I started playing at the end of 9th ed. I remember my poor old necrons being crub stoped the first 10 matches, now 70ish matches and 6 armies later my ratio is like 65% win rate. I'd say the key is to keep playing and learn the rules by playing and asking, most players are chill and will help you improve, in all my matches I only have 2 bad experiences, the community will help you all grow.
i very rarely win games, i'd say i lose about 90% of my games. No idea why i'm not good at the Math in game like some people are. So i always try to pull of stuff thats cool or cinematic and noramlly lose the game as a result
Here's how to win half your games in tournaments against people who have 20 years of experience, more than you (unless you play knights). These are not the reasons you're losing: 1. The faction you're playing 2. The faction your opponent is playing 3. The "balance" or the rule system 4. The cyclical codex releases 5. The terrain placement These are some of the reasons you are losing: 1. Lack of experience (Takes anywhere from months to years to get a proper grasp of the dynamics and back-and-forth's of the rounds) 2. Lack of understanding of average dice rolls and shot/attack allocations (The game is less random than you think) 3. Poor deployment (Probably half the reason you're losing all the time) 4. You're neglecting either the objective or the right targets 5. Your list is something you got off the internet (netlisting) and/or it's too complicated for you to take advantage of How: 1. Simple lists - Bring 3's of units. Which ones? Whatever you like, any combination of 3x bikes, 3x skimmers (land speeder), 3x tanks, 3x heavy infantry, 3x walkers (dreadnoughts), 3x transports + infantry, 3x jump packs... whatever you like, it largely doesn't matter (Does NOT apply to Knight armies). Skimmers take objectives fast. Bikers kill infantry and tie up anything else fast. Tanks barrage down armour. Elites/heavy troops are tough and dangerous damage dealers. Walkers are versatile. Infantry advance and pressure the enemy. Do you know your list and what it does? Your opponent does. But even if you don't, if he doesn't have the tools to take out your units and you play halfway decently, he'll be overrun and struggle to win on objectives. Completely avoid trying to combo a hero model with a unit that interacts in some way to produce a powerful but hard to pull off result. If you can't get them where you want them, they're useless and more than likely very expensive. The reason this works and just makes you win half your games all of a sudden (unless you're just bad, don't know rules, can't pick your targets, don't know dice averages) is that tournaments don't handle skew lists well at all, because the average player will bring a take-all-comers lists (to beat knights and the like) or they'll bring a meta skew list. 2. Deployment, deployment, deployment. Keeping things off the table is a threat that you enemy has to think about. Unless they don't think. An easy way to think about what to prioritize is what you're least worried about losing. If you already have a simple list with no lynch-pin unit, you're not going to be sad about losing anything, because it's all the same, which incidentally is why your opponent will struggle to handle your list. If your opponent feels like they're wasting their firepower, you're not 'losing units', you're avoiding the danger that'll cost you the game. 3. Average rolls. 10 dice, 3+ to hit: 6 dice 6 dice, 3+ to wound: 4 dice 4 dice, 3+ chance to save: 2 wounds (except it's not, it's 2.96) Unit has 10 wounds, so you need 5x those 2 wounds, which is 50 dice for an average result (except it's not, it's 2.96 which requires ~34 dice). A "3+" is when you succeed on a 3, 4, 5 and 6, which is a 4/6 or 2/3 chance. Being able to quickly or intuitively calculate the averages it takes for something to kill something else, which has to do with strength, toughness and saves. It's one thing to be able to do it quick, it's another to have played the game for +10 years and knowing the stats by heart, so your brain just heuristics' its way to an average result. I've been in the hobby since the mid 90's and my brain is not wired to do it on the fly, but I have an intuitive estimate of what makes sense or not from sheer experience. You can look up dice averages, percentages and probabilities. Why is this important? Because it makes dedicating your attacks easier, which makes your movements easier because you now know where you have the best odds of using them against something. And that's how you'll win half your games at tournaments. By having your basics down, learning what units do and where to put them, which is a lot harder than you think it is. Once you've got the hang of that, you can make your lists more dedicated one way or the other.
If you are playing in a friendly, non-cutting edge enviroment handicap (like in golf) work pretty well. The cutting edge player bringing 1500 points against the not so skilled players 2000 points might give them both a better challange.
An option for the casual/narrative player is to ask the store owner to keep their eyes and ears open for other people looking for a less competitive experience and maybe do a meetup event for newer or less committed players.
I would disagree with point one, number four seems more realistic. Competitive player mostly win, because they "breath" the rules.. and know the holes in it. During my old WFB times, out of boredom, I occasionally calculated the probabilities of fights between units. Estimation of losses. It's logical that you'll win more often if you do such things. Diskussions after battle can help. Why did he field unit X? Why someone moved to point Y? Here you can learn. Sun Zu said, that you must know Your enemy, than you will win. 🧐
Thanks for chiming in! You truly believe everyone is equally good at everything naturally? I'd say the proof to the contrary is all around us, including my two short comings I mentioned, which are two of many.
@@LetsTalkTabletop No, we are all different. But Miniature Wargame doesn't need much skills - painting csn be an issue. 🤔 People who aren't "skilled" all are usually not attracted to this hobby. We tend to meet similiar people at our tables. And all in my opinion csn win. (We have dice for this. 😉 )
If you are in anyway interested in wargaming, I think it`s down to you to learn something of the game rules and tactics. I have played Lord of the Rings, and you cannot win by infantry alone. You have to bring extras for your army, an learn about them. Like anything that you want to learn, like guitar, golf or anything you don`t learn not being at least interested in what you do. i`ve seen junior's join a club, and after say 2 years, because they have put the graft in, win adult tordments! Of course, many people who are sad just like newbies because the can CHEAT!
In Warhammer 40k - 0 won for about 2 years (when I started with WH40k, about the middle of 9th ed). Non-WH40k games - usually lose, occasionally win. However, let's pick Leagues of Votann with just one Army Rule/Detachment rule from 9th ed codex vs some Dark Angels/Orks with new shiny Codexes having various auras, characters, doctrines, and so on.
I started playing at the end of 9th ed.
I remember my poor old necrons being crub stoped the first 10 matches, now 70ish matches and 6 armies later my ratio is like 65% win rate.
I'd say the key is to keep playing and learn the rules by playing and asking, most players are chill and will help you improve, in all my matches I only have 2 bad experiences, the community will help you all grow.
i very rarely win games, i'd say i lose about 90% of my games. No idea why i'm not good at the Math in game like some people are. So i always try to pull of stuff thats cool or cinematic and noramlly lose the game as a result
Everyone's different man. It's good that you still find a way to have fun!
passing by, giving support, also, i don't win very often
Here's how to win half your games in tournaments against people who have 20 years of experience, more than you (unless you play knights).
These are not the reasons you're losing:
1. The faction you're playing
2. The faction your opponent is playing
3. The "balance" or the rule system
4. The cyclical codex releases
5. The terrain placement
These are some of the reasons you are losing:
1. Lack of experience (Takes anywhere from months to years to get a proper grasp of the dynamics and back-and-forth's of the rounds)
2. Lack of understanding of average dice rolls and shot/attack allocations (The game is less random than you think)
3. Poor deployment (Probably half the reason you're losing all the time)
4. You're neglecting either the objective or the right targets
5. Your list is something you got off the internet (netlisting) and/or it's too complicated for you to take advantage of
How:
1. Simple lists - Bring 3's of units. Which ones? Whatever you like, any combination of 3x bikes, 3x skimmers (land speeder), 3x tanks, 3x heavy infantry, 3x walkers (dreadnoughts), 3x transports + infantry, 3x jump packs... whatever you like, it largely doesn't matter (Does NOT apply to Knight armies).
Skimmers take objectives fast. Bikers kill infantry and tie up anything else fast. Tanks barrage down armour. Elites/heavy troops are tough and dangerous damage dealers. Walkers are versatile. Infantry advance and pressure the enemy.
Do you know your list and what it does? Your opponent does. But even if you don't, if he doesn't have the tools to take out your units and you play halfway decently, he'll be overrun and struggle to win on objectives.
Completely avoid trying to combo a hero model with a unit that interacts in some way to produce a powerful but hard to pull off result. If you can't get them where you want them, they're useless and more than likely very expensive.
The reason this works and just makes you win half your games all of a sudden (unless you're just bad, don't know rules, can't pick your targets, don't know dice averages) is that tournaments don't handle skew lists well at all, because the average player will bring a take-all-comers lists (to beat knights and the like) or they'll bring a meta skew list.
2. Deployment, deployment, deployment.
Keeping things off the table is a threat that you enemy has to think about. Unless they don't think.
An easy way to think about what to prioritize is what you're least worried about losing. If you already have a simple list with no lynch-pin unit, you're not going to be sad about losing anything, because it's all the same, which incidentally is why your opponent will struggle to handle your list. If your opponent feels like they're wasting their firepower, you're not 'losing units', you're avoiding the danger that'll cost you the game.
3. Average rolls.
10 dice, 3+ to hit: 6 dice
6 dice, 3+ to wound: 4 dice
4 dice, 3+ chance to save: 2 wounds (except it's not, it's 2.96)
Unit has 10 wounds, so you need 5x those 2 wounds, which is 50 dice for an average result (except it's not, it's 2.96 which requires ~34 dice).
A "3+" is when you succeed on a 3, 4, 5 and 6, which is a 4/6 or 2/3 chance.
Being able to quickly or intuitively calculate the averages it takes for something to kill something else, which has to do with strength, toughness and saves. It's one thing to be able to do it quick, it's another to have played the game for +10 years and knowing the stats by heart, so your brain just heuristics' its way to an average result. I've been in the hobby since the mid 90's and my brain is not wired to do it on the fly, but I have an intuitive estimate of what makes sense or not from sheer experience.
You can look up dice averages, percentages and probabilities.
Why is this important? Because it makes dedicating your attacks easier, which makes your movements easier because you now know where you have the best odds of using them against something.
And that's how you'll win half your games at tournaments. By having your basics down, learning what units do and where to put them, which is a lot harder than you think it is. Once you've got the hang of that, you can make your lists more dedicated one way or the other.
If you are playing in a friendly, non-cutting edge enviroment handicap (like in golf) work pretty well. The cutting edge player bringing 1500 points against the not so skilled players 2000 points might give them both a better challange.
An option for the casual/narrative player is to ask the store owner to keep their eyes and ears open for other people looking for a less competitive experience and maybe do a meetup event for newer or less committed players.
"now announcing the bitch leagues"
I would disagree with point one, number four seems more realistic. Competitive player mostly win, because they "breath" the rules.. and know the holes in it.
During my old WFB times, out of boredom, I occasionally calculated the probabilities of fights between units. Estimation of losses. It's logical that you'll win more often if you do such things.
Diskussions after battle can help. Why did he field unit X? Why someone moved to point Y? Here you can learn.
Sun Zu said, that you must know Your enemy, than you will win. 🧐
Thanks for chiming in! You truly believe everyone is equally good at everything naturally? I'd say the proof to the contrary is all around us, including my two short comings I mentioned, which are two of many.
@@LetsTalkTabletop No, we are all different. But Miniature Wargame doesn't need much skills - painting csn be an issue. 🤔 People who aren't "skilled" all are usually not attracted to this hobby.
We tend to meet similiar people at our tables. And all in my opinion csn win. (We have dice for this. 😉 )
Happens on me, been the game for 3 years, only win 2 times and is for beginner and i barely win it. But I still love the game the process is fun
Well good! That's the right attitude.
If you are in anyway interested in wargaming, I think it`s down to you to learn something of the game rules and tactics. I have played Lord of the Rings, and you cannot win by infantry alone. You have to bring extras for your army, an learn about them.
Like anything that you want to learn, like guitar, golf or anything you don`t learn not being at least interested in what you do. i`ve seen junior's join a club, and after say 2 years, because they have put the graft in, win adult tordments!
Of course, many people who are sad just like newbies because the can CHEAT!
Created equally and created differently is a completely self-contradictory statement absent clarification of definitions
The sum of all parts is equal, but the parts are different. Like a pound of feathers or pound of lead is still a pound.
In Warhammer 40k - 0 won for about 2 years (when I started with WH40k, about the middle of 9th ed). Non-WH40k games - usually lose, occasionally win.
However, let's pick Leagues of Votann with just one Army Rule/Detachment rule from 9th ed codex vs some Dark Angels/Orks with new shiny Codexes having various auras, characters, doctrines, and so on.
Tau and Dark Eldar Lose ALLOT
In my locals (Chile) the current champion is a Drukari, I had the pleasure to play against him like 4 times, I only beat him once.