Tactics: Shaltari Tribes – Battlegroup Selection
Welcome
back for the third instalment in the Shaltari Tribes tactics series. Today
we’re going to discuss the proper construction and usage of Battlegroups. While
this topic applies to all armies, we’re going to be looking more specifically
at how proper assembly and activation order can maximize the Shaltari
advantage.
1. Maximum Numbers for Efficiency
I’ve
found that it is always advantageous to maximize the number of Battlegroups you
bring to the table. At 2,500 points, I’ve never played with fewer than the
maximum seven Battlegroups allowed. Regardless of the points limit, I will
always work to maximize groups before I buffer the size of units.
There
are many reasons I do this, but the biggest motivator comes in what I call
Reaction Denial. With fewer of your total forces maneuvering and firing after
each activation, there is a larger portion remaining to act later in the turn.
If you opponent has a few big blocky Battlegroups, it leaves them in the dark
as to the intentions of several Shaltari groups. It also leaves you with more
activations once the opponent has done his wind down.
This
tactic is not strictly limited to the Shaltari, but given our “make them guess”
approach to warfare, the benefits are amplified. This tactic is most useful on
the first turn, but it also applies throughout the game. The ability to hold
your Spirit Gates and Firstborn squads until the last moment is indispensable,
as it gives you the drop on the weakest enemy groups in range.
With
my standard 2,500 point list, my last activation on the first turn of the game
is usually either my Speartip or my Court of Elders. The reason I hold these
Battlegroups until the end? Yaris.
The
idea is to wait until the enemy has deployed their fast, dangerous units. The
race-specific CQB specialists are generally going to defeat Braves, so we want
to see where they’re planning to make their presence known. This also allows
any enemy Fast Movers who get lucky on the first turn to go ahead and buzz the
table, leaving the Spirit Gates free to move about. Once the enemy specialists
are in place, I will bring Spirit Gates up 15” and drop out two groups of four
Yaris, moving them to midfield to swing early gambits in my favor. Given that I
almost always take a CV6 Commander at 2,500, I have a very good chance of going
first in the second turn. If the enemy was aggressive with their Light
Dropships, there is a very good chance that my Yaris can take them down before
they move further up the table. Stranded CQB specialists are dead CQB
specialists.
If
the mission has objectives in easy reach of my board edge, I will frequently
bring in my Braves as my final activation. This means they’re not on the table
to receive punishment from enemy units that might be wheeling on from the edge.
If I know there are no enemy units doing so, or if I am playing a non-objective
game, I will use those empty Infantry activations at the beginning of the turn
as more fuel to watch my opponent’s forces deploy.
There
is a caveat worth mentioning to the ideas I’m presenting here. You don’t want
to break down units into smaller sizes purely for the sake of maximizing
Battlegroups. I’ll cover this more under point number three below, but the idea
is to create streamlined, efficient units that are as small as possible while
getting the job done.
A
good example of this comes in my standard Swordpoint formation that I run as
backup to my Tomahawk/Kukri Battlegroup. All I put in this group are four
Tarantulas. They are an easy Battlegroup to burn with no actions early in the
game, and later it becomes easy to hold them for last while you watch for the
enemy’s heavy hitters to rear their head. An Annihilator doesn’t want to spend
the whole game in flight mode, but it also doesn’t want to come down until it
can be sure no Tarantulas are waiting to spring a nasty surprise. I use this
tactic most frequently against my regular UCM opponent, and it becomes a
waiting game as he tries to force their deployment before his Gladius squad is
committed. He has now broken them into two separate units of two, so that he
can spread out and lessen the effect of my Tarantulas. Perhaps I should mimic
him and run two units of two Tarantulas? Time will tell as I face his new
thought process, but for now I like the ability to use my Quick Thinking card
to get all four Tarantulas on-target in an out-of-sequence maneuver.
2. Order of Operations
Once
your finished constructing your army list and setting up the initial plan, you
have to take the ideas to the tabletop. The problem comes in with the old,
tired cliché that says, “No plan survives contact with the enemy.” This is
usually true, as a plan will rarely unfold exactly as you envisioned it.
Because of this, it is important to know when to activate your units, and what
triggers their timely activation.
I’ve
often found myself eager to jump on a unit that has just exposed itself to
incoming fire. A good example is the block of nine Sabre MBTs that my regular
opponent runs. When these fall from their Albatross to begin their advance, I
immediately feel the urge to do them damage before they can return the favor. I
run through the assets in my head that can readily move out to attack them, and
then my first instinct is to go ahead with the plan.
I’ve
only recently started reining in this desire, reminding myself that the Sabres
can do me no damage until the next turn. While it is a good idea to get this
damage in before that happens, there is no reason I must make it my next
activation. In fact, it would be better to move against his elements that haven’t
yet activated this turn. As the final activations come down, I can use the
Battlegroups dedicated to damaging the Sabres before they activate again.
Earlier
activations should be used to save units that are in potential distress, or to
maneuver to cause distress for the enemy’s units. Consideration must be given
for enemy Fast Movers and their potential attack vectors, as well as quick
ground units that will be able to move out and engage later in the turn.
Everything should be bent to determining what your opponent will do later in
the turn, and then making those actions as difficult for him as possible.
3. Apples with Apples
This
last point is contentious among many players, but for me it is a standard
operating procedure. Whether I am playing Dropzone Commander or Warhammer
40,000, I would rather group together as many of my similarly purposed units as
possible. AT units form one or two Battlegroups, Structure demolition units
together, general support units together, etc. While this approach does require
a greater depth of focus as the game progresses, it also allows the Shaltari
player to deliver maximum punishment to the primary target at each stage of the
game.
For
a quick example, let’s assume that your UCM opponent dropped nine Sabre MBTs at
the middle of the table in his last activation of the previous turn. This unit
is an incredibly difficult nut to crack for the Shaltari, as almost all of our
AT weaponry is damaging them on a 5+. If you’ve grouped a small amount of AT
into each Battlegroup, you will only be able to accomplish a few shots before
the tanks get to return fire. Three Tomahawks are doing fine to knock out a
single Sabre, which means the return punishment will be severe!
However,
if you’ve brought a similarly focused group, you can quickly turn this
situation to your advantage. This is another reason I always believe in
superior commanders for the Shaltari, so that all-important Initiative roll
will fall in your favor more frequently. With a single block of nine Tomahawks,
plus the potential for some Tarantulas (or more Tomahawks, depending on the
points level), you can quickly knock the wind from this formation’s sails,
slipping back into cover once the damage is done. By doing this, you’ve
delivered most or all of your AT firepower on-target before the enemy can
respond. Since they were all in the same group, it also allows you to remove
them from retribution, effectively giving you two turns to shoot before the
Sabres can respond. Depending on order of operations, you can effectively
continue to move out of harm’s way, activating the Tomahawks last and moving
out to shoot, then activating them first and returning to cover.
The
only exception to my “apples with apples” approach comes in the AA department.
In Dropzone Commander, the important areas of the battlefield shift rapidly.
There is no way to know when a key objective is going to be uncovered, or an
Infantry unit is going to make a break for your important structures in an
attempt to drive them out in CQB. To avoid this, I think it is important to
have AA ready to activate at a moment’s notice throughout the turn. By shutting
the enemy’s air power down, you are given a very good chance to seize the
initiative and dictate the terms of the battle as it progresses. Legionnaires
in Bears are not nearly as big a battlefield factor as Infantry in Condors and
Ravens!
I
hope these tactic articles are proving useful to some of you. I’d love to hear
where you disagree, or specific instances where the tactics I discuss have
worked for you. Leave a comment to add to the tactics discussion, and check
back with us next week for another tactics article.
Comments
Post a Comment