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Disruption Units


In all my army lists I always like to include some sort of disruption unit to help mess up the flow of battle for my opponent, essentially a wildcard of sorts.

A disruption unit is a model or unit that can appear anywhere on the table and start killing stuff right away. Maybe it kills a lot, maybe nothing, but it suddenly shifts the flow of the battle and forces my opponent to deal with something else for a moment- and that moment can buy me some much needed time.

Examples…

Tyranids- lictors are best, a group of 2-3- only one slot since they are competing with hive guard and venoms. My space bug horde is running forward and there are always some pesky back table assets like a pack of long fangs or a leman russ tank that need to be dealt with, or are perceived as “safe” by my opponent since I’m on the other side of the table. Disruption unit comes in and maybe kills a something. Of course next turn they are most likely going to die- but the more shots they take to kill- going to ground for the 2+ save, etc. are shots NOT going at my trygons and tervigons.

The best disruption units are ones that can enter play right away just by placing or without scattering- these are best since you have complete control over them- Y-stealers work great also. Second best would be a group of out flankers or deepstrikers- in my Black Templar list I have a group of thunder hammer & sorm shield guys that fill the role- hardly optimal at all, and a huge risk at the deepstrike, but 5-10 termites materializing in your ranks with zeal IS a problem that needs to be addressed.

In my most recent Grey Knight build I’ve also included a Callidus Assassin, and while her rules have changed she still is a potent unit- problem is much like ‘nids she competes with venerable dreads and paladins.

What other disruption units do you think would work?

Anything in your list?

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