Building and Using Epic-A Armies
Building the Army “I will be proud to lead you wonderful miniatures, anytime, anywhere.”
There are three basic formation types in Epic A, 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 sub-categories of formations though, overall, their battlefield role remains the same. Also some formations will be able to fit into two different categories, in that case, then it is the mission the formation is going to perform on the battlefield that determines its type.
Grunts: These are the ’Dog Faces’ that 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 “base of maneuver” for other formations. Grunts must be able to threaten an enemy with firepower and/or assault, either through sheer numbers of units, or by being good at one or both. Grunts must be able to absorb hits and still remain combat capable, they do this by having good armor, sheer numbers in units, or a combination of both. Last, Grunts must be able to hold down a good chunk of real estate 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 its hold on a position. Examples: (IG) Infantry Company, Mech Company, Tank Company (SM) Tactical Detachment, Terminator Detachment (Ork) Warband
Fast Attack: These are the “Darling 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 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 a either a base speed of 30cm, or a base speed of 25cm with ‘Infiltrate’. Fast Attack Formations are often small, 5 to 8 units. This is not always true, though, even formations of 10+ units could still fit into the Fast Attack category. Last, Fast Attack Formations are dedicated attacking formations that often excel at one form of combat action, either through it’s abilities in combat, or because of it’s speed. It is here that the weakness of Fast Attack Formations lays, they are real 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 rear areas. Examples: (IG) Rough Riders Platoon, Stormtroopers Platoon (in Valkyries) (SM) Bike Detachment, Assault Detachment (Ork) Kult of Speed, Blitz Brigade
Support: This is by far the largest of the three categories, and covers a host of formations, however one thing is uniform to all of them. They provide support to Grunt and Fast Attack Formations while they carry out their combat missions. They do this by providing long range fire support, close in fire support, or by disrupting enemy movements. The three categories of Support Formations are; Indirect Support, Close Support, and Direct Support. Indirect Support Formations, are formations that have long range, 60cm+, are often BP and/or MW, and sometimes have IDF capability. Their job is to sit back and pound enemy formations from a range at which that same enemy formation cannot retaliate from. These fires are used to soften up an enemy formation before it is directly attacked, or to break up an enemy formation before it launches it’s own attack. In almost all cases Indirect Support Formations are poor in assaults, and do not have very good armor, which is ok because they can better perform their job by staying out of the front lines. Examples: (IG) Artillery (Battery and Company), Thunderbolt Squadron, Marauder Squadron (SM) Whirlwind Detachment, Thunderhawk (Ork) Fighta Bommaz Sqwadron 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 FF 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 who to shoot at, the Grunts in front or the Close Support behind. The result is often 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. Most War Engines fall into this sub-category, and 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 their 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 that is a waste of points. There are exceptions. For example, a Shadow Sword has no business rolling up into the front lines when its Volcano Cannon reaches out to 90cms, and it has no other real abilities outside that, so it is Indirect Support. Examples: (IG) Demolisher Platoon (SM) Vindicator Detachment (Ork) Big Gunz Mob Direct Support Formations, are formations that provide support to other formations by using a unique ability that only they have, and the formations they are supporting do not have. There is no need to further break down this sub-category because the ‘unique ability’ they have is often self-explanatory. For example, a Hydra Battery has the AA ability so it provides AA support, and Scouts use their extra large ZOCs and unit coherency distance to screen other formations or delay enemy movements.
Putting An Army Together We all want to perform well on the battlefield, and the first step to accomplishing this goal is to have the right proportions of each formation type in the army, this is called ‘Combined Arms’, and was as true in Napoleon’s day as it is today. Think of it this way; If an army contains all Fast Attack Formations it will have no trouble taking ground, or maneuvering around the enemy. However, it will also 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 armies strengths. Basically your army should contain, in points, the following proportions of formations; 35% to 50% of it’s points in Grunt Formations, 25% to 40% of it’s points in Fast Attack Formations, 25% to 40% of it’s points in Support Formations (So in a GT game that is 945 to 1,350 points in Grunt Formations, 675 to 1,080 points in Fast Attack Formations, and 675 to 1,80 points in Support Formations). Now it is important to understand that this is by formation, not individual units, so a Marine Tactical Detachment of 6xMarines, 6xRhinos, 2xVindicators, 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 GT game you are going to want to spend a minimum of 945 points on Grunt Formations, otherwise you will lose the ability to use ‘Combined Arms’. Having said that they are also not “set in stone” either, if the best you can get is 925 points in Grunts, without getting another whole Grunt Formation, then you will be doing ok also. The idea is to get as close as you can to each of them, while building an Army you are going to enjoy using.
How Many Activations “What else should we do, sir, but of course we plan to give them a 1D6”
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 something he will agonize over. An army with too many activations often has scads 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 maneuver at will, but these are small formations, and they can be rendered combat ineffective (destroyed or reduced to one unit) very easily. What often happens is by turn 3 the activations advantage has been reduced to parity, if not lower, and the former player with the advantage is struggling to keep up. 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 outmaneuver a crippled sloth, and are BM magnets! When you consider that a BM is placed for every firing action (two if it‘s a crossfire), one BM is placed for each kill, that each BM pins a firing unit, and that even one BM is a -1 to initiative rolls, you quickly realize that these formations are collecting tons of BMs and spending most of the game trying to get rid of them! Get the activation advantage back, you’ll be lucky if they are still able to shoot and move by the end of turn three! In general you want to have between 2.5 to 3.5 activations per 1,000 points in the Army, rounding down at the low end, and up at the top. So in a GT game that is 6.75 to 9.45, or 6 to 10 activations.
Mobile Warfare “Tactics is the art of rolling dice; strategy is the art of throwing them”
While you often hear about modern warfare being "fluid", many actually do not know what is meant by fluid. Many think this is forces hurtling around the battle area without any fronts, or rear, or flanks, in reality a "fluid battle" is a battle where the position of the front is constantly changing, not where there is no front. 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 Armored 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 Guderians's Panzers were moving from south to north, German forces were being funneled 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. Guderain 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 organize an effective counter-attack to re-establish that "front line" that cost them the war.
In Epic A, as in real war, 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 ZOCs, stretching from one table edge to another, though it can be. Formations maintain control over the continuous front using their ZOCs, and using the threat of what they can do to an enemy. Which type 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 ZOCs to contain them. If the enemy has slow foot ‘sloogers’ 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 maneuver around your forces (ie he has less table area because your forces are in the way). If both sides do this then the Epic A 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 A reflects modern warfare well, is how it works in Epic A also. (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 the Objectives are how this game is won or lost.)
Frontages “It is with these order dice that miniatures are truly led”
Each unit in Epic A has a frontage of 3-4 cms, and when you combine this with each units 5cm ZOC they have a frontage of 13-14 cms. Since a unit must stay within 5cms of a unit in its formation, the actual frontage is smaller, and this returns an actual frontage of 8-9 cms within the formation. As each formation doesn't have to stay within 5cms of another formation, and therefore the formation has two "open flanks", a formation can add a full 10cms 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 cms. 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 ZOC is 10cms, then the formula is (Units x 14 )+10)=Frontage in cms
Formation Deployments As you now know how to determine the frontage a formation can exert control over it’s time to figure out how to take advantage of it in deploying a formation. 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. (Though 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, despite this a single line deployment can still be useful.) 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 3 units in the first line and 2 units in the second line. 4/4/3 would be 4 units in the first line, 4 units in the second line, and three units in the third line. 5/0 would be 5 units in the first line and 0 units in the second line, or in other words a single line of 5 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 set the type deployment he wants to use with a formation and then quickly determine how much frontage it can exert control over.
Formation Interaction “I don’t want good Generals, I want lucky dice”
If there is one thing I just love about Epic A, over Epic 40k and Epic Titanticus , it is the interaction that occurs between differing formation types. In Epic 40k an all “Landraider” army was a potent force, in Epic A it would get cut to pieces! Sure landraiders 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 with a formation that can provide them some protection from an assault, they are a waste of points. Now a Space Marine Tactical Detachment is a good “all around” fighting force that can perform well in most situations, but it will have a tough time in a shoot out with tanks. Well put a Detachment of Landraiders in behind them and the combination of the two detachments will be able to take on all comers. Now this is what I mean by formation interaction! Now when you put an army together, start thinking about the way each formation fights, its strengths, its weaknesses, and then buy formations that compliment each other, either by protecting another formations weakness, or enhancing its capabilities.
Combat Groups CGs, Running the Army “If you can’t do the job then I will find some miniatures that can”
Now that you have all of the above put together its time to organize the army for battle, and we do this by putting each formation into a larger military organization we call Combat Groups, CG for short. (You can call them Brigades, or Regiments, or anything else you want, you do not have to call them CGs) Each Combat Group is made up of 2 to 4 formations of any type, though they should be able to work together as explained in “Formation Interaction” above. When you organize these CGs think of; (1) What mission is the Combat Group going to perform and/or; (2) Do the formations in the Combat Group compliment each other and/or enhance the mission capability of the Combat Group. For example if a CG is going to carry out delay/containment duties for three turns then it doesn’t have to worry too much about any possible weaknesses in the CG. (It only has to stay in the enemies way for three turns.) So you decide to allocate 1xMarine Bike Detachment, and 1xMarine Tactical Detachment to this Combat Group, with the information on frontages, and depth above you can now figure out exactly how much frontage they will be able to hold. Or if the CG has to hold the line while at the same time pin the enemy in place, it’s going to have to be a real threat to the enemy or it will not be able to perform its job. So you might decide to use 2xMarine Tactical Detachments, and a Predator Detachment in this Combat Group. There is no doubt that this Combat Group is a threat and can take on all comers, so it will be able to pin the enemy in place. (Artillery is an exception to this as their range allows them to provide support from almost anywhere on the battlefield, so they are often left out of Combat Groups.
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