Looking Past the Surface: Part 1 of Unit Roles in MESBG

The good folks over at Goonhammer have been publishing some excellent articles recently on the concept of unit roles in Warhammer 40k. While obviously there aren’t that many similarities between the two game systems, the idea of breaking units into their respective roles still has a great deal of value for MESBG. In particular, it can be a valuable listbuilding tool, enabling us to look at a force and figure out what it is missing in terms of what it can actually do, not just what models it happens to have. Even better, it enables us to look more broadly at what sort of models can fill these gaps. Warg Riders, Isengard Berserkers and Demolition Teams might not seem to have much in common, but if you’re looking for a few more Damage Dealers in your list then any of these could work well.

Can't get much better damage output than a couple of these things (Sherwood Forester Wargaming)

With this in mind, I’ve tried to come up with a rough list of 8 unit roles into which I think all models can be classified. Of these, the first three— Frontliners, Damage Dealers and Objective Grabbers— are the core roles. You can certainly try to build a list without ticking these three boxes, but an absence of one will always constitute a weakness in an army without a very specific game plan. The remaining five— Skirmishers, Flankers, Backliners, Multipliers, and Counters — are then the special sauce that an army can use to supplement its core gameplan and hopefully build a well-rounded list. Of course, these roles are not fixed and immutable: a model can easily fit within multiple roles, depending on the context in which they find themselves. Riders of Rohan are classic Skirmish models, make excellent Objective Grabbers, can be cheap Damage Dealers when charging near Théoden, are solid Flankers in larger lists and can even play a quasi-Frontliner role if you've got a lot of heroes along. Generally, a model that’s good in one area will be worse or less efficient in others, but there is a lot of overlap between some roles, and some models are just plain good. 

Others, on the other hand, are just bad (Drawn Combat)

Without any further ado, let’s jump right into our first unit role…

 

Frontliners

This role needs little explanation, and the models that can fill it often earn little praise. The humble Orc Warrior or Warrior of Minas Tirith certainly doesn’t look special, but they are nonetheless critical to most armies’ game plans. The job of a Frontliner model is simple: they hold ground, engaging the enemy force and pinning it in place. Ideally, your Frontliners should be durable and efficient enough to slowly grind down your enemies and win a war of attrition against them, but that’s not really their job. Instead, your Frontliners are principally aiming to buy your other models time to win you the game by killing the enemy and seizing objectives. Without Frontliners, it can be really hard to maintain the sort of battleline that keeps your squishy models safe, prevents Traps and blocks the enemy away from important areas of the battlefield. This is part of why all-hero or all-monster lists can be so hard to run; you probably have heaps of Damage-Dealers, but you don’t have the Frontliners to back them up. There are some skew builds that can get by without these, like extremely Skirmisher-heavy Elven lists or the Black Riders, but these are well and truly exceptions to the rule. For anyone else, a good Frontline is the top priority in making a workable build.

Famous Frontliners: Iron Hills Dwarves, Morannon Orcs, Goblintown Goblins.

These guys are nothing flashy, but they're excellent at dying slowly (Keyser Soze)

Damage Dealers

Of course, very few Frontliners are much good at killing things. Even the most efficient and dangerous Frontline is still best suited to a war of attrition, and wars of attrition tend to progress very slowly. But what about if you need to amp up your killing power and slaughter some models fast? Well, that’s where the Damage Dealer comes in.

This guy single-handedly killed more Uruks than Gimli and Legolas combined (TOWtRTA)

Unlike the Frontliners, these models aren’t aiming to take up space and pin down the enemy, they’re aiming to kill them dead. This means that things like durability and a low price, while still useful, are less essential than raw offensive power. Again unlike the Frontliners, Damage Dealers don’t need to fit into any particular genre of model. As mentioned earlier, they can range from elite and high-output infantry like Abrakhan Guard or Hunter Orcs, to cavalry aiming to smash some quick kills on an initial charge, all the way up to esoteric war machines, powerful characters and hulking monsters. In a game that places a lot of emphasis on killing enemy models, there is an unsurprisingly vast array of ways to do so, and any model that can kill stuff quickly can tick this box with gusto. Almost all forces are going to have a number of Damage Dealers, and the question is less whether to include any and more about balancing their inclusion with the fulfilment of other roles. Would you be better off with another combat hero or 10 more Orcs? The question will always depend on the given army, but it is important to remember why you’re looking to include either. There are armies that can go without dedicated Damage Dealers: The Shire, Arnor and certain Angmar lists come to mind. These will tend to go hard on Frontliners backed with a variety of other tools, aiming to shut down the enemy Damage Dealers and grind out their Frontline with overwhelming numbers or resilience. This can be an entirely valid choice, but it does mean that you never have the ability to point at a model and say ‘I’m going to kill that guy, this turn.’ Sometimes your Orcs or Hobbits will do the job, but it’ll almost always be a slow process without a few Damage Dealers to speed things up.

These guys are not renowned for killing anything fast (Dave Townsend)

The final thing to note with Damage Dealers is that normally a large percentage of their value is going to be tied up in their killing power. As such, the principles I looked at back in my very first article on this blog are particularly relevant. If your Gil-galad or Boromir is struggling to kill his points worth of enemies, then chances are that your Frontliners are having a rough time of it and you’re falling behind in tempo. Killing their point’s worth isn’t the only way a Damage Dealer can earn value, but it’s definitely the default option.

If this guy isn't killing stuff fast, things are probably going wrong for you (Games Workshop)

Deadliest Damage Dealers: Boromir of Gondor, Warg Riders, Cave Trolls, Gundabad Berserkers, Battlecry Trebuchet.

 

Objective Grabbers

This talk of killing stuff is all well and good, but most scenarios don’t actually offer many Victory Points for dead models. Instead, the game tends to be determined by who has the most models sitting happily on the objectives, or who is hanging onto a Relic, or who managed to cross the field with the most models. You can have a brutally efficient Frontline backed up by lethal Damage Dealers, but if your enemy steals all the objectives then you still aren’t going to win. This is why any army needs Objective Grabbers. The primary qualification these models need is mobility; if you have to get to an objective before your enemy does, then you’re going to find it much easier if you move 10-12" a turn. Abilities like the Ambush special rule of Goblin Mercenaries can play a similar role if you need them to, getting you where you need to be at pace. But even these rules aren’t a true substitute for being able to zoom around the map at speed when you’re on the field.

They are still impressively annoying though (Warhammer Community)

However, capacity to get from A to B isn’t the only thing we’re looking for here. Other beneficial characteristics are Courage value (so they don’t abandon a valuable objective when you Break), a ranged weapon (so they’ve got something to do as they hide out on isolated objectives) and a low price tag. This last factor often gets overlooked, but it’s a key one; Knights of Dol-Amroth are undeniably fast and brave, but if you’ve invested 120 points into a devastating cavalry contingent you really want them to be crushing enemy Frontliners and leveraging their status as premier Damage Dealers. They’ll do a great job of running off the field in Reconnoitre, but a Knight of Gondor would have done the same job for 2/3 the price. That’s obviously not to say that a fast, expensive model like Gûlavhar should never be used to claim an objective: if that objective wins you the game, then it doesn’t matter how much you paid for the model that seizes it, they’re earning their keep. But if you’re investing points into dedicated Objective Grabbers, then you’re ideally best off when you don’t have to invest that many.

This guy is too good to waste on objectives if you don't have to (Perfect Miniature)

On the other hand, can an army function without investing any points into this role? Here, the answer depends a lot on matchup and scenario. Many Dwarf lists run with few to no Objective Grabbers, often because there’s just nothing in their army that can really fulfil the role. When these lists end up playing something like To The Death or Lords of Battle, they can be absolute nightmares, as anyone who’s tried to crack an Iron Hills shieldwall can attest. But if you happen to roll up Reconnoitre or Domination, then their inability to threaten far-flung objectives can place them in an almost impossible position. So while the answer here is technically yes, it’s a yes with a lot of qualifiers attached.

These guys are more scared of that roll for mission selection than any enemy (Drawn Combat)

Objectively Superior Objective Grabbers: Riders of Rohan, Goblin Mercenaries, Wild Wargs, Crébain.


This brings us to the end of our three core roles. Next week we’ll be looking at the remaining five roles, in Skirmishers, Flankers, Backliners, Multipliers, and Counters. None of these roles are essential to a list in the way that the core ones are, but all of them bring valuable capacities that can elevate a decent army into something more dangerous.

Until then, let me know what you thought of this article below or on Facebook, and may your list always have the roles it needs!

 


Comments

  1. Great article - I would add Warg Marauders to objective grabbers, since in a pinch, they can become 3-4 models just by dismounting. They are also one of the cheapest 4A models in the game when on the charge (and 3A when not on the charge). Oh, and they cause Terror and are F3/S4 with the ability to shoot twice (albeit poorly) after performing a full move. :)

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    1. I absolutely agree, and I didn't intend for my example lists at the end to be read as exhaustive: there's obviously dozens of good objective grabbing models out there, I merely wanted to highlight a handful. I love me some Marauders, and definitely agree that they fill the role in an excellent (if unconventional) way

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  2. I was wondering why, in your analysis of the frontline and damage dealers you divide them up as in the games I've played I tend to think of my armies as a frontline made up of what i think of as bunkers models or groups of models with at least 4 attacks and high defense and thugs models or groups of models with a minimum of 4 attacks and high strength. The division of the line into models and groups of models give mobility to the army and allow to challenge for objectives. I think you leave out a level in mobility or at least convey a lower level of mobility by having a theoretical frontline, I love your articles and I am just asking because I think maybe I missed it in your article.

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    1. Hi mate, you definitely raise some good points. Certainly, you can break up models into lots of other groupings than the ones I've chosen, and I'm certainly not advocating for actually using your army, on the battlefield, as one big Frontline supported by various auxilary models. As you say, that might work well for some games but it will produce weaknesses of mobility and objective play.

      Instead, I'm more talking about models from a listbuilding perspective: i.e., when you're designing your list, you need to make sure you have a certain amount of these specific things. You're almost always going to want some models to stand around grinding out enemies and keeping their scary stuff from killing your important models, and I've chosen to call that a Frontline. You often won't want to stick all of your Orcs/Warriors of Minas Tirith/whatever in one big line, as you say, but they're always going to be fulfilling that role of taking up space and tying up enemies. In that sense, what I'm calling Frontliners could just as easily be called Bunkers, I just like the term Frontliners because it doesn't imply that they're particularly tough

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