After reading through all parts of the Deployment articles, I'm feeling a little more prepared for the next time I play a game. I'm going to make up a cheat sheet to help keep these things fresh in my mind, especially the analysis of reserves for various deployment methods.
I'm still left struggling with the "Nova L" terrain setup, which my FLGS crowd uses constantly. Basically, two huge 8x8x8 half-boxes that block line of sight, but not movement for infantry. It's a giant visible chokepoint, but not one at all in terms of movement. This has skewed since of the players' armies to feature gigantic blobs of fast moving melee units that you can neither shoot nor overwatch on their way in. Something like double moving Genestealers is made exponentially more powerful by such a layout.
Any insights for dealing with such a terrain setup.
Happy Monday and thank you for the feedback! Hearing that my articles are making a difference makes all the time and effort worthwhile. I am also very pleased to hear that there is so much information of value in my articles, you need a cheat sheet.
This "Nova L" concept has me intrigued. This layout does indeed sound very skewed, but everything can be countered with enough effort. Give me a day to research, compile some notes, and test some theories I have and you can expect an article on this tomorrow. I think it has a lot of value for all of my readership.
I want to at least attempt to give you an idea of what immediately comes to my mind as a counter-strategy. Movement is one of the easiest things to interrupt and control when the opposing unit lacks fly. I would try to use a something, like the following, to interfere with their movement. Especially since you *know* the opponent wants to exploit that terrain. Use that knowledge against them. An opponent being predictable can very exploitable.
Drop pods would choke off a huge area until they dealt with it. Drop those drop pod doors! I would measure and find the maximum range a double move would get the assault unit/s you are worried about. Then I would place my drop pods near the large pieces of terrain that blocks line-of-sight. This forces the opposing player to choose between having to assault drop pods and waste a turn, -or- going around, eating up precious movement while also being visible to shooting. Either is a bad prospect. With the update to drop pods, you can even bring them in turn 1 forcing a psychological effect as well. This could also be accomplished with two empty, large, fast moving transports turned longways. No one likes assaulting an empty transport. Very little gain from that. Then put a second layer of defense just behind that roadblocking wall of drop pods/transports. This counter-attack unit or group of units, is the deterrent. Genestealers assault the drop pods/transports, and you get to counter charge them. No one wants to allow their assault unit to be charged first. Just make sure that deterrent unit is scary and capable. Unless you just want to delay and tar pit those genestealers. Forcing them to fall back, out of combat, also has benefit as well. Just watch out for stratagem usage at times like that.
Lastly, Tau players used to be notorious for doing exactly this with Piranhas. A group of three creates a large "wall" preventing movement and they have great movement range. So, don't forget larger sized models can be used in the same manner as the above drop pods/ transports!
Thanks for the great article idea, I am excited to break this problem set down. Hopefully, I can exceed your expectations. As always, I will provide information, quantified and qualified, so you and others can create or improve on my theories.