Shades &
Melee
by 42up
Harassment can be a
tough concept to get perfected. I have seen many people on the boards
scoff the shade in their melee armies b/c they assume that they do not
need them. This is inherently a product of inexperience. I have seen many
strategy posts that are broad and can cover much material. But for sake of
convenience, I am going to cover one aspect in-depth. That is- The Role
a Shade Plays in Melee Swarm.
First of all, I would like to get some basic melee ideas and
formations.
Concepts behind melee swarm-
1. Must be in base to base to score points. This is something that
one must realize when playing swarm. You cannot win sitting around trying
to heal or waiting for another formation to catch up. Many players like to
include a healer in their swarm. This is a mistake. You score 0 points
healing a fig and you waste 1-2 whole turns healing. If one formation
needs to be healed, the other should hold back so the swarm can reach
optimal efficiency. So in other words-Healing is a wasted point slot in
swarm. Swarms also need to be of equal speed with one another. You cannot
have one formation/fig moving 8 and another moving 12. This thins out your
forces and does not focus your attack.
2. Swarms need to be as efficient as possible- Swarms do not need
to waste points on things that do not support/strengthen the swarm (a.k.a.
healing). When using support, you want to increase mobility. A swarm needs
to be maneuverable. KI and Orcs do this via Force Marchers and A.G.
performs this by adding a techno/scorpem. The Piper/bearer increases the
speed of the formations to provide increased mobility. The techno can ml
figs and the scorpem negates the fact that the A.G. is inherently slow and
has no FM fig. Dual figs are added weight in swarm. Figs like the battle
queen and steam golem are too point costly and unfocused for a swarm. This
also applies to large uniques.
3. Swarms need to achieve maximum value out of a formation- A swarm
army wants to make every formation count. Having one strong formation and
a weaker one is quite the antithesis of swarm. Smaller figs need to be in
groups of 5 while larger figs can suffer 3. A swarm formation needs to be
around 100 or less. Any more and maneuverability is lost (exception being
the high elf general with an elf contingent). Formations should be
difficult to take down and redundant. Redundancy provides for increased
formation potential if one fig is injured critically. This also has
practical reasons in that some figs are stronger than others. The **brute
is stronger than the ***crusher greatly and thus one would not play the
crusher over the brute.
4. Actions are everything in a swarm- The swarm wins as I have said
by going into base 2 base. When in base 2 base, actions become vital. Each
attack will add points and take away from the effectiveness of opposing
figs. Redundancy provides that actions can mimic those of another. In
other words, the action used to attack with an elf at arms can be
repeated. Every move is vital; anything that takes away from the actions
of a swarm army should be rethought. When in base 2 base it will come down
to who use his/her actions more appropriately. Failing to maximize action
potential will often lead to defeat as not enough points were acquired.
Minor points-
1. Swarms need no body guards 2. Large uniques are not needed in
swarm (the HEG general is an exception along with the wraith and
taskmaster. The new whelp master would be included but he really has
nothing to work with.) 3. Blitz forms of melee are now unworkable
(blitz being rivvens supported by chargers or crystal bladesmen swarm)
4. Swarms need to push often 5. Swarms usually outnumber their
opponents but this is no excuse to use the swarm recklessly 6. Swarms
are aggressive and should not be played defensively
Here are what I consider solid melee formations- ***elf at
arms ***elf at arms ***elf at arms ***rivvenguard
*standard bearer
***utem guardsmen ***utem guardsmen ***utem guardsmen
***utem guardsmen ***utem guardsmen
**tribal brute **tribal brute Taskmaster *clurch piper
**half troll hacker *half troll hacker *half troll hacker
Taskmaster *clurch piper (in orc formations, the taskmaster
can readily be dropped without replacement)
***blade golem **blade golem **blade golem
High Elf General ***elf at arms ***elf at arms
***rivvenguard *standard bearer
Now that we have established some melee basics, it is time to focus on
the shade.
The purpose of a shade in melee-
1. To give point advantage by tying up part of an opposing army 2.
To tie up range units 3. To block line of sight 4. Ability to move
for free with 12" speed 5. To tie up opposing harassment/support
6. To pose as a threat to figs with low defense 7. To cause an
opponent to waste actions
1. To give point advantage by tying up part of an opposing army-
This is perhaps the most vital quality of the shade. By tying up part
of an opponent’s army, the rest of one's army has a significant point
advantage. This advantage gives fewer losses and thus you lose fewer
points while taking advantage of outnumbering an army. Many people have
been raving about the new push off damage given by mounted. Never be
afraid to gain an action/point advantage by tying up the mounted fig.
Mounted figs are usually costly, especially the uniques. If you can remove
their mounted fig from the game for 2 turns, then the point of damage the
shade takes is worth the cost. Divide and conquer the old saying goes.
This has no greater impact than to a swarm army. This will usually decide
the mirror match as well.
2. Tie up range units- This applies especially to the orcs. The KI
can usually out range an army and the guild is packing a techno and/or
scorpem gunner. This is one of the more obvious facts of the shade and
needs little explanation. Just remember to tie up a range formation prior
to attacking. This applies greatly when you are swarming an opponent's
figs and they have range in position to fire once their comrade has been
disposed.
3. To block Line of Sight- The shade has the inherent ability to
push and acquire stealth. This ability can be invaluable at times when
facing multiple range targets or a fig with 14" range. The shade can also
elect to block the LOS directly without pushing. This is helpful when you
have a specific target you want to strike first and an opposing range
formation that you must bypass.
4. Ability to move free with 12" speed- This is an extremely vital
part of the shade which makes him the piece de resistance to other
harassers. Quickness is so much more important to swarm than flying.
Actions, like I said, are greatly important and must not be used
wastefully or ineffectively.
5. To tie up opposing harassment/support Tying up harassment is
much more vital than tying up support. A fig cannot heal when an enemy fig
is in base contact with the target. Tying up a bodyguard (a.k.a.
***centaur LT or *heavy cavalier) for a turn or more can often insure
victory. Negating the first strike capability is very important to the
health of your figs. Tying up a supplemental fig like a scorpem, techno,
rammer, piper, etc. is also important though not vital. A technomancer is
an often seen support figure. Remember, when he is MLing your shade away,
he is not ML one of his own warriors. Tying up harassment is extremely
important; I do not know how much I can stress this. If an opponent can
slow you down, force you to waste actions, or break a formation, you, the
player, are at a serious disadvantage with a swarm army. Tying up an
opposing shade with your own is very reasonable and I can not condone it
more.
6. To pose as a threat to figs with low defense- The shade can also
attack in a pinch. Most range figs and support have low defense. Use this
to your advantage to force your opponent to take notice of the shade. The
shade can also be used to kill/capture a weakened fig if you must move
your swarm out.
7. To cause an opponent to waste actions if a shade causes part of
an opponent’s army to attack it or move against it, which means it has to
temporarily ignore the swarm. This is where everything ties together.
Causing an opposing army to waste actions on a 12-16 point fig will win
you games indirectly. While they are trying to deal with your shade, they
also have to consider the swarm. Both are threats. If an opponent, elects
to neglect the shade then he has consequently removed part of his army
from the game. If he uses actions to deal with the shade then you have a
free turn or 2 to do as you please. Like I said before, actions are
everything to a swarm army. If you can cause your opponent to in a sense
lose actions then you gain an action advantage on your opponent. Actions
translate into attacks which in turn translate into points. Using a low
point fig will usually net you a greater amount of points.
Hope that helps. I could make most of the minor points in the swarm
section into major but I just wanted to cover what I thought to be the
vital theory of swarm. Please note that this is a theory post and feel
free to give constructive criticism. If this goes well, I might post a
melee swarm primer for the KI and A.G
- 42up maraxus710@hotmail.com
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