Saturday, April 21, 2012

Hi all!

I've been wanting to write an article on the concept and tactics of staying in combat for some time, and numerous night shifts have given me the time to do so..

I play a number of 40k armies - marines of many colours, tau, eldar, necrons etc... But by far I enjoy playing my guard the most. I run a mech-hybrid psyker list (you'll see two of my recent games vs Kirby's blood angels on here) and vs assault armies, it can be pretty devastating. At Cancon this year I was in first place for battle points right up until the last game, where I played a space wolf Logan/longfang/pod support list.

Having a little chuckle, my chimeras advanced up the field, blasted half his force away, killed his priest, and dropped the leadership of his wolf guard to ld 4.

Logan then single handedly won the kill point mission.

His wolf guard passed their leadership, with a reroll from Logan being close by, and then proceeded to stay locked in combat with my infantry/tanks for the remainder of the game...

So how does this happen? I know many people understand if I am in combat I can't get shot at - but I don't generally see people applying this as well as they could.

Firstly, the concept. Damage results vs a vehicle do not count for combat resolution, with the exception for walkers. Using the Logan example, my opponent after attaching Logan, put his highness as far back as he could, brought his fists/hammers into combat with my chimera, and his standard/non power weapon guy into combat with my command squad.




Importantly, anyone that my squad could reach in combat with counter-charging was also in combat with my chimera. My guardsmen punched them, he punched my chimera, and we drew combat. Consolidate, then kills my veterans in the following turn, netting another consolidate move, and a further move/assault/rinse/repeat. Note the meltagun in the wolves squad would not shoot at the chimera, since the point is to assault the vehicle.

This is the basics. Squad can't be shot, since locked in combat. But how else can this be achieved?
A second example from a friendly game, where an opponent did the following using an independent character to pull his punches.





The inquisiton squad is just in range of the veteran guardsmen – note the position of the independent character (coteaz in this case). The inquisition assault, the guardsmen cannot reach the character, and though the inquisition unit maintains coherency, without counting coteaz the inquisition models are not within 2 inches of a model in combat. Alternatively, if you used an independent character that wouldn't win combat by himself, it would not matter if the guard could reach him – as the crusader and death cults could not fight either way (they need to be within 2 inches of a member of their unit who is in base to base). This is a very simple method for pulling your punches – as the unit can draw the combat, and wrap in to wipe out the guard in the guard turn.

This may be basic for many veteran players... But I still don't see it happening even in fairly competitive levels of play. Consider the many other ways you can do this - whenever possible, hit vehicle and infantry, pulling your punches. Consider jump infantry, with the ability to do this 18 inches from the centre. Focus on stunning/immobilising your opponents vehicles so you can access areas in your opponents deployment where you can not be targeted. Consider your opponents ability to counter attack.

Pulling punches correctly, particularly versing armies like my pride and joy guard with little counter attack ability, will win you games - you just have to work out the best method of doing so!

Thursday, April 5, 2012

CoA List building

Building a tournament legal 1000 point Covenant of Antarctica Naval List

Large


In my opinion this is where the majority of our damage output lives. The combination of high strength broadsides and turret (guns) combined with Sterginium rounds  means Large CoA vessels put out some of the best, difficult to mitigate, damage output compared to anyone else.

The weapons on the large ships are also effective against all different enemy vessels with the only possible exception being enemy corvettes.

So that brings me to the first major decision. What large vessels do you take. The dreadnought is awesome and I can not fault it (despite being the most expensive squadron I have seen in the game but i think that is justifiable). In 1000 points though I am going to have to pass on it in order to take two Battleships instead.

The damage output on the Battleship is very comparable to the dreadnought. Its main advantage though is that a pair of them outputs significantly more firepower (I know they cost more). I cannot justify spending 460 points on 1 of each in 1000 points. However I can easily take 370 points in two battleships.

With the battleships the utility value of wave lurker and the extra 2" move it gains from that are very handy for avoiding damage and closing into range.

The Time orb is also an essential large squadron in most CoA lists. The threat of teleportation alone is worth the 70 points even if you dont use it. More importantly though the Time Dilation Field that reduces the incoming AD from your opponents is indispensable. Especially in games where you want to close with the enemy.

Medium

Given that points for points none of the medium ships (or fliers) output the same order of magnitude of firepower as our large and massive squadrons, I have abandoned the idea of selecting mediums primarily on firepower. If you find yourself taking mediums for damage output then I would recommend dropping them and trying to fit something larger.

Based on the fact that most of the core missions involve victory points I take the Zeno Armored Cruisers (usually a pair). For 25 points more than a Plato Cruiser you get inventive scientists, 2 extra CR and HP.

These stats bonuses equate to your enemy having to get TWICE as many (24) successful AD against the Zeno compared to the Plato (12).

The higher CR means they tend to take damage more slowly meaning their firepower drops off less during the game. The two extra HP also give you more opportunity to play a repair card on the squadron if using them.

For these reasons I take a pair of Zeno cruisers. The broadsides are really nice for providing versatile damage output. The particle accelerator can nicely damage a medium ship and then follow through on a small one behind it, or alternatvily with reasonable alignment, (which I admit is tricky against a good opponent) two small ships. The points denial value is where these models shine though.

Small

My advice is to go with Frigates. They are fast, cheap and have reasonable damage that is easy to use.


The real advantage of Frigates though is 2 AP. CoA is not a boarding army. AP though is a critical resource and frigates are the most cost effective way to boost it.

You are unlikely to actually capture enemy vessels unless you get lucky but you can preemptively board to reduce their AP and get in the way.

Frigates are disposable. Use a screen of frigates to prevent your opponent getting close enough to board you. Throw one right in front of their big stuff to lock down their movement.

Destroyers are good (I have revised my 'do not take' status I assigned to them in my post on CoA small), however, they have no real advantages in my list over Frigates.

The Fore Guns on the Destroyer are easier to use and Pack Hunter means that they can lay down some serious damage. The problem is that unless you are attacking large things the extra firepower is largely overkill. My big vessels take out large enemy vessels fine, I dont feel the need to invest more points into fufilling this role.

Frigates on the other hand are just as effective at taking out small enemy vessels and cost 10 points less.

My main problem with corvettes is that they are less durable than the other smalls with the CR 4 and the fixed channel guns are more fiddly to use while outputting less firepower (broadsides get to shoot out both sides). Yes they are faster but I have not yet encountered a need to be faster than the Frigates already are.


The message is:
  • Damage comes from big things
  • Everything else provides utility or tactical/strategic options...any damage you get from them is a bonus
Sample list

2x Battleships
1x Time Orb
2x Armored Cruisers
3x escorts
3x escorts
4x frigates
3x frigates
2x frigates

Total 995 points

That is 9 activations per turn (including your two from tiny fliers) which seems to be enough to not get too badly out maneuvered  in 1000 points. I have yet to have significant difficulty destroying anything that I focus on and can avoid losing models that I need.