A personal blog about gaming, modeling, and other less than cool ways to spend your time.
Wednesday, July 8, 2009
Game Changers
Game changers are something you bring to a battle that fundamentally changes the way your opponent planned on playing. A game changer may be an offensive unit that your opponent has no way to deal with, or a way to move across the battlefield that a normal opponent could never react to. Either way they somehow make your army list more effective and your opponent less effective giving you an advantage (see the tie in to last post). Here are some advantages that I have seen various armies use:
Space Marines
Storm Shields - 3+ invulnerable saves pretty much invalidate anything your opponent can throw at it, storm shield units are great at tying up your opponents unit he thought was going to win with. Add some CC punch back and you have a nasty survivable unit.
Land Raiders - There is so little out their that can deal with armor 14. I am toying with an army that uses multiple land raiders. Basically the thought is no matter what your opponent brings you can comfortably turn it into a long range shooting match if you don't get out of your transports.
Chaos
Lash Princes - I know everyone hates them, but it changes a fundamental rule of gaming: moving your opponents army. Most people use them to group squads for blast markers or getting into assault quickly.
Inferno Bolts - I found out the hard way inferno bolts suck. "I'm sorry you thought you came to the table with an army of armored supermen.....instead they have the armor save of a gaunt...oh wait worse than a gaunt. I rapid fire for 18 shots."
Demons
The entire army changes the way you play, messes with your deployment tactics, hits you with AP 3 templates, strength 8 super gods. I think they made the army specifically to through opponents off their game.
Nids
Carnifexes - The nid version of a tank, but with 4-5 structure points. And you better have brought AP 2 weapons or its like they have void shields too. Most people handle these with meltas or small arms fire, but if they get to close the fex can lock you in close combat unlike a tank.
Well that's enough for now. Rem member you can't account for these but they may highlight overall weaknesses in your army. Try and come up with alternative strategies on how your army would deal with game changers. How would it be different if you went for the tie instead of the win?
Rix
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