Category Archives: Game Strategy
Hey guys, Son of Adam here with a quick article on tying for the win. This is part of the third sphere of game strategy; macro-game-play. Let’s hop down this rabbit hole and see what’s inside.
After a long hard fought battle sometimes both players get the same number of kill points, or have the same number of objectives and the game comes down to those good ol’ secondary objectives. Now that we are talking about sixth those are the; slay the warlord, line-breaker, and first blood objectives. When tying for the win, as the name says, you try to do this intentionally. However, if you are playing in a tournament with different rules you will need to figure out if this tactic will work and what other subtle things you need to do in order to pull it off.
Playing for the tie is often much easier than going for the win, but with this tactic you can achieve both. At the start of the match take a minute and look at the mission and both armies, then judge for yourself; do I have an easier time at winning the secondary and tying the primary or at winning the primary? Whichever one turns out to be more of a sure thing is the one you should go for.
You must be subtle when you do this, as in the minds of most players it will be the battle for the primary and a disregard of the secondary. Let’s continue on in the Art of War(hammer) here.
“9. As circumstances are favorable, modify your plans.
10. All warfare is based on deception.
11. Hence, when able to take the objective, we must appear unable; when using our forces, we must seem inactive; when we are near, we must appear far away; we must make them believe we are other than what we are.
12. If your enemy’s strength is greater than your own evade him and seek victory another way.
13. Attack where he is unprepared, appear where you are unexpected.
14. These tactical methods, which lead to victory, cannot be divulged beforehand.
15. The general who wins has made many calculations before the battle is fought, likewise the general who makes few looses. Therefore, calculate how you may achieve victory beforehand and it shall be yours.”
So, when your force is outmatched you must modify your plans and play for a victory through secondary objectives while still appearing to play for the primary. When doing this, you will then appear where you are not expected, and attack what he has not prepared, and secure the victory.
When you are building your list keep this tactic in mind. As an example; if you know you will be playing the standard 6th edition missions, build a list that can achieve first blood, has a general that is hard to kill, and can use its mobility to get into the enemies deployment zone, while still being able to contest objectives. This may make your list look weak to some, which in the end is a good thing, as it will further the deception that you are outmatched and boost the confidence of your opponent.
Go out and try using this tactic. See if you can take victory from a strong opponent or against a list that is stronger than yours. Then make sure you come back here and tell us about it. Be sure to check out our videos and follow/like/comment/sub to our stuff. Thanks for the help fellas.
Please note that all references to the Art of War(hammer) are a fictitious knock off of the real Art of War by Sun Tzu. Some portions are a direct quote; I do not mean to take credit for any of it. Go check it out, it’s a great book.
Son of Adam here again with another game strategy article from MasterCraft Gaming. Today’s discussion will be about a method for the list building sphere of game strategy, one I like to call overloading the zone. (Please note: any article relating to game strategy is not recommended for friendly play. Not all games are competitive, but these articles are written for the ones that are).
For any of you basketball players or fans, you may already have an idea of what I mean by overloading the zone. In basketball one defensive strategy is called the zone defense. Each of the five players is assigned a particular “zone” of protection that they are supposed to defend against. When someone from the other team enters their zone it is their responsibility to defend against them.
We often see this style of defense employed in 40k as well. Maybe you have even considered this when building your lists; I have to have something to be able to take out a land raider, and something for tanks, and something for hordes. This is an approach some people use when building a balanced list. Each part of the army is assigned a part of the possible enemy army to defend against. These are their “zones” of defense. The strategy that we are talking about today is overloading those zones.
First we have to answer some questions about the setting. Where are we playing? A local tournament (where everyone plays marines), a regional GT, or how about one of the big shows like NOVA? (By the way I’m starting a series called “Road to NOVA.” Check out some of my posts as they come out). If you are playing at a mostly standard tournament, that is, a tournament that adheres pretty closely to the 40k rulebook and has a range of competitive armies being played, we can assume some of these answers. Now that we can anticipate a zone defense or an all comers lists, we can begin to try and counter it.
How can you take advantage of overloading the zone in order to counter the balanced defense of your opponent in order to achieve the victory conditions in near standard missions? We can predict that the opponent is going to have some weapons that counter tanks right? But they will also have some weapons that counter hordes, their respective zones. We can overload the zone by putting all of our pieces into one of the defenders zones, such that the other zones of defense will not be able to contribute much to the battle. If all you had were tanks then you could get more of them and potentially overwhelm your opponent’s anti-tank-zone of defense. Furthermore, any flamers or other anti-horde weapons in your opponents force would be wasted; you would be able to use the full weight of your force against the now limited strength of what your opponent would be able to use against you.
This type of thinking has produced some army builds that we are expecting at NOVA; there is the all fliers list, the MSU build, the 2+ save Deathstar units, the full horde, and the full AV14 army among others. Each of these takes advantage of the balanced build defense by giving it too much to deal with in a certain zone of defense in order to gain the advantage. The sweet spot is found in being able to overload the defense, but maintain a defense that cannot in turn be overloaded.
When you find yourself out matched in list builds, do not despair, the game is not yet lost. There are many lists that have counters and whatever list you come up with will probably be able to be countered by some other extreme list. We can try to mitigate this inherent rock-paper-scissor by trying to make a list whose counter is not popular or not very good against anything else and therefore uncommon. If all else fails, there are still the other two spheres of the game that can help you overcome the disadvantage and achieve the victory conditions. However, the goal is to have your list give you the advantage as it helps you achieve the victory conditions, and this combined with the other three spheres will make you a hard to beat opponent.
This is only one of many different ways to approach the 1st sphere of game strategy, and more articles are bound to come. Thanks all for reading. Go ahead and check out our other stuff. Subscribe to our YouTube, like our facebook, and leave some comments.