When I consider how to make a list that is most efficient (competitive) I look to lean heavily into the clan culture and find units which will benefit the most from the passive ability. Do I have any way to increase efficiency with auras, abilities and strats.
I identify which secondary objectives are the best choice right now and how can my list achieve them
How can I take and hold the primary objectives
So lets consider some klans
Blood axes.
They have the ability to FB and shoot – so you look for two types of unit.
- A unit that can shoot well, get into melee to try and avoid being shot at in opponents shooting phase then pull out next turn and shoot again.
- A unit that can get into combat and do some serious melee damage then take a hit and next turn charge in and repeat the melee damage.
You also get the added bonus of being able to hide more units and take units off the table and chuck them back in when needed. This really benefits going second and playing on tables with less terrain.
Units that this benefits are
Skrapjets who can do a tonne of shooting, reliable charges with ramming speed, good melee and then FB and shoot again or charge with ramming speed for more MWs.
Meganobs – Can do shooting if rockets, then charge in, do some serious melee, take a pounding due to 2+ Sv and then FB and charge again.
Squigasaur – It’s a beast, charges for days, melee out the wazoo
Squigbuggies – They already hit on 4s with the HSL and if they get charge by somone trying to shut them down they can reverse out and shoot again.
Units of beast snagga squig boys on Squigs – Fast, good in melee, then FB and charge again.
Freebooters
The passive ability here is that once you kill an enemy unit, for the rest of the phase your army gets +1 to hit.
- I consider which units can get me the kill and which units benefit most from the plus 1 to hit
- I think when to call the S Waagh as this will be how this army works. Its an alpha strike with fast moving units to deal enough in turn 1 and 2 to take out your opponents Obsec and heavy hitters.
Get the Kill
Squig Buggies – Already having the plus 1 from the grot manning the HSL , they don’t benefit from the plus 1 unless they are getting a -1 somehow. Use these in squads of 2 to get those out of LOS 36” shots S5, -3 (S Waagh)
Dakka Jets – Give 1 the Extra Dakka KJ and in the “S Waagh” they have 6x8 shots. That’s 48 sots, hitting on 5s, S6, -2, 1D. Now that’s plenty to take out most weak infantry units. Most efficient as 1 Damage and -2AP
Kannon Wagon (FW) – Has a 2D6 Cannon already getting a +1. That’s 170pts and you get 3 big shooters for free.
Once you get the kill you then can throw the rest of the firepower in. Another Dakka Jet, 3 x Skrap jets, Kannon Wagon, Deff Dreads with KMBs and Rockets.
Deathskulls
The Good Old Infantry Obsec and a free re roll for a H/W and a bonus of FNP for MWs.
This is your primary and secondary grabber utility clan.
- You fill this detachment with Kommandos, Meganobz, Stormboyz , headed up with a Boss in Mega armour with Krushin armour for that 1+ sv and MW on the charge or Cybork body for FNP.
Forward deploy your commandos into cover a distance away from an objective or into a table quarter where they can score ROD, Stranglehold, Engage,
Keep your stormboys off the table in the sky and drop them in on Objectives, behind cover so again you can steal objectives, score ROD, Engage, Line breaker stranglehold etc.
Meganobz in a trukk which moves up sits on objective in a T6, 10W (forktress cage) then get em’ out and take an objective or charge an objective, chances are they will deplete the enemy and take the point.
Specialist Mobs
Trukk Boyz – Great for Meganobz – These guys don’t need a klan culture to be good. M5, Advance and charge in the Waagh, S10 with Klaws and Saws, would benefit from a warboss aura however to get em back to 3+WS. Buff them with Hit em Harder. Can use Tide of Muscle to make sure they can get in. Tonnes of attacks, lots of AP and a 2+ sv in return.
Orible Gitz – Great for a unit of Grots at the back away from your other units. Also good when launched up field to take an objective.
Summary
With a mixture of these Klans you should have al the bases covered.
Freebooters – Your shooting Alpha Strike and resilient fast primary objective grabbers.
Bloodaxes – Your sneaky, cant hit me, oops im in your back field, im charging and shooting and charging ploys
Deathskulls – Nab your objective and score your secondaries.
Extra Tips from Tournament and league play
Ask loads of relevant questions ;
- So you have out of LOS shooting.
- Who can advance and shoot/advance and charge
- Can you make me fight last or fight first
- Can you pre game move or re deploy
- Whats your threat ranges
- Can you ignore look out sir.
Use a Tape Measure – Armed with threat range and movement details measure how far the enemy could get if forward deployed. Sit outside that range if you can but with enough range yourself to get into your own threat range. Its probably about 30” or so without advancing and shooting.
If they have ignore LOS then consider using reserves or teleporta.
It’s a 5 turn game so don’t be in a rush to get into melee
Always keep in mind – How can I score my secondary’s, how can I deny the opponent scoring secondary’s.
Exchange units – Inevitably you will use lose units while taking objectives, its part of the game.
Deploy as if going second – If you front line and lose the roll off you will most likely get shot to bits.
Terrain
Cover what terrain does what before the game.
Ask about “within” – some people play touching cover is within, other say you have to be on the terrain, others say inside the buildings footprint (outer walls). Get on the same wave length and agree before a match. (also worth going over what you call a cocked die and sticking to it come what may)
That’s my 2 pennies. Hope it helped.