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Today's article has been released! 

 

It is a new weekly series that I think will resonate with my audience.  It is called "Compare and Contrast".  I take an unbiased and factual approach to analyzing the pros and cons of two, different, but comparable units/models.

 

You can find it here --> https://overwhelmingodds40k.com/compare-contrast-what-can-we-learn/

 

I am soliciting for the next two units this community wants to see "compared and contrasted".  Give me your suggestions and I will make it happen.  

 

V/r,

 

Dan

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Would love to see Raptors Vs Warp Talons, or perhaps a Baneblade vs Knight gallant?

We have the next 2 "Compare and Contrast" articles right here, folks!  First come, first served! Everyone gets served.  I feel like Oprah..."You get an article, you get an article..."

 

Excellent suggestions!  Especially the Warp Talons and Raptors.

 

I can always do more than 1 a week.  Keep the suggestions coming...

 

V/r,

 

Dan

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Chaos Lord vs. Exalted Champion? Maybe melee-kit Plague Marines vs. Khorne Berzerkers?

Done and done!!  Unstoppable pain train versus unmovable viral object?  Count me IN!!!

 

OH. Plague Marines are good ranged-kit too - maybe ranged-kit Plague Marines vs. Rubrics? That's actually a question I've had in my mind for a while - which one's really better, objectively?

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Happy Friday!

 

Today's article is now available. I go through the entire process of list building, from concept to a finished list. Great info on my thought processes, the how, and why. If you are a new player or a hard-core tournament player, there is something for you. Pay particular attention to this list, as you will be seeing it in a battle report soon! I was called out and challenged! So, I am bringing the Harridan and the hurt!

 

Let me know what you think about the list. What changes would you make and why?

 

Should I enter a tournament and play this monstrosity?

 

Check it out here --> https://overwhelmingodds40k.com/building-a-list-every-decision-from-concept-to-completion-explained/

 

V/r,

 

Dan

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Compare and contrast Assault Centurions vs Aggressors please.

 

Also taking into account various Chapter abilities that can elevate one or the other. I've looked at them myself and I'm curious to see if a more in depth analysis comes to a similar conclusion.

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< maybe ranged-kit Plague Marines vs. Rubrics? That's actually a question I've had in my mind for a while - which one's really better, objectively?>

 

 

 

Compare and contrast Assault Centurions vs Aggressors please.

Also taking into account various Chapter abilities that can elevate one or the other. I've looked at them myself and I'm curious to see if a more in depth analysis comes to a similar conclusion.

 

 

"Winning With The Underdogs" - how to get the best performance out of the "lower tier" armies.

Grey Knights first, please. :smile.:

The community has spoken and it shall be done!  

 

Really, Grey Knights?  You want to drag me into your misery?  Just kidding.  I think this is an excellent idea!  

 

I will have to do my analysis and use graphics entirely, since I do not own Grey Knights, but I will exceed your expectations.

 

I also want to take a moment to address the concept of "tiers" and armies.  I am not a fan of tiered ratings for armies purely because it isn't the army that is typically rated, but their "performance".  My miniatures have never moved on their own.   They don't make their own strategies.  The player is very much an aspect when most people say "tier" and what not.  Yes, some armies have more access to certain things, more unit types, and more options, but those are capabilities.  Just because something has less access to options, it does not make them any less capable.  Navy SEALs need the Navy to transport them around.  They operate in 4 man cells.  They use the minimal amount of manning and equipment to get the job done.  I see Grey Knights in the same light.  They are specialists, a small strike force, who need to perform perfectly to accomplish their objectives.  No one, and I mean nobody, analyzes, plans, prepares, practices, and executes  like SEALs do.  The Grey Knights are very much the same.  You need to play to your strengths, to the maximum, while minimizing your risk to the least possible amount.  This has an appeal about it, to me at least, but it also means that there is little to no margin for error.  I can see why they have a bad performance stigma. The difficulty is cranked to 11 out of 10.  Just like a Navy SEALs typical mission set.  There is a specific and incredible sense of reward, in winning with a force and against odds, like that. 

 

Just my 2 cents.

 

I will do my absolute best on this content. I really want to make a point with this article.  Give me a week to put it together. It strikes "close to home" in many ways...

 

V/r,

 

Dan

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"Winning With The Underdogs" - how to get the best performance out of the "lower tier" armies.

 

Grey Knights first, please. :smile.:

The community has spoken and it shall be done!

 

Really, Grey Knights? You want to drag me into your misery? Just kidding. I think this is an excellent idea!

 

I will have to do my analysis and use graphics entirely, since I do not own Grey Knights, but I will exceed your expectations.

 

I also want to take a moment to address the concept of "tiers" and armies. I am not a fan of tiered ratings for armies purely because it isn't the army that is typically rated, but their "performance". My miniatures have never moved on their own. They don't make their own strategies. The player is very much an aspect when most people say "tier" and what not. Yes, some armies have more access to certain things, more unit types, and more options, but those are capabilities. Just because something has less access to options, it does not make them any less capable. Navy SEALs need the Navy to transport them around. They operate in 4 man cells. They use the minimal amount of manning and equipment to get the job done. I see Grey Knights in the same light. The are specialists, a small strike force, who need to perform perfectly to accomplish their objectives. No one, and I mean nobody, analyzes, plans, prepares, practices, and executes like SEALs do. The Grey Knights are very much the same. You need to play to your strengths, to the maximum, while minimizing your risk to the least possible amount. This has an appeal about it, to me at least, but it also means that there is little to no margin for error. I can see why they have a bad performance stigma. The difficulty is cranked to 11 out of 10. Just like a Navy SEALs typical mission set. There is a specific and incredible sense of reward, in winning with an force and against odds, like that.

 

Just my 2 cents.

 

I will do my absolute best on this content. I really want to make a point with this article. Give me a week to put it together. It strikes "close to home" in many ways...

 

V/r,

 

Dan

I concur with your comments on the challenges of the Grey Knights and your approach to those challenges. Thanks for turning your expertise to the task. :) Edited by RandyB
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< maybe ranged-kit Plague Marines vs. Rubrics? That's actually a question I've had in my mind for a while - which one's really better, objectively?>

 

 

 

Compare and contrast Assault Centurions vs Aggressors please.

 

Also taking into account various Chapter abilities that can elevate one or the other. I've looked at them myself and I'm curious to see if a more in depth analysis comes to a similar conclusion.

 

 

"Winning With The Underdogs" - how to get the best performance out of the "lower tier" armies.

 

Grey Knights first, please. :smile.:

The community has spoken and it shall be done!  

 

Really, Grey Knights?  You want to drag me into your misery?  Just kidding.  I think this is an excellent idea!  

 

I will have to do my analysis and use graphics entirely, since I do not own Grey Knights, but I will exceed your expectations.

 

I also want to take a moment to address the concept of "tiers" and armies.  I am not a fan of tiered ratings for armies purely because it isn't the army that is typically rated, but their "performance".  My miniatures have never moved on their own.   They don't make their own strategies.  The player is very much an aspect when most people say "tier" and what not.  Yes, some armies have more access to certain things, more unit types, and more options, but those are capabilities.  Just because something has less access to options, it does not make them any less capable.  Navy SEALs need the Navy to transport them around.  They operate in 4 man cells.  They use the minimal amount of manning and equipment to get the job done.  I see Grey Knights in the same light.  They are specialists, a small strike force, who need to perform perfectly to accomplish their objectives.  No one, and I mean nobody, analyzes, plans, prepares, practices, and executes  like SEALs do.  The Grey Knights are very much the same.  You need to play to your strengths, to the maximum, while minimizing your risk to the least possible amount.  This has an appeal about it, to me at least, but it also means that there is little to no margin for error.  I can see why they have a bad performance stigma. The difficulty is cranked to 11 out of 10.  Just like a Navy SEALs typical mission set.  There is a specific and incredible sense of reward, in winning with a force and against odds, like that. 

 

Just my 2 cents.

 

I will do my absolute best on this content. I really want to make a point with this article.  Give me a week to put it together. It strikes "close to home" in many ways...

 

V/r,

 

Dan

 

Wouldn't a correctly done ranking/"tier list" of armies thus rank armies by their thoughtlessness and ease of use, rather than overall "good" levels?

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The ranking, or assigning of tiers, to armies is a holistic overarching generalization that gives a broad overview at best. I have not seen tournament lists or even normal play lists that routinely use ALL of an armies capabilities and/ or units. People favor specific units and judge the whole based upon that. I wholeheartedly disagree with this. It lacks context. I can throw differing missions, mission types (Eternal War, Maelstron of War, Stronghold Assault, etc..) at these optimal lists and favored units and crush them with a well constructed puposeful list designed to perform its ideal roles. That flexibility comes from the ENTIRE codex, not specific, high performance killing units designed to solely remove models from the table. Math hammer and dice re-roll consistency do play a part, it is a game after all. But, unit synergy will always exceed an individual units capabilities. Comparision gets extremely complicated unless you have deep analysis that looks at as many comparable aspects as possible. Then you contrast that same information to analyze the differences. There is no easy answer and there never will be. That is why I love this game. The depth and complexity rivals real life military attributes and concerns in deployment, force structure, principles of war, roles, and employment. Warhammer is a hidden gem of pure wargaming potential.

 

V/r,

 

Dan

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Happy Saturday! 


 


I just finished the 3rd battle report!!! 


 


BLUF (Bottom Line Up Front)- Why should I read and look at this photo battle report?


 


Here are some facts I think you should know before you look at the battle report:


  • This battle report will be broken up into 3 parts. Don't worry, they are all available, immediately, to read. I wouldn't make you wait...binge away!
  • The reason I have to do this is because there are 500+ photos totaling over 1 GB, in total. This needed to be broken up across multiple articles.
  • The game goes the full 5 turns. There was no conceding victory here. None offered, none would be accepted.
  • Both players easily achieve double digit Victory Points this game. The new tactical objective mission rule set is incredible.
  • DO actually employ my daring 2, 4, 6 objective manipulation strategy! This is the third time.

Additionally, I want to take a moment and thank each and every one of my readers for the amazing feedback. Here are your suggestions and how I implemented them.


  1. Make the “play by play” easier to follow. This battle report will feature a photo of the attacking model/unit and the defending model/unit in the shooting and fight phases. In addition, you will see the damage inflicted.
  2. More graphics. I am more than happy to oblige. I have made 10X more graphics for this battle report, highlighting concepts and aspects of the battle that really matter!
  3. More analysis. Once again, I will be analyzing and discussing as much of the battle as possible. You will know the thought-processes behind decisions and the options and decisions not made. I made every effort to elaborate on alternative actions and decisions not used to broaden the context of each scenario!

I honestly believe and feel that I improved greatly from my last battle report and have created a NEW "Best Photo Battle Report Ever Created!"


 


Read it.  Then, if you have an opinion, share it.  Don't hold back!


 


Check out Part 1 of "The Best Photo Battle Report ever Created" here --> https://overwhelmingodds40k.com/chapter-approved-2019-maelstrom-of-war-battle-report-tyranids-vs-imperial-knights-part-1/


Check out Part 2 of "The Best Photo Battle Report ever Created" here --> https://overwhelmingodds40k.com/chapter-approved-2019-maelstrom-of-war-battle-report-tyranids-vs-imperial-knights-part-2/


Check out Part 3 of "The Best Photo Battle Report ever Created" here --> https://overwhelmingodds40k.com/chapter-approved-2019-maelstrom-of-war-battle-report-tyranids-vs-imperial-knights-part-3/


 


 


This has been a MONSTER to write, edit, proof-read, upload, and publish! Thank you for your support and all the AMAZING comments, and motivation.  Additionally, thank you for spending your precious time reading my content. I hope to exceed each and every one of your expectations of what is possible.


 


It's my hope that these photo battle reports can EXCEED video battle reports in content and information learned from within!


 


I am signing off of now, as this was a no kidding 7 hour process, from start to finish, but totally worth it!


 


V/r,


 


Dan


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Happy Sunday!

 

I have just published my latest article.  It focuses very heavily on objectives.  It is titled "Objective Density and Weighted Placement".

 

This is definitely one of my most informative articles to date.  This will help you achieve immediate results just by being aware of these concepts. It is also very graphic heavy, so you can easily see what is going on.  

 

I HIGHLY recommend checking it out.  You will not be disappointed.

 

Learn more here --> https://overwhelmingodds40k.com/objective-density-and-weighted-placement/

 

Also don't forget to check out my 3rd battle report released yesterday!  Imperial Knights vs. Tyranids in a Maelstrom of War mission.  My battle reports are continuously improving.  Don't miss it!

 

V/r,

 

Dan

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Hey,

 

thanks for the information you share. I read your articles about assault armies and how to place objectives.

You want to make the gaming table "smaller" by placing the objectives with the minimum distance to each other. At least thats my understanding.

 

Lately I had some uphill fights with my Daemons against Salamanders, and I struggle to see an advantage placing all objectives in one place and then having a 50/50 chance that my opponent will deploy right on that side. Isn't it much easier for him to caste up then?

 

And something else I am curious to get you insight in: How do you mess up your opponents target priority? Again an example with my Daemons: I had 3x30 Daemonettes. 1 has been buffed using Delightful Agonies (6+ FnP). Another one received the 4++ thanks to Warp Surge Stratagem. No buff left for unit number 3. Now guess what unit got killed first :rolleyes:

Whats the best way to maybe not present easy targets to your opponent? Count your defensive buffs and don't field more units :ermm:

Or maybe get an advantage out of that situation?

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DeStinyFiSh,

 

Happy Monday!  I wanted to give you a checklist of things to consider when list-building and playing an assault army.  One thing that is very counter-intuitive is that an assault army wants to fight a "castled up" enemy force.  The disparity comes from the damage ranged weapons are doing vs what assault damage is being done.  The reason assault armies are usually inferior, is because it is MUCH easier to shoot each turn and do damage than it is to be in position to charge and fight each turn.  Those turns spent maneuvering (just moving) are turns spent receiving damage while dealing none.  That is an uphill battle.  The whole idea is to minimize exposure to ranged fire, hopefully to the point you mitigate it.

 

This is why I said assault armies want to engage a castled army.  The enemy force is grouped together and that means each and every turn you should be able to move and charge, dealing burst damage in the fight phase.  You should be forcing numerous units to fall back out of combat.  This greatly reduces their ability to do damage to you.  Fight as many times as you can, via stratagems and abilities.  MASTER pile-in and consolidation movements.  I will create an article about this within the next 2 days. 

 

I want to be very clear when I say that a pre-charge movement phase, the charge phase, and the fight phase are the MOST COMPLEX phases of the game, by orders of magnitude in difficulty.  Positioning during the movement phase will make or break your effectiveness during a successful charge.  You need to be thinking of where you want to be post consolidation when moving in the movement phase.  During the charge, you need to utilize the nuances of being 1" away to add extra distance and "wrap around" units.  Assault armies can double their movement and mobility with charges and pile-in/consolidation movements.  Assault armies can outperform ranged armies if you know ALL the little tricks and nuances of movement during their most relevant phases:  Movement, charge, and fight.  There is so much to learn, know, and implement.  No joke, assault is very intricate, has tremendous depth, complexity, and small margins for error.  Ranged shooting is just range and line of sight <that is super simplified, I know, there are nuances to split fire, AP considerations, and optimal use of weapons. Just making a point>.

 

I promise to address every single nuance in an upcoming article in a few days.  I ***HIGHLY*** recommend you check out these three videos in the meantime.  Not my content but it is VERY well done and explains a lot of what I am saying with demonstrations:

 

Mastering the charge phase: https://www.youtube.com/watch?v=7yXsZFlk6lY

Assault phase: https://www.youtube.com/watch?v=2hED6iT59K4

Heroic Intervention: https://www.youtube.com/watch?v=E-k377Faxqw

 

I learned a lot from these videos and they build a great foundation of knowledge to then expand upon.  I hope they help!

 

Now for my checklist of assault army considerations:

- Vehicles.  You want them.  They protect your units from shooting and enable greater mobility. 

- Charge vehicles in first to soak up overwatch.

- Use them to block line-of-sight to disembarked units pre-charge

- Coordinate reserves arriving and units disembarking to concentrate overwhelming amounts of units simultaneously on enemy units.  Synchronize assaults.

- This overwhelms enemy overwatch capabilities.

- Trap units in combat by surrounding units, or just a single model from the unit.

- Stay out of line-of-sight pre-charge.  No overwatch then.

- Abuse reserves.  I mean bring in a ton of units and create severe mismatches/imbalances in engagements

- Cluster those objectives together so you do not waste a single turn moving and NOT fighting.

- Deny overwatch as much as possible (example: Blood Angle Relic that denies overwatch, Reivers shock grenade, etc...).

- Use smaller unit sizes from reserves, larger unit sizes embarked in vehicles.  It is better to have 3 units of 10 bloodletters assaulting a single unit then one unit of 30.

- BUT, ALSO have one massive unit (say 30 Bloodletters) that you will give every buff in the world to, like 3D6 charge banner, fight twice stratagem, etc..)  This is your "crushing blow" force.

- Get into combat as quick and directly as possible.  Do not waste turns dealing zero damage.  You are being whittled down every turn.  Time is not your friend

- Spread your attacks across units intelligently.  Try not to severely overkill a unit and waste damage output

- Split charge and declare everything in reach (12") if there is even a slight chance you could make it to the farthest unit or attack twice with a pile-in/consolidate.

- Use that pile-in and consolidation move to gain at least 6" of movement if a unit charged but the intended target was killed by another unit in the fight phase before activating this unit.

- Spend your command points on dealing damage, fighting more than once, mobility and enhancing assault (extra attacks across the whole unit for example)

- Don't focus on unit saves so much.  That just makes you die SLOWER.  Focus on offensive output.  That makes ranged weapons go away FASTER.  Now you die even slower. :wink:

 

I hope these considerations help.  There is so much more...  Trust me, there is so much to learn and master in the movement, charge, and fight phase.  You need to become a "student of warfare" and really study and practice.  That is not the case with ranged weapons.  If you really want to succeed with an assault army, you NEED to put in the time and effort to do so.  You NEED to research, expand your knowledge, and then practice. Your results on the table WILL equal your effort off the table.  Sorry, but it is a harsh truth and I have to be very real and honest with you.  

 

V/r,

 

Dan

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Would love to see Raptors Vs Warp Talons, or perhaps a Baneblade vs Knight gallant?

 

 

Today's first of MANY articles is "Compare & Contrast – Reader's Request Edition #1"

 

Warp Talons vs. Raptors!

 

This one is for you Kain Mor.  Next article will be published shortly (today)...also for you.

 

Come see the measurable results --> https://overwhelmingodds40k.com/compare-contrast-readers-request-edition-1/

 

V/r,

 

Dan

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Dan you must’ve been a Marine... right ? Keep keeping it real bruhva !!!

Sorry to say no.  I am Air Force.  Don't hold that against me though, because I was a direct Intelligence liaison for MARFORSOUTH and MANY a MAGTF.  This was given to me by COMBATANT COMMAND SERGEANT MAJOR Zickefoose in support of those efforts:

 

Coin 2

 

Coin 1

 

Just a little "proof" that my Bio and background is not an exaggeration in any way.

 

His Bio is below.  The man is a legend and the nicest individual you could ever meet.  He REALLY cared about his men with a passion. True leader and inspiration!

 

https://www.defense.gov/Our-Story/Biographies/Biography/Article/1126856/sergeant-major-bryan-k-zickefoose/

 

Also, because I know you will appreciate it, this is one of my most prized military possessions: 

 

Art

 

It was a gift from Marines under my supervision at the time.  Really brings back them memories...and *feels*.  You can even read my last name on the name tape on the left pocket...

 

Lastly, so I don't get smacked for being off topic,  here is another of today's MANY articles,  "Compare & Contrast – Reader's Request Edition #2"

 

Baneblade Vs Knight Gallant!

 

This one is ALSO for you Kain Mor.  Enjoy!

 

Come see treads vs titanic feet --> https://overwhelmingodds40k.com/compare-contrast-readers-request-edition-2/

 

V/r,

 

Dan

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