Showing posts with label Food For Thought. Show all posts
Showing posts with label Food For Thought. Show all posts

Food For Thought: FOC Swaps and Allies

 http://ritesofbattle.blogspot.co.uk/2013/11/force-organization-in-40k.html

Thanks to Godfrey at Rites of Battle for putting up this interesting article discussing Force Organisation Chart (FOC) swaps in 40k.

The main question is whether or not they are a good thing. Personally, I love FOC swaps for the same reason I love allies - options. Anything that allows me to create different lists with loads of synergies and tactics makes me very happy (one of the reasons I also enjoy MTG). It also opens up a lot more variety and the possibility for characterful armies. The tricky thing is that more options makes balancing a game system harder and some companies are better than others at this!

I think that there will always be more powerful options than others and the competitive scene in any game system will always strive to seek out and use the best of these. It's the nature of competition and is to be expected in an environment where players are trying to win rather than play casually (neither is right or wrong). But this would be the case with or without extra options. I'd prefer to see more choice than less, as apart from anything else it allows more depth of options to choose from when looking for counters.

I don't think GW primarily introduced allies to help balance out weaknesses in the main codex. GW have repeatedly stated that they are a model company first, so I think it's more likely that the decision was made as it allows more models to be sold, enabling second/third/more armies to be build up incrementally. I welcome this, as starting a new army and getting it up to regular game size (1500-2000pts) is a huge undertaking. Being able to play with new stuff in larger battles straight away is a good thing!

I'm not saying the balance is or ever will be perfect (as much as I want it to), but I think 6th is a richer playing environment for casual and competitive play thanks to FOC swaps and allies.

Food For Thought: How Far is Too Far?



40k War Zone


How far would you go to win a game? This is the excellent question that Spicerack asks over on 40k War Zone.

This is an easy one for me. Cheating is too far. Everything else with in the rules is fair game on one condition - that both players are truly playing to win based on the rules.

I enjoy 40k most when I'm trying to win, so I like competitive play. Sure, I enjoy those epic moments when something cinematic happens and I will never forget my first tournament playing with a fully painted army. But nothing beats crafting a list and pushing as hard as you can to win (this includes pre-game prep too). The winning bit doesn't actually matter to me as much, and placing in a tournament is a measure of my development as a competitive gamer. For me the fun bit is trying as hard as I can to see how good I can get.

There is a fantastic book by Sirlin called 'Playing to Win' (free on his own website). One of the fundamental points of the book asks players to look at what holds us back as gamers from playing by the game's rules, contrasting this against players who use a self imposed set of rules (e.g. I only play with X army, that would never happen in the fluff, claiming that something's not fair because they didn't make the effort to learn the rules properly, etc.) and then judging others for not following their definition of winning.

For me it's really important to agree what kind/style of game I'm going to play with my opponent before the game starts. If it's a relaxed, low-powered game than that's cool (although I still enjoy hardcore more!). If it's an experimental 'I don't know if this is good or terrible but I want to give it a go' game then great. My favourite is still a 'no-holds-barred no-mercy given none asked hardcore' game. I'll add here that all of these can be done in a polite and non-confrontational way!

I will play anything really (still a strong preference for hardcore), but I want to avoid a situation where players do not agree on what 'winning' is, resulting is neither player having a good time.

Competitive tournaments should be an environment where everyone has a common definition of winning (as defined by the basic game rules or tournament variations). In this situation we should be applauding anyone who earns their win fair and square. And then keep on trying to beat them next time!

So I guess what I'm trying to say is that nobody really wins if you're not playing the same game. So check first!

Food For Thought: How to Beat Tau on 3++

3++

Some of my favourite posts on other sites are the 'how to beat army X' articles. If you don't have access to players or clubs where the latest power builds are played, being able to read up on how they work and how to approach them gives you a much better chance of forming a plan on how you're going to tackle them.

For Tau, recognising their typical weaknesses, such as limited mobility outside of jump suits, general reliance on riptides or allies for contesting/scoring distant objectives, vulnerable ethereals giving up a potentially game changing VP (think Relic and Emperors Will) and relatively squishy troops, means that you can consider how best to place objective markers, deploy your army and set up your target priority through the game.

Matt-Shadowlord does a great job of discussing these points and more over on 3++ here and here. Well worth a look if you haven't already!

Food For Thought: ETC Pairings Theory on Hive Fleet Hyenna


Pairings at team events like the ETC is a whole sub-game in itself and something that captains and players can spend a great deal of time and effort on. I'm not sure how other events work, but at the ETC each country's lists are published before the event, which allows teams to run the numbers and consider possible match-ups.

Erle over at Hive Fleet Hyenna has put together an interesting series of posts going into his theories as Team Belarus' Captain. If you're interested in this sort of thing or perhaps looking to spy on an opposing team, I recommend taking a look!

If this all seems like far too much effort, there's always Team Iceland vs Team Belgium's highly tactical method... Enjoy!

Food For Thought: Playing and Beating Bike Armies

Bear on CMON

With White Scar biker armies heralded as the next big thing, I thought I'd compile a few links covering playing with and against biker armies. As I'm expecting that there may be a few at the upcoming 40kGT, I'm very interested in knowing how to beat them too!

I'm also expecting a few players to avoid bringing MCs to the tournament thanks to how many grav guns might be kicking about, and if they happen to have a chaos army too, I wouldn't be surprised if they decide that the good old helldrakes need to get some fresh air.

So with that in mind, I thought these articles might be interesting to anyone playing with or against bikers (White Scars, Ravenwing or otherwise):

Ravenwing basics and tactics on Skuzzlebumm's Skuzzlebutt. Plenty of battle reports there too, including ETC games.

Discussion on counters to White Scars (and some counter-counters!) on 40k War Zone.

Some initial list ideas on the White Scars blog and Sons of Sanguinius. Sure they are plenty of others popping up too.

If you've got any ideas or suggestions for links please feel free to post them in the comments!

Food For Thought: Critical Mass on Craftworld Lansing

Craftworld Lansing

There is a brilliant discussion going on at Craftworld Lansing at the moment looking at defining critical mass in relation to list building. This relates heavily to a lot of what I'm trying to get to in my CONCEPTS: posts, including redundancy achieved though threat and target saturation with a little bit of duality thrown in for good measure. If this is your kind of thing, check it out and join in!

Food For Thought: Path of the Autarch on Craftworld Lansing

Craftworld Lansing


This week I suggest checking out this excellent 5 part series on Mobility on Craftworld Lansing. I love global strategy articles which look at the how and why, the really high level thinking that can go on in a game.

This series looks at the different stages in the game (list building, start, middle and end) and how to use a mobile army in each of these. What I also liked was that the stages are approached differently depending on whether you are winning, losing or fighting tooth and nail.

Good reading for generals playing and fighting against mobile armies. More please!

Food For Thought: Keeping It Legal

sxc
It's always good to know that you're blog isn't stepping on anyone's intellectual property rights toes, so thanks to Bryce963 on Dissenting Dice for this helpful post on keeping the right side of GW's legal team!

On a similar note, for anyone looking for free stock photos, I can recommend stock.xchng. No need to sign up and its very easy to follow their minimal rules.

Happy blogging!

Food For Thought: Firebase deployment on Tau of War

Tau of War

Some advice never goes out of date and the articles linked below are good examples of this. There are a number of armies that make use of firebases, so this advice on Tau of War offers some very handy advice on how to deploy and protect your guns to best effect. Bubblewrap and blocking units are key to this, and I especially like point 8 of the last article that states "A good Tau army is like an onion, it has lots of layers and makes people cry". Brilliant!

Rules of Engagement (Points 7 & 8 particularly)

Food For Thought: Deal With It (If You Can) on 3++

3++
When writing lists, it's incredibly helpful if you have a clear idea of what you want your army to be able to do. This will be a topic of it's own CONCEPTS: post - Tools, but for now I point you in the direction of Abuse Puppy's excellent article on 3++ discussing the typical armies that you need to have an answer for if you are trying to build a competitive take-on-all-comers list.

Food For Thought: Guru posts on Terminus Est

Terminus Est

I happened upon Terminus Est for the first time recently and thought I'd share Black Blow Fly's Guru posts. These generally encourage a balanced approach to list building, and stress the importance of the movement phase and playing the mission on a number of occasions (very good advice, that!). While I many not agree with all of the points, there is some very good advice included and I would recommend these to anyone wanting some good, thought provoking strategic articles.

Food For Thought: Simultaneous Tournament Theory on Whiskey & 40k

Whiskey & 40k
I've never run a tournament, but if I did, I'd look to NOVA as a template. In this post MVB gives us a peek into the level of thinking that goes into pairings at NOVA, with a clear explanation of the benefits of win-loss, win-path bracketed standings, why it is competitive and how it is also good for players.

CONCEPTS: Feeding Yourself 40k (or Your Game of Choice)

sxc

I like to consume as much 40k (you can replace this with your game of choice) as I can in my free time. Such sustenance comes in various forms, but I find that I run out of good quality food for thought fairly quickly, as I seem to get though it so fast!

This CONCEPTS: post looks at a few of my hunting grounds and suggests a few places to forage for the good stuff.

Blogs
The one thing I do get to do a lot of is read blogs. Having a smart phone means that whenever I have a few minutes, I'm usually reading about 40k. There are a few regular sites that I'm often on, and I will regularly check through my blog list to see if anything new has been added. Once I find a good blog, I will generally take a long look through their past posts, as this can be a great mine of interesting stuff that is still relevant.

If you sign up with Blogger, you can also follow your favourite blogs (hint!). When you log in, you get a dashboard of the latest posts from each of the sites you follow. This saves you the effort of going to visit each site to look for new stuff, as it is done for you. I didn't create an account for a couple of years as my method of accessing the net (my first smartphone) didn't quite have the facility or speed to do this. However, with my new one and another (sometimes unreliable) source of internet on my netbook, I created a profile and signed up to all those blogs I had read for years but not followed with a profile. Very convenient!

I'd guess that this is painfully obvious to anyone reading this, but for completeness I also recommend taking a look at different site's blog rolls. These are usually sidebars that update automatically with recent posts from other sites the authors follow. I found nearly all the sites I like via the blog roll of ones I already visit, and I tend to take a look at a site that I see coming up frequently on multiple sites I know.

Finally for blogs, there is stalking, erm, I mean looking at what blogs other people follow. If you click on someone's profile on Blogger, a helpful little list comes up with all the other blogs that person follows. If you happen to recognise that the person is a internet celebrity or high ranking tournament player, it may be worthwhile taking a look at what else they are reading. It might be drivel, but then again, it might be a valuable source of information! This is not stalking. Honestly...

Codexes
Thankfully I don't need to buy every codex to take a good look at it, thanks to the library at the club. There is usually a copy of a codex that I haven't had a good look through, or one I feel like going over again, sitting around waiting to be borrowed. I'm trying to get into the habit of writing lists for different armies, even if I don't intend to play them, to get an idea of what I could create and use this to try and find the strengths and weaknesses of the codex.

This also helps widen my knowledge base for tournaments, as players at the club generally don't play every single army. Even if they did, it is unlikely that they would all be playing the latest power-builds, so trying to get an idea of what popular units can do is really handy. Since memorising every codex is going to take a little time (if I manage it at all!), rather than stick with one army until I know it I decided to break down the task into parts and not beat myself up if I didn't find the time or the willpower to digest the whole book.

My first stage is trying to familiarise myself with army wide abilities and generic stat lines to classify the troops as GEQ, MEQ or TEQ (some codexes may have more than one). This helps me assess the relative strength of the units I expect to see in the bulk of the army, e.g. guardsmen are squishy but cheap, marines are tougher but typically less numerous, etc.

Next is getting to know the units I'm most likely to see at a tournament. You can easily find these out by reading the most popular army lists, or even better - records of tournament army lists from the organisers (akin to gold dust). If I see a lot of armies using wraiths, it's in my best interests if I make the effort to find out what they can actually do as I can more accurately assess their relative threat level *to my army at that time*, rather than think 'the internet says they're amazing - I'd better avoid those'.

This is generally as far as I get before I give the codex back, but the next thing I look for is the weapon profiles. When I was (and still am) learning what different units can do, the first question I ask my opponent when reading their list is 'what weapons have AP3 or better', shortly followed by 'how about mid-high strength weapons'. As a marine player, I'm not too concerned by big scary weapons that can't ignore my armour. As a mech player, I am concerned about the number of shots that can reliably damage my metal boxes. The next question for most would probably be 'what anti-flier is there' or 'what ignores cover' now I'm using guard allies. You could go on for some time, but since you don't have that at a tournament, these quick questions help me form a very quick basic threat evaluation before I plan my strategy (unfortunately it also gives an astute opponent an insight into what I find most threatening, but at this stage you gain more than you loose!). As you can see, reading up on expected threats before the stress of a tournament environment takes a lot of pressure off!

Finally there is getting to know each unit, weapon and rule in detail. I find this much easier for armies I find interesting, or for armies I face more often, as I will read the codex for longer and more frequently. To reference a famous ancient tactician, know your enemy, as you can plan more effectively how to beat them. It is also quite handy to make sure that you know if your opponent has 'forgotten' or misunderstood the rules in their favour!

Forums
This is used as a four letter word in certain circles, but there are some very popular forums out there that some absolutely swear by. The risk is that you will find many conflicting voices or an overpowering wrong one that can sway you from the path of true knowledge (or something less pretentious). One of the early pieces of advice I read on YTTH was to avoid forums like the plague, and stick to a few good quality sources for your opinion forming input. I have stuck to this largely, and try to avoid muddying the waters with masses of opinions. Instead I have tried to seek out sources that I have found to be consistent and of high quality. That said, reading some of the bar-room brawls on the Space Wolves section of Bolter & Chainsword have been just brilliant fun. I think what I'm getting to on this one is be aware what you feed yourself with and why you're having it, and know you're junk food from your award winning pie.

Social Media
There are some very active Facebook (and I assume Twitter) pages and groups out there. From my experience these are great for quick interactions, sharing photos and arranging games. As with blogs, just search for your army and I would be surprised if you couldn't find somebody somewhere who is talking about it. As with forums, be aware of who you're letting influence you!

Magazines/Catalogues
I used to collect a magazine named after a white bearded dwarf when I was younger, I loved every single page. A combination of growing up and a change in the function of said magazine into a catalogue/advert has changed my opinion of said publication, but if you're looking for somewhere to see the latest shiny toys, this is one of the first (legitimate) places you'll find the goodies.

I will also include the Games Workshop and other online retailers in this section, as these provide a quick way of seeing what's available. I've used this to take a look at the models for units I keep seeing mentioned on the next but have know idea what they look like in the flesh. This won't help against 'count's as' armies, but being able to tell a Vulture from a Valkyrie or identify the types of weapons a unit has just by glancing at them in game saves a whole lot of time and mental energy.

Clubs
Not everyone has friends who play, so clubs can be a great way of getting more games in. If you have the luxury of choice, I would recommend finding a group of like-minded gamers. Some clubs have a different flavour to others, ranging from campaigns to tournament play, and others allow some expansions (e.g. Forge World) as standard whilst others do not. Finding a club that suits your tastes will make gaming there much more fulfilling.

Basic Rulebooks (and FAQs)
I've left this one to near the end because it's easier to remember - read the basic rules! So many people have been playing for ages and still don't know the rules properly (I count myself in this too!). There is a load of stuff to remember, sure, but in my experience most people stop reading the rules after a few games and think they know enough. But my motivation is simple and selfish. I have lost games because I though I knew a rule, but was argued out of it or defaulted to a more experienced player's opinion. That's no good! I don't mind losing a game because my opponent was better than me, the dice actually failed me the whole game (unlikely) or I made a mistake(s) that cost me the game (as I can learn from these and play better next time), but to loose because I didn't know where to look for a rule that I know is right really irritates me (until I remember it's a game of war dollies and there are much more important things in life). So from time to time I pick up the rule book and take a look through. Highly recommended.

Create Your Own
When you can't get enough from anywhere else, you can always do it yourself! This is much easier as it seems thanks to a wide variety of free operators such as Blogger, WordPress, Facebook and Twitter. I find writing articles and posts really helpful in encouraging me to articulate and consider my own thought process and ideas. I also use mine as a custom gaming resource, where I can effectively bookmark all my favourite sites, shops and articles. It's also fun to put up my own gaming photos and hobby progress too. Really the level of effort and commitment is entirely up to you and you get to set your own pace, which is really nice. I'd say it's one of those things that you get out of it what you put in, except maybe for proper battle reports because those things take an age to do properly!

Conclusion
There are loads of different ways to immerse yourself in the game, whether it be to get information, to see great hobby projects or to be part of the community. I hope that this article has offered a few different ways of feeding yourself 40k/your favourite game and has offered a few options that you may not have considered. Bon appetit!

Food For Thought: Target Priority on The Back 40k

sxc - bjearwicke

It is rare for me to come across a blog post that goes beyond the daily army list writing and unit discussion and steps back to take a look at the overarching fundamental strategies and tactics in the game. I try to do this with my CONCEPTS: articles, and it's so good to find others doing too.

This article by Spaguatyrine on The Back 40k on target priority not only ticks my boxes for a great thought provoking post, but goes above and beyond this with a open tactics challenge that the author responds to personally. I'd never seen anybody do this before like this, and it's just fantastic to read.

Target priority can be a remarkably tricky subject, as it is so dependent on what is a threat to your particular army winning the game at that particular point. What helps me hugely is knowing how my armies operate and what they are vulnerable to. I'm also trying to improve my knowledge of other armies to help me assess and identify threats, and my next CONCEPTS: article covers how I do this in more depth.

Food For Thought: Owning A Game Store

House of Paincakes

Brilliant honest eye opener from Loquacious at House of Paincakes detailing the realities of running a friendly local gaming shop (FLGS). Well worth a read!

Food For Thought - Good Fliers and Bad Fliers on 3++


Abuse Puppy raises some very good points in this article covering fliers over on 3++.

Other than being hard to hit, the big point for me is that fliers can potentially swing 5/6 games by dropping clearing/claiming an objective. Now this isn't exactly breaking news, but there are still a lot of lists and discussions I've seen that take the 'ignore the flier' route.

Unless your army has similar inherent mobility (e.g. scoring bikers), I feel that ignoring the fact that your opponent can pick at least one objective to land on late game is almost handing your opponent the game. For me it's that important. Sure you can focus on the ground elements, but against a balanced lists (take Josh Roberts' Caledonian winning Necron force for example), that's easier said than done.

I would note that tournament specific missions and scoring make a big difference. NOVA is the obvious example here, but I'm sure there are others where custom rules make a difference to how you build and play your army to best effect (if you choose to tailor your lists for particular events).

I'm not sure if the rumoured Death From The Skies fliers compendium will change the balance of any of the older fliers in particular, but I think the principles of a good flier - typically a points efficient transport with mid-strength or better guns (the aforementioned vendetta and night scythe) or just very killy (helldrake) will stand, even if the units themselves change in time.

Anyway, something to consider when planning how to claim and defend those objectives!

Food For Thought: List Building Questions

Rodin Thinker Silhouette

I thought I'd start of 2013 with a Food For Thought covering one of the fundamental aspects of the game for me - list building. Now is not the time for me to go into why I think bringing a balanced list along is a good idea, but what I am going to offer today is the six fundamental questions I ask myself when I'm putting together an army.

Now, there is a huge amount of depth behind each of these questions and I've only really recently articulated these as I develop my understanding of what I want my 6th edition competitive army to be (but that is a subject for another post!). The more I play, the better I understand them myself, but they do help frame my thought process on and off the battlefield.

Anyway, enough rambling, these are the questions:

  1. Can this list take and hold multiple/low numbers of objectives?
  2. How effective is it in killpoint style games (low number of VPs vs effeciency/MSU)
  3. How easily can it take/give up secondary objectives?
  4. What control can I exert on the different areas of the battlefield (rear/mid/enemy deployment/flanks/airspace/reserves/alternative deployments)?
  5. Am I comfortable with the balance of scoring (including secondaries), board control (mobility/range/blocking) and threat (anti-infantry(GEQ/MEQ/TEQ), ant-tank/MC, anti-air)?
  6. Do I know what each unit’s purpose is and how the army works together as a whole (e.g. mobile&reactive/static&dug-in/glass hammer/etc.)?
If these are obvious to you, good! However, there is a lot of subtlety that can be applied, for example between the balance between threat versus durability? Do you achieve durability though large units, MSU, mobility or deployment? How many troops do you need to hold you home objectives and how can they contribute to the game offensively?

There are many more, but I hope you get the idea that whilst these may appear obvious to begin with, these is more to it the more you think about it. In time, I hope to delve into some of the subjects I've touched on here in further Food For Thought and CONCEPTS: posts, but I will discuss the coming year in another post.

If you have any other useful list building questions or requirements, please feel free to add your thoughts!

Food For Thought: Dealing with Deathstars


Some are big. Some are expensive. Some even dish out a ridiculous amount of damage. If you pick the right one, it can soak up a massive amount of damage too while it eats through an opposing army.

Deathstars. These uber units of doom can be found in many lists, but creating and using them effectively can be very difficult against a prepared opponent. Typical examples include Draigowing, Fate-crusher, nob bikers, thunderwolves and seer councils on jet bikes. This list goes on, but hopefully you get the idea.

So to help when playing against these super-killy units, I suggest reading Nikephoros' post Back to Basics: Dealing with Deathstars on 3++ is the new black. This really helped me early on, and is another reason I consider mobility and MSU when making my lists. Enjoy!

Food For Thought: Why Do You Bring Rhinos? on YTTH



It's good to see that I'm not the only one who hasn't abandoned mech! Take a look at this post on YTTH if you'd like to see why Rhinos still have their uses.

Food For Thought: Deep Strike Defence


With Deamons being flavour of the month, I thought it would be helpful to flag up a great article by Abuse Puppy on 3++ on deep strike defence. This helped me win my first local tournament, and I'm sure will prove useful in the future too. Very well illustrated and clearly explained.