Hello once again for yet more rambling goodness.
This past weekend was the Blood & Glory (or, as I am renaming it,
the Reign of Chaos) tournament held by the Bad Dice boys.
Will do a write up on the event at some later date, but something was
abundantly clear from the event – the Chaos gods are waxing strong. In the 5th round (which I always think is the best barometer of how
armies are performing before half are knocked out of the running) there was
around 18 players in the top 20 who were using Warriors or Daemons.
This got me to thinking: are they, especially Warriors (for the purposes today's post), too strong, or
have people just forgotten (or never learnt) to play against them?
The Power of
Chaos
It is clear that the Warrior book is a powerful and flexible tool. In a
scenario heavy environment they had all the tools required – and we have
already seen they perform in a Battleline environment. Mobile fortitude is
abundantly available, as are rapid “hand grenade” units. The Daemon Prince
remains the bete noir of the scene,
whilst Scull Crushers and Chariots are the cause of much complaining. And that’s
before you consider Chimerae and their Heroes.
The army has mechanisms that are simple to use, and that allow the army
to pounce on any mistakes by the opposition, as well as ram an advantage home
for a big win – and big wins win big prizes.
Surely though they should not be terrorising everyone so much? The book
has been out a long time now.
I think the situation is akin to the great Ogre scourge of days past,
when armies simply failed to adapt to their arrival on the scene and the
counter-meta tools they possessed. This time round things have probably been
compounded by the rapid release of books. Players are still trying to make
their High Elf and Lizardmen books work, whilst the obvious power in the WoC
book was apparent from day one. Add in a low model count army, and you make it
easy for a lot of people to do them.
Still though, looking around the tables (both high and low) a lot of
people seem to be playing this bizarrely. It reminds me of when the old DoC
book started rampaging through things in 8th all over again – people seem to
have forgotten how to face them, treating warhammer as a very expensive game of
conkers, except one side has 1+ save multiple wound conkers…
I think a lot of this is an internal view taken by players in the army
construction stage. People spend a lot of time working out stuff they like in
their lists, and perhaps not enough putting in answers to what their opponents
are going to bring (other than token ones such as sprinkling in some metal
magic) – the meta game as it is known. It’s a fine line of course. For some
armies (Empire, O&G) the answers are obvious (though not always that
reliable versus a good player, or with some slightly bad luck). Others have to
do the best with what they have.
People keep trying to fight WoC. This is asking for trouble. Whilst
several units in other armies can do a good job in the matchup, they are either
slower than warriors or require some buffs/hexes. The power of WoC is and has
always been that they outfight stuff without the need for hexes and buffs
(which they can get too), and in this edition at least, they are fast.
The Daemon Prince is an interesting chap. Terrifying of course, but it
is hard to know exactly why that is. They are not, after all, all that killy –
a Vampire Lord will kill far more than a Daemon Prince, and several of the
Greater Daemons will take his lunch money. No, his real power is in mobility
and in the role of the spoiler, where he can use his Unbreakable ability to sit
on a unit and slowly grind it out, often using the safety of combat to cast
magic as required.
These two things are powerful because they capitalise on the
quintessentially 8th ed conceits of the “bunker” and the “death star”. With the
aerial threat brought to bear by the Lord, Hero and Special options in the WoC
book, bunkers are easy points a lot of the time, and with the threats coming
from numerous directions blocking off landing zones/ensuring no dangerous
overruns and hiding is extremely hard to do. Most death stars (though not all)
stop being fully operational when an “Unkillable” (they really aren’t) Lord or
a Nurgle Daemon Prince sits on them.
So... how do
we survive the Reign of Chaos?
There are several potential answers, though none of them are auto wins
(which is after all a good thing, that would be a) dull and b) understandable, as,
whatever else you say, warriors are good), and they vary depending on the
various builds being used. To keep this even remotely on track I spent my time
considering the more “normal” builds you see – I fully appreciate the variation
in what the Warrior book can bring to the table.
People seem terrified of the Prince (I’ll admit, I am too) but break it
down: T5, 4W, 1+ armour and 5++. Tough, but most definitely not unkillable –
heck it’s about the same as a Vampire Lord, and I can tell you, they die
plenty. Warrior players I assume (if they are anything like VC players) know
this more than their opponent, and will take care not to lose them to the
obvious counters – so simply having cannons or light councils is often not
enough to rely on. These answers (assuming they are good answers) should work eventually,
but this requires time you sometimes simply don’t get.
That being said, to deal with them you do not have to kill them. A
tooled up magic Prince is almost a quarter of the WoC army – tying him up for
the majority of the game is very much a win. How to do this? Well, as I
mentioned, they are not all that killy. A Lord level combat character can in
most armies have a 1+ or 2+ armour save with a reroll and a 4++ on top of it. A
character such as this can take the Prince out for pretty much the entire game
– depending on the Prince’s kit of course. Hard part if tying them down, given
they fly – but this is doable. Even simpler in some ways is units – hell, a
standard daemon prince kills around 1 and a bit Empire Knights a turn. Large
infantry blocks will hold him for a very long time (though note: they will
evaporate if too many monsters get in). The same is true for Chaos Lords
(though they are often slightly more killy than the Princes against
non-infantry targets).
The mobile versions of the WoC army we are seeing so much of these days
tend to fundamentally lack in static combat res, and they have pretty bad
leadership. One of these tanking characters mentioned above (or an Empire
Knight unit) can easily charge the flank of a Skull Crusher unit and break them
– hell, they don’t have to be that tanky – a mounted Elf Hero should win that
combat, leaving them on a 7 or worse leadership test (the less tanky the
obviously more risky, but often worth a shot, and will normally buy you a turn
as well). The same most definitely applies to chariots, but on a grander scale.
Heck, infantry units rock at this – a fully ranked up infantry unit in the
flank of Scull Crushers automatically wins the combat unless the Crushers
managed to wound with every single attack they make.
Warhammer is, as has often been said, somewhat of a rock/paper/scissors
game. The issue is that there is a mind-set that thinks bringing a rock cancels
out scissors. You see this mostly with the assumption that having metal magic
is somehow all you need. The real game of rock/paper/scissors not only has lizards
and Spock, but involves bringing the right element to bear at the right time in
the right place – this is not easy, and is arguably the greatest skill in the
game. As has been mentioned above, infantry units of appropriate size counter
most of what the WoC traditionally bring (allowing you to focus on the things
most infantry units really don’t want to fight, like Chimerae), but only if you
manage to isolate the constituent elements and force combat on your terms. This
requires a balanced list containing elements you are prepared to lose to
eventually win.
All this talk of combat should most definitely not be seen as a
suggestion that everyone line up on the 12 inch line and square off against
warriors, something you keep seeing done. WoC have to get to you (ok, unless
they are running some Death magic, Hellcannon variants, but normally even then),
so it makes all the sense in the world for you to make them waste as much time
as possible before getting into combat – this makes buildings and impassable
terrain priceless (or as I noticed this weekend, GW hills, which are tall
enough for Skinks to hide completely behind). This not only gives your magic
and shooting time to do its thing, it allows your chaff screens time to have an
impact on the game and furthermore, if you make the WoC army move diagonally at
you it tends to break up their advance (especially with the help of terrain)
given the different movements in the army.
In short, you have to design your army with the consideration of what
you will be facing. Now is the best time ever for this – back when Ogres hit
the scene trying to “play the meta” was tricky, as the things that were good
against them were often terrible at other things. Now if you tool up to at
least have a chance against warriors you will, in all likelihood, not be
impotent against other armies.
When freaking out about WoC consider the many weapons that each army has
that potentially (potentially is a key term here!) excel against them:
Empire: Knights, Demigriffs, Cannons, Steam Tanks, Light Councils, Tanking
Characters
Orcs and Goblins: Artillery, Manglers, Fanatics, mass poison, Foot,
chariots, Pump Wagons
Daemons of Chaos: Pretty much the whole book (more on them in a future
article)
High Elves: Repeater Bolt Throwers, Frostheart Phoenixes, combat
Characters, Sisters, magic-buffed units
Ogres: Death Magic, Ironblasters, Tyrants, Stonehorns (and a lot of
the combat units if played well/buffed)
Tomb Kings: Artillery, Casket, Light Councils
Vampire Counts: Hexwraiths, Screams, Ethereals, Vampires, Zombies, Death
Magic, Vargheists
Lizardmen: Death and Heavens Magic (and others), Wandering
Deliberations, Old Bloods, Scar Vets, Stegadons
Dwarfs: Artillery, tanking characters, Anvil
Bretonnians: Heroic Killing Blow, Peg Knights, Trebuchets, Heavens and
Beast magic, multiple lances
Dark Elves: Getting a new book in a week – but until then, Death Magic,
Dreadlords, Hydras… pah, loads of stuff.
Wood Elves: A tough one – they can do tanking characters quite well, and
have the speed to mess around with the likes of Skullcruhers
Beastmen: Doombulls, Death/Shadow magic, Bestigor, Chariots
Chaos Dwarfs: Not a real book :)
Skaven: The usual stuff – Abominations, WLCs, Doom Wheels, Slaves, blah
blah
Now, there is an obvious cost benefit analysis that has to be
undertaken. What do you lose by taking things you think are going to be good
against WoC, and is it worth it? Classic example is my Lizardmen list – I wanted
an Old Blood who could sit on a Prince for a while, and to do this I had to
take a much cheaper Slann.
Interestingly, most of the list above contains things that most tournament
lists would contain already, so maybe the answers are not enough, or maybe
people have to listen to the esteemed host of the Bad Dice Podcast, and play better J
Apologies is the above was even more disjointed than usual - my brain is still not working this week :)
Will look at DoC next time – a book that, in all honesty, I think is FAR
more powerful than the warrior ones
Until next time
Raf
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