ColaColaz wrote:Another issue I see with this is.. no one is going to want to play against 360 models... set up and movement will take forever and the game will only last 1-2 turns
That's why its mostly a thought experiment. Its the other extreme of the low but elite model count list i.e. the four knight list of old, Grey Knights, Adeptus Custodes, Deathwing, and so on. It would definitely make
40K movement trays a thing, I've seen a few prototypes for other horde armies and cringed inside, but this (to a more rational level) is why people have designed them.
flandarz wrote:The issue I see is that your opponent doesn't need to take out all your Grots/Gaunts. They just need to take out enough to be able to hold 3 Objectives. What I would do is "bubblewrap" my home objectives, so your units can't get within 3" of them
That's why one of my questions was - would you have thought of this during set-up if you hadn't been told of the "plan"?
I think most players would be distracted mathhammering in their head one third of various numbers. i.e. "hits on 5's means one third, equals 120 hits... plus 6's is 60 more shots, is 20 more hits. 140 hits wounding on 5's is 43 wounds, saving on 3's is 14 unsaved wounds a turn... and don't forget above 20 they get + 1 to hit..." plus the four flyers strafing and bombing. Your units - which are probably 10 models or less - bubblewrapping on your objectives can eat (24 S5 8 hits 5 wounds, 1 unsaved, 24 +1 S6 12 hits 6 wounds, 3 unsaved plus the 14
MEQ wounds from the Grots)17 unsaved wounds? Say you've got a large model - A Primaris Redemptor dread is on a 90mm base, about 3.5 inches in diameter. 1.75 radius. If you center it over the objective I can still surround 1" out at 2.75" with more obj secured. If you charge me, more the better, you'll have to come off the centering, give up somewhere around a dozen shots a turn (assuming "normal" loadout Macro Plasma, 2SB, Onslaught) for 4A and I get even more on the 3" circle. Those 12ish shots per turn probably mincemeat the grot unit in 3-4 turns but I'll have controlled the objective for 2-4 four turns in a 5-6 turn game, and I have two grot units per objective meaning you'd need between 6 and 8 turns to eliminate both units from one objective.
A 10 man ObjSec
MEQ unit can probably keep me off for a turn or two depending on location of the Objective, and distance from the flyers, but I can also charge them to get within 1" and probably use pile-ins to get more of my 30 within 3" plus with two grot squad per objective I'll get a little more than two wounds with the pistol grot blasters per turn opening a hole in the bubblewrap border for the charge into the center - where the objective is. If you base to base intercessors you'd need more than 10 for the 3 inch lock out. We'd have to sit down with 10 32mm bases, plus a few 25mm bases for the grots to figure out if how many 32mm in what spacing is necessary to keep a charge from invading the center of the circle to figure out how many casualties - if any - are necessary to keep/allow the grots invading the center of a 3 inch circle. We could do it with math if you were
TFG - and I have a headache already just thinking about it - we know the max spacing (24mm to prevent a 25mm base from traveling over your bases during the charge move) plus your base size (32mm) and the diameter of the circle the center (to keep my 25mm from getting within 3" during base to base scalloping) of your bases have to construct - 3"
Ironically, assaulting Marines is the best option... it forces you to switch from bolters to bolt pistols thus losing a shot for a less effective
CC attack. I'd have to do some reading to see if you lose your grenade(s) too. You need a 4 inch or 102+
mm base to block the objective before charges, 6 inch or 155mm "base" as we're starting to get into things like tanks without bases - even after charging allows me within 1".
Again, this is more of a thought experiment challenging preconceived notions about list building - think "troop tax". What nobody has mentioned yet are the non-objective based missions - I lose Patrol. No doubt there. I probably lose Sabotage as the attacker but easily win as the defender. I have no idea what my chances are for Rescue. No Mercy I lose. The Relic would be mildly entertaining. Contact Lost has a Strategem made for this plan, 3CP to draw antother objective card. Tactical Escalation - I don't know. Spoils of War might work against me since I picked a strategy, not a group of six. Deadlock with a shrinking Objective Card hand size would make me nervous but could easily work in my favor if I can score them early - most batreps/armies I see try to kill first, score later. The expansion gateway missions like Firesweep or Bunker Assault I lose. I can't even put my 30 model Grot Mobs in a Bunker.