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Guest Commentary: Da Orcboy Pays Up The Most Important Rule of Wargaming Strategy (Second of 11 articles) by Ken Lacy When it comes
to winning games of 40K, what are the Most Important Rules you need to
know?
1. Be flexible. Be able to handle a variety of different threats and terrains.Now, if you read any of the different tactica and strategica available to you, you will inevitably find most or all of the above Most Important Rules repeated in one form or another. There’s no doubt at all that if you follow those rules, you will become a far better gamer and strategist. But there’s one rule that trumps all the others, and it’s one that’s not up there. That rule is the Most Important Meta-Rule of Wargaming Strategy, one that separates the grizzled veterans from the young hot-shots: Be different.That means don’t do the same old, same old. Present your opponent with a look and play that he’s never seen before. By being different, you make your opponent break Rule 4, by presenting him with units he doesn’t see very often, and thus will be unfamiliar with. You make him break Rule 3, because he won’t have had many opportunities to play against such an oddball army as yours. And you make him break Rule 1, because how can he be “flexible” when he’s not sure what he needs to do, and he’s not sure what the different threats are? Knowledge is Power
That said, there are several approaches you can take, and I’ll be providing examples of each and all of these approaches later on. Approach A: Use Unusual or Uncommon
Army Lists
The trick is to take an army that isn’t run-of-the-mill and everyday. There are some sub-lists that fit these criteria, like Deathwing, for example. Although technically they are Marines, the Deathwing are made up entirely of Terminators, a unit type that most people don’t see very often, and certainly not in decent-sized numbers. The 13th Company is another Marine list that plays very differently from other Marine armies—they might look like Marines, and take hits like Marines, but they have all kinds of goofy little tricks that make them much, much nastier in close combat. There are even whole army lists that don’t see much use. Some are just uncommon, such as Tyranids or Dark Eldar (at least in my neck of the woods). Others are army list variants and Chapter Approved armies that are virtually unknown by most players—Saim-Hann, Feral Orks, Kroot Mercenaries, etc. If you pick one of these lists, you’ll have an instant advantage: most people won’t know what your capabilities are, and thus will either overestimate or underestimate what you can do (both of which you can use to your advantage). The idea is to make your opponent unsure about the range of options and abilities available to your army, the tactics that work best against it, and the threats that he needs to keep an eye out for. Approach B: Use an Obscure Special Ability,
Wargear Item, or Unit Type
One example of this is the Dark Eldar’s webway portal wargear item. Using one or two of these items dramatically changes the pace of the game and the tactical set-up that the Dark Eldar will be using, and very few players have had the opportunity to see a webway portal army in action. By creating an army designed to take advantage of the special abilities of this item, and practicing with it regularly, you will have a decided edge on your opponent when you play.
Approach C: Change Your Tactics
This means that the most important component to Being Different is changing your tactics. Changing your army lists, using obscure items and units, all this will help. But ultimately, you should only do so to support your change in tactics. In fact, by itself, this is enough. One of the most flexible and effective Marine army designs I know is the “mechanized” concept. It works extremely well because it is flexible enough to shoot, assault, move, or hold ground depending on what the player wants to do with them. But it uses the basic Marine list, and nothing but Marines, Rhinos, Razorbacks, Predators, and a few cheap characters and Land Speeders. There’s nothing unusual or special about the army lists or the pieces being used—its strength is in the tactical design of the army list, how those different pieces are used in combination for the greater whole. In general, though, I’ll admit that it's a lot more fun to use unusual lists and gear than not. Plus, using them does give you that additional advantage against opponents who don’t know exactly what they’re facing. Practice Makes Perfect
The next three articles I present will be have examples of armies that took months to playtest, redesign, tweak, and “perfect.” For all of them, it continues to be an on-going process (though to be quite honest, that process is extremely glacial at this point, because all three have basically been retired). But above all, you have to have the desire to Be Different. Good luck! Next page: Being
Different, Example 1 (Orcboy's Alpha Legion)
Related
Pages
Posted July 2004.
Used with permission.
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