Tactics: Shaltari Tribes – The Gate Pool
An
incredible lack of organization on my part led to the Shaltari Tactics series
taking a month-long break, but fear not! We’re back today with another tactics
article. We’ll be continuing the Shaltari Tribes exploration, with a discussion
on getting the most from your Gates.
If
you’ve played more than a game or two with Shaltari, you know that the Gates
are their lifeblood on the battlefield. They can be used to run circles around
the opponent and to get your units into position instantaneously.
Unfortunately, without them the Shaltari are just an expensive amalgamation of
units that must remain defensive in posture to stay alive. I spent many games
in this predicament with my own Shaltari, wondering with a sense of frustration
why my games were always so close when I was taking so few casualties. In many
games I’d annihilate more than half of my opponent’s army at the cost of as few
as two friendly units (at 2,500 points), but the game would still come down to
the line with me struggling to find points at the final hour.
The
goal of our Gate Pool, then, should be to remove this reactionary approach to
Shaltari. We know that we have to keep our units out of harm’s way as much as
possible. They’re simply too fragile to go head-to-head with the enemy. We also
know that our lack of Indirect Fire weapons means that we have to get through
the urban jungle quickly to engage those pesky enemy artillery and support
units, such as the UCM Drone Base and the Scourge Annihilator.
These
are a few simple tips I’ve picked up during my time with the Shaltari. Feel
free to disagree in the comments and add your own selection to the discussion.
After all, the goal of these articles is to enhance our level of gameplay and
make the time spent more enjoyable for all parties.
1. Proper Gate Numbers
This
is a big one for me. When we started, I simply bought Gates to reflect what
came in the largest starter army. As we expanded quickly to 2,500 points, I
started to realize that I wasn’t playing with a heavy enough saturation of
Gates.
Many
players online believe that less is more when it comes to Gates. While this is
a solid principle, I do think it leaves the Shaltari player in more of a
reactionary situation if not balanced appropriately. You don’t ever want to be
caught in a situation where you have exactly enough Gates to finish your plan
in the following turn. If the enemy destroys even one Gate, you will be forced
to improvise. This is bad for the Shaltari; the enemy should feel as if we
planned the course of battle all along, otherwise we’re wasting the potential
of the Gate system.
My
general principle is to bring enough Gates to transport all units that I could
ever have a reason for transporting, with one or two spare in each category
(Fine and Standard Mass) to replace casualties. This gives me the first turn to
lift in everyone who might need to be lifted, with spares for anything that
chooses to remain Dematerialized.
As
an example, I’ve started bringing two groups of two Spirit Light Gates. I’ve
found over the course of twenty or thirty games that the Haven Terragates
simply cannot pull you out of a tight situation adequately when the late game
rolls around. They are too slow, and the Gates that can move them are usually
too cumbersome to have been in position in advance. The speed of the Spirit
Gates also means that they can move up the battlefield and drop advance AA in
the form of Yaris, while still being in position to offer CQB opportunities for
my Firstborns. My regular opponent has become fond of Archangels in recent
games, and the extra pair of Spirits have gone a long way to limiting their
impact in the mid game, meaning one failed turn of Reaction Fire doesn’t leave
my Gate reserves reeling.
I
also like to bring four Eden Gates, in order to drop Tarantulas and Tomahawks
up the field when necessary. As a rule, my Tomahawks move on from the board
edge. However, I’m also realizing they have potential as mid- to late-game
harassers, pushing along the enemy flanks to attack artillery, command, and
support elements. This forces the enemy to either accept the loss of their
specialists or to divert valuable frontline units in an attempt to drive them
away. Given the proper dispersal of Gates, you can then redeploy the Tomahawks
to the opposite side of the field, leaving their fighting force spread thin
with little to show for it.
In
recent games, I’m starting to prefer three Edens and a Firedrake. The gunship’s
attacks from range are too weak to justify their use instead of ferrying
soldiers to midfield on the first turn. If the scenario happens to favor
driving on from the edge with more of my units, he can always take an
opportunistic shot or move full distance on the first turn, to get his weapons
to better effective range.
Shaltari
have a specialized tool in the box for any enemy unit, but it is vital that
this tool be inserted in the proper area of the battlefield. Without the
correct number of Gates, this can be a problem that causes the diminutive aliens
to struggle securing a victory in the late game.
Ultimately,
finding the right number of Gates is up to each individual play style. With
that said, never allow them to simply be the last thing you use to fill up
points. Take the time to plan the missions your Shaltari may encounter, and
ensure that you have enough Gates to cover the task.
2. More Gates = More Options
We
obviously cannot plan for every eventuality on the battlefield, but we can
cover more unlikely scenarios by bringing more Gates to the fighting. We’ve all
played that Dropzone Commander game where it comes down to the last activation,
and in these situations having an extra Gate can be the difference between
victory and defeat.
In
addition, Gates have a big role to fulfill in lateral play. When I talk about
lateral play, I’m talking of ways we can play around our opponent and his forces. This might come from mental
manipulation, or from maneuver that carries past a center of power. Each Gate
is potentially a brand new Deployment Zone for your army, and your opponent
will forget that at his own peril. Even if you have no plans to move your units
forward, a single Gate nudged into an advance position can cause a raised eyebrow, and
your opponent will wonder what you have in mind for his toy soldiers.
Aircraft,
engage at your own peril!
Gates
can also be used to cover certain areas of the table, in an attempt to create “No-Fly”
zones for the opponent. His Fast Movers and Dropships will have to think twice
about entering these areas, because they face free punishment from the Gate
power fields if they do. This tactic is particularly useful when screening your
own Infantry from incoming enemy CQB specialists. A pair of Raven-A’s loaded
with Praetorians will gladly jump a squad of Braves searching for an objective.
However, if they are left with no choice but to run the gauntlet of three Edens’
worth of Reactionary Fire, then they just might reconsider their chances.
Similarly,
these screening tactics can be used as zone denial for enemy Fast Movers. Gates
that travel in packs also form harder targets for enemy Fast Movers, as they
must cross through the surviving Gates’ Reactionary Fire once they’ve engaged
their target. I have shot down several Archangels in this manner, as they
worked to cut out my network of Spirit Gates.
Gates =
Initiative
Initiative
is one of the most decisive factors on a battlefield. I’m not referring to the
roll to see who goes first; rather, I’m referring to the quantity of control
your force exercises over the course of play. If you are making decisions based
on your own goals and objectives on the battlefield, then you are exercising
initiative. If you are instead responding to situations created by the enemy,
then you have lost control of battlefield initiative.
As
I said earlier in this article, it is easy for the Shaltari to fall into a
reactionary method of warfare. With our superior maneuverability and good
resilience through technology, it is common to be wheeling into the enemy each
turn and firing on their units as they advance. However, this is not true
battlefield initiative, since you are still responding to the enemy’s plans.
The goal is to exercise control over the battlefield, and to continue with your
mission while the enemy works to stop you.
Gates
are the primary motivator behind Shaltari initiative, because they give us
incredible mobility when compared to the other factions. While Scourge Hunters
may be faster than our Tomahawks while providing offensive firepower, we can
easily lure them into an advance as they chase after our MGTs. At that point we
can simply teleport the Tomahawks to another area of the battlefield, having
stolen two or more turns of firepower from the Hunters and leaving them
stranded in an isolated part of the battlefield.
There
are many different maneuvers and strategies with Gates that effect initiative.
One of my favorite comes in the opening turn of the game, while everyone is rushing
to secure their portion of center table. The fast Dropships that work to this
end for each faction are all relatively easy to destroy, and if used
aggressively then they will be left largely without support.
My
usual opponent is UCM, so once his Praetorians have made their move I will
bring a pair of Spirit Gates on 15”, then I will drop out a squad of four Yaris
3” and advance at 6” Movement. This puts them on the center line of the table,
with their Skimmer bonus and Passive Saves intact. The speed of the Yaris also
means that I don’t usually have to expose my Spirits to enemy fire in order to
complete this rush to the center. I bring two units of Yaris and four Spirit
Gates for this very reason.
So
now I have taken the center of the table with a formidable number of AA shots
and an extremely advanced Sphere of Influence for my quicker units. The goal at
this point is to win the Initiative roll in the following turn and move the Yaris
out, engaging the enemy light Dropships and (hopefully) destroying them before
their cargo can have an influence on the game. Even if there are no Light
Dropships near the front, you can usually find a Gunship squadron or some other
target worthy of your attention.
Even
if you lose the Initiative roll on Turn Two, you still retain battlefield
initiative, because the opponent is working to thwart your plans, rather than
executing their own. They will either move to counter the Yaris with something
they’ve already dropped, or they will at the very least peel away with their
Infantry to avoid a takedown. It may even work out that they drop the Infantry
in the building, at which point the Yaris can strand them by knocking down
their transport. Through it all, the Skimmer bonus and the Passive Save will be
working to stop incoming damage. The longer the opponent spends working against
your Yaris, the more time the rest of your units have to gain forward
advantage.
None
of this would be possible without the Gates to ferry the Yaris into position.
I’ve
also had a lot of luck keeping a pair of Edens floating near one another, in
anticipation of dropping Tarantulas once the UCM Heavy Armor is committed. This
is even more true when facing PHR Walkers, as they are even slower once on the
ground. I will keep my third Eden and my Firedrake near to one another in a
different area of the battlefield, just in case an alternate drop site becomes
viable instead.
This
tactic has worked incredibly well against the Gladius formation my opponent
runs. There have even been games where they’ve been forced to pick up and dust
off once again in an attempt to negate the damage my Tarantulas are waiting to
do. This is still a win for the Shaltari; anyone who has faced them knows they
are terribly hard to stop with our E10 weaponry.
Early
in my play with Shaltari, I struggled with the concept of elite Infantry. Every
time I jumped an objective, my opponent would simply follow me in with thirty
Legionnaires, cutting me to pieces and leaving my wondering what I was doing
wrong. Again, this turned out to be a Gate problem, and I was needlessly ceding
initiative when I had the proper tools all along.
This
is one of the problems I found with relying too heavily on Haven Terragates.
Once I upgraded to four Spirits, I started to find that I could easily push the
center of the table and wait quietly behind Buildings for my opponent to jump
into them. At that point, I had more than adequate Gate coverage to ensure that
the fight was swinging in my favor.
Protect Those
Gates!
It
should go without saying, but you can never be too cautious with Gate
protection. If your enemy has Fast Movers, you can almost bet that they will be
targeting your Gates. Use this knowledge to your advantage, and position your
AA choices near the Gates. Better yet, use War Spears and bring them in as an
ambush unit each time the enemy Fast Movers rear their primitive heads.
It’s
also worth noting that your Infantry can make Reactionary Fire attacks. If you
are searching for an objective in a rear Structure and have little incentive to
go to the wall, then go to the wall farthest from the enemy, and park your Gate
nearby. The enemy will have little to do to damage them, yet you will be in a
prime position to deliver retribution to any Fast Movers that threaten your
Gates.
Conclusion
Gates
make the Shaltari what they are; involve them in your list-building process
from the beginning, as they are much more valuable than the dropships of the
lesser races. Protect them and bring them in adequate numbers, and they will
return your investment many times over.
That’s
all for this time, but there will be more Shaltari Tactics articles coming in
the near future. If there is a subject you’d like for me to write about, or a
unit you’d like to see with a closer look, then feel free to comment with your
suggestions. Thanks for reading!
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