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Wednesday, June 29, 2011

Disruption in 40k


Warhammer 40,000, contrary to 'popular belief' isn't all about lining up your army and then proceeding to run at your enemy and/or shoot, shoot and shoot some more. There are tactics involved and this is most often conveyed during the movement phase. Why? That's when you have as complete control as possible over your army. Your units can move up to X" with various bonuses or reductions depending upon how far they move (i.e. how many weapons a tank can shoot) and only terrain is going to restrict this. This is why random movement is bad (hi Fantasy) and why terrain can be so important (randomness is now entered into the equation). With this premise set up, being able to disrupt your opponent and specifically their movement or deployment, is a very valuable tool. Let's take a look.

When building a balanced list for competitive play there are a couple things your army obviously needs. Mobility, ability to deal with tanks and infantry in spades, durability (whether through numbers or good stats), a way of applying your firepower effectively, etc. Basically you need to be able to kill the enemy and restrict their ability to kill you (or simply not be wiped off the table quickly). Sounds simple right? Some of the factors that don't often make it into lists but which can often make a huge difference are units which not only do the above, but do it in a way where the opponent has to specifically cater for them. This is disruption.



What do I mean by this? Basically anything that is non-standard deployment or has the ability to affect an opponent's movement. Now, every unit in every army has this option to an extent. A Rhino for example is just as capable as blocking something as a Tau Piranha or Space Marine Land Speeder but has different opportunity costs, is unable to deep strike into play and has no melta weapon attach to its hull. We'll ignore the difference in speed here though that is an obvious advantage for the Speeder/Piranha as well. Whilst multiple Rhinos, Razorbacks, Dark Eldar Raiders, Devilfish, Chimeras, Immolators, etc. are great at restricting your opponent's movement and are an important part of controlling the battlefield, they are not disruption units. You're taking them for some other purpose (i.e. transportation) and whilst they certainly help in disrupting your opponent's ability to operate effectively, true disruption units go beyond this.

Specifically, by going beyond the simple expedient of blocking movement, disruption units force your opponent to potentially change their moves or deployment. Why? Because of alternative deployments such as deep-striking and outflanking. When units can deploy in a non-standard way, even scouting and infiltrating do this, your opponent has to consider them. For example, whilst outflanking a whole army is really unreliable, a couple of units capable in combat or with meltaguns? You need to block off your short table edge(s) or those units will come on to maximum efficiency. Against deep-strikers or scouters - again, with melta weapons? You need to layer your army with bubble-wrap units so those weapons won't get the best shots when they land, etc.

Now this might not seem as great as I've made it out to be at first glance. After all, if the opponent has an easy answer to these non-standard deployments, are they really that useful? Absolutely. Whilst their effectiveness may be diminished by your opponent changing their movement or deployment, you are influencing what they do. This is huge as you are forcing them to react to what you do rather than allowing them to enable their own battleplan.

What's important to understand about these units is they are not all about disruption. If they are, you need to look long and hard at them and consider are they really worth it. What happens when their disruption is not needed? Are they cheap enough and not taking up a valuable FoC slot they can still find a use in their army or are they a one-trick-pony? You should take that pony and leave it at home if it's the case. A unit which has disruption built into its role which can still tackle the battlefield 'regularly,' is going to get far more use.

For example, Mawlocs are great at disrupting parking lots or bunched up infantry but aside from, are a very expensive and pretty weak MC. Wolf Scouts on the other hand are going to fiddle with any opponent who has a backfield, whether it's a tank or infantry. Wolf Scouts bring excellent anti-tank capabilities through melta weapons and are good enough in combat to beat backfield units with a few upgrades. Against armies with no real backfield however and Wolf Scouts are less useful but they can still deploy with the main army and are an extra meltagun and combat potential. Conversely a MM/HF Speeder is going to do everything the Scouts do in terms of dealing with tanks and infantry but also has the ability to block movement of both tanks and infantry due to its speed and deep-striking ability. This is the ultimate in disruption and whilst it is less powerful in terms of actually changing your opponent's plans compared to the Wolf Scouts, the Speeder will always fit well onto the battlefield.

Conclusion


Disruption is great. It's not necessary and by no means not having any doesn't make your list bad, but they are great at changing the way your opponent operates. Whether it's during their deployment or how they move in later turns, impacting what your opponent does outside of simply avoiding your threat ranges and deployed guns is a nice asset. It doesn't always have to even be used but the potential threat it poses can force your opponent to think about it and react accordingly. Don't go overboard though and certainly look at the units you are taking to disrupt your opponent. Do they have other uses if they aren't disrupting your opponent (or can't)? Are they expensive or taking up valuable FoC slots? If so, consider whether or not you really need them. Remember, disruption is great but not necessary and it needs to fit into your army list smoothly.

Comments (10)

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Hi Kirby,

Again a very interesting article!
I just have one question for you: in your GK article you’ve never talk of the deep striking ability of the incursion squad and it seems you are roughly never using it in games. Still it is a very good disrupting unit in a GK codex that otherwise is missing scouting/Deep striking / fast moving unit. I was wondering why is it so that you sell in such a good way the ability to change the enemy battle plan with your unit an scarcely use this option with the GK?
4 replies · active 723 weeks ago
I would be willing to wager its because they are too expensive points wise to be used in this manner. The thing about disruption units is that they always always die, so you want them cheap and disposable, of which there is very little in the GK codex. I've strongly considered a shunting Dreadknight for this purpose because he is so dangerous in the backfield an opponent has to grease him ASAP or he's gonna cause trouble. He's pretty tough so he will take a decent beating before dying, but man I'm just having trouble getting over that 200+ point price tag. In closing IMO GK backfield disruption is actually performed in the shooting phase by 30 guys with storm bolters and psycannons. That much dakka can really put a hurting on the enemy's support units.
My thought was not to take a dedicated unit in a GK army to have disruption. It was more that a 5-men incursion squad with a psycanon and a demonhammer can be used as a disruption token. It is a quite cheap unit by GK standard (in the SW scout area), has a utility by itself even if it is not deep striking. Still the deep striking can be a fair option in capture and control (and to a lesser extent in size ground) when your opponent:
-will try to rush into your GK army while keeping the very weak scoring unit in his backfield,
-will try to block your midfield movement with the bulk of his army hoping you will not be able to contest by turn 5.
The main weakness of the GK army that I foresee after some testing is that it is a highly predictable army after deployment as most of the GK player will deploy 100% of their army and that your movement will be limited to 12’ per turn (no skimmer, cavalry, scout,…). The opponent can then draw a clear plan to stop you without fearing interference. By keeping 2 small incursion squad for deep striking it creates an uncertainty for him (not to know where some of your scoring unit are)…and thus create disruption
Do you mean Interceptors? Language translation and all that.

If so, I love those squads and they do play a disruption role but I wouldn't really say from deepstrike. Same with Strike Squads and GKT in regards to deepstriking. They certainly can deepstrike but the question often is why? You can start on the board and most games start shooting from T1 so deepstriking isn't really helping you land in quick shots and if you're taking Interceptors, they have the speed to get into side armor and the backfield quickly.

Obviously a GKGM adds huge disruption capabilities with adding in Scout and units like Dreadknights and Interceptors with 30" shunt moves are going to annoy your opponent no end (and like I_and_I said, shunting DKs are scary if expensive).

I certainly agree keeping squads in reserve can work well in terms of affecting a game middle turns (especially if you have psychic communion) but I feel if you have Interceptor squads, why not be using them early on to get into your opponent's flanks/backfield? I'd rather see a Strike squad or two reserved for this purpose over an Interceptor squad. I also find however many Razorbacks/Rhinos/Chimeras I have up in midfield is where the majority ofmy disruption comes for GK in terms of blocking, preventing assaults and tank shocking my opponent so I can maximise my 24" range as much as possible.
Hello,

I was meaning strike squad and not interceptor that I find rather meh compare to what can be found in the GK codex…Sorry for the misunderstanding! I use to play 2 small squad in reserve for deep striking when there is a game with few objectives and when one on them in far from my deployment zone (spearhead or dawn of war). Otherwise I find it could be an easy goal for your opponent to try to delay the GK force from moving 2-3 turn with the bulk of his army…which mean that the GK will not be able to contest the far objectives in due time.

For your information I play in France where either we play “pure” official mission or hand made mission.
Valid points, though not purely a 40K concept, though the game has more ways of disruption than other popular games. Anything that can cause the opponent to alter their battle plan can be considered disruption, theoretically, from aligning your infantry block to cause your opponent's chargers to wheel and face the wrong way for follow up charges, or open to a flank charge. WFB scouts disrupting march moves. Ambushing units in Warmachine/Hordes, etc.
Disruption is something any unit can do, but some do it better than others. In the case of Knights, I can think of several very effective disruption units;

- Vindicare: He's mainly taken because he causes a penetrating hit on Landraiders very reliably, but his other trademark ability is to snipe out squad leaders, Icons, special/heavy weapons etc. This is a form of disruption, as most squads are reliant on their leaders to deal damage in close-combat. Shield-Breaker is also a form of disruption, as it can remove invul saves from annoying heroes, and he can always rip wounds off them to make your opponent reconsider risking said character in close-combat.

- Dreadknight: Ignore the price-tag. This guy laughs off krak missiles and autocannon, and even against AP1/2 he has 4 wounds to chew through. He's an awesome combat unit in his own right, but his disruption is in the form of forcing difficult decisions in the enemy shooting phase, and re-directing enemy assault units in his direction. He does die a lot, but all that firepower and attention drawn away for 1-2 turns is a big boost to the rest of your forces.

- Librarian: 'Sanctuary' is an absolute god-send for Knights. I've had several games with this power now, and it's both lethal and highly disruptive. My mate who plays Templars hates this guy, because I routinely roadblock his Assault Terminators. On larger units, you can rack up a fair few kills just from failed 'Dangerous Terrain' tests.
2 replies · active less than 1 minute ago
If you're using one, why not 2?

I've been contemplating building my force around 2 dreadknights w/ hvy incinerator and sword w/ a squad of interceptors...obligatory grandmaster...
I have been using one Dreadknight without the teleporter for a few games. His job is to stand in front of the Paladins so they always have cover and be a bullet magnet. Anything he kills is just bonus. Also, couldn't agree more about the Librarian. I don't see myself ever playing GK without him.
Hahahaha TBWA Disruption logo.. you are making me feel like I am at work!

Oh wait, I am at work. Carry on, then.

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