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Author Topic: Fun With Breakthrough Units  (Read 866 times)
RushAss
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« on: November 11, 2011, 05:14:36 pm »

We've seen the talk for quite some time.  "I needed a breakthrough unit for this army, so I sprung the 378 points for High Elven Knights".  So what exactly is a breakthrough unit?  I'm sure everybody has their own definition and I'll give mine here.  Simply put, a breakthrough unit is a unit that you expect to beat an opposing unit quickly so that it can cause a break in the opposing line.  Forcing an early courage check is a key component here.  An Example of an  ideal breakthrough unit would be any type of Knight.  (6) 6/8 on the charge plus an impact hit is going to bring the pain quickly.  Components of a good breakthrough unit are:

- 6 or more attack dice.  Or at least access to a 6th attack die through a dependable faction ability like Rune or Uruz or blessings from Umenzi spell casters.

- Quality attack dice.  In general, something better than a stock 5/5 attack profile.  Swarm of Rats has 8 attack dice, but those dice suck.

- An additional attack like Pila or Javelins

I break down breakthrough units into 3 categories:

-Heavy breakthrough units are mostly heavy cavalry, big monster units, or super heavy infantry units that can cause big damage immediately against almost any opponent.

-Light Breakthrough units are units that can breakthrough against average to below average units quickly and don't cost a ton of points themselves.  Basically, guys that can quickly terminate a standard line unit worth less than 200 points.

-Situational Breakthrough units are units that need to be used in a special way to help achieve a breakthrough.  Light cavalry are a good example of this.

One thing to keep in mind about a breakthrough unit is that it doesn't require a huge stat bar, high courage, or a good defensive stats to be effective.  As long as those things are not so bad that an opponent can easily shred them on the way in with ranged fire.  Bohan makes a great point in his Carthage tactics thread concerning this when he stated that he would always chose Libyan Foot over Hannibal's Elite because their attack stats are exactly the same even though Hannibal's Elite cost 70 points more.  The Extra 70 points are spent on attributes that a breakthrough unit doesn't need, namely defensive stats and higher courage.  The Libyan Foot will do the same thing as Hannibal's Elite for far fewer points! 

Here's how I break them down by faction.  Our opinions may vary and that's totally cool.

Hawkshold
Heavy Breakthrough - Knights, duh!
Light Breakthrough - None
Situational Breakthrough - Light Cavalry

Undead
Heavy Breakthrough - Death Knights
Light Breakthrough - None
Situational Breakthrough - Skeleton Cavalry

Orcs
Heavy Breakthrough - Marauders.  *Maybe* Axemen.
Light Breakthrough - None
Situational Breakthrough - Goblin Wolf Riders (One of the best for the points!)

Ravenwood
Heavy Breakthrough - Centaurs (One of the best!), The Treant may be a candidate due to Spirit Guidence, but I normally don't view it in this role.
Light Breakthrough - None
Situational Breakthrough - Stag Cavalry

Runegard
Heavy Breakthrough - Longbeards with a Rune
Light Breakthrough - Hammermen with a Rune
Situational Breakthrough - Antonians (One of the best!)

Umenzi
Heavy Breakthrough - Giant War Elephant (One of the best!), Chosen if blessed
Light Breakthrough - Berserkers
Situational Breakthrough - Javelineers

Lizardmen
Heavy Breakthrough - Triceratops Herd
Light Breakthrough - None
Situational Breakthrough - *Maybe* the Raptor Pack, but that's a stretch

High Elves
Heavy Breakthrough - Knights, *Maybe* Celestial Guard, but they still need help boosting the number of dice.
Light Breakthrough - None.  Elder Blade Rangers could fit, but are very pricy for this role.
Situational Breakthrough - Chariots (One of the best!)

Monsters and Mercenaries
Heavy Breakthrough - Both Dragons, Hydra, *Maybe* the Hill Giant if you lavish lots of command actions on it.
Light Breakthrough - None
Situational Breakthrough - None

Rome
Heavy Breakthrough - Extraordinarii, Veteran Principes.  The Pila push them up into this category
Light Breakthrough - Principes, standard variety.  Italian Swordsmen and Veteren Hastati at a stretch for very weak opponents.
Situational Breakthrough - None

Carthage
Heavy Breakthrough - Hannibal's Elite, Libyan Foot, Elephants.
Light Breakthrough - Scutarii at a stretch for very weak opponents.
Situational Breakthrough - None

Dark Elves
Heavy Breakthrough - Dusk Lancers
Light Breakthrough - Lashmistress
Situational Breakthrough - Drake Riders, Lashmistress (yes, she fits both categories)

And to coninue a debate from another thread:

Forgetting the Triceratops Herd there Bohan?

Aside from The Herd (which is not always a sure thing, BTW) Bohan nails it.  But I'd also like to point out that the Umenzi are in a similar position aside from investing 523 points in a Giant War Elephant and they do just fine.
I didn't forget about the Trike Herd, but their problem is the same as the T-Rex.  They get shenaniganed pretty easily.

Umenzi have the Chosen (always good), the Berserkers, and the Javelineers against light troops for winning quickly.
Sure the Herd can be shenaniganed, but so can the Berserkers.  The Chosen are great at breaking through, but you need to bless them repeatedly or they still only have 5 dice.  And while Javelineers are great against light troops, you could argue the same for Trogs with Fury since they have a solid chance of triggering it on the charge against poor defensive stats.  If they can get somebody into the yellow, then they can go bonkers and finish a light troop off swiftly.
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BubblePig
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« Reply #1 on: November 11, 2011, 08:42:37 pm »

I would add Blade Dancers to the DE light breakthrough category.
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Zelc
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« Reply #2 on: November 11, 2011, 09:02:14 pm »

Since Rush brought me into this... Smiley.

My definition of a breakthrough unit is any unit that can force a turn 1 rout check with fair regularity, and can almost guarantee forcing at least one rout check by turn 2.  Obviously this depends on the enemy defense, which distinguishes between the types of breakthrough units (light, medium, heavy).  I'd say medium breakthrough units should be able to force a turn 1 rout check on a 2/2 defense unit, and light breakthrough units should be able to force a turn 1 rout check on a 2/1 or 1/2 unit.

Probably my fondest breakthrough unit is the High Elf Chariot, where 252 points buys you a 65% chance of forcing a rout check on a 2/2 defense 4 green boxes unit upon impact (no pun intended).  Libyan Foot/Veteran Principes are pretty close at 51%, and Light Cavalry are at 44%.  Units that are (6) 6/7 on the charge without impacts or javelins/pilas will also fit the bill, coming in with a 45% chance of forcing a turn 1 rout check.

For light breakthrough units, a (5) 5/5 with javelins or pilas will have a better than 44% chance of forcing a turn 1 rout check vs. a 2/1 unit, and even your garden-variety (5) 6/6 unit can barely qualify with a 41% chance of forcing that turn 1 rout check.

You can have a good army without any breakthrough units.  Most armies should have some heavy units.  My definition of a heavy unit is any unit with an attack that's better than (5) 6/5 or (5) 5/6 (to save space, I'll use "11" to represent a 5/6 or 6/5 attack stat, since 5+6=11).    With these units, you want a good chance of killing any 2/2-defense unit or worse by turn 4, and you need a really good chance of killing such an enemy unit by turn 6.  On the edge of acceptability is a (5) 11 with one impact hit.  Good attack stat lines (in rough order of goodness) include (5) 6/6, (7) 11, (5) 5/7, (6) 11, or (5+spears) 11.  Units with (5) 11 with javelins or pilas or (5) 11 with 2 impact hits are also good, although these border between the heavy units and the breakthrough units.  Since these guys will be in combat for a while, they need more survivability than breakthrough units.  Ideally, you can count on your heavy units to beat their enemies and start pinching by round 5.  These are the guys that will win the fight for you.

With this said, I still stand by my argument about the Lizardmen.  They simply don't have any good heavies except the (5+spears) 5/6 Tyrant Spearmen at 375 points, the (5) 5/7 Ancients at 409 points, or (5) 6/8 T-Rexes at 507 points.  The Ancients are probably the best value for their attack stats.  Also, their breakthrough units (Trike Herds and T-Rexes) are both expensive and unreliable in that they can get Shenaniganed.  If Berserkers get Shenaniganed, it's not a huge loss since they're cheap and you weren't really relying on them to win by turn 2 anyway.
« Last Edit: November 11, 2011, 09:17:20 pm by Zelc » Logged

Kevin
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« Reply #3 on: November 12, 2011, 08:52:15 am »

Quote
Probably my fondest breakthrough unit is the High Elf Chariot

Gee, I can't imagine why!    Cheesy
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Zelc
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« Reply #4 on: November 12, 2011, 11:52:48 am »

Quote
Probably my fondest breakthrough unit is the High Elf Chariot

Gee, I can't imagine why!    Cheesy
Wink
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RushAss
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« Reply #5 on: November 14, 2011, 10:55:42 am »

Since Rush brought me into this... Smiley.
Exactly what I was shooting for, and it was an informative post Smiley

While your definition is a bit more precise than mine, we are speaking the same language here. 

I really thought of including Blade Dancers in my list.  I suppose you could call them a breakthrough unit.  Pain touch also helps Dark Elven units in that regard.

I should have included the T-Rex as a Breakthrough unit but the drawback is that it only has 5 dice and it's really hard to give it more.  Plus the points cost and the gyrations you need to go through to use it properly make it an undependable breakthrough unit in my mind.  The good Lizardmen units tend to kill you more over time than in a quick burst.

One sad omission from my list is the Hawk Greatswordsmen.  They have the good attack stats, but they are so slow that they can't take advantage of their ability to break through.  On the other hand, units like Orc Axemen share the same stats but have the movement ability to take advantage of a breakthrough.  Especially in the Orc's case because of the Lash which not only adds a fine attack die, but may allow the unit to reach another target faster than your opponent suspected it could.

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jungletoy
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« Reply #6 on: November 14, 2011, 05:12:18 pm »

Quote
Also, their breakthrough units (Trike Herds and T-Rexes) are both expensive and unreliable in that they can get Shenaniganed.

What is Shenaniganed?
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gornhorror
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« Reply #7 on: November 14, 2011, 05:22:26 pm »

Quote
Also, their breakthrough units (Trike Herds and T-Rexes) are both expensive and unreliable in that they can get Shenaniganed.

What is Shenaniganed?

Out manuevered, screwed with, taken advantage of, lead on a merry chase, etc.....

I think that's the basic overall meaning.  You'll have to ask Zelc for the specific meaning, I think he's the first one to use it.
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RushAss
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« Reply #8 on: November 14, 2011, 05:26:07 pm »

Quote
Also, their breakthrough units (Trike Herds and T-Rexes) are both expensive and unreliable in that they can get Shenaniganed.

What is Shenaniganed?
Since they cannot be direct controlled or given a standing order modifier, you can place a fast weenie unit in front of them and they will automatically chase it as long as it is the closest unit to the T-Rex/Trike Herd/Whatever.  The big nasty guy will spend a few turns chasing the weenie unit around while the rest of the opposing force demolishes your force because your opponent has just neutralized your biggest threat.  Units like Hawk Scouts are great at this sort of thing.

Another way they could get shenaniganed is that its easy to lead units like this into pinches (and often triple pinches!) since the controlling player can't change which unit the big nasty guy is going to chase after.

There are ways to prevent this sort of thing, but then you are investing command actions and units just to keep the big dummy from running off and getting itself killed.

Edit: Doh!  Brook beat me to it!
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BubblePig
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« Reply #9 on: November 14, 2011, 06:07:59 pm »

What is Shenaniganed?
Anything that makes you want to point at your opponent and cry, "I call a shenanigan!" or "Shenanigan, I say!" or "I declare shenanigans!"

shenanigan- noun
a devious trick used especially for an underhand purpose
tricky or questionable practices or conduct —usually used in plural
a 1964-65 children's television game show

Stubby Kaye, host of Shenanigans



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gull2112
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« Reply #10 on: November 14, 2011, 06:12:17 pm »

I thought they were little Irishmen. Grin
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jungletoy
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« Reply #11 on: November 14, 2011, 07:00:52 pm »

I thought as much. So if I send one of the NJ crew my Acme Inc 2000 point T-Rex launcher build, you'll test it for shenaningan-ish qualities. I've found some interesting formation tactics that may prevent the aforementioned abuses and return the lizard men to their rightful place at the top of the the food chain!

A T-Rex in every opponents backyard is our campaign platform.

 Grin
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« Reply #12 on: November 14, 2011, 08:56:37 pm »

I thought as much. So if I send one of the NJ crew my Acme Inc 2000 point T-Rex launcher build, you'll test it for shenaningan-ish qualities. I've found some interesting formation tactics that may prevent the aforementioned abuses and return the lizard men to their rightful place at the top of the the food chain!

A T-Rex in every opponents backyard is our campaign platform.

 Grin
Cheesy Cheesy Cheesy
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RushAss
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« Reply #13 on: November 15, 2011, 11:41:48 am »

I thought as much. So if I send one of the NJ crew my Acme Inc 2000 point T-Rex launcher build, you'll test it for shenaningan-ish qualities. I've found some interesting formation tactics that may prevent the aforementioned abuses and return the lizard men to their rightful place at the top of the the food chain!

A T-Rex in every opponents backyard is our campaign platform.

 Grin
I approve of that campaign! 

I'm thinking your idea involves using Hatchlings or Swarmlings adjacent to the T-Rex so you can steer it, right?
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jungletoy
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« Reply #14 on: November 16, 2011, 03:20:15 pm »

I thought as much. So if I send one of the NJ crew my Acme Inc 2000 point T-Rex launcher build, you'll test it for shenaningan-ish qualities. I've found some interesting formation tactics that may prevent the aforementioned abuses and return the lizard men to their rightful place at the top of the the food chain!

A T-Rex in every opponents backyard is our campaign platform.

 Grin
I approve of that campaign! 

I'm thinking your idea involves using Hatchlings or Swarmlings adjacent to the T-Rex so you can steer it, right?

Yeah the trick is in maneuver and timing but you basically encapsulate the T-Rex in your formation and open the breach before coming into yours or your opponents final rush range. This keeps the big guy from getting lured away. Once he chews the hapless unit he then moves through the skirmish line and wreaks havoc on indirect fire units. At this point you've got your money's worth and if it does get shenaniganed he will have eaten at least two units. You still have to fight a traditional battle but one shouldn't overlook the comedic or tactical value of a T-Rex running around behind your opponents formation. It's a one shot deal and a lot of things have to go right but when it hits it's devastating.

Without the cards in front of me basically you lead with 2x raptor packs (side by side) the T-rex is centered behind these two units but on the back line of the deployment zone then the other units tightly behind 2 deep the Raptors but wide enough to allow the T-rex to only move forward. I had one archer and one swarmling warriors group that is deployed off to the side of the formation but because of movement speed, they will fall in behind the T-Rex after the formation does it's first move forward. It should look like an 'A' but the crossbar (Rex) sits on the back line and the serifs would be the archer and the swarmlings. Setup is the easy part, the maneuver is where it gets tricky. Essentially at your launch point the Raptors move sideways to open the formation allowing the T-Rex some uninterrupted nom-nom time. Once you see the T-rex will be engaged the secondary units (immediately behind the raptors) flare out to deny flanks on the raptors, the swarmlings and archer unit move to follow the T-rex and maintain the phalanx once the T-rex breaches and the archer sets up shop in the center and pings targets of opportunities. The swarmling unit can follow the T-Rex or it can run out a flank and engage a cavalry unit on the end around play.

Once you get the cards setup you will see that the speed selection was the first design parameter (the units chosen may not be optimal but we are betting on the T-Rex to make up for that if it hits) and the order ensures all units get the spacing they need through movement . Obviously this is not so optimal in the traditional deployment methodology but mutual secret deployment should cut down on deployment shenanigans (I love this word now). One other benefit is if you can get an oblique,the non engaged side of the formation can wheel around an smash. Speed is the Lizard mans friend and a key stratagem for them. Almost the whole formation except the archers move at 5 or 6 so getting into the opponents formation quickly aids in disruption and if the Rex gets through you will be dictating tempo as well. You will notice that the speed differentiation of the units sets this "firing solution" up perfectly.

Presenting a two wide front forces the initial contact to be symmetrical or risk getting two-for-one'd. Because of the phalanx dynamic you can be omni-directional in launching. But the speed of the Lizard men put the opponent on the defense immediately. Terrain can be a boon or bane depending on what it is. I'll put it into visio and post some PNGs on how it works and the specific cards I used. Built especially for your opponents who love stand and shoot. Not sure if would be tourney worthy but it's fun to play in casual scenarios.

The obvious follow up to this would be a 2500 double-barreled Trike launcher.

 Grin



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