Post by Jack Shrapnel on Nov 14, 2013 11:16:10 GMT -5
Well here's a few thoughts bumping around inside my brain after seeing countless blog posts saying assault is dead in 40k, and we're all in the shooting edition and assault based armies cannot compete because Tau and Eldar exist. Yes, they're out there. Now I don't really ascribe to this position, and I do love me some assault armies. So how do we make assault work in 40K or does it already work and we're just running into the same internet views that if everyone just repeats it over and over again it makes it true?
....and no, this doesn't have a thing to do with the potential release of my favourite army nids in a few short weeks... honest
So I saw this list today posted on 40k Daemons (yes it's CSM, but they do that there too)
"Sorcerer, ML3, bike, meltabombs, force axe, Burning Brand of Skalathrax, combi-melta, Sigil of Corruption
Sorcerer, ML3, bike, meltabombs, force axe, combi-melta
10 Cultists, flamer
5 Chaos Space Marines, plasmagun, Rhino, havoc launcher
5 Chaos Space Marines, plasmagun, Rhino, havoc launcher
Heldrake, hades
Heldrake, baleflamer
5 Chaos Spawn, Mark of Nurgle
Vindicator, siege shield
Maulerfiend
Maulerfiend
Black Legion allies:
Sorcerer, ML3, bike, meltabombs, force axe, spell familiar, Last Memory of Uranthos, combi-melta, veterans of the long war
10 Cultists
5 Chaos Spawn, Mark of Nurgle
2,000 points"
It involves running the spawnstar tactic, using two groups of nurgle spawn, that when the opponent inevitably focus fires on one and whittles it down, the sorcerers jump to the other fresh spawn unit.... if they don't focus fire, well then profit! The sorcerers roll on telepathy and biomancy looking for endurance and invisibility... so yeah it's a nasty piece of work (and immune to the whole sacrificial sergant tactic due to the multiple characters)... along with two maulerfiends hitting the lines also requiring high strength weaponry to take out... ouch...
I'm not saying that this is the be all and the end all of assault based lists, (I don't even own CSM so can't really comment on this!) but at least to me it seems to be a really strong list that has some nasty shooting for sure *cough* double drakes *cough* but is primarily based upon assault to win (as the scoring is not exactly survivable, so it cannot hold back and win a shooting game)... personally I'd even drop that Vindicator for another maulerfiend but I'm mean like that
okay so back to the topic at hand... is shooting so powerful that assault doesn't matter?
I think that a list as the one above (or an alternative fast list such as the hound heavy daemon list, or multiple FMC's) do well because they only allow your opponent limited time to deal with it before they're in assault. Especially in a tournament situation, there are going to be games where a slow assault based army (foot orks for example) just doesn't have the time to get into combat before running out of time - it's rare for such an army to be able to make it to bottom of turn 6 in a tourney! So if your assault army doesn't get into assault, sure it's going to under perform!
So what makes a good assault list? Well #1 is speed. You have to have some form of delivery, be it deep strike (for turn 3 assaults), vehicles (assault / open topped primarily due to the disembark restrictions), infiltrate, scout, or being beasts (or both of the former if you're flesh hounds!). Bloodletters are slow. Sure they're AP3 in combat, but if you have no way of getting them across the board and they're just hoofing it, they'll either not get there (time runs out) or they'll get shot enough to delay the assault another turn (since casualties come from the front after all). Daemonettes are considered the much better assault troop for daemons because of the extra run distance and fleet meaning you have the speed to make it there, even though your footslogging.
What else is important? Well as the example list above you need to have some durability. No one fears 20 grots charging them, but 20 termagants in tervigon synapse is a different story as fearless means they aren't going anywhere and they're likely to have poison too! Likewise with ork boyz, T4 is pretty decent protection, but lots of models and fearless is going to be even worse to deal with. The T6 multiple wound spawn as well are the epitome of survivability for decently low cost as are necron spyders (who trade larger squads for that all important armor save plus MC status!). Flesh hounds have T4, 2 wounds and a daemon save. etc. etc. If you aren't able to live to get to the assault, you'd better at least be numerous and cheap to afford you some durability or you'll be ineffective (ie: daemonettes)
#3 is you have to be able to do your job once you get there. Furious charge (khorne dogs, orks), rending (stealers, daemonettes), high strength or multiple attacks (spawn) or other armor ignoring (MC's) all mean that once you get into assault you actually do something meaningful. This is why the much maligned flayed ones just don't work as a unit. They're fairly survivable with a 4+ and reanimation protocols, infiltrate and T4 so they're going to get there - but once there they're just an Initiative 2 assault marine with no special weaponry, so will die before they swing, and once they do, nothing is high strength or ignores any saves. Celestians don't work as a unit because their act of faith is assault based (hatred) and they're just terrible at it with S3 and no way to ignore saves beyond extremely expensive upgrades and no access to an assault vehicle!
So I'll submit that the best assault armies are ones that maximize all three of these strengths: speed, durability, hitting power. I'll further say that in a time limited setting you actually need ALL three to be effective. Sure 180 slugga boyz are going to wreck my fire warriors once they get there. If they're foot slogging it, there is no way that's going to happen before time runs out in a tourney in a normal situation. 60 boyz riding in battlewagons? yeah, they're going to be threatening turn two! Genestealers used to be rightly feared (and if they actually charge you, you are probably going to die) the problem is, for all their hitting power, rending, high weapon skill and initiative, they do not have the durability to make it into combat (for a normal squad size using normal deployment options, or even with outflanking because they have to stand around for a turn getting shot). Ymgarl stealers are crazy good - not because they're that much more killy (they're not really) but because of the ability to assault upon being revealed, and the ability to up their toughness for the turn they get shot at - so durability increases exponentially and they already have speed and hitting power - thus a good unit where regular stealers fall flat. (opinion subject to change very soon with new dex!)
So in building an effective assault based list there are some choices you can make that are going to counter how strong shooting is in this game (and I'm not saying shooting isn't strong - it is!). Maximize these three strengths and you'll do MUCH better. TH/SS termies wreck face in combat and are the epitome of durable - five of them walking across the board sucks even with 2+/3++ they won't get where their going quick enough - throw them in a landraider and watch out! walking paladins in hammer and anvil vs. imperial guard - who cares? outflanking paladins with draigo? yeah, so not fun... had that experience myself!
An additional note is to ensure that enough terrain coverage is on the board! There needs to be LOS blocking terrain, the game is balanced around this.... I know that sometimes things get sparse during tournies - we're trying to rectify that, but there's only so much terrain available... but for your friendly games, get some terrain on the board and suddenly things shift to a much more tactical and balanced game where it doesn't become just about who brought the most guns.
And an additional, additonal note with your list building is to ensure MULTIPLE threats. Assault armies work because it's not centered around one death star rolling your opponent - that doesn't work... there's only so many assault phases of the game, and you're likely only to charge a few times per game (you have to get into position, fight the assault until you finally win, re-assault in your turn AND time doesn't have to run out). Going again to the list example above - one spawn unit? shoot it dead! Two with character support AND two maulerfiends? yikes!
So anyways, that's my two cents on the topic... what are your thoughts???
....and no, this doesn't have a thing to do with the potential release of my favourite army nids in a few short weeks... honest
So I saw this list today posted on 40k Daemons (yes it's CSM, but they do that there too)
"Sorcerer, ML3, bike, meltabombs, force axe, Burning Brand of Skalathrax, combi-melta, Sigil of Corruption
Sorcerer, ML3, bike, meltabombs, force axe, combi-melta
10 Cultists, flamer
5 Chaos Space Marines, plasmagun, Rhino, havoc launcher
5 Chaos Space Marines, plasmagun, Rhino, havoc launcher
Heldrake, hades
Heldrake, baleflamer
5 Chaos Spawn, Mark of Nurgle
Vindicator, siege shield
Maulerfiend
Maulerfiend
Black Legion allies:
Sorcerer, ML3, bike, meltabombs, force axe, spell familiar, Last Memory of Uranthos, combi-melta, veterans of the long war
10 Cultists
5 Chaos Spawn, Mark of Nurgle
2,000 points"
It involves running the spawnstar tactic, using two groups of nurgle spawn, that when the opponent inevitably focus fires on one and whittles it down, the sorcerers jump to the other fresh spawn unit.... if they don't focus fire, well then profit! The sorcerers roll on telepathy and biomancy looking for endurance and invisibility... so yeah it's a nasty piece of work (and immune to the whole sacrificial sergant tactic due to the multiple characters)... along with two maulerfiends hitting the lines also requiring high strength weaponry to take out... ouch...
I'm not saying that this is the be all and the end all of assault based lists, (I don't even own CSM so can't really comment on this!) but at least to me it seems to be a really strong list that has some nasty shooting for sure *cough* double drakes *cough* but is primarily based upon assault to win (as the scoring is not exactly survivable, so it cannot hold back and win a shooting game)... personally I'd even drop that Vindicator for another maulerfiend but I'm mean like that
okay so back to the topic at hand... is shooting so powerful that assault doesn't matter?
I think that a list as the one above (or an alternative fast list such as the hound heavy daemon list, or multiple FMC's) do well because they only allow your opponent limited time to deal with it before they're in assault. Especially in a tournament situation, there are going to be games where a slow assault based army (foot orks for example) just doesn't have the time to get into combat before running out of time - it's rare for such an army to be able to make it to bottom of turn 6 in a tourney! So if your assault army doesn't get into assault, sure it's going to under perform!
So what makes a good assault list? Well #1 is speed. You have to have some form of delivery, be it deep strike (for turn 3 assaults), vehicles (assault / open topped primarily due to the disembark restrictions), infiltrate, scout, or being beasts (or both of the former if you're flesh hounds!). Bloodletters are slow. Sure they're AP3 in combat, but if you have no way of getting them across the board and they're just hoofing it, they'll either not get there (time runs out) or they'll get shot enough to delay the assault another turn (since casualties come from the front after all). Daemonettes are considered the much better assault troop for daemons because of the extra run distance and fleet meaning you have the speed to make it there, even though your footslogging.
What else is important? Well as the example list above you need to have some durability. No one fears 20 grots charging them, but 20 termagants in tervigon synapse is a different story as fearless means they aren't going anywhere and they're likely to have poison too! Likewise with ork boyz, T4 is pretty decent protection, but lots of models and fearless is going to be even worse to deal with. The T6 multiple wound spawn as well are the epitome of survivability for decently low cost as are necron spyders (who trade larger squads for that all important armor save plus MC status!). Flesh hounds have T4, 2 wounds and a daemon save. etc. etc. If you aren't able to live to get to the assault, you'd better at least be numerous and cheap to afford you some durability or you'll be ineffective (ie: daemonettes)
#3 is you have to be able to do your job once you get there. Furious charge (khorne dogs, orks), rending (stealers, daemonettes), high strength or multiple attacks (spawn) or other armor ignoring (MC's) all mean that once you get into assault you actually do something meaningful. This is why the much maligned flayed ones just don't work as a unit. They're fairly survivable with a 4+ and reanimation protocols, infiltrate and T4 so they're going to get there - but once there they're just an Initiative 2 assault marine with no special weaponry, so will die before they swing, and once they do, nothing is high strength or ignores any saves. Celestians don't work as a unit because their act of faith is assault based (hatred) and they're just terrible at it with S3 and no way to ignore saves beyond extremely expensive upgrades and no access to an assault vehicle!
So I'll submit that the best assault armies are ones that maximize all three of these strengths: speed, durability, hitting power. I'll further say that in a time limited setting you actually need ALL three to be effective. Sure 180 slugga boyz are going to wreck my fire warriors once they get there. If they're foot slogging it, there is no way that's going to happen before time runs out in a tourney in a normal situation. 60 boyz riding in battlewagons? yeah, they're going to be threatening turn two! Genestealers used to be rightly feared (and if they actually charge you, you are probably going to die) the problem is, for all their hitting power, rending, high weapon skill and initiative, they do not have the durability to make it into combat (for a normal squad size using normal deployment options, or even with outflanking because they have to stand around for a turn getting shot). Ymgarl stealers are crazy good - not because they're that much more killy (they're not really) but because of the ability to assault upon being revealed, and the ability to up their toughness for the turn they get shot at - so durability increases exponentially and they already have speed and hitting power - thus a good unit where regular stealers fall flat. (opinion subject to change very soon with new dex!)
So in building an effective assault based list there are some choices you can make that are going to counter how strong shooting is in this game (and I'm not saying shooting isn't strong - it is!). Maximize these three strengths and you'll do MUCH better. TH/SS termies wreck face in combat and are the epitome of durable - five of them walking across the board sucks even with 2+/3++ they won't get where their going quick enough - throw them in a landraider and watch out! walking paladins in hammer and anvil vs. imperial guard - who cares? outflanking paladins with draigo? yeah, so not fun... had that experience myself!
An additional note is to ensure that enough terrain coverage is on the board! There needs to be LOS blocking terrain, the game is balanced around this.... I know that sometimes things get sparse during tournies - we're trying to rectify that, but there's only so much terrain available... but for your friendly games, get some terrain on the board and suddenly things shift to a much more tactical and balanced game where it doesn't become just about who brought the most guns.
And an additional, additonal note with your list building is to ensure MULTIPLE threats. Assault armies work because it's not centered around one death star rolling your opponent - that doesn't work... there's only so many assault phases of the game, and you're likely only to charge a few times per game (you have to get into position, fight the assault until you finally win, re-assault in your turn AND time doesn't have to run out). Going again to the list example above - one spawn unit? shoot it dead! Two with character support AND two maulerfiends? yikes!
So anyways, that's my two cents on the topic... what are your thoughts???