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Wednesday, December 1, 2010

Tactics: Destroyed by a Horde, what do I do now?


Ask any person who thinks they know the whats-what and whos-who of Warhammer and they will tell you that you can never lose to a Horde Army.
But you just did.
Here is your razor, go slit your wrists, or even better, wouldn't want to waste a blade, go take up UNO.

The thing is, many many people lose to Horde armies and don't know why, and then the codices that can run  a true Horde are labelled as "cheese", OP, and are ridiculed.

VIC5 was asking today about this, and he kind of got a response worth listening to... then Abusepuppy came along and actually made some sense.
However, as a long time Horde player (no, seriously) I can give you a pointer or 2 on how to wreck my army.
Please excuse me for this, but this will be my first true attempt at a Tactics article and I hope that it all comes together.

We have the following phases of the game to assess in how to beat a Horde Army.

1. Deployment
2. Movement
3. Shooting
4. Assault
5. Their turn

Let's check these out from both sides of the fence. I will be taking a Ork list like:
Warboss, Big Mek (Force field), 7 Nobs, 180 boys
... and a Space marine army like this (list 4). My Orks list isn't a full blown Horde, but is more akin to what you will actually see in a horde list, 80 boys, and some toys.

1. Deployment
Well, you simply roll off and take first turn. WRONG
You give them the first turn. Why?
Well simply put, their army is too big and to slow to redeploy, at all. They have to hope that you do the stupid thing and deploy in a manner that suits their attack. This is nearly always going to be the middle of the board, so DON'T deploy there.

This is how much space 180 boys takes up, and this sure as hell isn't 2+ coherency.



You can see here why you want to deploy 2nd.
I have now effectively removed 1/2 of his army from the equation.
This is critical to your battle plan.

2. Movement
You know what he is going to do, charge madly across the board at full tilt, trying for cover as much as possible.
So what do you do?
You need to bubble wrap to ensure that his Charges are not effective.
You also need to ensure that your firelanes are clear and effective.
Minimize your movement to maximise your shooting.

3. Shooting
Focus on a unit, break it, then move on.
Once they get to your lines, we will get to play some more.
Always focus on the threat unit, closest unit, and do not stress about it getting to your lines. IT WILL.
Your job is to stop it eating everything when it gets there.
You cannot kill a horde in the shooting phase. There just isn't enough bullets.

4. Assault Phase
Yeah, assault.
Once you have whittled things down, you get to charge them.
If you dont, this happens:


Red X indicates a fallen brother!
5. His turn
During his turn, you need to ensure that you are reacting to his movement and shooting. He wont hesitate to come screaming at you, and wont stop doing crazy things on the off chance they work, as with weight of dice, probability wins, and crazy shit happens.

Rinse and repeat
You have to outmanouver, outshoot, and out think a horde player. It's not usually hard, they are severly limited by the flexibility of their units.


I am not certain I have really helped out too much with me basically beating myself on Vassal... but here are some more tips to look into.

Tip 1.
A flamer is whatever.
2 flamers is better.
4 flamers makes me sad.
When you are using flame weapons, you need to focus on the squad to remove, break it, and let it go.

Tip 2.
Charge. If for no other reason than to deny them the +1 Attack.
On a marine squad, its largely irrelevant whether you charge or not most of the time. Against a horde, however, you are denying 20-30 attacks. You will lose, but hopefully not until their assault phase, when you then get to bring the weight of fire against them, bringing them to under 10 models, and charging in again.

Tip 3.
Tank Shock.
You can only death or glory with a model that is being displaced. Tank shock through pleb troops before flamering them, if that's your thing.

Flamey Flamey
Tip 4.
Horde's go against the norm, and your normal guns usually aren't around in the quantity needed to sort them out. You need to funnel the enemy where you want them. this sounds odd, but it means that you can take apart their army logically and not have to deal with the entire force at once.

Tip 5.
Divide and conquer.
I spoke about this in deployment above, but it is something that never fails to amaze me about players. They get beaten by being swamped and wonder why.
Superior numbers is superior numbers. Tanks, AV, whatever, I don't care. You will die to the maths.
If you do not split their forces, you will lose. You can also put out a bait unit on your other flank and draw them away from your lines.

Tip 6.
You don't get hero points for killing the squad to the last man/ork/bug if you don't have to. With orks, if they run they are at < 50% and aren't coming back. Let them go.

Tip 7.
Sweep the flank.
Changing the attack vector on a slow army confuses and destroys it.


At this point I have sacrificed 10 marines and have totalled 1/3 of his army, with the rest bruised or too far away to do anything. Fair trade.
Tip 8.
Get behind their lines. Even if it a suicide charge, having to turn and deal with a scout squad has cost me more than one game, just for the loss of 6 inches movement.

I am sure more people will have tips, and I ask that you put your knowledge down here.

Comments (62)

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You have the vehicles to keep moving and hit them when you want, though why wouldn't the denied flank run directly up? Wouldn't it make more sense to come at an angle towards the Marines, so they can swamp in as a second wave once you start getting tied up with charges?

And I agree about the addition of toys. I think you really need some rokkits coming down field, knocking around transports such. Makes things a little harder for the Marines to keep moving.

However, divide and conquer is good advice! Keep them at arms reach, hit them with templates, then deny the charge!
3 replies · active 748 weeks ago
I personally wouldnt move into the horde while I could whittle them down. Once you clear the left 2 squads off, then you certainly sweep along the flank. In the list given, the firepower isnt sufficient to kill the 2 squads needed to clear a path.

Moving 12" is not a guarantee that you will not be at least stunned by the horde on the counter, when you become CC bait in your own assualt phase as they are still in B2B with the vehicle.

As for Rokkits: all that does in this list is deny the ability to Run, which is closing distance and much more important for the Ork player than stunning a Rhino once or twice.
As an aside, throwing an empty transport at a horde and demanding they try and stun it is a different kettle of fish. They auto-clump, take a ton of damage if it dies (I've seen more Orks killed by Wrecks than guns in game, not explosions, Wrecks) and it's a cheap throw-away for you as an opponent.
Oh, I agree Kirby, but its just not always that simple. A poorly done block will aid, not hurt, your opponent.
Tying up a big mob of orks using a walker works really well too. Charge your Dreadnought into his big blog of greenskins and you are guaranteed that they are going to stay locked in combat for pretty much the rest of the game (he can only hurt you with the PK Nob so he needs +4 to hit, +5 to penetrate and +5 to destroy you. With 3 attacks its not going to happen very soon). The Dread is going to be killing only one or two orks every turn but this way you are neutralizing a 220 point unit with a 120 point unit.
1 reply · active less than 1 minute ago
It does, though I personally don't recommend it.
However, if you do this, make sure you have a tact squad to countercharge the boys in your next assault phase, as this will wreck their squad.

Take the charge off the boys, you win.
Nice Article though the graphics are a little bit too small. Would be very nice to also add the opposite article, how to effectively use a horde army !

Best,
Gewaltatron
1 reply · active less than 1 minute ago
Effective horde?

1. Run
2. Run
3. Give them something to deal with while you run (Deffkoptas, Nob Bikers, Harpies, Gargoyles)
4. Get the charge.

That's all there is to it.
willydstyle's avatar

willydstyle · 748 weeks ago

It's a nit-pick, but remember that the model that can death or glory just needs to be moved through, not displaced. A tank shock that goes entirely through a unit will not actually displace any models, as the models are only displaced if the tank ends its move on top of them.
1 reply · active 748 weeks ago
Very true. Bad wording on my part, but the intention was to have it work as you qualified.
What, no mention of blocking? I've found that running a couple spare Chimeras at a horde will give me at least another turn to shoot my big guns at them. Plus, the wrecks will slow them down a bit. A downside is that it potentially gives them cover if they wreck it, so you've got think about where you block them at in relationship to your own forces...
2 replies · active 748 weeks ago
You have to be careful with blocking as if it's done wrong, all that occurs is I get a free 6" move (assault charge) towards your lines. As I am not caught in combat with it, I don't have to worry too much beyond that point to next turn. I have the bodies to survive 1 or 2 flamer shots, hopefully.
My usual tactic is to actually block the horde when it's much closer to my own lines, so as to prevent what you're talking about. But, yes, very good point.
How do you a deal with a horde that isn't playing Kill Points? Killing your opponent's army is obviously fun; but only the goal of the game 1/3rd of the time.

What if they are holding objectives in the center and just sitting there?

Just looking for more thoughts on this.
22 replies · active 747 weeks ago
The tank shock/flamer trick works wonders there, or just any kind of tank shock. Also assaulting a squad so you get one guy in b2b with their furthest away model, and over 2 turns of pile in you pull their horde about 8"-12" away off the objective.

That helps. But if it's turn 5 you can just tank shock in and contest that objective, and hold your own.
Using pile in to pull off of objectives is good.

Tank shock isnt' the panacea it is often portrayed as. Depending on where the objective is that the horde is contesting, it might be very difficult to be in range to tank shock to contest without exposing the vehicle to a charge the turn prior.

Also, its smart to run Hordes as a defense in depth; bubble-wrapping works well for infantry as well as vehicles.
Firstly, you are correct, Tank Shock isnt the be-all and end-all.

You will get to place (usually) 1/2 the objectives in an Obj game. The Ork player will place them in midfield or in your deployment zone (well I do...) as thats where my army needs to be to function, and I'm going there anyway.

You then pick the side you want to refuse to, and clear it. From there, work your way through their army consolidating on objectives as you go.
IN Sieze Ground, you shouldn't know what the deployment zones are until after deploying the objectives. How would you place the objectives to maximize your chances against a horde.

What happens if the Horde player chooses to go second? Do you still refuse flank?
I would put them in terrain, up high, and towards the centre of the quarter that I want to hold.

If the Horde goes second, I would still probably refuse flank, but would play more aggressively with my templates and Dread if they then countered by stacking sides. Try and block them off with assaults and try to protect the dreads from powerfists by base-to-basing with as many models and also blocking the full wrap around.
How would you be protecting from powerfists by base to basing with as many models as possible. The Nob isn't an IC.

Just looking for more info.
It's reasonably simple. First, there's the good ol' draw. 1/3rd of the missions. That one can actually be a tad of a pain for hordes as they are forced to either split their army (effectively killing everything on the objective) in order to go after you, or deploy the objective deep in your territory, and hope that they get there. In any case, yeah, it's still usually a draw. If you do VP, well, orks typically have less KP than Mech, and still lose KP, VP is KP without great rewards for killing 35 point rhinos.

Then there's actually playing warhammer. This is where hordes are at their conceptual worse. Why? Well, you and Tasty are famous for questioning the advantages of mobility. But Seize Ground is the single place where mech shines the hardest. Why? Simple. The mobility of mech allows you to keep your forces consolidated longer before striking for the objectives.

The advantage is their sheer number of troops, which means they can frequently score by having randoms on an objective, while others contest, but this is usually just not enough against a mech opponent. You just can't end the turn 13" away from the objective and make it. Blood Angels can end the turn 21" away and make it before game end. Even the guard can go contest stuff by jumping vendettas onto it, and chim chims really do get there.

Given that your horde shoots sheer uselessness, they really don't want to play the objective hugging game. Leading to, as Fester said, them deploying all their objectives in your territory. Which leads, in turn, to just playing divide and conquer Kill Points again - you kill the orks, your problems go away.
"It's reasonably simple. First, there's the good ol' draw."

What about an Ork army that has a small unit of gretchin or two to hold the objective? Put it on the edge of the board near area terrain and leave the gretchin in reserve? Nids do the same with termagants. Hordes can usually invest very little points into holding their objective reliably while going full bore towards the other objective.

"Then there's actually playing warhammer."

?

"This is where hordes are at their conceptual worse. Why? Well, you and Tasty are famous for questioning the advantages of mobility."

Don't throw Tasty into it, that's all me.
I called it the good ol' draw for a reason. If your dice don't quit in disgust and both people brought semi-competent lists and are somewhere near competent, it's a tie. I mean seriously, did you just say that the draw is often a draw as an objection to what I said?

And yes, I don't call the draw playing warhammer. More like 2 hours of random entertainment value followed by both players feeling good about themselves, I guess. When playing casually, there's certain results we often reroll, and that one earns more than a fair share. I think we like ONCE kept "Capture and Control - Dawn of War." It was a bad keep.

P.S. I don't give a shit whether it's you or tasty. Mobility allows you to concentrate your forces and still reach objectives. Moving slower forces you to make hard decisions about whether you want your troops to score or be threats much sooner.
Making hard decisions and doing it well isn't that much of a problem if you're comfortable with your army and are experienced.

Also, note that if you'd read the article properly (or at all), you'd know I said it is OVERRATED, not useless. Firepower trumps Mobility IMO.
"But Seize Ground is the single place where mech shines the hardest. Why? Simple. The mobility of mech allows you to keep your forces consolidated longer before striking for the objectives."

Again, mechanized forces aren't moving that much faster than infantry that are running, and if you are playing Sieze Ground, the objectives are in the middle, so the Hordes should be sitting on them an the mech has to go TO them to contest them, meaning that the mobility is less important because the Horde is where they want to be already.

"You just can't end the turn 13" away from the objective and make it. Blood Angels can end the turn 21" away and make it before game end. Even the guard can go contest stuff by jumping vendettas onto it, and chim chims really do get there."

All true, the answer is don't be 13" away from the objective if the game is likely to end.
Yes mech is much better here. Mech is moving that much more CONSISTENTLY than Infantry is moving. You like averages? When you're 10" away from the objective, does it matter what averages say when you roll a 1? No? Okay, good. You can't make it there safely if it's 10" away. If it's 13", you really can't make it there safely. A Rhino can. You need a 4. The Rhino just moves.

Averages are really, really meaningless. And, as you say, don't be aggressive with the horde if you need it to be on the objective. Don't rush in. Sacrifice your advantages to hold objectives that can be retaken or contested by mech from 15-21" away.

Your answer puts stress on the entire horde list. While Mech gets to do what mech likes to do (exploit mobility, concentrate fire, avoid losing any major units while sacrificing lesser units if necessary) horde has to tether itself to the objectives, like you said. Not even 10" away from a point before the last turn. I bet a competent mech player can exploit that.
You're assuming the Horde isn't shooting the Mech. Hordes absorb damage at range much better than Mech as long as the horde is trotting around anti-tank firepower.

Yes, averages are meaningless in the sense that if you can't count on them. Reliability is nice. But the Tank also has things to consider; like if there is terrain it must go through, it could roll a 1. What about a death or glory?

A competent general of any stripe can exploit anything.
"Given that your horde shoots sheer uselessness, they really don't want to play the objective hugging game."

Not really, that's actually their core strength and strategy. Very few armies outshoot my Orks in terms of real damage dealt. I can trade shooting blows with most armies while sitting in midfield daring my opponent to come get me. Then again, I don't run a true Horde, so using my army isn't a proper example.

"Leading to, as Fester said, them deploying all their objectives in your territory. Which leads, in turn, to just playing divide and conquer Kill Points again - you kill the orks, your problems go away."

In Sieze Ground, you won't know what the deployment is until you're done putting down the objectives, how is he controlling this?
Deploying the objectives was what I meant. I could use placing I suppose, but I thought it was reasonably obvious. Silly me, making assumptions.

In any case, no, horde orks don't outshoot shit. What are you going to do, ping away at a chim chim while the Leman Russ in the background gets busy? Remember, those rokkits hit on 5s, pen on 5s, this always gets there! If you want to play stand and shoot, there's plenty of armies that can stand and will shoot. And they'll win, because guess what? Your peashooters still aren't taking out vehicles.

At this point we're just playing theorycraft anyway. Your amazing orks have all the tools necessary to get out of any situation. Assuming, of course, your opponent doesn't identify the tools and shoot them out from under you (since I've seen the list, and it has very little redundancy). And since mostly they're garbage tools, that'll just happen (Killcannon? Cool story bro, was wondering what the 2 Vendettas would do against horde orks. I mean I suppose you could loota down the vendettas, that sometimes works... side armor open topped ftw).
You obviously just like to read what you want to read. I said I outshoot MOST armies. IG certainly outshoot me.

Stopping Chimeras isn't that hard, each mob of boyz has about a 50/50 chance to keep a Chimera from shooting. Its not unbelievable, but its enough.

And, if you'd read my list more carefully, you'd see that the battlewagon has an 'Ard Case so it isn't open topped. If you're shooting at the battlewagon and not the killa kans, I'm happy.
one thing that people over keep forgetting is that you have to declare the vehicles distance.. or how far the tank is well going to tank shock...before you actually move the vehicle.. sometimes it gets crucial.. or you over move and there not displaced at all.
I honestly think is is where mech WILL win out. Mech will have superior mobility/range of weapons, so you can easily whittle units down untill they are negligible, then tank shock in 5th turn. Hordes are usually good only in mele, or in the case of IG, can usually be simply run off an objectice and even a 5 man marine squad can tie them up enough to contest/secure an objective from them. If you're meched up, you'll be almost guarenteed that you can last untill turn six- (unless they destroy all your vehicles w/ infantry inside on turn 5, you can still be sitting on the objective for quite a while). Hell a tankshocking landraider into an objective will give (at the very least orks) a fit, since they can't reliably damage them at range, and will have a hell of a time knocking it off an objective, needless to say whats inside (FNP Termies?).

Deldar also play this game rediculously well- turboboosting a few raider-wracks means they will need 6's to hit, get a 4+ cover, and a 5+ flickerfield in CC, and wracks are durable enough to GTG and keep orks occupied.
-Continued

You only need to be on the objectives turn 5, and if you have enough dakka/blasts/templates to whittle them down, before you force them to deal with your meched Objective grabbing units. Hordes have to be in combat to do pretty much do anything (or sit back and shoot for foot guard) so denying them that untill the end of a game severely gimps their effectiveness.

For foot guard, let them go first and reserve/refuse flank- four feet is a long range, but unless they know where you will be going, you can mitigate most of their army by strong siding and eliminating a portion- while utilizing cover. Dawn of war is great for this too, since it denies them the ability to bear all of their guns the first turn, denying a chunk of their army the ability to shoot you first turn. Mid-range objective also hurt horde guard, because it requires them to go in the middle, exposing their sweet, vulnerable bodies to no cover fire.
Unless they use other units as cover...
Yeah, horde guard have serious issues. The biggest is how rawly efficient Chimchims are. That's 6 shots that wound infantry on 2s/3s for 55 points. Rapid firing space marines pay 60 for less wounds. No, space marine bolters are not the be all and end all, but the double tap has been known to do some damage, and Chim chims do this at 36".

Combine that with the need for guard to stay out of close range combat, and the need to actually seize objectives to win, and you have the essential flaw. In a 'table the opponent' game, it's possible horde guard would play out well (although I think the survivability of the chimera is excellent), but in a game where you have to seize objectives, the guard just don't want to be footslogging, even with "MOVE MOVE MOVE!" The problem isn't the speed, it's the fact guard on foot die in assault to pretty much everything not named fire warriors (though they're not happy there) while my chimmies are just much 'arder (and thus much safer to move up earlier in the game).
Guard blobs with commissars in units of 40 or 50 beat almost anything in combat eventually, especially if you give the leiutenants and commissars power weapons.

Bonus points if Straken is around...
really cool article :)
How do you handle an army like this in spearhead.
3 replies · active 748 weeks ago
Very similarly. Set up a firebase and shoot the hell out of them, and bring on 30% of the army from reserves (in this case the tacticals that arent doing ANYTHING) and flank them through the non-deployment quarter.

In spearhead, the horde is also much more bunched up than they want to be, so use your vehicles to block smooth movement and plug holes in terrain so that they cannot access you easily.
What happens if the Horde also leaves stuff in reserve? You might end up getting pinned in a corner. How do you react to that situation?
If you get pinned in the corner, you havent managed to clear the Horde for an escape route, you lose.
Next question?

You could be redeploying along the short board edge and shooting down the field. Much of the horde will have to move 4-5 feet to get t you, the closest horde members are moving 24inches, so still ample time to break them down.
Deploy a defensive line of dreads (in the example army i used) along the area you expect the horde to come from and let them absorb the charge, ignoring the majority of the attacks from the horde, and countercharge + fearless wounds should make life painful for the Ork player (in my experience)
Don't underestimate the power of massed bodies.
Likewise, don't overestimate the power of big guns.

People tend to hang back a bit too long for their own good, and as a result, aren't able to redeploy when the horde's closed the distance. Then you blame the dice, and get butthurt.
1 reply · active 748 weeks ago
I have won many games when the opponent out-waited himself... meaning they timed their charge into the horde a turn too late and didn't make th objectives.

In the example pictures I myself did the exact same thing. You will see that a single squad got to my lines, and they will now eat all 3 predators and probably cost me the game.
I have just started to read this article, and I will just say, IT'S GOING TO BE BOSS! Thanks Fester! (Now back to reading. Later, more kudos.)
Katie Drake's avatar

Katie Drake · 748 weeks ago

A very good article. I have a few questions to ask, but I'm super sleepy so I'll leave them until I wake up. I'll also use Vassal to illustrate things better 'cause it's much easier to do things with a visual reference.
Katie Drake's avatar

Katie Drake · 748 weeks ago

Alright I lied, here's my question.

Here's the sort of situation I personally find myself in most of the time.
http://i41.photobucket.com/albums/e264/Firedrake0...

How in god's name do I get to that second objective to contest it without weakening my gunline to the point where it can't deal with the oncoming swarm?

To make this a bit easier, here's the general idea of what sort of list I'm using and what the Nid player would usually take. I'm well aware that the lists aren't optimized and frankly I don't want to hear it at this juncture as I'm looking more for tactical help at this point than list-building advice.

Flesh Tearers
Librarian with pack
2 Sang Priests with packs and single claws
3 Assault squads of 5 in Razorbacks with assault cannons
2 Assault squads of 10 with flamers with packs (potentially Deep Striking at least some of these units to nab the objective)
2 Baal Preds with assault cannons and HB sponsons
2 Rifleman Dreadnoughts

Tyranids
Prime with stuff
3 units of 20 Termagants
2 units of 5 Genestealers + Broodlord outflanking
Tervigon
2 units of 2 Hive Guard
2 Zoanthropes
12 Gargoyles
5 Shrikes with boneswords and toxin sacs (flies in screened by Gargoyles and other things)
Trygon Prime (Deep Strikes close in)

So far my plan is to Deep Strike one of the large Assault Squads (or half of one of them, depending) onto the Nid objective but this isn't exactly guaranteed to work since the Nids will probably have a unit sitting on the objective. Can anyone offer any specific suggestions?
3 replies · active 748 weeks ago
First of all, I would have deployed my object on the same short board edge if I had the option.
Second, your list is terrible. (HAHAHHAH... erm, ok. moving on)

Second...
Well, they call this the auto-draw mission for a reason. Your best bet is probably to outflank your Baals actually and draw him/her into your lines and strike from behind... Hold the Baals and the 2 10 man squads in reserve, and keep them off as long as you can. I would actually push into the left flank and destroy it ASAP.

Even saying that, deep striking all 20 RAS 16-17 inches from his lines on the right flank would work wonders and divide their forces. you can then focus on one flank with each part of your army, making them do the hard decisions. If you know the Nid target priority list (which you probably do seeing you play this list often by the looks of things) you should actually win this.
Generally what happens here is the Nid player should push to remove you from your objective too so you essentially objective swap. If someone has shitty dice though, it could swing one way. You have the advantage here in having Mech and him only having a single Tervigon.
Unless your opponent forgets to keep stuff back home, you don't get the second objective.
It's a massive design error.
Mean Green's avatar

Mean Green · 748 weeks ago

Remember that most people in tourneys are NOT packing more than two flamers. They expect vehicle spam and thus hordes do quite well with good generals.
7 replies · active 747 weeks ago
Agreed. Though this doesn't make the army actually effective, just happens to break the "meta"
Another reason why tournament results aren't valid!
Why? You should be building all-comers lists. If you can't beat hordes, why would you consider the army top flight?
Because not everyone builds all-comers lists. In a W/L based tournament system this should develop a group of 'bottom feeders' who lose when they hit their paper (obviously not always going to happen) but quite often with most tournaments is this doesn't happen. So if I come up against 6 pure mech lists and run massive amounts of meltaguns and no flamers, I'll probably have an advantage I can exploit. This is metagaming and what people try to claim 40k is when it's not because there are too many good lists of different play styles (and even though we don't see eye to eye on Orks, if you don't take them into account with your list building, they will beat you).

By having a lot of tournament goers (even just for a particular tournament) not accounting for horde armies or even foot armies (look at good BA foot lists with 40-70 FNP marines depending upon points level; kill that with your mass meltaguns and no flamers thanks) completely ignore this aspect of 40k, how can those results be valid?
I guess my point is that if you build counter-meta; that's a competitive advantage in a lot of ways; I don't see how that invalidates tournament results; especially CONSISTENT tournament results.

Yes, you can potentially face 5 papers to your scissors and win a tournament you had no rights winning; but if you did it twice? Three times? When does it stop being luck of the draw?

I look at tournaments like I look at sports; the best team doens't always win; that's why you play the games. Should we take away the title from the Giants in 2008? On paper, that game should've been won by the Patriots 98 out of 100 games; but it didn't go that way...
Pro sports is difficult in this respect as you can literally tailor your team to another team, especially with football since you play 1 game a week. You can review hours and hours of tapes and know what plays work against them, etc. but they are still operating inside the ruleset.

Metagaming is using knowledge outside of the ruleset (like video in sports or knowing mech is popular in 5th ed 40k) and in games like Magic, it goes through cycles. 40k 'meta' cycles are based upon rule changes, not individual changes, developments, codex releases (as much as people would like to think), etc. which isn't strictly metagaming. There's no evolution. I can take a balanced and beat both horde and mech lists and anything in between yet tournaments consistently see unbalanced lists win. Why? Because so many people run them. Is this indicating balanced lists are not being run or being run by bad generals? Potentially. Or they could actually suck and tailoring your list against mech works if you get the correct matchups. This is why it's not valid, Mean Green pointed out peoples lists cannot deal with hordes so how can that be a valid representation of a good tournament if lists keep winning but can't deal with hordes? Clearly there is an under representation of foot or horde armies at tournaments.

Again, in a game like Magic that's okay because the meta evolves quickly. A lot of things contribute to this such as a single ruleset with updates being continuously added (which are much bigger than a single codex as they directly affect all possible deck combinations) and is much much cheaper.

Basically what I'm saying is 40k isn't a rock/paper/scissors game and if rock/paper/scissors tournament draws are still out there, why are we using them to relate to how 40k operates?
not unless there guard.. then all there chimera chasisses (and that includes the hydras and basilisks) have heavy flamers..

argh..
I disagree totally, there are definite RPS elements to 40k now. What an all-comers IG list looks like will look totally different than an all-comers SM bike list. They both have a rock to their scissors though.

You can't avoid bad matchups.

I'm not sure if MeanGreen's point was that tournament winning lists win despite not having anti-horde stuff; more than if you bring a horde to a tournament, you're likely to be a bad matchup for most opponents.
3 replies · active 747 weeks ago
RPS? role playing strategy?

Oh certainly each balanced list as inherent weaknesses. Tyranids and Loganwing aren't super fond of AV14, Mech Marines/BA/SW don't like Immo/BA RBack spam, etc. but they are still quite capable of beating those lists. A pure foot horde of Orks on the other hand has significant issues against a lot of lists (I'm sure we agree just spamming boyz on foot isn't a good list yes?) so is very much a rock-paper-scissors game. Against an army without any anti-horde it will do quite well but against say an Immo/BA RBack spam army it's dead meat even though the meltaguns are essentially useless in that army, etc.

There's a difference between having weaknesses and having another army totally and utterly trump yours.
RPS = rock, paper, scissors
Not really that many. You seem to think that games like M:tG revolve around deck choice. I assure you that in a game of UB control versus Red Deck Wins, UB control has a distinct advantage. Does that mean that Red can't win? No. Red can and does. It does mean good players don't bring RDW to a tournament when they expect a lot of UB control.
Also, just to recap on this. One deployment method here that wasn't discussed, but definitely should be is that hordes shouldn't be clumped into regiments like this. YOu should stripe all 6 units end to end like a lasagna, and put the nob in the middle. Then, as you move up, move the Nob progressively more towards where the fight will happen, and take casualties off of the side that isn't going to be in the fight. You should be able to still reach them with most of your units intact.

Another advantage is you can easily have all units within 6" of the KFF if you put him in the middle of your horde.

Big Mek with KFF
6x27 Slugga Boyz with Nob with PK
3x3 rokkit buggies
3x3 Killa Kans with Grotzookas

1987 pts

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