Before I get started on the main topic I’ll make a quick reference to the role of deployment, and how it has changed quite a bit with the advent of 5th edition. There was a time when you could setup a serious gun line and blast away. Back then a game could well be decided by whoever got to go first. To me these were the most boring games, and could be tough to win. I rarely ever play gun line, but when I have it has been mostly with Dark Angels or vanilla SM (prior to the release of their new rules and 5th edition). Now, the ability to hold your entire army in reserve really can befuddle any opponent running a gun line army. Cover saves also hurt gun lines. I am all for the new rules, and think the more dynamic 5th edition has been a great change for the game.
13″ + 2″ + d6″ + 6″ = 21″ + d6″
… or all the way up to 27″ total. If it were me, I’d always run Ghaz for this style army. You can’t beat the guaranteed 6″ fleet when he calls down the Waaagh…. suddenly enemy units over halfway across the table are getting pounded by a huge power klaw. I think of this as an advanced anti-deployment tactic since I don’t see many Ork players using it. If the mission is objective based, place one of your objectives to lure in the opponent.
- long range
- mid range
- short range
Against assault armies you are waiting for them to move inside your midrange arc… The short ranged units then move up and suddenly you can blast them with everything. It’s good to have a balance between the three ranges. You don’t want too much of any one type.
- Many cheap units (gaunts, slugga boyz etc.)
- A few uber units – Nidz have their monsterous creatures and orks have their warbosses and Nobz
- Ability to make the many cheap units fearless
So to me that is what close combat is all about. One super turn of assault that cripples the enemy. It can be done and works best versus hordes.