RamRam wrote:Can you tell us what is your strategy with the army and what kind of tactics do you use?
How do you use your ELITES, and what is the function of each squad?
Sorry for the delayed response. Lost track of this thread.
I'll answer the second question first. I'll vary my Elite use according to my opponent. When I face lists that mostly ignore Morale checks and don't have light vehicles, I'll bury a Death Jester in each of my two large foot Troupes. When I know I'm about to charge, I'll splinter it off from the unit and use it to absorb Overwatch against larger units that have a greater chance of causing me problems before charging in with the Troupe on the same target. I'll also accept challenges with the Death Jester if I don't want to risk my Troupe Master against the challenger and allow it to go after the softer targets.
When the opponent has units susceptible to Morale Checks, I'll gauge the number of targets, how much long range capability they have and deploy accordingly. Sometimes I field the DJs individually behind
LoS blocking terrain and step out to shoot targets of opportunity. Other times I'll embed the unit in a large Troupe for a turn to get it closer, then splinter off in central ruin terrain to pick off targets of opportunity that my Troupes aren't charging, usually those that are close to board edges. I only use the Shrieker Ammo if the target's save is 5+ or worse as the odds of getting off the Bio-Explosive effect are much higher. Armed with Haywire Grenades, I can also take advantage of the high
BS the DJ has to get in a pretty reliable grenade throw on a IK that's nearby but will also be charged by my Caress and/or Solitaire units to finish off the job in Shooting and Assault. I rarely blob the two DJs together but have been known to do so from time to time.
The Shadowseers always split off into the two large Troupes.
Veil of Tears is invaluable to them and, as it can't be cast while embarked, really maximizes their potential. I'm almost always running, though there have been times I'll splinter off right before an easy charge to try pinning a
Ld challenged unit in order to negate Overwatch opportunities. In desperate situations I'll sacrifice one to absorb Overwatch so that the nearby Troupe can get in unmolested. I almost exclusively roll on the Phantasmancy chart as it has the widest spread of useful powers for the force as a whole. On rare occasions will I break out Telepathy, but with this particular list that hasn't happened yet.
I used to
DS the Solitaire in but have since stopped doing so. He always deploys behind
LoS blocking terrain somewhere; it really doesn't matter given how mobile he is. I rarely charge Turn 1 with him, opting instead of advance to a central
LoS blocking location and biding my time to pick a prime target. His Beast move plus Run & Charge gives him an incredible threat range. Opponents often forget about him and put something in a bad spot for them that I can immediately pounce upon and turn to my advantage. I always arm him with a Haywire Grenade, too, as he almost always gets in a
HP of damage on whatever he throws it at. I usually wait for occasions when there are either high numbers in the unit I'm charging or a super heavy that needs lots of Caresses before declaring my Blitz move (usually Turn 4+).
As for the other squads, here are their functions:
Embrace Troupe
I declare my Troupe Master as warlord here because Embraces require maximizing the number of models that get into base contact. This means it'll almost always run. Knowing this I equip this Troupe Master with the Starmist Raiment. It's deployed as centrally as terrain will allow and will sometimes go until Turn 3 before it charges, baiting the opponent in a circling dance around a
LoS blocking terrain piece to force the opponent to make a mistake before I pounce. Other times the opponent is more than accommodating in presenting a juicy target early so I don't let him down, taking care to minimize Overwatch damage where possible before I charge. The central location improves the chances of going after the closest thing I can reasonably maximize b2b against.
Kiss Troupe
This is the Troupe most likely to be on a flank. Terrain always dictates where this one goes and is sometimes used to bait movement away from the Embrace Troupe. Flanking it minimizes the number of units shooting at it, permitting me to be a little more aggressive than I otherwise would be. I like to go after vehicles with it as well as Terminators and
MCs as I have 10 AP2 dice to roll if I get in at full strength. I try to avoid open-topped vehicles with it on account of the increased chance the vehicle blows up in my face; I go after those with the Skyweavers or Embraces, instead.
Caress Troupe
Placed in the Starweaver, this unit is the one I dedicate to the opponent's toughest unit(s): Terminators, Wraithknights, Super Heavies and the like. I'll keep the Starweaver in the backfield behind
LoS blocking terrain, taking care to move up in a cautious manner. Once the target is in a position I like I'll disembark and charge, sometimes sacrificing shooting to ensure I get in but always Run & Charging against vehicles since the Neuro Disruptors do nothing against them. I'll also use it as a tag-team against a particularly hearty target that my Embrace or Kiss Troupe can't take care of alone; think ThunderStars or LychStars for examples. For its part, the Starweaver is just a transport. If it's still kicking I'll take pot shots at things and claim objectives, but I'm just as likely to use it to block progress against the Troupes if another assault unit is looking to jump into the fray.
Skyweavers
With 18 ShurCannon shots this is the unit I use to soften up others or take out light vehicles. I'll dart and weave for the first few turns, may do a Turbo-boost into a corner if the opponent offers it and assault accordingly. This is the harassing unit that, when done properly, drives the opponent nuts. I almost always trigger the Mirage Launchers the first time they're fired at with massed weaponry that ignores their armor save. I put the two Star Bolas in the front to keep as many Zephyrglaives kicking as possible so assault is all the more effective. I'll also use them to capture objectives of opportunity and serve as a wall in the event I might be Alpha struck.
Voidweavers
These serve as tremendous shooting bait if terrain isn't favorable. I'll put them between my Troupes and the opponent's fire just in case I fail to get off
Veil of Tears. Again, I almost always use Mirage Launchers on Turn 1. If terrain is very favorable, then I'll do movement shenanigans to get better positioning or cause my opponent to shift certain units into more favorable positions so they can get
LoS on the Voidweavers. Being three strong improves their survivability on the first turn or two. If any still survive after Turn 2 that's gravy.
Don't know if you have any questions about tactics after all that but am happy to answer any more pointed questions you have in that regard.