Difference between revisions of "Learn Objectives, Tactics, & Strategy (LOTS)"

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(Tactics in Warmachine and Hordes)
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Some warlocks and warcasters mainly smash face. Others are able to stand back and through other means dictate what the enemy can and can't do. This can happen through feats or spells, such as the feats of [[The Harbinger of Menoth]], [[The Old Witch of Khador]] or [[Krueger the Stormwrath]] that dictates tactical limitation around them by punishing and discouraging movement. Since this allows the player better tactical possibilities than his opponent, maneuvering should allow the player to set up assassination or gather enough scenario points to win. Board control is a highly efficient tool that, while in itself it does not assist attrition or destruction, though it may provide scenario victory by denying access to areas or moving the enemy away. But board control is everything that allows you to regulate the position of the opponent, such as throwing enemies, knockdowns and some cloud effects.
 
Some warlocks and warcasters mainly smash face. Others are able to stand back and through other means dictate what the enemy can and can't do. This can happen through feats or spells, such as the feats of [[The Harbinger of Menoth]], [[The Old Witch of Khador]] or [[Krueger the Stormwrath]] that dictates tactical limitation around them by punishing and discouraging movement. Since this allows the player better tactical possibilities than his opponent, maneuvering should allow the player to set up assassination or gather enough scenario points to win. Board control is a highly efficient tool that, while in itself it does not assist attrition or destruction, though it may provide scenario victory by denying access to areas or moving the enemy away. But board control is everything that allows you to regulate the position of the opponent, such as throwing enemies, knockdowns and some cloud effects.
  
==Tactics in Warmachine and Hordes==
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=WarmaHordes Tactics=
WarmaHordes is a game of prioritizing very limited ressources. In conventional war, tactics consists of the actions and reactions on the field. A tactician knows the overall strategy that his forces are built around. Your strategy might be war of attrition by having lots of armor supported by huge quantities of infantry; or lots of guys designed to die in order to release corpse tokens or soul tokens that empower the rest of your standing army. The tactician must apply tactical choices and prioritize his resources to get the most of the strategy. Conventional tactics are maneuvers such as attacking on the flank, stealth, apply pressure with tanks/elite fighters, suppressive fire, the hit and run, or holding the line.  
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WarmaHordes is a game of prioritizing very limited ressources. In conventional war, tactics consists of the actions and reactions on the field. A tactician knows the overall strategy that his forces are built around. Your strategy might be war of attrition by having lots of [[Devastator|armor]] supported by huge quantities of [[Winter Guard|infantry]]; or lots of guys designed to die in order to release [[Cryx|corpse]] tokens or [[Supreme Aptimus Zaal & Kovaas|soul ]]tokens that empower the rest of your standing army. The tactician must apply tactical choices and prioritize his resources to get the most of the strategy. Conventional tactics are maneuvers such as attacking on the flank, stealth, apply pressure with tanks/elite fighters, suppressive fire, the hit and run, or holding the line. Obviously, game tactics are less elaborated than conventional warfare tactics, but this game is surprisingly full of maneuvers. Many a game has been won or lost due to one side being better at fury/focus management, unit positioning, timing, maneuvering or activation order. Besides this, knowing your dice helps a lot. A good place to start "unlocking" the game tactics is understanding what units are able to take on what without requiring really lucky dice, and how these odds changes if you apply your spell buffs around the board.
 
 
  
 
THIS ARTICLE IS CURRENTLY BEING ELABORATED (last edit 2016/09/23)
 
THIS ARTICLE IS CURRENTLY BEING ELABORATED (last edit 2016/09/23)

Revision as of 12:58, 23 September 2016

Objectives

So, you've read the rulebook. You purchased some models (or found some proxy counters or whatever). You know how game goes, and the difference between Fury and Focus. You know how to Activate your units, and you know that a Feat requires timing. You know that there are two ways to win the game; Victory by scenario or by assassination. Fulfilling the scenario objective or eliminating the enemy 'caster. Your first games have likely been using the missions from the core rulebook: Incoming, Annihilation, Seek and Destroy, Throw Down, Mosh Pit, Close Quarters, Hold the Line, Outflank and Reinforcements. These have relatively simple objectives and you can easily play right out of the book, some even with multiple players. A few players prefer to play the game without missions, so the only goal of the game is assassination. Missions however add urgency and a reason to get stuck in the game, and even games that are ended quickly by assassination are still often greatly affected by their mission. In these rulebook missions, there are zones that you need to control. But most players use the "Steamroller" format, a set of scenarios that are updated and tweaked by Privateer Press. Most tournaments and a great many casual games too use these rules. Many games are won by assassination, but the presence of scenarios ensures that the players engage each other. Often, all flags/objectives will be constantly contested by both players until an opening occurs, and the game ends by assassination. The Steamroller Objectives adds to the game in a different way, such as the Bunker, which can help against blast damage or the Armory that can improve the ammo of nearby models. Naturally, your objectives can affect your army composition, but keep in mind that not all missions have Steamroller Objectives, some merely have flags or zones, and here you can't rely on your Objective to have any supporting role in your army.

The valid Objectives are tweaked yearly every time a new Steamroller is released. They are found in the Steamroller document.

Strategic Concepts

Now, lets take a look at some of the common dynamics that are used by players to understand their games, and what happens on the board. You probably want a balanced list that has enough flexibility to grab some points ( or at the very least stop the opponent from doing so) and finish off the enemy caster if the opportunity arises. When you create an armylist, you want it to be able to cope with a lot of different situations, depending on what kinds of enemies you usually play against. Before you go to war, you might contemplate what sort of strategies and tactics are available to you. The strategy is the over-arching way you are going to play the game in order to win. It also defines what kind of models you want to field. The tactical side of things is represented by your faction's ingame shenanigans, such as possible ways to ensure that you strike first, avoid being hit, or survive a hit.

So, you have quite a few strategic options to choose from. The army will invariably be better at some things, but some times it is not enough to read the cards (or war room), figure out which is the most killy, and then just take that. Your army synergy is crucial, and choosing abilities that complement each other and your strategy. You want your list to be good at killing the enemy, true. You might also want it to be able to limit your opponents options, dictate what they can or cannot do, and survive the retaliation of your clever opponent. Either way, it is a good idea to have a feeling what it is your army is trying to do, and few armies are able to do it all.

Destructive Flexibility

Destructive Power is obviously what the game is about, but it is less obvious once you start analyzing it a little. You could more fittingly say its about Different Ways to Murder Different Things.You want to destroy as much as the opponents army as possible. So this is about the relevant qualities a model may have that enables it to be destructive: amount of attacks, attack accuracy, damage amount and threat range. You want it all, but the balance is the tricky part. The opposite side of the table might just as well field a gargantuan or a devastator or something else that requires a humongous damage output of your most hard hitting models - or it may be a horde of zombies that require numerous attacks to clear. Or it may be a dodgy solo, that might really hard to hit, or even to target it. You want anti armor, anti infantry, and anti-solo qualities. Of course, the model is pointless unless it can deliver the attacks. Better reach and an excellent Speed score helps you deliver those attacks, as do movement tricks such as Counter Charge, Vengeance, Rush and so on. The added value of the models Speed and weapon range gives you the threat range, but remember your potential speed modifiers, such as casting Rush or Mobility, which may inherently change how dangerous a model really is. A model with bad attacks but an outstanding threat range can threaten other models with bad defenses, such as certain support solos. So you want a decent spread of categories, or ways to switch your attacks from category to category. Thresher can turn a single hard hitting attacker into an infantry mulching machine, and the model can now support both anti infantry and anti armor roles in your army composition. Combined Attacks works the other way, turning a great many attacks into fewer and more efficient attacks. All potential attack modifications theoretically allow a greater field of flexibility that modify your attacks, such as Carnage, Calamity, Chiller. The balancing act depends on the spells, abilities and feat of the warlock or warcaster and your support models.

Attrition

Your attrition capacity is related to your destructive power, but really has a lot to do with your defenses as well. If your army is able to stay alive on the board longer than the enemy, you are playing the attrition game. The army might combine really numerous and / or tough elements, or powerful spells that increase the resilience of the army. It can dish out enough damage to remove more of the opponents models than the opponent can remove of yours. This should allow you to gain a progressively better position evert turn. At some point this should open up for either the possibility of assassination or gathering enough scenario points to win.

Board Control

Some warlocks and warcasters mainly smash face. Others are able to stand back and through other means dictate what the enemy can and can't do. This can happen through feats or spells, such as the feats of The Harbinger of Menoth, The Old Witch of Khador or Krueger the Stormwrath that dictates tactical limitation around them by punishing and discouraging movement. Since this allows the player better tactical possibilities than his opponent, maneuvering should allow the player to set up assassination or gather enough scenario points to win. Board control is a highly efficient tool that, while in itself it does not assist attrition or destruction, though it may provide scenario victory by denying access to areas or moving the enemy away. But board control is everything that allows you to regulate the position of the opponent, such as throwing enemies, knockdowns and some cloud effects.

WarmaHordes Tactics

WarmaHordes is a game of prioritizing very limited ressources. In conventional war, tactics consists of the actions and reactions on the field. A tactician knows the overall strategy that his forces are built around. Your strategy might be war of attrition by having lots of armor supported by huge quantities of infantry; or lots of guys designed to die in order to release corpse tokens or soul tokens that empower the rest of your standing army. The tactician must apply tactical choices and prioritize his resources to get the most of the strategy. Conventional tactics are maneuvers such as attacking on the flank, stealth, apply pressure with tanks/elite fighters, suppressive fire, the hit and run, or holding the line. Obviously, game tactics are less elaborated than conventional warfare tactics, but this game is surprisingly full of maneuvers. Many a game has been won or lost due to one side being better at fury/focus management, unit positioning, timing, maneuvering or activation order. Besides this, knowing your dice helps a lot. A good place to start "unlocking" the game tactics is understanding what units are able to take on what without requiring really lucky dice, and how these odds changes if you apply your spell buffs around the board.

THIS ARTICLE IS CURRENTLY BEING ELABORATED (last edit 2016/09/23) This page is under construction and the following areas are being written

  • Chaff vs Elites: on jamming, control of movement, unjamming, tarpit, attrition resistant units, screening, imbedding
  • Go first or second
  • The Number crunching game, on the 7 and 10.5 averages
  • Understanding when to boost