Jump to content

Getting First Turn?


H311fi5h

Recommended Posts

So as you probably know by now in 8th the army finishing deployment first gets first turn. This is pretty significant for the Astra Militarum, because we will have the higher number of units against most armies.

I have spied a little on the army lists posted in other subforums, and they tend to be around 8-15 units for 1500-2000 points.

 

So my first instinct was to simply accept the fact that AM will never go first, and build my list around that. I would always bring a Brigade, and maybe even one or two addition detachments. The 2000 point list that I've prepared for my first game of 8th features 31 units!

The idea is I can deploy cheap mortar squads and deep strike blocking infantry until my opponent is done with his full deployment, and only then start rolling out the significant parts of my army. This way I could optimize deployment for going second, with bubble wrap everywhere, and the big guns in optimal positions.

 

But now I'm thinking, could you make a list for AM that reliably goes first to get an additional shooting phase?

The list would revolve around transports for all the little units, to get below 10 "packages". The Chimera and Valkyrie hold 12 men, so that is a Commissar, CC, and full squad, or multiple SWS, CS etc.

You could still have the numbers by playing 2 or 3 large 50 men conscript blobs, while everything else starts in transports. And of course there is the Stormlord, which could hold all the heavy weapons.

 

Here is just a quick example for a list with only 8 deployment steps at 2000 points, giving you a good chance to get first turn (unless seized)

 

 

 

+++ New Roster (WH40k 8th) [1997 Pts] +++

++ Battalion (Astra Militarum) ++

+ Troops +

Conscripts: 30x Additional Conscripts, Frag Grenade, Lasgun

Conscripts: 30x Additional Conscripts, Frag Grenade, Lasgun

Conscripts: 30x Additional Conscripts, Frag Grenade, Lasgun

+ Elites +

Commissar: Plasma Pistol, Power Sword

Commissar: Plasma Pistol, Power Sword

+ HQ +

Company Commander: Frag Grenade, Plasma Pistol, Power Sword

Company Commander: Frag Grenade, Plasma Pistol, Power Sword

Company Commander: Frag Grenade, Plasma Pistol, Power Sword

+ Dedicated Transport +

Chimera: Heavy Flamer, Heavy Flamer, Hunter-Killer Missile, Storm Bolter

Chimera: Heavy Flamer, Heavy Flamer, Hunter-Killer Missile, Storm Bolter

Chimera: Heavy Flamer, Heavy Flamer, Hunter-Killer Missile, Storm Bolter

++ Vanguard (Astra Militarum) ++

+ Elites +

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

Special Weapons Squad: 3x Flamer, Frag Grenade, 3x Lasgun

Special Weapons Squad: 3x Flamer, Frag Grenade, 3x Lasgun

Special Weapons Squad: 3x Flamer, Frag Grenade, 3x Lasgun

+ HQ +

Lord Commissar: Plasma Pistol, Power Fist

Tank Commander: Heavy Stubber, Hunter-Killer Missile, Lascannon, Punisher Gatling Cannon
Heavy Bolter Sponsons: 2x Heavy Bolter

+ Heavy Support +

Leman Russ Demolishers
Leman Russ DM: Executioner Plasma Cannon, Heavy Stubber, Lascannon
Plasma Cannon Sponsons: 2x Plasma Cannon
Leman Russ DM: Executioner Plasma Cannon, Heavy Stubber, Lascannon
Plasma Cannon Sponsons: 2x Plasma Cannon

 

 

 

It's not supposed to be a well thought out list or anything, just a quick example showing how much stuff you can squeeze into such a list. If you own a Stormlord, things get even better with tons of Mortar and Lascannon teams shooting from the back. If this works, it could be devastating for armies that can do first turn charges, such as Tyranids. In addition, your opponent might just assume he will go first seeing your 180+ models, but will look really dumb when he realizes (hopefully too late) that he isn't.

 

What do you guys think? Which is the better option? Tons of units to stretch out deployment assuming you will always go second, or trying to squeeze things down to get the extra shooting?

Link to comment
https://bolterandchainsword.com/topic/334497-getting-first-turn/
Share on other sites

I hadn't read this yet and I don't like the mechanic, a "real life" concern shouldn't impact the game. When I'm setting up my army - Guard or not - I don't want it to be a race. I want to enjoy the game not feel compelled to rush. Should you stall for time if you want second turn? huh.png Seems rather odd.

Looks to me a case of organising with your opponent, I think I'd prefer to simply roll off as before so I'll see what my regular group says.

I'm not really sure we're talking about the same thing.

The Mission rules for 8th state that players alternate deploying one unit at a time, and the player setting up his last unit first gets to choose who goes first. So with a normal AM list with 20+ units, you will never go first against Space Marines, or any other somewhat elite army. If you want a chance at first turn, you'll have to go sub 10 units. Some armies may be as low as 6 or 7 (a transport holding multiple units counts as one deployment step for this purpose).

An even more compressed list with a Stormlord, down to 6 units on deployment.

 

The CC's, Commissars and all the Heavy Weapon Squads start in the Stormlord. Exactly 40 models. The 6 CS's go into the two Chimeras. Only the 3 Conscript blobs and the 3 vehicles have to be deployed. This should beat even elite armies.

 

 


+++ New Roster (WH40k 8th) [2000 Pts] +++

++ Super Heavy Auxiliary Detachment (Astra Militarum) ++

+ Lord of War +

Stormlord: Adamnatium Tracks, 2x Heavy Stubber, Twin Heavy Bolter, Vulcan Mega Bolter
Sponson Pair: 2x Lascannon, 2x Twin Heavy Bolter
Sponson Pair: 2x Lascannon, 2x Twin Heavy Bolter

++ Battalion (Astra Militarum) ++

+ Troops +

Conscripts: 30x Additional Conscripts, Frag Grenade, Lasgun

Conscripts: 30x Additional Conscripts, Frag Grenade, Lasgun

Conscripts: 30x Additional Conscripts, Frag Grenade, Lasgun

+ Elites +

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

Command Squad: Frag Grenade, 4x Plasma Gun

+ HQ +

Company Commander: Chainsword, Frag Grenade, Laspistol

Company Commander: Chainsword, Frag Grenade, Laspistol

+ Dedicated Transport +

Chimera: Heavy Flamer, Heavy Flamer, Storm Bolter

Chimera: Heavy Flamer, Heavy Flamer, Storm Bolter

++ Spearhead (Astra Militarum) ++

+ Elites +

Commissar: Bolt Pistol

+ HQ +

Lord Commissar: Bolt Pistol, Power Sword

+ Heavy Support +

Heavy Weapons Squad: Frag Grenade, 3x Lascannon, Lasgun

Heavy Weapons Squad: Frag Grenade, 3x Lascannon, Lasgun

Heavy Weapons Squad: 3x Autocannon, Frag Grenade, Lasgun

Heavy Weapons Squad: Frag Grenade, Lasgun, 3x Mortar

Heavy Weapons Squad: Frag Grenade, Lasgun, 3x Mortar

Heavy Weapons Squad: Frag Grenade, Lasgun, 3x Mortar

 

That makes more sense, does it include embarked units? Horde armies had enough trouble in 7th so I'm not keen on suffering for it in 8th too but we'll have to see how it goes. Maybe you can take advantage of getting to place a few of your units at once without a "counter", but seems small consolation.

When you set up a transport you declare which units start embarked, so that is only one deployment step, no matter how many units are inside. Note that you also have to set up each unit one at a time if you keep it in "deep strike" reserve.

Being able to manipulate this may become a relevant tactic. But of course you can also run the opposite strategy, preparing to go second, bringing a lot of unimportant canon fodder units to stretch out deployment so you see all of your enemy's army before you start setting up the main parts of your army (which has the side effect of generating more CP's).

It's quite possible, in fact quite probable, that an infantry guard army will have more characters or more infantry squads alone than most armies it might face have units. That should make it pretty easy to deploy nothing of importance until an adversary is fully deployed. Sure, you'll never get first turn, but the ability to almost fully counter deploy is a significant advantage.

Very well put. I've always been in the mindset that Imperial guard win the game in the deployment phase prior to the game even starting. This thinking more comes from 3rd edition when the only time guard moved was the last turn of the game to claim objectives. It will be interesting to see if we can weather the first turn assaults that will be prevalent by multiple factions now.

 

Krash

Transports really are the key, or planning around going second (risky in the age for first-turn charges but the reward is on-table firepower turn 1). Both strategies can work so it really will be down to how you feel most comfortable playing.

 

You can of course go bonkers crazy and take 2 Baneblades, 1 Stormlord and put the rest of your points into infantry and mount them in the Stormlord. The tanks will be doing most of the work and you've already spent over 1700 points so 40 transport slots for screening infantry should be plenty; you can always take 2 Stormlords and 1 Baneblade if you want more troops available. Should be able to out-deploy anything in the game, but it is gimmicky (and probably not the best list either - Knights will tear it apart if they get through the firepower and Turn 1 Drop-Pod/Deepstrike/Infiltrate etc. could mess up your day).

 

++Edit++

 

It's quite possible, in fact quite probable, that an infantry guard army will have more characters or more infantry squads alone than most armies it might face have units. That should make it pretty easy to deploy nothing of importance until an adversary is fully deployed. Sure, you'll never get first turn, but the ability to almost fully counter deploy is a significant advantage.

 

 

In addition to this great advice, bear in mind that you can deploy anything, in any order. This means that you can put single 10-man Infantry Squads along the front of your deployment zone as skirmishers and jamming units whilst your opponent is forced to deploy the meat of their list, meaning that not only do you develop your defence in depth that is important for avoiding crushing first-turn charges, but you also gain the counter-deployment with your heavy weapons/vehicles.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.