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PostPosted: Wed Jul 01, 2009 2:05 pm
by brent
Ummmm...just to throw my 2 sense in here. Over the years I have noticed in GT play that controlling the movement phase is key to doing well at a GT. If you are able to force your opponent to go where you want him to go, to have to charge the units (chaff) that you want him to, the battle is halfway over.

Being able to pick your fights as opposed to reacting to your opponents moves are a huge key in doing well with an army. It is my belief that the movement phase is by far the most important phase to control if you want to do well at a GT.

So basically to sum up....SPEED KILLS!

Also, important is the surprise factor. Everyone around here knows my list (wolf undead) My list is fast and plays unlike all the other undead lists people are used to playing against. It does not rely on Raise, Rinse and repeat, it doesn't even really rely on magic. It relies on it's wolves. Wolves to redirect, wolves to march block, and most importantly wolves as a fast delivery system for my fighty characters.

What I see with this army is that when an opponent plays against it for the first time, they are surprised and perplexed because they never faught against anything like it before, for the most part. This is a HUGE advantage in GT play.

I basically know how my opponents army will play, but he is not used to fighting an army like mine. So I have an advantage going into the game. This surprise factor has won me many a game in GT play over the years. The disadvantage of an army like mine is that, once you get used to it's speed, and how it plays, it is a bit easier to dismantle. But at a GT....where you are playing strangers or people that you do not play often...it is a nice advantage.

Take this all with a grain of salt as I have not played Warhammer in a while. My new game of choice has been Warmaster Ancients in 6mm!!!!