Mr. Malorian once did a
video, one of his Orc Tactical Teams, entitled Sun Tzu and Warhammer.
It's perhaps my favorite OTT, but he does say that the Art of War is
about real life war and Warhammer Fantasy is not real life warfare. I
agree with Malorian, but I still think very much that by learning
about the different battles and wars that occurred in the past that
it is possible to become a better warhammer player. One of the ways
that gleaming information on war from the past can help with WHFB is
by approaching the age-old question; is it better to take the
offensive approach, or the defensive approach? As you can guess by
the title, we will be discussing the former over the latter, although
that will be a discussion for a later time. For now however, let's
talk about the key tactical advantages to taking a more aggressive
posture.
First off, there are a
couple of things that you should keep in mind when running an
offensive style army. Primarily among them is that there are some
armies that are not as competitive when played offensively. In my experience, the following armies are better played in a more defensive or counter-offensive style: Chaos Dwarves. Dwarves, Empire, Lizardmen, and Tomb Kings. These armies tend to run better when they take charges or are allowed to dictate the position on the battlefield in which the fighting will take place. As for the other armies, I've found a more aggressive approach tends to be more successful than a more cautious playing style. However let's discuss why you'd want to take a more offensive approach to the game. But first, let's talk a little history! (Insert moans here) Shut up! You're going to learn something today goddammit! In particular, let's discuss the American Civil War. When the southern states seceded from the Union, they were faced with many logistical problems that would eventually lead to their defeat 5 years later at Appomattox. The Confederacy had less man power, and even less industry and raw resources to go with it. What they didn't lack however was skillful generals. Among some of these famous men, several names stood out. "Stonewall" Jackson, Longstreet, John Bell Hood, J. E. B. Stuart, and arguably the most famous, Robert E. Lee. These men were charged with defending a newly formed nation from an invading force better equipped, better armed, and with at least a 2 to 1 numerical advantage in most battles. They did have another key advantage. The majority of the battles would be fought on southern soil. This geographic advantage would naturally lead to a more defensive style of thinking. The south could, in effect, win by simply not loosing the war much as Washington had in the Revolutionary War. However, instead of retreating into their own nation further and playing a frustrating game of cat and mouse, the commanders of the Confederacy decided to instead take a more offensive approach to warfare. By taking the fight to the enemy, the South was able to dictate the pace and flow of any fight they wanted to take. In fact, for the first two years in Northern Virginia, the Confederacy absolutely handed the Union their asses on a silver platter. Now, what does all this really mean?
This little tale shows us three key advantages of taking the fight to the enemy. First, he who attacks first dictates the pace of the fight. By seizing the initiative, in both warfare and warhammer, one can easily decide the way in which the fight will be carried out. When you march your forces up, and you get into your opponent's grill, you force him to make decisions he might not necessarily want to make. Second of all, forcing the enemy into a defensive mindset limits the options that armies have in terms of movement and positioning. In some cases, depending on the scenario, this can even prevent them from winning. For example, in the case of a Watchtower scenario, defensive armies tend to have a difficult time winning the scenario. Gun Lines and Corner Castling doesn't work when you have to hold a position in the middle of the field. Now, in a standard fixed battle, this principle still applies. The defensive player is going to be trying to figure out what the attacker is going to do. This leaves a defensive force forced to sit tight and become a reactionary force. And from my time in the Army, I can tell you being reactionary is not a good thing to be. Waiting for something to happen compared to having a plan with a variety of options in which to facilitate that plan, well, you know which one you'd rather have. Finally, and perhaps the most important advantage you have on the attack, a blank check in the Movement Phase. I here a lot of people say that the game is won in the Deployment Phase. This, most of the time, to me is a complete falsehood. Warhammer is a game of chance because it has DICE. It's a game of chance with a dash of strategy, much like a good game of poker. That being said, if there is a phase that can decide the outcome of the game, it is the Movement Phase. Controlling the Movement Phase allows you to dictate the combat, deciding what units will fight what units, what kind of magic is best applied where, and units will immobilize your enemy's units. All in all, the Movement Phase is incredibly important and giving it away is a mistake no once can afford to make. All in all, taking the offensive is perhaps the overall best strategy one can take in warhammer, provided reason, and not recklessness, is the one that the offensive is tempered with.
This little tale shows us three key advantages of taking the fight to the enemy. First, he who attacks first dictates the pace of the fight. By seizing the initiative, in both warfare and warhammer, one can easily decide the way in which the fight will be carried out. When you march your forces up, and you get into your opponent's grill, you force him to make decisions he might not necessarily want to make. Second of all, forcing the enemy into a defensive mindset limits the options that armies have in terms of movement and positioning. In some cases, depending on the scenario, this can even prevent them from winning. For example, in the case of a Watchtower scenario, defensive armies tend to have a difficult time winning the scenario. Gun Lines and Corner Castling doesn't work when you have to hold a position in the middle of the field. Now, in a standard fixed battle, this principle still applies. The defensive player is going to be trying to figure out what the attacker is going to do. This leaves a defensive force forced to sit tight and become a reactionary force. And from my time in the Army, I can tell you being reactionary is not a good thing to be. Waiting for something to happen compared to having a plan with a variety of options in which to facilitate that plan, well, you know which one you'd rather have. Finally, and perhaps the most important advantage you have on the attack, a blank check in the Movement Phase. I here a lot of people say that the game is won in the Deployment Phase. This, most of the time, to me is a complete falsehood. Warhammer is a game of chance because it has DICE. It's a game of chance with a dash of strategy, much like a good game of poker. That being said, if there is a phase that can decide the outcome of the game, it is the Movement Phase. Controlling the Movement Phase allows you to dictate the combat, deciding what units will fight what units, what kind of magic is best applied where, and units will immobilize your enemy's units. All in all, the Movement Phase is incredibly important and giving it away is a mistake no once can afford to make. All in all, taking the offensive is perhaps the overall best strategy one can take in warhammer, provided reason, and not recklessness, is the one that the offensive is tempered with.
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