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Monday, July 15, 2024

Shifting Objectives Analysis

 Introduction

Let's apply some of the analytic techniques we've examined thus far to one of the new battleplans for AoS 4.0! Here's the situation: we'll create a scheme of maneuver and plan for a possible opening turn that allows us to maintain tactical flexibility without overexposing ourselves with a Sylvaneth list I'm using for an example. If there's any interest, I can create some downloads for the images/assets I'm using so you can create your own templates and plans. Let's dive into it.

Background

We are going to take a look first at the operational environment: The "Shifting Objectives" battleplan from AoS 4.0. This plan first appeared in 2020 and features a simple twist: At the start of each battle round after determining the active player, the active player will roll a D3 to determine which objective (OBJ) will be the primary. The primary OBJ scores you two points while secondary OBJs (the other two) net you one point and controlling more objectives than your opponent gains you another 2 points. Additionally the Underdog (player with the fewest victory points) can force the active player to reroll the dice when determining the primary OBJ. Successful battle tactics are each worth four points. 


Because the maximum points a person can score in a game is now limited to 50, this means the perfect turn would be complete a battle tactic (4) and control all of the OBJs (2 for primary, 1 each for the two other secondaries, and 2 for controlling more than your opponent). Scoring 10 points in a turn is quite likely to spread you quite thin and leave you vulnerable to attack. With only three OBJs to control, this rather thin and elite list will focus on delaying the enemy from seizing key terrain while you occupy two objectives.

The rationale here is that spreading across all three OBJs with this list would not allow for it to remain durable. Further, it is leaning into probability, that the primary OBJ will end up being an OBJ we control 66% of the time. In the event that it isn't, we will focus on holding the two secondary OBJs and therefore more than our opponent. 

Deployment



Remembering that deployment is our first movement phase, let's consider how to initially array our forces. Because we won't know who will be taking the first turn and as a means of concealing our intentions, our forces will generally be arrayed in a symmetric and centered fashion. Some notes to consider from initial impressions of the released battlepacks: units with the ability to shoot guarded heroes can be very powerful. Using obscuring terrain or in this case a well-placed Awakened Wyldwoods can make or break us. Another trend is the ubiquity of endless spells now that they do not have a points cost. To combat this, we will be putting out Warsong Revenant (who has a bonus to unbinding and banishing rolls) in a position that they can influence the battlefield and be within unbind range of the enemy casters. 

Next, we need to consider our options for Battle Tactics. This formation allows us to readily achieve two universal ones: Seize the Center (potentially quite powerful if we are able to cast the Lady of Vines' warscroll spell granting a 5+ ward) or Take the Flanks. Belthanos is positioned in such a way that he can quickly fly into position and still maneuver back to influence OBJ 1 in subsequent turns. If we deploy him too far from the short edge of the battlefield, we'll set ourselves up for a situation that this is not possible. 

Turn 1



An endstate we can seek to achieve by the end of Turn 1 might look something like this. In this scenario we have achieved the Take the Flanks battle tactic without sacrificing combat power or the ability for follow-on operations. In the event that we are the first to take a turn, we are setting up for the Dryads to occupy the key terrain between OBJs 1 and 2. The Gossamids use their shoot and movement tricks to Disrupt the enemy as they maneuver toward the area we are seeing to influence. If the enemy is going second, the Gossamids can disrupt them even further with the Countershoot and Redeploy commands. The Lady of Vines serves the purpose of providing the 5+ ward roll if her spell is successful as well as conferring the associated allegiance abilities she grants by proximity. Our Tree Revenants have teleported far from danger outside of our territory to gain our battle tactic and serves as a tactical reserve to snag objectives or terrain later in the game. 

Our Kurnoth Hunters with bows are supporting by fire in order to destroy key enemy heroes with their special rule or destroying/degrading other high value targets with harassing fire. The Warsong Revenant and Lady of Vines have an additional supporting operation by generating additional Awakened Wyldwoods to proc healing and provide maneuver options. Finally we have the decisive operation, Belthanos and the Kurnoth Hunters with swords attack by fire any enemy units that move onto OBJ 1 or OBJ 2. Depending on how the enemy concentrates their forces, we are positioned in such a way that both of these units can run and charge in order to complete their tactical task in subsequent turns. 

Turn 2


Based on our previous turn, the enemy will likely be maneuvering to seize their own key terrain. We have given them the option to attempt the Seize the Center or even Attack on Two Fronts. We can attempt to deny these battle tactics with redeploys and correct positioning with the Gossamids. It will all depend on the enemy's capabilities, though. We want to be in a position where we can expose the smallest echelon of our army to the enemy at any given time, minimizing their ability to charge into position and seize the terrain. And if they do, we want to be in a position to counter charge and make them pay for it. All while reducing their control scores by 3 when we are in combat because of the Battle Formation we chose, The Terror in the Eaves.

We are similarly poised to complete either of these battle tactics if the shoe is on the other foot. We have our most damaging units in position to destroy any units that are within charge or counter charge range. If our opponent plays more cagey and makes our charges difficult, we can also elect to use our tree revenants to complete the Take Their Lands battle tactic by teleporting close to terrain in territory that the enemy has ceded to us. 

Turn 3+

Here is where things get pretty murky and likely have too many moving parts to reliably predict what will happen. The point is this though: If our plan looks anything like this, we have set ourselves up to a point that we will have likely defeated the enemy; if they do not commit their forces to seize the key terrain in the center, we will have effectively scored battle tactics and primary points to create a sufficient point deficit. If they do attempt to seize the center, we can rapidly bring our most damaging units to bear and inflict as many casualties as possible. 

The truth is that if the enemy is going to survive the Kurnoth Hunters with swords and Belthanos attacking them, it is likely a matchup we would not have won either way. This plan at least puts us in a position to continue to score battle tactics and capture as many objectives as we can. Subsequent battle tactics would likely include Seize the Center (if we have not done this already), Reclaim the Realms, and Attack on Two Fronts. 

Conclusion

Speaking more broadly and without supporting diagrams, the scheme of maneuver for these last turns would be follow and assume or support (situation depending) in order to seize key terrain and continue scoring primary points. We are essentially taking this faction's most damaging units and using some of the army's best strengths to achieve the desired effects. Some armies have a myriad of tools at their disposal and will be strictly better at the game than others. Those who are seeking primarily to win the game should seek out those armies and apply these principles in order to reach their goals. A perhaps greater majority of players, however, have a sub-optimal army that they play for one reason or another.

This analysis today sought to show you how to apply the principles we've discussed to any army in the game to give yourself the best chance to win. Or at the very least, the best chance to have fun! I'll be looking to write and illustrate additional battleplans and army analyses in subsequent articles. Let me know what you think and stay sparkly, my friends. 


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Shifting Objectives Analysis

 Introduction Let's apply some of the analytic techniques we've examined thus far to one of the new battleplans for AoS 4.0! Here...