines of fire, you can funnel his units into ideal lines of fire for your army. i have used it to great effect against a few opponents
Thank you, SeerK. Ah, more wayward Seers finding their way back to the mobile Eldar. Join me behind mechanized banner. Reinforcements are on the horizon.
ReplyDelete