Considering you have no deep strike or teleport avaiable, control the center and the one on the short edges are the best 2 to pick. For the center you need to move about 7" , for the side 10". Auto run can get even a 4" unit to his target, so you basically need 1 unit with a 6" or 9" movement. I think that every army has at least one. During deployment the choice will be about which one to go for turn 1: on the side the only worry is a 9" redeploy-countercharge from a unit that can kill yours. So avoid it if some strong unit is on the flank. The middle is a 12" redeploy-countercharge from a unit you can't kill. Bring a hammer in the middle and it should be doable.
You can’t redeploy and charge cuz redeploy counts as a run in the core rules ability and u can’t run and charge. If ur going first it should be really easy to get seize center unless ur opponent has an ability like 3 clawsteps ahead. The other things that might stop u are covering fire where they could killl one of ur units in the middle and magical intervention where they could have a slow down spell but more likely could summon an invocation to the middle which u will have to get within 3" of. U can just look at ur opponents army and tell if it is a good choice or not. The tactic that I see people using turn 1 mostly if seize the center isn’t available is control a terrain partially in enemy territory
@@Definitely.not_0li you are right about redeploy. So the only worry are units with run and charge or with 3D6 charges. Good catch about the manifestations, that will be trouble. Do we know in which phase they move and if they can countercharge? The terrain control is hard if you don't have high movement or teleport, and your opponent can deny it with countercharge end redeploy, it will be difficulty to get it 100%.
Manifestations can't use command abilities, so they can't counter charge and they move like normal units in the movement phase The biggest issue with seize the center is just that it might put you in a bad position with 2 units exposed and potentially dead
Can you clarify something: Lets say i have 2 units of cavalry that charge one unit, then killing the targeted unit with charge abilities (Dawnriders' deathly furrows). Do i still complete the "Do not waiver" battle tactic? Or do both units actually have to hit something with attacks in the combat phase?
Another great video from Fabian
Thanks for everything you do it’s making our gaming so much easier ya diamonds 💎
Thanks for the video, it's appreciated.
great job my dude
Big fan of these quick and clear Fabien videos
Considering you have no deep strike or teleport avaiable, control the center and the one on the short edges are the best 2 to pick.
For the center you need to move about 7" , for the side 10". Auto run can get even a 4" unit to his target, so you basically need 1 unit with a 6" or 9" movement. I think that every army has at least one.
During deployment the choice will be about which one to go for turn 1: on the side the only worry is a 9" redeploy-countercharge from a unit that can kill yours. So avoid it if some strong unit is on the flank.
The middle is a 12" redeploy-countercharge from a unit you can't kill. Bring a hammer in the middle and it should be doable.
You can’t redeploy and charge cuz redeploy counts as a run in the core rules ability and u can’t run and charge. If ur going first it should be really easy to get seize center unless ur opponent has an ability like 3 clawsteps ahead. The other things that might stop u are covering fire where they could killl one of ur units in the middle and magical intervention where they could have a slow down spell but more likely could summon an invocation to the middle which u will have to get within 3" of.
U can just look at ur opponents army and tell if it is a good choice or not.
The tactic that I see people using turn 1 mostly if seize the center isn’t available is control a terrain partially in enemy territory
@@Definitely.not_0li you are right about redeploy. So the only worry are units with run and charge or with 3D6 charges.
Good catch about the manifestations, that will be trouble. Do we know in which phase they move and if they can countercharge?
The terrain control is hard if you don't have high movement or teleport, and your opponent can deny it with countercharge end redeploy, it will be difficulty to get it 100%.
Manifestations can't use command abilities, so they can't counter charge and they move like normal units in the movement phase
The biggest issue with seize the center is just that it might put you in a bad position with 2 units exposed and potentially dead
Can you clarify something: Lets say i have 2 units of cavalry that charge one unit, then killing the targeted unit with charge abilities (Dawnriders' deathly furrows). Do i still complete the "Do not waiver" battle tactic? Or do both units actually have to hit something with attacks in the combat phase?