You know the feeling, when you lose a game and wonder where it all went
wrong. Why couldn't your knights charge your opponent's infantry, why did
every move you make seem desperate and doomed to failure? In a game of
Warhammer, you need to act, not just react. Once you give your opponent the
initiative, the rest of the game you will struggle to win it back, and you
will fall into the practice of damage minimization, trying to save your own
units instead of killing your opponent's. In this article, I'll give you
some advice on playing the game on your terms.
One rule of thumb to cover any situations not explained here, is as follows:
React to your opponent only when you have to. Worry him with your game
plan, don't get worried by his.
Now, I'll break the game into phases and we'll have a look at how you can
stop the enemy from running circles around you.
Army selection
Think about what you plan to do with a unit before you select it. Fast
cavalry are the best unit for threatening flanks, and by doing this, your
opponent throws other units at the fast cavalry unit. Other units have
special deployment rules, such as scouts, Tomb Scorpions or ambushing Beast
Herds. Make use of these special rules, to put units in places where your
opponent was not expecting them, and keep the other player on the back foot.
Pre-game
When you win the roll to choose who deploys first, remember you are trying
to get the opponent to react to YOU. Putting a unit of 10 Chaos Knights in
the center of the table will make your opponent think twice about deploying
any of his units opposite it. Or he may decide to put everything he has
into stopping that one unit. Every unit has a reputation, and you need to
be aware of how the opponent will react to your different units, both when
they are deployed and during the game. Deploying first means that you force
your opponent to react to your units, not vice versa. Remember, a unit such
as Night Goblin Fanatics, which scare the living daylights out of knights,
will always cause panic. If you see a unit of knights on the table, you put
your fanatics opposite. If you don't want any knights on your flanks, then
by putting your Fanatics on the flanks, you can influence where your
opponent places his units. The same works for any unit that you have a
definite plan for. Even by deploying a defensive unit, or supporting unit,
before the unit it is meant to defend, you can get your opponent to make the
wrong move with his forces.
Also while deploying, remember what you plan to do with your forces. If
you want to refuse a flank, try deploying a unit or two, early on, towards
the opposite side of the table. This will get your opponent thinking that
you are, in fact, going to form a standard battle line. But, as he deploys
some beefy units opposite the decoys, he will soon see that you are not
putting anything else on that side of the table. Confusion and decoys, of
any kind, keep the ball in your court. There are 2 major deployment decoy
tactics.
1. Decoy Flank - If you want to refuse a flank, try deploying a unit or two,
early on, towards the opposite side of the table. This will get your
opponent thinking that you are, in fact, going to form a standard battle
line. But, as he deploys some beefy units opposite the decoys, he will soon
see that you are not putting anything else on that side of the table.
Confusion and decoys, of any kind, keep the ball in your court.
2. Cavalry Flank - By evenly deploying your units in a battle line, your
opponent will do likewise. But by keeping one side of the table holding
only cavalry, in your first turn, you can swiftly redeploy to bring your
cavalry over to the same side of the table as your infantry. This has the
same effect as a Decoy Flank, in that your opponent prepares for something
that simply isn't there. This misdirection is vital in keeping your
opponent on the back foot.
Contrary to popular opinion, the dice roll for first turn isn't the easy
decision most people believe. Going first means that your opponent has less
time to react to what you do, and it means that you get to shoot him first.
On the flip side, taking the second turn gives you three major benefits.
1. You can see what your opponent does. This is reactionary, but it can be
vital, especially if your opponent has a cavalry flank or a pre-game plan
involving him moving to trick you.
2. A carefully planned deployment allows you to implement your grand scheme
even if your opponent moves forwards. Anticipating where he will deploy,
and anticipating where he will move, means you can then make your move when
he is less able to counter it.
3. At the end of the game, you have the last chance to attempt to rally
units if you go second. Also, you will be able to move in the final turn
without fear of what happens next turn, because there will be no next turn.
Movement phase
This is where deceiving tactics such as a Cavalry Flank come into action,
and also when you declare charges. Remember, charge only when you want to. In the movement phase, you move units to bait charges from your enemy, or
threaten the flanks of his army. By threatening to charge in the next turn
with a unit, or by intimidating other areas of his line, he moves to counter
your threats. The units he uses as counters are no longer in a position to
threaten the other parts of your line. Scouts and units that can move into
play from different table edges can divert a large part of an army, units
turn around, or march in an inadvisable direction. Fleeing as a charge
reaction, especially with units your adversary will not expect to have run
away from him, will also break up a line, leaving counterattacks and failed
charges in it's wake.
It is by misdirecting the enemy that you can achieve the disruption you are
aiming for. It is often said that No battle plan survives contact with the
enemy. This is true because you can force your adversary to change his
mind, by moving to where he doesn't want you to.
Magic phase
Movement spells are a blessing to those armies that can use them. These
can make units suddenly be able to charge when your opponent had not moved
to counter them. You can suddenly spring free of your opponent's traps, and
turn the table on him.
But in general, the order of spell casting is paramount. The smaller
spells that you want to cast, such as the fabulous Second Sign of Amul,
should be cast early on in the phase. Your opponent will want to dispel
these spells, but probably won't want to weaken his dispel pool so early.
Alternatively, by casting your most destructive spells first, your opponent
will often go overboard using dispel dice, thus allowing you to cast two or
three spells successfully after the major spell attempt. A bound spell can
also throw your opponent off, while a power stone can overwhelm his
carefully saved dice at the end of the phase. Make sure that your opponent
will try to dispel the spells that you want him to. Remember you will
rarely successfully cast spells such as Comet of Cassandora, but casting
them anyway will let your other spells slip through your opponent's defenses
in his relief at not seeing his entire army go Bang! in a magical
explosion or two.
Shooting phase
This phase is not one I have had much experience with being an Orc
player, but I have been on the receiving end many times. Three pointers I
will give thee:
1. Shooting cannot easily kill entire units. Remember that the most you
should expect is a panic check or two. Any units that do run, however, can
cause more units to flee, so rather than trying to cause a unit of Chaos
Knights to flee, by making the war hounds next to them run, the Knights have
to take a test too.
2. Use the best tool for the job. Bows and repeater crossbows bounce off
armour, but can cut down lightly armoured infantry easily enough. Cannons
destroy chariots easily, whilst handguns and Thunderers can kill knights
more easily than their strength value suggests.
3. Fire guess range weapons before weapons that do not use guess range. Not
so much a pointer, but an important reminder. Sportsmanship points in
tournaments can be lost if you consistently forget' this rule.
Combat phase
Providing that you have deployed wisely, and made intelligent moves, the
only combats you should fight will be the ones that you choose. That said,
there are things that you can use in a combat to continue to play on your
terms. Challenging a tooled up Chaos Lord with a mere unit Champion may not
seem like a wise move, but it can work to your favour. The maximum overkill
your opponent can get from a challenge is three, so the Lord can inflict a
maximum of four wounds. As only one of your soldier suffers wounds from
this, the rest of your front rank can still fight back, despite the carnage
inflicted on the Champion. Alternatively, you can trick your opponent into
believing one of your characters has something that they do not. Your
Empire Wizard may not have Van Horstman's Speculum, but when he challenges the
Chaos Lord, your opponent will likely decline the challenge, assuming that
you do.
Conclusion
Keep your adversary reacting to you. By using bait, decoys, and
misdirection, you can get your opponent second guessing himself. Think not
only about what your units can do, but how your opponent will react to them.
Continue trying to get him to do what you want him to. And most
importantly, NEVER give up just because you happened to roll six ones. One
day it will happen to your opponent too
Playing On Your Terms
by rampagingpenguins