Epic_Building_and_Using_Armies.pdf

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BUILDING AND
USING EPIC ARMIES
By Moko Cwiklinski
Moko discusses the best tactics for putting an army together.
BUILDING THE ARMY
“I will be proud to lead you wonderful miniatures,
anytime, anywhere.”
Grunts must be able to absorb hits and still remain
effective as a formation. They do this by having good
armour, sheer weight of numbers, or a combination of
both. Lastly, Grunts must be able to hold down a good
chunk of ground so they can interfere with enemy
movements, ie, get in the way. Grunts may not have the
firepower of support formations, or the speed and hitting
power of fast attack formations, but it is only the Grunts
that can go toe to toe with enemy forces and still maintain
their hold on a position.
There are three basic formation types in Epic: Grunts, Fast
Attack, and Support. Each has a distinct role to play on the
battlefield, and it is the interaction of these differing types
that creates the unique flavor of the game. Some of these
types contain subcategories of formations though overall
their battlefield role remains the same. Also some
formations are flexible enough to fit into two different
categories, and how you choose to use them will
determines the formation’s type.
Examples:
Imperial Guard: Infantry Company, Mech Company, Tank
Company.
Space Marines: Tactical Detachment, Terminator
Detachment.
Orks: Warband.
Grunts
These are the ‘Dog Soldiers’ who will do most of the
fighting on the battlefield, and their importance cannot be
ignored. Their basic job is to take ground, hold ground,
and to provide a good solid battle line. Grunts must be
able to threaten an enemy with firepower and/or assault,
either through sheer numbers, or by being good at one or
both.
Fast Attack
These are the ‘Daring Hussars’ of the 40K universe, and
like the cavalry of old, perform the role of shock troops.
Their basic job is to use their speed and hitting power to
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knock an enemy off balance, either by actually attacking
them, or by the mere threat of what they could do if they
attacked. As the name implies they are fast, having either
a base speed of 30cm, or a base speed of 25cm with the
Infiltrate ability.
Fast attack formations are often small, 5 to 8 units. Finally,
fast attack formations are dedicated attacking formations
that often excel at one form of combat action, either
through its abilities in combat, or because of its speed. It
is here that the weakness of fast attack formations lie –
they are really good at taking ground, but they have a hard
time standing and trying to hold on to it. Fast attack
formations perform their best when they are working
directly with Grunt formations, dancing around an open
enemy flank, or slipping into the enemy’s rear areas while
the Grunts hold those areas from which the enemy has
already been displaced.
Indirect Support Formations are formations that have a
long range, 60cm+, are often BP and/or MW, and
sometimes have the ability to fire indirectly. Their job is to
sit back and pound enemy formations from a range at
which their target simply cannot retaliate. These shots are
used to soften up an enemy formation before it is directly
attacked, or to break up an enemy formation before it
launches its own attack. In almost all cases, indirect
support formations are poor in assaults, and do not have
very good armour, which isn’t a problem since they are
best away from the front lines.
Examples:
Imperial Guard: Artillery (Battery and Company),
Thunderbolt Squadron, Marauder Squadron.
Space Marines: Whirlwind Detachment, Thunderhawk.
Orks: Fighta-Bommerz Sqwadron.
Examples:
Imperial Guard: Rough Riders Platoon, Storm Troopers
Platoon (in Valkyries).
Space Marines: Bike Detachment, Assault Detachment.
Orks: Kult of Speed, Blitz Brigade.
Close Support Formations are formations that work
closely with Grunt and fast attack formations. Close
support formations use their firepower to soften up
nearby enemy formations, or by adding their Firefight
ability directly into an assault involving other friendly
formations. While most close support formations are
small, their presence close to the front line puts an
opponent in the position of trying to decide whether to
shoot at the Grunts in front or the close support behind.
The result is often that the Grunts take the fire, as they are
the biggest threat, and this often allows the close support
to keep doing its job, turn after turn.
Support
This is by far the largest of the three categories, and covers
a host of formations, with one thing in common – they all
provide support to Grunt and fast attack formations while
those formations carry out their own missions. They do
this by providing long range fire support, close fire
support, or by disrupting enemy movements. The three
categories of support formation are: indirect support,
close support, and direct support.
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Most war engines fall into this subcategory (don’t scream)
for four obvious reasons: 1) they are not that fast so they
cannot qualify as Fast Attack; 2) while they do have staying
power, and excellent combat abilities, they cannot hold
down anywhere near as much ground as Grunts; 3) they
perform best when they are working directly with a Grunt
or fast attack formation; 4) while some do have long-range
firepower, and could perform the above indirect support
duties, this is a total waste of their other excellent combat
abilities, and hence a waste of points. There are
exceptions, however. For example, a Shadowsword has no
business rolling up into the front lines when its Volcano
cannon reaches out to 90cm, and it has no other real
abilities outside that, so it is indirect support.
arms’ and was as true in Napoleon’s day as it is today and
in the 41st millennium. Think of it this way: if an army
contains all fast attack formations it will have no trouble
taking ground, or manoeuvring around the enemy.
However, it will have loads of trouble trying to hold on to
the ground it takes, and will have difficulty responding to
indirect support. A ‘combined arms’ force would have
little difficulty exploiting these weaknesses, and
protecting against the fast attack army’s strengths.
Basically your army should contain the following
proportions of formations: 35% to 50% of its points in
Grunt formations; 25% to 40% of its points in fast attack
formations; 25% to 40% of its points in support
formations. So, in a Grand Tournament game that is 945
to 1,350 points in Grunt formations, 675 to 1,080 points
in fast attack formations, and 675 to 1,080 points in
support formations.
Examples:
Imperial Guard: Demolisher Platoon.
Space Marines: Vindicator Detachment.
Orks: Big Gunz Mob.
Direct Support Formations are formations that provide
support to other formations by using a unique ability that
only they have. There is no need to further define this sub-
category because the ‘unique ability’ they have is often
self-explanatory. For example, a Hydra Battery provides
support in the form of anti-aircraft fire, and Scouts use
their extra large zones of control and unit coherency
distance to screen other formations or delay enemy
movements.
Now, it is important to understand that this is by
formation, not individual units, so a Space Marine Tactical
Detachment of 6 x Marines, 6 x Rhinos, 2 x Vindicators, is
a 450-point Grunt formation, NOT 300 points of Grunts
and 150 points of support. Keep in mind while you are
doing this that you must try not go below the minimums
set in the list above, so in a Grand Tournament game you
are going to want to spend a minimum of 945 points on
Grunt formations, otherwise you will lose the advantages
of combined arms. Having said that, they are not set in
stone. If the best you can get is 925 points in Grunts,
without getting another whole Grunt formation, then you
are probably doing fine. The idea is to get as close as you
can to each of them, while building an army you are going
to enjoy using.
PUTTING AN ARMY TOGETHER
We all want to perform well on the battlefield, and the first
step to accomplishing that goal is good army selection.
One of the keys to this is to have the right proportions of
each formation type in the army. This is called ‘combined
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HOW MANY ACTIVATIONS
The next important factor to consider is activations, or
“Just what is too many, or too few?”. There is no denying
that it is important, and to a new general it’s something he
will agonise over. An army with too many formations to
activate often has loads of small formations running all
over the place. Now, early in the battle he will definitely
have an activation advantage and will be able to
manoeuvre at will, but these are small formations, and
they can be rendered combat destroyed or reduced to one
unit very easily. What often happens is that by Turn 3 many
of these smaller formations have been destroyed and the
same player with the early advantage will be struggling to
keep it and may well now be outnumbered by his
opponent.
MOBILE WARFARE
While you often hear about modern warfare being fluid,
many do not actually know what is meant by fluid. A fluid
battle is one battle where the position of the front is
constantly changing. This constant change of position
occurs because modern forces can quickly change their
point of attack, and it is this that creates a fluid
environment.
In France, in 1940, the German Armoured Forces smashed
through the Ardennes, blew a hole in the French Front
Line near Sedan, turned north and headed for the channel
coast. The entire time that Guderian’s Panzers were
moving from south to north, German forces were being
funnelled through the gap and establishing a corridor
behind him. Initially two Infantry Divisions anchored the
corners of the breach, and two more arrived later to
expand it. Guderian himself detailed Kampfgruppes to
screen the right flank of his advance from the French
troops to his east, while he established a series of Recon
Gruppes way out on his left flank to pick up any French
activity before it got anywhere near his forces. At no time
was his front line ever out of contact with any elements
under his command. Convoluted, yes, thin and stretched
out, for sure, but it was never broken. In fact it was the
French who lost control of their front line, and it was their
inability to organise an effective counter-attack to re-
establish that front line that cost them the battle.
An army with too few activations usually has a couple of
big lumbering formations, loaded down with every unit
available, and a couple of small formations, if any,
bouncing around the flanks. These big formations are
tough to stop, but they couldn’t outmanoeuvre a crippled
sloth, and are magnets for Blast markers! When you
consider that a Blast marker is placed for every firing
action (two if it’s a crossfire), one Blast marker is placed
for each kill, each Blast marker pins a firing unit, and that
even one Blast marker is a -1 to Initiative rolls, you quickly
realise that these formations are collecting tons of Blast
markers and spending most of the game trying to get rid
of them! Get the activation advantage back or you’ll be
lucky if they are still able to shoot and move by the end of
Turn 3!
In Epic, as in real warfare, you must maintain control over
a continuous front. Now this isn’t a single line of stands
stretching from one edge of the table to the other. Nor
does this line have to be straight, in fact a convoluted line
is normal for what we are discussing. Nor does this line
have to be a connected line, through zones of control,
In general you want to have roughly three formations to
activate per 1,000 points in the army, rounding down at
the low end, and up at the top. So in a Grand Tournament
game that is six to ten activations.
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5cm of a unit in its formation, the actual frontage is
smaller, and this returns an actual frontage of 8-9 cm
within the formation. As each formation doesn’t have to
stay within 5cm of another formation, and therefore has
two ‘open flanks’, a formation can add a full 10cm to its
frontage (5cms for each open flank). So the formula to
determine the maximum frontage that a formation can
hold is:
(Units x 9)+5 = Frontage in centimetres
With this simple formula you can now quickly determine
what the frontage of a formation is relative to the number
of units placed in the front line of the formation. Note: If
you are using scouts, whose zone of control is 10cm, then
the formula is:
(Units x 14)+10 = Frontage in centimetres
stretching from one table edge to another, though it can
be. Formations maintain control over the continuous
front using their zones of control, and using the threat of
what they can do to an enemy.
FORMATION DEPLOYMENTS
Another important factor in Epic is the deployment of the
various formations. Because all losses are suffered from
the front of a formation to the back of the formation, it’s
no surprise that the more depth a formation has when it
is deployed the longer it will be able to maintain control
over its frontage. Although a single line can exert control
over a really wide frontage, it only takes the loss of two
units to put a good hole in it, but despite this a single line
deployment can still be useful in some circumstances.
Also a formation deployed not only in width but also in
depth is better able to concentrate its firepower. These
deployments are referred to by using different numbers
separated by a slash, with each number representing how
many units are in each line of the deployment. Thus a 3/2
would be three units in the first line and two units in the
second line; 4/4/3 would be four units in the first line,
four units in the second line, and three units in the third
line; 5/0 would be five units in the first line and no units
in the second line, or in other words a single line of five
units (the slash and 0 are still used even in a single line
deployment for clarity). With the frontage information
above and this deployment information a player can
choose the type of deployment he wants to use with a
formation and then quickly determine how much frontage
it can exert control over.
Which type of formation to use depends a lot on what
forces an opponent has in a particular area of the
battlefield. If the enemy has fast, mobile troops then you
want to use zones of control to contain them. If the enemy
has slow footsloggers, the threat of what troops can do
will often suffice. In any case, by maintaining control over
a continuous front you protect the objectives the enemy is
trying to get at, while at the same time limiting his ability
to manoeuvre around your forces (ie, he has less table
area because your forces are in the way). If both sides do
this then the Epic battle becomes a battle of thrust and
counter-thrust, with each trying to establish a
breakthrough, or bend the enemy forces back until they
break. This is how modern warfare works and, because
Epic reflects modern warfare well, it is how it works in
Epic too. If a player doesn’t try to maintain a front against
a player that does his loss is almost assured because his
objectives are there for the taking, while his opponents
are well protected, and objectives are how this game is
won or lost.
FORMATION INTERACTION
“I don’t want good Generals, I want lucky dice.”
FRONTAGES
“It is with these Order dice that miniatures are truly led”
If there is one thing I just love about Epic, over Epic 40K
and earlier editions, it is the interaction that occurs
between differing formation types. In Epic 40K an all Land
Raider army was a potent force, while in Epic it would get
cut to pieces! Sure Land Raiders are good tank killers, but
they are average in a shoot out with infantry, and down
right mediocre in an assault. So, if they are not working
Each unit in Epic has a frontage of 3-4cm, and when you
combine this with each unit’s 5cm zone of control they
have a frontage of 13-14cm. Since a unit must stay within
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