View Full Version : Do you need a second melee unit in SR2012?
The Armchair Warrior
05-02-2012, 05:13 PM
After playing some SR2012 scenarios, I'm feeling more and more like I need a second melee unit with at least 5 models (or at least a 3 man unit and a couple of 2 pt solos) to accommodate the need to either pursue or defend multiple objectives. For instance, I played pVlad last weekend with Drago, Behemoth, IFP & UA, Greylords and the KL, and a Mortar. While I was able to run Drago up into the second objective with some air and spray support, he felt naked without melee backup.
What are people's experiences in non Hardcore 2012 settings? Are jack heavy forces (definition: 20 or more points in Jacks) at 35 points not competitive?
Are the objectives in SR2012 too far away for MOWST's to camp on the closest objective ?
That would be my suggesting. They can take care of themselves for the most part and in a triangle/pyramid formation they can shieldwall to the last man.
rivenwyrm
05-02-2012, 10:46 PM
What are people's experiences in non Hardcore 2012 settings? Are jack heavy forces (definition: 20 or more points in Jacks) at 35 points not competitive?
Unfortunately for Khador, the answer is usually yes. Their are a number of issues with jack heavy Khador. Mostly it's lack of focus/focus multipliers. Another issue is that weapon masters and most beasts will make mincemeat out of a jack. There are lots of those, usually with a greater threat range than our jacks, even under pVlad.
When I play Khador in tourneys I typically run two full units. Not always melee, but almost always two full units. To some extent we have to rely on good stat lines and good placement to win us games, rather than sick combos or insane feats. And the more bodies you put out on the field, the more overwhelming those stat lines become. However, people have learned to counter this tactic, so it's not always the answer.
The Captain
05-03-2012, 12:09 AM
Are the objectives in SR2012 too far away for MOWST's to camp on the closest objective ?
That would be my suggesting. They can take care of themselves for the most part and in a triangle/pyramid formation they can shieldwall to the last man.
Many scenarios have an enemy objective pretty close to your lines, so you could have MoWST contesting the opponent's objective while going for your own with faster units. But your opponent could just ignore the objective, crush your advancing forces with his whole army knowing your MoWST aren't going to rush in to reinforce your advancing units any time soon, and then go for caster kill.
I tend to have my forces in two waves: a first wave that is meant to die horribly to enemy counterattack, and the second wave that crushes the enemy and wins the game for me. If the first wave doesn't somehow die horribly (i.e., the enemy doesn't take the bait), they should be strong enough to inflict some pain next turn. Depending on which army I play the waves can actually consist of only one big unit (my Sea Dogs for mercenaries tend to run a few models in the front, with the rest coming in a few inches behind) or two smaller ones (such as min Kayazy assassins + UA and Greatbears, with the Kayazy as the front line and Greatbears as counterpunch).
But the main point is, I always want to have something that can charge at the enemy effectively even if my first wave disintegrates.
OMM_Lukav
05-03-2012, 05:14 AM
I think much like you need to prepare for scenarios that require reinforcements, there will be others that will require multiple units to score the win. I think SR2012 really pushes you to bring at least 2 lists to play. One can be jack heavy for those matches that don't require holding objectives, the other infantry heavy for objective holding.
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