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Made in us
Cold-Blooded Saurus Warrior






Everyone keeps talking to me on how my lists are just going to get beat by stalling small units, but I don't see how when there are things like overrun. I've played like 20 games, but I have never had a problem like that.

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Made in gb
Charging Wild Rider





The problems with over-runs is that they can often take you out of the game for a turn or 2- you might end up getting stuck on terrain, or just not be able to see anything for example.

This is a bit of an open-ended topic though, presenting a list or a specific problem would be a bit better, at the moment you're just a tad too vague.

As a general rule though- if you're taking an army that really needs to get into combat, being able to clear chaff is a must. So, small arms fire, or magic missiles, for example,

"4 hours 27 minutes - Time it took between the ETC draft being posted and @tmarichards to ask about his free bow "
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Made in us
Killer Klaivex




Oceanside, CA

If you're running a small number of very expensive blocks, you're very vulnerable to speed bumps.

My ogres run 2 iron blasters, 2 ogre units, 1 iron guts, 1 leadbelchers and 12 units of 10 gnoblars.
Yes, 12 units of gnoblars.

This set up totally hoses death star units and armies based on too few units. Gnoblars get in the way of 2/3rds your army, while 85% of my points pound on 50%. The typical result is I give up 200 points of gnoblars while crushing 800-1200 points of opponents. The last few turns leaves my opponent scrambling to clear gnoblars out of the way so that he may fight something of value.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Infiltrating Naga





England

Redirect units make overrun fun, my unit of 20 slaves facing away from my army at 42pts can take your 200pt + unit of lizardman out of the fight for about 1-2 turns, or like stated when you overrun from massacring them force you off the board.

Because even if you demolish my unit and overrun 2d6 you still have to spend time reforming and walking back into the fight.

The difference of 1 turn is my cannon / templates switching targets from something of a higher priority that can't be held off another turn to something that can.

And of course tarpit units of 50 do what the name suggests, if you only have an army that consists of say 3-4 big blocks of troops I can lock them in combat for 2-3 turns while i annihilate that which isn't. Then by the time they finally get out of combat there staring down my entire army thats waiting for them.

It's like shelving half your army while i fight 50% with 100% of mine essentially as the tarpit/redirect units don't really count as anything.

This message was edited 2 times. Last update was at 2012/01/13 22:23:52


   
Made in us
Fanatic with Madcap Mushrooms





Auburn CA

Also while this is not as common anymore the stubborn/unbreakable power I is still a nightmare for small amounts of large units to deal with.

Example: Say I charge my line of flagellants into your Templeguard block. I get my unit champion in contact with one of your guys and all your attacks have to go into the champ. So the first turn I lose my champ and you lose maybe one guy. But I hold because of unbreakable. You then reform to get a second guy into BTB. Then in your turn you kill off more but not enough to wipe me out. My turn sees the same thing and then in yours you finally finish me off. That is two full turns I have held you up.

 
   
Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Johnny, how wide is your unit? Because unless you charged something else alongside those Flagellants, you cant choose to only put one of your models in base contact.
   
Made in us
Fanatic with Madcap Mushrooms





Auburn CA

My unit is 1x13 butler! Ranks are for the weak

 
   
Made in us
Enigmatic Sorcerer of Chaos





Buena Park, CA

Haha, that's ridiculous. I've seen people talk about running unbreakable units 1 wide, but I've never seen anyone do it.
   
Made in us
Fanatic with Madcap Mushrooms





Auburn CA

For a while I was running three units of 12 flaggies with champs, a waralter and a Steamtank then just tons of guns. Played 4 games and gave away at most 200 points each game.

The power I reeks of cheese imo but in a tournament I will use it if I got it


Automatically Appended Next Post:
Also it works with stubborn units too, they just take a bit of baby sitting

This message was edited 1 time. Last update was at 2012/01/14 00:33:58


 
   
Made in bg
Cosmic Joe





Bulgaria

Buttlerthepug wrote:Haha, that's ridiculous. I've seen people talk about running unbreakable units 1 wide, but I've never seen anyone do it.

Its a monkey wrench unit


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in fi
Courageous Silver Helm




Amsterdam

Johnny-Crass wrote:My unit is 1x13 butler! Ranks are for the weak


Shenanigans I say!! You claim ranks are for the weak and run a formation that maximises your ranks, I SMELL DOUBLE STANDARDS

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Made in us
Fanatic with Madcap Mushrooms





Auburn CA

MakeH wrote:
Johnny-Crass wrote:My unit is 1x13 butler! Ranks are for the weak


Shenanigans I say!! You claim ranks are for the weak and run a formation that maximises your ranks, I SMELL DOUBLE STANDARDS


The unit has no rank bonus what so ever though

 
   
Made in fi
Courageous Silver Helm




Amsterdam

Indeed not, but maximum ranks

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Made in us
Crafty Clanrat





I believe it would be "Files are for the weak!" ?
   
Made in us
Longtime Dakkanaut





Stalling can work and is a popular tactic I use for certain opponents with my Wood Elves (may be tooling but I will take any advantage I can with my outdated book!). I sometimes take X2 units of x5 Glade Riders and will stall opponents like none other. Against armies that have alot of hordes such as O&G, Skaven, Empire or even just one big scary unit of elite troops like Chosen, Swordmasters & Witches being able to slow them up to shoot them and magic them some more helps alot.

I like to run these guys up to exactly 1 inch outside their standard movement and harass them with shooting. My opponent has 2 choices: Either move their normal movement and not march, or charge. If they charge I flee and with 3D6 vs. 2D6 and a head start I like my chances in getting away, which means they take a failed charge result. Has worked wonders in the past being able to delay a unit or 2 for a few more turns and also can even use your opponents strengths against them. For example: Playing a Goblin army I smartly moved my Glade Riders during my vanguard and first turn movement into position where they were both exactly 8 inches from 2 horde units of Goblins forcing his fanatics to come out in force on his side of the table. Lost all my Glade Riders but won the game thanks to most of them shooting back through his own army killing more guys then my Glade Guard could ever hope to kill!

This message was edited 3 times. Last update was at 2012/01/25 07:36:24


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Made in ca
Fresh-Faced New User





As a specific example, I posted one of my most recent battles versus Warriors of Chaos in the Battle Reports section:

http://www.dakkadakka.com/dakkaforum/posts/list/425381.page

In my first turn, I move up my great eagle, angled in such a manner that if the marauders charge and overrun (which frenzy would force him to do), he will end up in a position that I dictated, and have prepared for by lining up several of my hammers. This is just one example of the many ways that you can utilize distraction units to get an advantage out of cumbersome, large blocks. It seems like every game I play I find new ways to use a Great Eagle!

If you create a unit that is a monster in combat, you need to have an answer for redirection units or a smart opponent will lead you around the battlefield, creating frustrating situations. If you haven't met somebody who does this to you yet, it's simply a matter of time. Best bet is to ask yourself now how you'd deal with something like that and be prepared for the eventuality.

D

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