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Thoughts on 5th edition


Iron_Chaos_Brute

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One of the most common mistakes that I see in games of 40K is people trying to play 5th edition missions with a 4th edition mindset. 4th edition was all about attrition. With Victory Points, units could stand around and batter at each other until one side was defeated. Other times, there would be a battle for a central objective, with the victor winning the game. Without enough cover saves to go around, exposed units would quickly die under the lash of concentrated firepower. The possibility of min/maxing shooting units with a heavy and special weapon made them cost-efficient, packing roughly similar firepower as today’s squads into fewer members. Some people still try to play 5th edition missions like this. The problem, though, is that 5th edition is all about mobility. Units need to be able to advance quickly across the board to seize objectives. With the advent of “Outflank”, an army needs to succor itself from an attack on all fronts while claiming up to five objectives. I will attempt to discuss what I see as the most essential pieces of a 5th addition army are.

 

1)Obliteration - One of the more obvious ways that 5th edition differs from 4th is its focus on obliteration. In Seize Ground and Capture and Control, squads not completely wiped from the board are capable of influencing the game. Even one guardsman can force a win or draw against an entire army. So to ensure that enemy units cannot affect the game’s outcome, they need to be completely obliterated. However, this is much harder in 5th than it was in 4th. Multiple units now exist that possess 3++ saves. If you can’t see half a squad of grots, you might not hurt any of them. Vehicles are tougher. Units can “Go to Ground” to escape damage altogether. And TLoS makes it relatively simple to hide entire squads at once. Where, then, can we effectively kill our foes?

 

2)Mobility and Control - The answer lies in mobility. Armies must be mobile to be effective in 5th edition. A static army is inherently shooting-based, and therefore allows its opponent to claim unhindered all of their nice shiny new cover saves. By engaging the enemy at long range primarily, you allow them to pick when you shoot them and how. Every time your enemy passes a cover save because they have been allowed to, say, hide half of their squad, they basically steal shots from you. A half-hidden Rhino that only a marine squad with a missile launcher can engage has a 50/50 possibility of saving any hit. But by only having that squad in a position to engage, 8 bolters and a special weapon are wasted as well, possibly either out of range or incapable of hurting the Rhino. To effectively defeat an enemy in 5th edition, you have to deny them the benefits of cover. To do this, you can either shoot the target with a weapon that ignores cover or move to a place where cover can no longer offer the target succor. Let me reiterate; by shooting things in cover, you waste your precious firepower. By not being able to negate cover through movement, you guarantee this waste.

 

3)Effective spending of points on the battlefield - Before the game, you pay points for units in the hope of performance during the game. This performance takes many forms that I will not discuss here, but suffice it to say that a unit is worth a certain number of points per turn. This is represented by

C / T≤P

where C is the unit’s cost in points, T is the number of game turns in the game, and P= (Points of damage dealt + Points of fire attracted (on opponent’s turn, including attacks in HtH) - Points of damage taken)/2. Basically, a 20 point model in a 5 turn game should act in such a manner as to have a P value of 4 or more per player turn. Consider a single marine with a missile launcher shooting at a half-obscured Rhino (4+ cover save). The marine costs 17 points (full squad to get launcher costs 170 / 10 marines, the launcher’s cost is part of the squad). He shoots at the Rhino every turn for 6 turns. 6 shots in total, 4 hit (2 turns of P=0). The Rhino saves 2 out of 4, being in cover, which doubles the number of turns in which P=0. Out of six shots, only 2 stick on the Rhino. Your marine might as well be an ork with a Rokkit. In fact, it would probably be better off as an ork, for with its Assault 1 rokkit, it could move to a more advantageous firing position without sacrificing fire, increasing P avg. The ability to move is therefore highly advantageous.

 

4)How do we control the combat area? - So now we know that units are tougher to kill. So how do we effectively control the battlespace? The key used to be to plunk down as many shooting units as possible (the 4th edition SM gunline that just killed with the Law of Averages). Now, the key is to find inventive ways to negate the toughness of units. Consider 2 squads of 10 marines with only bolters. The first, on foot, has influence over a 24” circle if it does not move. If it does, it has an 18” circle of influence, but with double the firepower. This is usually the better choice. Even better, though, is the second squad, mounted in a Rhino. First, the Rhino shields the marines from harm while it is alive, preventing diminishment of combat power. Furthermore, and more importantly, the marines extend their influence over a much wider area. They get a 27” circle of influence with 20 bolter shots over the area (27” = 12” move + 2” disembark + 1” to front of base + 12” range). Giving them the Rhino keeps them alive to their target, and they get 9” more of range. Jump packs on an Assault Squad have much the same effect, delivering them to the target faster. This gives the opponent less time to shoot them, and they save combat power that would be wasted if they suffered casualties. The conclusion is that we need to give movement modifiers to units to get them into effective combat power projection range as soon as possible so that P avg remains high through increased control area.

 

5)What else can mobility do? – Remember the part about how cover saves mean that shots are wasted? Mobility can help solve this. Units with movement modifiers can quickly bypass cover to attack from alternate angles. By getting in a position to see more of the unit, the possibility of negating the cover save increases. Mobility also allows units to take objectives, the central part of 2/3 of the missions. Mobility also lets one player better control the game and force an outcome.

 

6)That’s all well and good, but I want to hit them! – So far, I’ve mainly talked about how 5th edition affected shooting based armies. Assault armies have their own set of changes, though, and they are mainly beneficial. Assaults resolve much faster, allowing you to kill more stuff and keeping P avg high. Run means that you can close faster. Abundant cover saves mean that your troops stay alive longer. Assault phases also happen twice as often as shooting phases, so you end up not wasting much time. Assault armies do lose to mobile, mechanized shooting forces, and so benefit greatly from movement modifiers. Even with a fully tooled assault army, you are likely to have some supporting fire unit or two. These obviously need to be used on the targets that need to be neutralized, like enemy transports.

 

Comments?

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I think you're right on ICB. In fact I will give you an example of how units have changed, even from our own expectations.

 

10 Chaos Space Marines

1 Flamer

1 Meltagun

Aspiring Champion with Power Fist

Rhino

*Icon Optional

 

In my mind, this unit exemplifies what it takes to be successful in 5th Edition (atleast for Marines).

First and foremost its a troop choice, that means it counts as scoring. It is also a full 10 Marines strong. Gone are the days of 6 man squads, now you really need all those bodies (and not just for the 2nd special weapon).

It has a movement modifier in the Rhino. For all the reasons ICB has mentioned a Rhino is a tremendous booster to a unit.

It also has a different weapon loadout than before. In 4th Edition, the Plasmagun was king. Nowadays its increased cost and the more generous cover saves have toppled it. The Flamer is there to dig out infantry who rely on that generous cover save, often increasing it beyond what normally is (Eldar Pathfinders, SM Snipers). It also gives you increased firepower against the advent of the horde army, brought back to us thanks to Orks. The Meltagun is present because of the increase in durability all vehicles recieved. Long range tank busters like the LasCannon have suffered the same fate as the Plasmagun, increased cost and more cover saves, which means that tank busting, like troop killing, needs to be done close up. Lastly the "assault" nature of both weapons and the addition of Bolt Pistols as standard mean HtH combat is much more common and easier to engage.

The Champion still maintains the standard Power Fist, even with the increase in cost and decrease in attacks. The bonus that a S8 attack brings is worth the drawbacks, especially now that you can assault vehicles against their rear armor (normally AV10)

 

In closing, what you have is a mobile, flexible scoring unit that is able to handle a variety of situations well. While it might suffer against a specialists unit, its strengths allow it to adapt well to situations and engage the enemy in a variety of scenarios.

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Following are some race-specific thoughts on playing in the manner described above.

 

Space Marines: Rhinos are the bread and butter of mobility. No extra armor is necessary, keep them cheap and fast. They’re basically 35 point marine protection boxes that have a 12” move. Land Raiders are Rhinos you can assault out of and have decent firepower and protection. I like the Crusader for high mobile firepower. Drop Pods instantly put a unit in a position to project combat power. If you want to make sure that the unit will be in rapid fire/half range for MM, declare your deep strike right on top of the enemy unit (yes, you are allowed to do this). Even if you scatter, you’ll be within 12”, and if you land on target, the drop pod moves on its own. Kahn’s ability to give your army outflank is a great strategic twist. 2/3rd of the time, you’ll get the side you want. A Raider loaded up with assault termies has a 22” zone of control along an entire table edge. The bike troops also offer great mobility. Attack bikes also offer 36” MM zones of control, with half range at 24”. Shrike letting everything fleet is also very powerful. Stick him with a powerful assault unit and infiltrate for a huge amount of hurt. Assault Marine heavy can also be quite powerful, as they basically gain a 19-24” zone of control. Terminators out of a Land Raider have a 23-28” range. Sicarius isn’t mobility oriented, but has good support abilities. He’s a bit overcosted, though. Finally, Libby with GoI. Give him some Sternguard and they gain a 36” zone of special bolter fire. Tool up with combi-weapons for more fun. Requires some aggression.

 

Chaos: Lash lets you control the tempo of the game, break up armies, etc. It can also be a movement modifier, giving a squad in a Raider a 23-33” range. Rhinos are even better for CSMs. Plague Marines are more resilient to the Rhino’s death and benefit more from the protection. Berzerkers do great parked next to an enemy unit. Either they run or you charge; either way, you’re in control. Chaos HQs can all have wings, so Lords/Sorcs can hide in Rhinos. DPs can hide behind Rhinos and support. Lesser Daemons form a quick, powerful reserve that’s often unexpected. Termicide lets you pick and eliminate targets fast. Very high P values the turn you fire.

 

Black Templars: Righteous Zeal makes MeQ horde viable. Some die, the rest get to your stuff faster. Mechanized is even better, when transports die, they move forward. AAC lets them control their favorite phase, assault. Blessed Hull Crusaders make great transport options.

 

Blood Angels: Assault squads can be troops, but are overcosted. Still a good option. Overcharged Engines is hit and miss. If you move over 12”, you can’t jump out and shoot.

 

Dark Angels: Deathwing Assault and Ravenwing troops. Fast and powerful, but too few troops to be truly effective.

 

Space Wolves: Can run 1 Raider decently well with stormcaller. Drop Podding GHs is pretty strong.

 

Guard: Drop Troops. Pray for new codex.

 

Daemonhunters: Mechanized is the way to go. Mystics and Plasma cannons control decent area, but not very mobile. Moving psycannons are OK. Water Warrior is a good guide.

 

Sisters: Mechanized again. Ride up and slap a bunch of flame on a unit. He’stan allied with them is great combined with Divine Guidance. Seraphim are awesome.

 

Tau: Mechanized once more. They have solid firebase options, so they can castle up and use mobility to smash isolated elements. They can blow up uncovered transport really easily.

 

Eldar: Lots of Fleet things. Powerful mechanized options, Guide/Doom combined with Fire Dragons and Avenger spam. Shining Spears are a powerful counter unit.

 

Dark Eldar: Lots of lance options. The 3 Plasma cannon Raiders are disgusting. Transports are glass, AV 10 round. Lots have fleet and combat drugs for speed modifiers. Fast and scary as hell in HtH.

 

Orks: Horde is viable as so much of the table is covered with them and they have WAAAGH! Nob bikers kill everything except TH/SS and Fateweavered Bloodcrushers. Trukk mobs are really strong if concentrated, and Ramshackle is incredible. 23-28” charge radius with WAAAGH!

 

Nids: Most stuff can Fleet or fly. Anything not fire support should be running every turn.

 

Necrons: Port to Monolith. Veil of Darkness (or whatever the teleport one is). Rinse and repeat. Destroyers fast, lot of dakka, and can be pulled from assault back to Monolith to do it again.

 

Daemons: Start right next to their opponents. Daemonettes, KoS have fleet, Tzeentch has lots of fast stuff.

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