Tactics: Shaltari Tribes: An Introduction
For
as long as this blog has been alive, I’ve been trying to get a series of
Tactics articles off the ground. I did manage one regarding Tyranids and
Instinctive Behavior (found here), but it never panned out as I intended.
Eventually
I will return to the Tyranids and continue with that Tactics series, but for
now I want to shift gears and focus on the game system that has been consuming
the vast majority of my free time: Dropzone Commander.
When
Jason and Josh brought the demo for this game system to my house, I’d already
spent some time considering the game. However, I wasn’t prepared for the way it
grabbed my attention and shook me out of gamer’s apathy so completely. I
remember playing out the last turn of the demo game and wishing there were more
turns to go! The game really appeals to my tactician’s side, and I desperately
wanted in on the fun.
I
spent a couple of weeks trying to decide which faction I wanted to play. The
Scourge appealed to me for their “Rush ‘Em and Crush ‘Em” style, but I didn’t
want to just rush into a faction. I decided to borrow a rulebook and sit down
with it for a week, reading each army to determine their strengths and
weaknesses before I made a decision.
I
still remember the exact moment when I decided I wanted to play Shaltari
Tribes. I read through the rules system for Shaltari Gates, and stopped myself,
scratching my head and saying, “Huh?” I went back and reread the rules, then
did so a third time. At this point, I thought
I had a good grasp on how their teleportation systems worked. I then
noticed that most of their units have weak armor, low Energy weapons, and cost
a significant amount compared to their opponents. It was then that I realized
the Shaltari had that indefinable trait, the one that simply cannot be measured
until you reach the tabletop.
Trickery.
In
every other game system, I always play the straightforward army or class. In
the Diablo games, I was always a Barbarian. In 40k, I always played the melee
oriented forces, or those with an overwhelming amount of firepower. I decided
there and then that Dropzone would be different. My first army would be a test
of generalship first and foremost. With no clear “on paper” advantage against
my foes, I bravely teleported onto the battlefield against the United Colonies
of Man.
Over
the coming weeks, I’ll be sharing my insights into this enigmatic faction,
hopefully girding you against some of those early mistakes I made. From
straight-on gun battles between my poor Tomahawks and the UCM’s Sabres, to too
few Gates to maneuver my troops after casualties had taken their toll, I will
do my best to share what I have learned and where it has left me as a player.
Sun
Tzu said:
“All
warfare is based on deception. Hence, when able to attack, we must seem unable;
when using our forces, we must seem inactive; when we are near, we must make
the enemy believe we are far away; when far away, we must make him believe we
are near.”
In
a very real sense, the Shaltari Tribes embody this quote. While they lack the
strength to fight most foes on an equal footing, they should never have to
engage in such a battle. This brings me to my first point in this Tactics
series: The Shaltari are built around
deception. Your goal at any given moment is to keep the enemy confused as
to where the main strike will land. The three primary ways to bring this plan to
fruition are Speed, Diversionary Units, and Gate Technology.
Speed
Speed
is one of the biggest advantages to harness as a Shaltari general. Shaltari
Walkers are at least as fast as similar units in enemy armies, and their tanks
match or exceed pace with everyone else except the Scourge. In the instance of
the Scourge, superior range allows this slight disadvantage in speed to be
mitigated.
Speed
has several important factors when contributing to deception. It is quite easy
to reposition for attack against a different vector, meaning the enemy should
only ever have one turn to predict and reposition for your incoming attack. In
addition, this speed allows the Shaltari to break off their attack when it is
no longer tenable to press the advantage. This is augmented by the above
average speed of Shaltari Gates (discussed more later), allowing the movement
of Aircraft and Ground units to rapidly change the dictation of an enemy’s defense.
This also gives Shaltari ready access to seize the initiative, even when it has
been lost on a former front.
The
ability to outpace a foe also contributes to effectiveness when dealing
offensive damage. Scourge battle tanks will take a serious tally in Shaltari
equivalents, but it will take them several turns to reach optimum range. As a
very abstract example, consider that a Tomahawk can engage a Hunter from 24”
away. The Hunter must close to 12” to engage, meaning it will have to cover 12”
of danger zone before it can engage. While it can move 9” each turn to bring
this distance to a close, a Tomahawk has a MF of 6”, meaning the Scourge tank
can only effectively close 3” per turn, giving the Tomahawk two shots before
the Hunter comes into range. Admittedly this is a very abstract concept, but it
is a sound one. This significant speed can also be used to disengage from foes
that would win a protracted battle against Shaltari skimmers, such as blocks of
Sabres and PHR Odins.
It
is also important to remember that a Shaltari Skimmer CAN move at the same
speed as its Scourge counterpart, it simply cannot fire when doing so. A full
move away can pull the Hunter formation out of position against better targets,
and if they refuse to take the bait then any turns spent chasing the Tomahawks
have been wasted.
Diversionary
Units
The
last point above segues nicely into Diversionary Units, and how they can be
used to reinforce Shaltari deception.
The
simple fact of the matter is that Shaltari units are frequently outclassed by points-similar
equivalents. This isn’t always the case, but it frequently seems to be true. In
order to overcome this shortfall, Shaltari generals must take advantage of
mental perceptions from the opponent.
For
example, a small squad of Yaris is enough to threaten CQB specialists, along
with any other units in light dropships. The opponent must make a decision with
these Yaris; he can either leave them to do their damage, deploy to combat
them, or redirect his energies around them. With the proper Gates in place
(again, more on them next), the Shaltari have the capacity to use this small
Scout unit in several ways. First, it can simply remain a diversion, pulling
your opponent into an engagement that never escalates, or securing a zone on
the table for next to no points cost. It can also be used as the bait for an
escalating engagement, in which the Shaltari dump more and more reinforcements
into a fight that slowly turns against an enemy element. Finally, it can simply
be a drain on the opponent’s resources, pulling them closer and closer to a
unit they cannot yet see until, at the last moment, the Yaris utilize Gates to
exit the area.
In
any situation, this can be turned into a win for the Shaltari force. The trick
is learning how to spread the Diversionary Units around the table, giving your
opponent the illusion that you’re overextended or without support.
Gate Technology
Gates
are the greatest asset a Shaltari commander can use, yet time and again I find
myself (and other Shaltari players online) leaving them at home in favor of
more offensive units. While it is important to strike a balance on your Gate
Pool to maximize force efficiency, it is also important to bring enough Gates
to weather some attrition and still complete the required missions. Without
Gates, the Shaltari are really nothing special!
The
greatest contribution from Gates comes in the fact that they can be “shared”
between force elements. The other races must use one dropship for each unit,
whereas the Shaltari can do as they please each turn. This opens us up for a
great amount of tactical flexibility, but it also requires a greater mastery of
the army’s mechanics.
As
an example of this, consider the following. A Shaltari force includes two units
of four Yaris with Ion Cannons, along with four Spirit Light Gates. These Gates
can push the Yaris to cover at the center of the table on Turn One, presenting
the enemy with a difficult maneuver problem in order to get their specialists
forward. Even if they make it to the Structures across the center of the table,
they still run the risk of the Yaris downing their transport, leaving them with
no way to evacuate an objective. From this point the Yaris are in position to
complete their mission, but the Spirits are still fulfilling the role of
Diversion and deception.
Your
opponent must now guess at your intent. These Spirit Gates can bring a plethora
of Infantry down on any Structure they choose to assail across the center,
making an early jump for these objectives potentially suicidal. Without
splitting his AA assets to blanket the entire board, he will also be forced
into a position where his own Deployment Zone becomes untenable. To make the
situation even more maddening, he will be forced to consider the dangers of
more units being teleported into his flanks if he spreads his army out.
It
would be insulting to say that the enemy could not counter all of these
problems efficiently. However, the point I’m trying to make is that you can
cause continual confusion and thought conflict by spreading the board early and
testing your opponent’s defenses. The Gates give the Shaltari easy capacity to
commit later and more efficiently than their opponent. This translates to
battlefield initiative, which is of inestimable worth.
Our
next Tactics article will be centered around Shaltari Gates, including how to
determine when there are enough in your force, and how to use them to obtain
the most mileage by game’s end. We don’t want them sitting around for no gain!
For
those Shaltari players in the audience: What have you found to be the biggest
strengths of this army? Did the army play as you expected, or much differently?
What was your “Aha!” moment in deciding to play Shaltari?
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