Saturday, March 20, 2010

Caught in the Devil's Rope

Barbed Wire, Razorwire, Devil's Rope, Satan's Hedge, so many names, all given to one thing, and it's been relatively left out of warhammer. The rule's that are scattered about the books state that it acts as both difficult and dangerous terrain. Big whoop, one in six men should die, who cares? Well, I do.

For starters, how do you make it? Well, hopefully before noon tomorrow (Sunday), I can put a video up and instruct you guys how to make it, it's ridiculously easy, and undeniably useful.

Now, how do we use it? For defenders there is one concept I want you to grasp: Barbed wire is a tool to control your opponent with. Use it to effect his decisions, like where to assault, where to manoeuvre, and most importantly, where to avoid. People are just damn reluctant to trudge into barbed wire. Place barbed wire where you are weak, and if you did it right, and your opponent doesn't always think things through, he will either put too much, or too little pressure on that spot, either way, you win. In short, while it won't kill a lot of guys, it will affect your opponent's decisions, in a positive way for you. For example, if you place your trenches forward and center, and place a forest of razorwire in front of it, spread your line a little thinner than you would normally, but spread them out so they look bigger, your opponent will concentrate on this area with most of his forces. Leaving the rest of his forces spread thin, and unable to cope with the firepower of your remaining units. However, doing this will leave your center broken, plan for this, and you should make it out ok, just make your opponent split his forces again, each half going after the half of your army, and again, due to the way your forces will split, you will have the upperhand, and in the end, victory. The other option your opponent has, is to avoid the center all together, in which case, just sit tight in the trenches, and pour your forces to the weaker side of your opponent's battleline. At this point you control most of the board, if its annihilation though, your going to have to kill the rest, but life in the Guard isn't supposed to be easy.

Well, that's all nice, but what if I find myself heading into the hornets nest? Well, to be entirely honest, just keep on running in, razorwire will slow you down a little, but in the end it won't change the outcome of a battle, so if you're going through Hell, keep going!

Monday, March 1, 2010

Hunting Rhinos

Imagine stalking the crater pocked battlefield with a rocketlauncher pressing it's weight into your shoulder. The seemingly quiet moments before you hear the low growl of your prey. Totally ignoring the rest of the battle as you take a knee. Squinting as you press your eyes to the viewfinder and aim, slowly, deliberately...

Now here we have a unique dilemma for any army, how to deal with the rhino rush. Simply outmanoeuvre it, and present it only with options you preplanned. For example, lets pit two squads, a platoon command squad, and an autocannon heavy weapons team, against ten Space Marines in a rhino. Set it up with the autocannons a little further back in the center, the squad on your right with the platoon command squad, and the other squad on the left, but within four inches of the autocannon team. Alright, the rhino should play like Space Marines, and attempt to crash into what looks like a gunline. Once he is approximately one turn away, I'd say about 14 or so inches, use the command squad to give the MMM order to the squad next to it and run them up the right, trying to get in range of the side armor. Then use your squad on the left and run them forward and a hair left getting very close to the rhino. If your like me and have grenade launchers in your platoon command squad fire all of them at the side, seeing as they used their MMM order on the other squad. Now the rhino has an interesting choice, do I disembark? move in any particular direction? stay put? Well, if he runs away, you win. If he gets out, he has to wait to assault, so you can now out manoeuvre him or shoot him down if you've got the chops. If he stays put, no matter what direction he turns the rhino, its side or rear armor will be available to one of your forces, which should at the very least have a grenade launcher, though I highly recommend bringing rocket launchers, at least one per platoon. There is no right answer for the Space Marine Player. You have provided him with the illusion of coming within a hair's width of breaking your line, and replaced it with him naked and in the open.