I just watched a game today, but as has been the case for these early matches, the post-game was more interesting than the fight.
7. Your list-expansion strategy should be part of your list-building strategy
This especially affects Elite armies Grey Knights, Harlequins, and in this case, Tyranids.
In other related threads I already mentioned we should plan ahead for our "free" 100 points to Recruit or Rearm (as long as the Leader doesn't outright die) should be factored in as part of your list-building. Like know in advance a Novitiate Scout recruit with bolt pistol and free knife is exactly 100 points, etc. Today I saw a player who's a Financial Controller in real life, really optimise this idea. It's like this:
Game 1 - use 1000 starting points for just under-equipped Tyranids but 1 Heavy Weapons guy, plan to Bottle out
Game 2 - add 100 Rearm points to make those 3 "fully-operational" with biomorphs and weapons he initially planned
Game 3 - use 100 Recruit points + a Promethium Cache to get a Tyranid Juve
Later down the line - more plans and contingencies
I asked him why not get the Tyranid Juve 1st, it was just a strategic choice on his part (can't say he's right or wrong, I favour Boys Over Toys and letting Juves get experience early), but he has plans and I didn't want to interfere. We RP with him and he's a very optimised min-maxer, so he's got his own plan.
And that RP experience actually is the best analogy here. For those of you that play RPGs or MMOs, it's the idea of a "Leveling Build". Even when you made your character, you already decided what you're going to take 10 levels from now. It's worth changing our 40k/30k mindset of "here's my army list" to "here's my army list today, but this is my army list next game if I win, or this one if I lose".
Disclaimer: the following statement is not to disparage anyone's ideas or say it's questionable. I'm noticing people are house-ruling how many points you can spend each post-game, because some factions have a harder time to fitting in Recruits in 100 point blocks. At the moment, I don't think that's necessary because it's like in certain RPGs/MMOs, certain classes are really good at early levels but are completely dominated at the later ones; it's part of how they're balanced. We need more time playing campaigns to know if that's true, I'm just saying, don't take it as a given either way. But in any case, have plans in advance on how to progress.
8. Movement is getting insane in Shadow War...because Xenos
This especially affects anyone facing Eldar and Tyranids.
(Ties in with not relying on Necromunda experiences.) Most things in the game move at 4". Eldar Harlequins move at 6" to start, Tyranids can get Adrenal Glands to get up to 6", and there are Advancements to further increase that (the Eldar Harlequin team got 2 guys that got those buffs).
Despite (or because) Shadow War being a small-scale infantry game, you really notice the effects of speed. The Eldar Harlequin Leader now has a 7" Movement; he can run 14" and flips over terrain and stuff to grab loot counters, etc. I had a situation where my opponent almost did a Blood Bowl-like move of grabbing an Objective and running off the field in a single insane Eldar dash.
Because there's a lot of mission objectives in this game that involves avoiding combat and running away with an Objective, keep this in mind. Might have to play more conservatively, be more willing to sacrifice people just to tie up an enemy, than we would normally do.
9. Shooting is for locking down, Melee is for taking out of action
This affects people playing against Orks or with Chaos Space Marines.
Brothers, don't be surprised if you see Orks where the Trooper Boyz have just a Slugga while the Recruit Yoofs have the longer-range and pricier Shootas. The idea is, because Ork shooting is universally bad, they're using Yoofs to just pin people so the most experience Boyz can reach them when they're down with their higher WS. The idea is Ork Boys are really quite good in melee, the problem is they're slow moving, need some way to slow enemies down, like pinning.
Aside from Orks, Chaos Space Marines might do this. I previously underestimated the Mark of Khorne and I'm starting to see my error. The idea is you take Khornate Space Marines geared for melee, then Cultists with Autoguns. The purpose of the Cultists isn't to kill with shooting, but to pin enemies for Khorne Marines to finish them off, because CSM don't have the insane mobility that, say, Eldar or Tyranids have.
But there's a slight problem with that...
10. Tyranids and Eldar Harlequins cannot be pinned (except by like an autocannon)
This is a little bit ridiculous. Tyranid Warriors, being these hulking organic killing machines, can't be pinned, which makes sense for them. But then, neither can Harlequins, because they're special snowflakes.
Just making you aware of that situation in advance, your normal covering fire tactics don't really work on these guys like they normally do.
Edited by Not 1 Step Backwards, 16 April 2017 - 03:05 PM.