Showing posts with label RedSea. Show all posts
Showing posts with label RedSea. Show all posts

01 March 2012

Parting the Red Sea ~ by Nosrek

Opening Strategy: Parting the Red Sea

General Overview:
Parting the red sea is an opening strategy implemented first during deployment and is continued through your first few turns. This strategy has one main purpose, to give a melee oriented army a way to safely deliver its caster and battle group to the enemy. Following this strategy will allow you to jam your enemy, cover your flanks, and give your battle group a certain level of protection. This strategy will also give you the most options possible in terms of order of activation. Trolls are known to pull off some amazing combo's, however it can be hard to achieve those combo's if your order of activation is thrown off.

Here is a picture to give you a visual of what your trying to achieve



The water is the enemy, your tarpit unit are the forces that hold the water at bay, moses and the
pilgrims are your battle group. However, in this instance your not running away, your carving your
way to the enemies core.

Parting the Red Sea ~ Lists w/Strategy by Nosrek

Example Lists

Queen of the Red Sea: Grissel Bloodsong, Fell Caller 35 pts

Grissel

Bomber
Impaler
Runebearer

Janissa Stonetide
Full Bushwacker
Stone Scribe Chronicler
Full Fennblades +UA

I often tend to build lists with balance in mind, this list is fairly balanced but really lacks a way to deal with heavy armor easily. Its strengths lie in out of activation movement, large threat range, and numerous ways to remove a target. Many may look at this and say "nosrek, this isn't really a melee oriented army, how does Parting the red sea help?". My response would be Grissel's greatest spell is calamity, she needs to be within 8" of an enemy to make this happen. Grissel is queen for a reason, she controls the sea with amazing precision. Hoof it and hallowed avenger make it very hard for the waves to reach her and to top it off my tarpit has vengence.

The first question I ask myself when I run this list is, "What will I do if I go up against some arm 20+ heavies". The trick is, combo from hell. Fennblades can actually kill things, if you do something like calamity with some charge of the trolls. I really like our lights with reach weapons for this reason. It makes it easy to engage an enemy and still leave room for 2-3 (what i manage to do on average) fennblades to go charging in.