Unless you were living somewhere without internet then you can't help but notice that 40k is back with a new edition. Perhaps the biggest shake up is how objectives work now.
- Primary objectives 15pts / turn after turn 1 - Maximum 45pts
- Secondary objectives 15pts / turn - Maximum 45pts
- Having a tabletop standard army 10 pts
When you are turning up for a game there is nothing that you can do about the points for a painting standard (and I know in my gaming group these 10pts are largely ignored as they seem to discourage people trying something new - though of course we all prefer playing with painted armies).
Primary Objectives
For each mission we have a mission car that briefs what the purpose of the battle that looks like:
The breakdown of the primary objectives is
- Hold one objective - 5pts
- Hold two objectives - 5pts
- Hold more objectives than your enemy - 10pts
So to maximise your chances of winning the primary objectives are king. Usually each mission will have at least one objective in your own deployment zone, so put something on top of it that you aren't intending to move. Artillery are brilliant for this. So hopefully, from turn 2 you'll be rocking at least 5pts per turn. Next up is controlling the others. This is where having mobile troops are very important. You need to be sitting on those objectives at the top of your turn and have enough durability to survive a round of shooting.
I'm currently running minimum troop squads in transports and rushing objectives. If the enemy ignores my troops and goes for my big guns that will cause real harm then I'm looking at 10/15pts per turn. If they target my troop transporters not only do they have to kill the transport. But then kill the troopers inside (which depending on terrain) might be a challenge, this leaves my bigger threat units unscathed by fire so they are more effectively able to deal out wounds to the enemy next turn.
Depending on the gaming and what is evolving, it might be more important to just camp on two objectives and prioritise shooting the enemy off any additional ones, you can largely ignore the objective in their deployment zone as it is unlikely that you will be able to get anyone to challenge it until turn 3/4.
However, be aware, if you do camp an artillery on your "home" objective, this unit probably will not have the objective secured trait, so be aware of transports with troops barrelling straight at the objective. Not only will those troops be able to claim the objective from you, but they can also tie up your artillery in combat meaning it can't shoot and but more importantly, you can't shoot them.
TL-DR; Hold at least two objectives per turn
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