deploying advantages?

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countwuzzy

Ghoul
Dec 23, 2010
101
Zombies
90
so ive been playing whfb for 12 years or so, mostly in a tight group, where we've been limited on ideas and strategies. deployment for example, we always competed(take less total units) to finish deploying first, so we can get that +1 to see who goes first. but reading through these forums, i notice some of you talk about getting more units, or small units, and this in some way helps you win deployment... im missing something here, so my underlining questions are, what strategy do you put into deployment? how is it important to us? do we wanna go first or second?
thanks in advance
 
thanks for the quick answer, i guess thats always been part of my thought process, i just never termed it as winning, glad to be on the same page
 
It becomes vitally important if your opponent brings a huge deathstar; you don't want that thing hitting your general in the face. Thus you place nothing you care about until he has placed all of his huge dangerous stuff, then you can pick and choose what you send against what. In doing this you can have a huge impact on the course of the battle to come-I now find it can be the most important single point in the game!
 
I have also never mastered deployment so thanks for the insight on how this done. It makes sense now that you have explained it better. I will be a good VC player if it kills me!
 
Another noob question, from an old player what does chaff stand for ? I see it all the time znd I never can put it into contexts.
 
Chaff are units that you don't care about. They are the units you deploy first as you don't care if they die and don't really expect them to contribute much to the battle (other than helping you win deployment).

For VC's they're usually small units of wolves, single bat swarms, min size fell bats, etc.
 
I personally like to use an adage I once read online to describe deployment: "How to lose the game before it's even started!" xD

All joking aside, deployment is a critical part of your battle plan. As people have already said, getting yourself into the correct matchups is really the key to victory, and deploying well helps to facilitate that end. Now, it's not everything because in-battle maneuvering and positioning still plays a large role, but with a comparatively ponderous army like VC, you'll always be a tad limited on how far that will take you. Like it or not, your unit of Skeletons on the left flank simply won't be able to help out the embattled unit on the right before the game is up.

This is why, in my opinion, minimum units of Dire Wolves are golden. They're cheap drops that you can use early on in deployment to get a look at what your opponent's got going on. But their usefulness doesn't even end there! A unit of 5 wolves can still take down War Machine crews if you opponent decides to ignore them (they have Strength 4 on the charge after all), and you can use them as "speed bumps" to get in the way of any big threats. This will help you dictate the pace of the game and get into combats that you've got a decent chance of winning.
 
I notice some thing to, off of johnny's battle report that you dont have to run 5 wide wolves run them 3 wide 2 deep it helps with deployment......and another chaff is spirit host 1 or 2 bases.
 
aussie said:
I notice some thing to, off of johnny's battle report that you dont have to run 5 wide wolves run them 3 wide 2 deep it helps with deployment......and another chaff is spirit host 1 or 2 bases.

I never thought of 3x2. Clever. I tend to use spirit hosts myself. Less prone to sniping and war machine defensive fire. A bit slower but hey, sometimes I forget they're there anyways.
 
Also one thing I have noticed with "winning" deployment is you can really cause a headache for the guy with scouts. Wood, high and dark elves all tend to take scouts in abundance, well, maybe not high but they take some, and it helps to bog down your whole deployment zone so the scouts don't get behind you and cause headaches.

Also, small units of chaff are good to handle the infiltrating stuff that tends to show up behind you. Mind you gutter runners are less of a threat to VC because we tend to move our whole army forwards and don't have any artillery to worry about. These are ideas in general I guess.
 
That is very difficult and most of the time impossible with the lists that I run. You need to be close enough together to maximize the units that can march, but far enough apart that you can clear other units when you are moving or making charges. I, also, keep some fliers behind my General until they are needed to block/redirect or they can fly out of LoS of the enemy.
 

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