Jump to content

Theorycrafting - zoning out (deep-strike denial)


GuardDaddy

Recommended Posts

Just throwing some ideas around and wondered if it was possible to completely stop an opponent deep-striking.

 

As guard we have ability to have so many units we might be one of few who could. 

 

As a follow up I have done some images - with a 6"/4" table gridded out into inches and added two examples of units zone out space.

 

The S stands for sentinel (but is any 60mm round base, so HWT would be same).

 

Infantry squad - Line is 10 models about an inch apart

 

Infantry squad - MAX is 10 models 2" apart.

 

Deployment assumed to be 'Dawn of War' - but its interesting to see how much you can zone out from a forward deployment 'on the line' quickly.

 

 

Ok base image is this showing area screened out by a 60mm base, and two lines of infantry described above

5IixHF0.jpg

 

This image as a sentinel 'on the line' of deployment. Then with 9" scout move. Then end of turn one (moving further 9" forward)

deTGEUX.jpg

 

This is same with infantry. On the line, move forward 6" and the a minimum move move move.

fVlnqQs.jpg

 

Now looking at blocking out - this is 4 squads, two forward ones with move move move (minimum).

yNS8ErS.jpg

 

Then for fun this is move move move maximum!!

bqD4kT9.jpg

 

So it looks like very hard to completely block out by end T1. However a really interesting point is that this movement is massively hindering opponent with just 4 units! This makes them targets, so you are controlling what your enemy fires at, and subsequently what does not get fired at (or fired at less).

 

Just food for thought as people plan lists etc.

 

My final point would be its worth measuring maximum distance of enemy units that can fly move and charge, and screening that point on board. This means the fly move ends up on enemy side of screen, blocking charge.

10 guys can lock down an area approx 41" wide and 14" deep. 6.5 in and up creates 9" to the corner of the table. It's actually more than that if you consider the extra 2.5 forward for the 9" denial. You can lock down a dawn of war deployment zone down with like 15 guys.

 

Knowing this you can push more men forward to cover the gap in your drawing and have less "denial bubble" hanging off the table.

With as many Infantry Squads as Guard can fit into a list it's very easy to deny landing spots, which is good as it's no small part of keeping the enemy at bay as long as possible! Realistically you won't be covering the entire table, but certainly enough to push your opponent back. Sentinels especially, as being fast on top of the Scout move. Loading up on them will work very well, as they'd be a bit harder to remove too (or better yet - good mix of both).

 

I don't think many are using deep strike equivalents in the current game to a degree this will be a game clincher, but if they plan to make reasonable use of it you could put a cog out on their plans. It won't be that hard to remove the forward elements turn 1, so it might depend on that - but if they're not part of your battle plan further than to mess with your opponent's it could be quite handy. After all, he may be able to use his deployed units turn 1 to remove your forward elements, but that leaves your forces all but free to punish them for it!

 

The good thing is that even if you plan for this, but your opponent doesn't bring anything (or would like it, as a combat force to charge up the table) you can simply deploy normally for no down sides :)

Yeah sentinel with 'go recon' stratagem can do another 12" on top of what I have shown.

 

None of this supposed to be a definitive 'how to deny deep strike' thread - just chucking it out as food for thought.

 

For me it really shows value of scout sentinels. I take them bare bones and so they are dirt cheap. But this means they need to be dealt with. Having them shot rather than other more important units really makes them useful.

 

Also to encourage people to push units forward even when running a gunline. 

Great work on the graphics.

 

Imho, it would be interesting to know what the footprints for conscripts look like (preferably in 10 men increments). They can not move move move as easily, but may be a cheap option to keep the back filled/denied while the rest of the army advances.

In 10 man increments it's the same as the infantry squad.

 

Great work on the graphics.

 

Imho, it would be interesting to know what the footprints for conscripts look like (preferably in 10 men increments). They can not move move move as easily, but may be a cheap option to keep the back filled/denied while the rest of the army advances.

well I'm a pro graphics guy who used a £3k apple graphics ubermachine to create a multi layer custom frame to ensure it was mathematically accurate to 0.1mm.........

 

or....

 

I made a grid in excel, screen grabbed and pasted it into powerpoint and then used basic shapes over the top than screen grabbed that, right clicked the pasted image and did 'save as'...

 

I'll leave you to assume my level of proficiency

Yup- seized the initiative against a Khorne Daemons player and sprinted up the table. 

 

In turn 2 when he came to deepstrike he couldn't drop outside of his own deployment zone. I found it hilarious though it was probably less amusing for him. 

 

I love 11 men that battle- a full infantry squad that took the bloodletter bomb in the teeth from deepstrike and one poor trooper who's plasma overheated.

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.