Sunday, April 29, 2012

GK Tournament Meta

I've been to two WarmaHordes tournaments at Game Kastle. Both were of the 35 point Steamroller variety and included different people at both events. Between those two matches was a tourney that I visited and Bob played in. There should be enough experiences to consider possible army builds for the next GK Steamroller.

The first thing is to remove the lists from the 'net that may be played. Most of the players at the GK tourneys are fine-tuning lists and concepts for one of the major tourneys, either at Kublacon, Pacificon, Celesticon, Lock and Load, etc.

Second, decide on what strategy to consider applying. By this, I mean either 'caster assassination, win the scenario, or win the tie-breaker. The first two strategies are the conventional ways of playing. Winning the tie-breakers is a newer concept that we haven't tried to play out. This one is important because of time limits, and it may be more difficult to manage since you are intentionally stalling the opposition's movement for upwards of 30 min.

Let's explore the "Win the Tie" strategy and army build. The plan here is two-fold; 1) Deny the Objective to the opponent, and 2) Deny opposition's movement. If you accomplish item 2, item 1 should happen as default. My Cygnar/Morrowan list provided a glimpse of this. The 24 elite infantry models of 3 squads were difficult to kill and did enough to block movement that it stalled the opposition for up to 3 turns. Should more infantry be added to the existing squads to bulk them up, or should more squads be added at the expense of WarJacks? It's risky to play a match where the plan is to stall the opponent by sacrificing troops with little to no WarJack support. At the same time, this gives the infantry heavy list an opportunity to win. What has shown to be a problem that, ironically, Hordes lists can't deal with is the volume of infantry, especially the elite infantry.

The other list that has been showing up as an alternative list is the heavy warbeast/warjack list. This is the 'Caster, one multi-wound full-sized unit, a solo or two, and the rest are heavy 'Beasts or 'Jacks. This list has been applied as the sledgehammer to annoying lists. It's worth looking at this option to blitz an opponent.

So, what's the point? I think there might be a viable infantry heavy list that stalls and blocks the opposition until time is called. Match time is roughly 1 hour and 15min, or 37.5min per side. This equates to 3 turns and one bonus time. Because your opponent also understands that 3 turns can decide the game, look for your opening to threaten the general to stall his advance and win the tiebreaker for the scenario.

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