In this episode, we interview Zach Becker from Warhammer-tactics.com to talk about tactics in the new edition of Warhammer 40K. Zach was one of the play testers of the new edition, so he has a lot of good insight into playing the game.
Introduction
The new edition of Warhammer 40K is a drastic change from the previous edition and with that comes new tactics. Zach Becker from Warhammer-tactics.com talk about some of the changes to playing the game and the new tactics you need to adapt to be successful.
Building a list in new 40K
Missions are the most important part of the game. What missions are you building for? It impacts how you build a list to play the game.
* Eternal war from the book and modified Eternal War
* ETC format
* End of game scoring versus progressive
What to look for in a list?
Points efficient mobility. Either resilient and fast or cheap and fast.
Damage output.
Synergy, with auras and buffs from other units.
Pick units that will win a mission, then units that heighten them
Keeping auras in range to maximize buffs over several turns.
Different playstyles lead to different lists. Example, for some who like static lists, firepower may be key.
Analyzing units
You can tell the role for some, but what roles do you need?
Example: you may want a cheap fast HQ to cap objectives.
When you have a list that is 99% there, what are you missing? May need something that does not seem to have a particular function.
Reliable damage output; how consistent can the units perform they way they should?
Deployment
Deploying to objectives; Where do you want to be Turn 2?
Psychological elements; can I fool you into making bad decisions? Can I bait my opponent?
Going First
Why are things more lethal? What has changed is the resilience of units and a limited ability to improve beyond tactical positions.
No more cover, go to ground. Things are more vulnerable. Models can be killed even if out of line of sight.
No more deployment flexibility.
Have to play armies in a more conservative manner. Ruins are not as important. LOS is much more important.
Do you take a hit on your damage potential by staying out of range, or do you keep out of range to not get killed? You may be forced to play a game where you try not to get killed and play for later turns.
Always play to the mission.
Spamming Units
Why do people do it? Aura effects are more effective if there are more of them. They do it because it does the job.
Codices will change how people build lists. Command points are not being used much, but codices will enable more of them, there will be an incentive to get more of them.
Growth phase; missions and codices will change the game.
Playing casually and having fun, its not all about competitive all the time