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Made in no
Liche Priest Hierophant





Bergen

I like a good looking battlefield with loads of terain. I also think terain benefits a melee army. But today my ork opponent said he does not like terain. His ideal battlefield would be no terain. In theory, he did not suggest we did not use terain.

And I just do not think that is true. Do somebody have some insight? Or opinion?

   
Made in us
Decrepit Dakkanaut





Every army benefits from good terrain. Either he's relying on grot shields and tons of shooting or no braining it into melee. He just hasn't encountered a list that would make him want terrain.
   
Made in us
Shadowy Grot Kommittee Memba






MEQ armies benefit the most from terrain. The only trait that melee armies care about is OBSCURING, for the most part.one good Obscuring terrain peice in the middle of the board and the rest of the board could just be empty as far as orks/daemons/harlequins etc are concerned.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Decrepit Dakkanaut





the_scotsman wrote:
MEQ armies benefit the most from terrain. The only trait that melee armies care about is OBSCURING, for the most part.one good Obscuring terrain peice in the middle of the board and the rest of the board could just be empty as far as orks/daemons/harlequins etc are concerned.


I suppose if you just intend to drown someone in bodies you wouldn't care for terrain, because it impedes your movement, but if that was the setup then lists would change.

I'd wager those greater daemons enjoy obscuring.

This message was edited 1 time. Last update was at 2021/02/01 00:29:40


 
   
Made in au
Battlewagon Driver with Charged Engine





I mean, some vehicle/bike armies aren't overly fond of terrain. I've lost games due to chokepoints before. Well not lost but the initial push was far less effective.

Indeed infantry and fly units only really serve to benefit. Unless they have things like barricades or pipes that take off portions of your movement.
   
Made in us
Monster-Slaying Daemonhunter





 Niiai wrote:
I like a good looking battlefield with loads of terain. I also think terain benefits a melee army. But today my ork opponent said he does not like terain. His ideal battlefield would be no terain. In theory, he did not suggest we did not use terain.

And I just do not think that is true. Do somebody have some insight? Or opinion?


It varies.

In general the only universal right now is that higher save [and generally tougher] infantry like Space Marines benefit substantially more from terrain than light infantry like Orks.


Some terrain, like craters and forests, impede movement, and are beneficial for melee-poor forces like IG. Some terrain, like Obscuring terrain can give shelter for midsized melee units and NLoS guns. Tall buildings can be deep-struck on top of for short charges.


More importantly, whether you like terrain really doesn't matter whether you benefit from it, but whether you benefit form it more than you opponent
.
In general, I would agree with your friend. As Orks, there's not a lot of benefit you stand to gain from terrain. Where you gain a benefit, your opponent likely gains a bigger one. Your infantry squads are very large and likely to spill out from behind obscruing anyway [and are also going to break cover really fast in order to charge], your armor is poor and will get blown through light cover or no, and even though you might like the -1 to hit from forests, you really don't want to be slowed because failing to reach melee is death whether you havea -1 or not.



As an IG player, I would generally like to see a board with lots of ruins and craters, and very little forests and industrial terrain. -1's to hit are almost always going to be worse for me than my opponent and I have no recourse against them. +1 save will also benefit my opponent more than me, but my guns have good AP, so I can have so measure of benefit, and Obscuring protects my relatively fragile units and lets me leverage my artillery superiority while Difficult protects my infantry from melee.
As Marines, I like to see lots of terrain in general, with a preference for craters and forests and a few tall buildings, because I'm almost always going to gain more from -1 to be hit or +1 armor than my opponent will, and I don't mind being slowed because most of my melee units deep strike.
As Sisters, I want to see industrial zones and ruins, because the last thing I want is to have fragile repentia bogged down in a crater short of melee, but with 3+ armor the survivability boost benefits me more than most.
As Grey Knights, I want to see lots of tall ruins. Tall ruins mean real estate to deep strike, and again, good saves benefit extraordinarily strongly from light cover.
and so on.

If I played Tyranids or Orks though, I'd probably not want to see as much terrain. I have units that want to get to melee and are very fragile, so pieces that slow you but provide incomplete protection like craters and forests are right out, with poor BS I don't want to mess around with -1's to hit from industrial zones, and with limited to no NLoS potential and large squad sizes Obscuring will limit my ability to pick things that threaten my shock force out more than it will protect my 20 and 30 person squads.

This message was edited 3 times. Last update was at 2021/02/01 01:44:54


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in au
Longtime Dakkanaut





This is one of the reasons why the abstract cover save from 3rd ed onwards was in a way a better representation.

It meant that every army was given equal protection, so marines would only hug terrain if they were up against high AP weapons.


At the moment, the game makes cover ok for everyone and amazing more some, which makes it harder to balance.

   
Made in us
Fixture of Dakka




NE Ohio, USA

Any force I'm playing will benefit from terrain. The question is just how much.
   
Made in us
Pyromaniac Hellhound Pilot





The Wastes of Krieg

DKoK do great in terrain, especially urban environments for cities of death
   
Made in cz
Regular Dakkanaut




The terrain is better than in the 8th, but it still often feels like running through an obstacle course while being fired upon.

This edition has moved in the right direction with obscuring/dense keywords and the increased vertical engagement range, but it's mostly the smaller map and center-field focused mission design that makes the game more accessible for melee armies.

I'd love to use the scatter terrain like pipes and barricades more often, but such terrain works best with infantry forces on both sides and mostly ranged vehicles/monsters. As you increase the base/model size, you start running into edge cases and various situations that make a movement, charging, and pile-ins far more difficult than the size of the model would suggest.

The game abstraction tends to be generous towards shooting and very strict towards movement, and this affects melee units far more than shooting units.
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

Kitane wrote:
The terrain is better than in the 8th, but it still often feels like running through an obstacle course while being fired upon.


Not to be whatever, but that is exactly how it SHOULD feel.
   
 
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