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Wednesday, February 16, 2011

Back-to-Basics: Moving heavy weapons on in Dawn of War


During my recent game with Taak I noticed he had an issue during his deployment. Dawn of War is a very particular and annoying type of deployment for many armies. Hordes and assault armies love it, especially if they deploy first as they can advance really far upfield. Shooting armies hate it as they basically lose a turn of shooting between the combination of night fight and moving on from the board edge during first turn. What this post is going to look at is how you move on a specific type of unit: foot heavy weapons.

Infantry without the relentless rule and armed with heavy weapons particularly hate Dawn of War. They most often can only move 6" + run D6" so don't get to pick the most advantageous spot for controlling the board and lose a turn of shooting (though night fight affects this as well). It can become difficult for players to appropriately choose their positions with their heavy weapon infantry. There are two major things you should consider when moving your foot heavy weapons onto the board in Dawn of War: fields of fire and line of sight. Both are related but both are different.

Line of sight is obviously what you can see. The more you can see, the better. Fields of fire is about where your heavy weapons are going to cause the most damage. You may be able to see the whole board but their only open terrain is on the opposite side of the board where they can't reach your opponent. Your opponent can then move across the battlefield with cover on hand at all times. Sometimes it's hard to get good fields of fire and your opponent will get cover, this is part in parcel of taking foot heavy weapons and one you should of considered when designing your list.

From there you have the obvious things you need to consider. Where is your opponent (don't deploy out of range if they have deployed first...please) or where are they likely to be? This is where fields of fire comes in particular importance as where you end up moving your heavy weapons to can dictate how they play. What are the mission winning conditions? If objectives play an important role, ensuring your heavy weapons have a good field of fire or at the bare minimum, line of sight, to as many objectives as possible is obviously very important. Finally consider defenses. Do your opponent have a lot of ranged AP weapons which are going to power through your armor or can your heavy weapons hang out in the open and thus increase their field of fire? Another consideration is do they have a transport dedicated to them or which they can hijack? If so this opens up a lot more possibilities in terms of where and how you can place them most effectively. Remember though, don't rely on the run roll to get you into a good firing position. If your heavy weapons are out of line of sight to most of the board and only need a 2" run roll to get into a good firing position, you're going to be in a world of hurt when you roll that 1. Consider the run move a bonus which allows you to readjust your models so they are setup correctly rather than an extra distance to be covered to get them into an appropriate firing position. Also remember, if you need to sacrifice two turns of shooting (T1 and T2) to get into a very dominating firing position, do so. But make sure the rest of your force is capable of impacting the opponent as much as possible (or minimising your opponent's impact on you).

So we're going to take a practical example here from my game against Taak. It was DoW deployment with winning conditions in the following order: Table Quarters, Objectives, chosen KP, Victory Points and I was playing a Tyranid list and he was playing Razorwolves. The obvious implication relating to this article is the Space Wolf Long Fangs who won't be able to fire on T1 and have Razorback transports (more details on the battle can be found in the Battle Report to be published later).

Taak had three Long Fang squads and two of them were able to deploy into ruins which gave them cover, advantageous height, good fields of fire and LoS to pretty much the whole board except for terrain pieces which blocked LoS. His third squad however wouldn't be able to reach the same type of cover in a different section of the board. If they had he'd of had very good overlapping firepower across the board but as it was, Taak spent two turns positioning them and by that time my army was in his face. So he had a few options he could of done with this third LF squad.


Option 1: Deploy them in the open

Against Tyranids without Zoanthropes, cover means very little. Sure most models don't have frag grenades/lashwhips so you get to strike first but for a small squad of heavy weapons? Deploying them in the open is a much better alternative as you get an extra turn of firing and should have excellent fields of fire but LoS may be hindered. Either way getting that overlapping firepower is important as it means the opposing army cannot hide as a whole. In this instance it would of meant four more instant death missiles flying at the Tyranid raveners which would of greatly reduced the impact they had in the game.

Option 2: Deploy them via their Razorbacks

In this picture we can see this is exactly what has happened. The Long Fangs are 10" on from the board edge having been transported by their Razorback and then running up the ruins (lucky them). Whilst this is possible if they had walked on from the board edge the combination of difficult terrain and a high run roll may have left them further back in the ruins which would of limited their line of sight.




The main issue with this deployment specifically is the LoS is blocked to the right of the Marines. This won't always be the case but deploying like this does get dictated some-what by terrain. Not really an 'issue' but something to be considered.

Option 3: Self-block

This combines options 1 & 2 and deploys the heavy weapon teams in the open and uses tanks to protect them. We've discussed this tactic before here but generally in an aggressive manner. One of the main disadvantage of options one and two is exposure to enemy assaults and fire. Deploying them in the open and further upfield means they are more susceptible to enemy units crashing through your lines and punching them in the face. By using tanks to protect yourself you can maintain clear fields of fire, not rely on terrain for cover/defenses and protect yourself from assaults.

A main advantage of this option is you can move the tanks around to change the fields of fire to ensure maximum protection and maximum fire potential. However, the tanks are obviously a key component of the defense and if offensive in nature (i.e. Razorbacks) can be high priority targets as well. If these are gone the squad protected by the tanks can become highly exposed.

Here are some pictures to illustrate.






As you can see the vehicles allow the line of sight and fields of fire of the foot models to 'pivot' whilst still providing protection. This option is best used when there is no good cover to easily walk or drive the unit to. It doesn't rely on run rolls so is reliable and gets the foot squad into firing position from the get-go.

In the game between Taak and I, his third Long Fang squad really should of used option three. Option two was also viable as long as they were deployed too far forward. By attempting to get the Long Fangs into the ruins he took two turns to actually get them into a firing position when they could of been in a firing position from T1. The other Long Fangs could of also used option three to stay protected but used option two + good run rolls to get into ruins and elevated.

Conclusions:

Whilst option 3 may have the best of both worlds, it's not always the right choice. If you can move your foot heavy weapons straight into good firing positions without a reliance on a good run roll (either walking on or using a transport), go for it. Remember, option three is requiring the use of two tanks + the actual unit so isn't exactly hyper efficient and if the tanks go down, the unit is very exposed.

In the end getting the best out of your foot heavy weapons in Dawn of War requires you to understand how quickly you need the firepower (if your opponent has reserved for example, you've got an extra turn!) and where it will be the most beneficial depending upon what the winning conditions are, your opponent's army and firepower compared to your units, fields of fire and line of sight. Combining all these elements and examining the battlefield should give you a better idea in which option to use, including walking them on and into terrain (subtraction of Option 2).

Comments (18)

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Dawn of war is one of the primary reasons why walkers are so good in 5th.
Roland Durendal's avatar

Roland Durendal · 737 weeks ago

Good stuff Kirbs. You think I should do an article that sort of expands on this and ties in some real-world military tactics/ideas and how it can be applied to 40K? Mainly I was thinking of doing something on OCOKA (Observation/Fields of Fire, Cover/Concealment, Obstacles, Key Terrain, Avenues of Approach), and how these tenets can be utilized to some extent in peoples games of the Warhamz.

Heck I could even go into METT-TC on them and how it too can be applied. METT-TC is what something we take into consideration when making plans: Mission, Enemy, Time, Troops, Terrain, Civilians.

Lemme know Pinky.

Love,

the Brain
1 reply · active less than 1 minute ago
Go forit rolly.
Great article. Made me think of the game I played last Saturday where my Longfangs were having a hard time seeing what they wanted to shoot.
2 replies · active 737 weeks ago
It's an issue Fangs/Devs/HWT often have that's not really discussed. MVB is pretty big on it though. If you don't deploy them right they will have serious issues getting good shots off. Even if you do and are able to cover the fields of fire most units should be able to BLoS to one of the squads and they cannot reposition to shoot. DoW just makes this all a lot harder.
Part of the issue was terrain, and that I was up against DE zooming out of view with their zippy little transports. I think if I had put them in the open or taken a turn to redeploy they would have done more damage though.
BT Preds with PotMS ~ worth taking?

btw, I got last place at the BBC tourney in Melbourne. LOL
0-0-4

two guys got less than me, but they didn't play four games, so I'm the real last place dude ;)

Plague Marine, who I think sent you the news about the tourney? beat me 7-2 on kill points with bonuses for a killing unit surviving.

Spewin!
1 reply · active 737 weeks ago
This was my list:

Champion Minsc
Champion - 140
AAC

Squad Loring
Crusader squad. 6+3 - 151
PF, Mg
Rhino - 58
Smoke, XA

Squad Acebauer
Crusader squad. 6+4 - 161
PF, Mg
Rhino - 58
Smoke, XA

Squad Laeroth
Crusader squad. 5+1 - 106
MM, Flamer
Rhino - 58
Smoke, XA

Squad Duncan
Crusader squad. 5+1 - 111
LC, Flamer
Razorback - 98
tl LC, Smoke, XA

Das Panzer ist uber
Predator, Autolas - 133
Smoke, XA

Firepower
Predator, Autolas - 133
Smoke, XA

Messenger of Death
Speeder - 75
MM, HF

Iago
Speeder - 75
MM, HF

A D-B & Hadafix
Speeder pair - 140
Typhoon launchers

1497 pts.

In your opinion, a good list or not?
What would you change?
I find with guard that Dawn of war doesn't hurt me to much. Because my HWT are troops I can deploy two in good positions at the start. Guys that walk on can get the benefit of "move move move!" to maximize their run move.
As it is related, what do you guys think about searchlights - ie can you move 12 inches and use a searchlight, can you pop smoke and use, etc. It doesn't specify it is a weapon (and as far as I know people don't need to roll to 'hit' with it...)

I usually deploy an empty chimera in heavy cover towards the centre, then use it to light up where I intend to fire artillery directly at my opponent when they won't expect it.
1 reply · active 737 weeks ago
I've always played you have to roll for it to see. I've heard differing opinions on when it can 'fire' though.
Option 3 is nice, just beware that your tanks may not always be able to move, and they block huge fire arcs. A smart opponent will try to stun/immo/wreck the mobile bunkers and use those blind spots to prevent return fire from the heavy weapons.
1 reply · active 737 weeks ago
Cookie given!
Just cause its funny re. block firing lanes.. I dropped a empty drop pod in front of my opponents vindicator, when he had a wall on either side of him. He fired the vnidi shell and missed, then assaulted it with his terminator squad, proceeding to wreck it.

He then tried moving his vindi over the top and immobilised himself lol.. couldn't fire for the rest of the game :)

Re. smoke, I always roll to see with the smoke, but I don't think you have to be able to fire to use it - playing it like wargear (smoke launchers for eg) rather than a weapon.
Just cause its funny re. block firing lanes.. I dropped a empty drop pod in front of my opponents vindicator, when he had a wall on either side of him. He fired the vnidi shell and missed, then assaulted it with his terminator squad, proceeding to wreck it.

He then tried moving his vindi over the top and immobilised himself lol.. couldn't fire for the rest of the game :)

Re. smoke, I always roll to see with the smoke, but I don't think you have to be able to fire to use it - playing it like wargear (smoke launchers for eg) rather than a weapon.
Kirby's getting owned today... {^}
Oh shoosh BroLo.

@corian; I admit my grammar slips when writing for 3++ a little bit; I will attempt to nazi myself more though *puppy eyes*

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