Friday, 10 November 2017
The lesson learned - Sometimes the obvious use of an ability is not the most effective.
I'm currently sat in the back of a mate's car on the way to Never Mind the Blogwars, but I've still got some pearls of wisdom to impart for you all! This week's lesson comes not from myself, but from a game I read up on on Mike Corr's excellent St Andrew's Wargaming blog.
For those of you who don't know (I'm not sure there will be many people reading my blog that don't know about Mike's, but you never know!) Mike does regular 'Old Skool' battle reports using maps etc. Excellent stuff and he plays a lot so there's always some little nugget to pick up from his games, and it's his approach to objectives that I credit with my own improved performance in that aspect of the game (quick tip - be ruthless, if you can't achieve a card this turn, get rid, and if you have to sacrifice a unit to score points then it's probably worth it).
Mike's last battle report pitted his White Scars against an Ork army, which exhibited the now 'default' choice of 3 big mobs of boyz and a Weirdboy with 'da jump'.
As was to be expected, the Ork player executed the default strategy of flinging a big ork mob forwards on turn 1 to get into combat, though Mike's army held firm and repelled the assault through the application of firepower.
In his closing comments on the game, Mike suggested that had the situation been reversed, he may have kept away from using da jump in order to give a more coordinated assault, trying to strike the enemy position with all his forces in one devastating blow.
I must say, I'm inclined to agree. Da Jump is certainly a powerful option, but with large units of Ork boyz I just think that the game rules really mean you have to be a bit more subtle about things (I know, Orks aren't meant to be subtle). Sure, using it to catapult a small squad to take out a key enemy unit (artillery perhaps - an Eldar Player from the Grim Resolve youtube channel does exactly that in their latest battle report, using banshees to stop a trio of Leman Russ from firing on turn 1) is a really good tactic in the right situation, but equally you have to expect to lose that unit in return, and the ork practice of throwing 30% of their key troops units into such a position can definitely lead you into difficulty against an opponent that can re-deploy to expose them and wipe them out.
I'm not saying don't take a weirdboy with da jump, but think about its use more - a weirdboy standing next to a big mob with da jump will force your opponent to react to it in their deployment, you don't necessarily have to use it, and if they've deployed to deal with it, you probably shouldn't!
So, today's lesson? Think more closely about the tools you have available to you, there may be obvious uses that actually detract from your ability to win the game, and a more subtle, unconventional approach is more likely to put you in a winning position by taking your opponent off guard.
The lesson is learned.
Till next time,