Friday, June 20, 2014

Overthinking the Farrow #2

Arkadius Tier 4 turn 1 feat threat distance

This weeks production of overthinking, how far beasts can get on turn 1.

Important factors:
  • Tier 4 gives beasts +2 Speed on turn 1
  • Beasts functionally activate twice, once as a frenzy, which movement wise defaults to a charge
  • Going second allows the enemy to advance into the threat range
  • This is a bad idea and shouldn't really be attempted, as always this is overthinking, this time from re-reading old threads and recalling the 14 RaBo Tier 4 Arkadius list.


Ayep, I wrote RaBp instead of RaBo. Me fail english? That's unpossible.

Results as per the shoddy diagram:
  • A RaBo can get 2" past the enemy advance deploy line. They would also have their 1/2" melee range on top of that, but it is bad times if you are relying on that.
  • A War Hog that runs then frenzies (Unlike the RaBo a severe reduction in how useful it is) threatens 4" from the enemy AD line with a Frenzy attack
  • Anything that advances 4+ from the line of the normal enemy deploy is in range of a RaBo
Practical Considerations:
  •  In using the Arkadius feat as a threat extension, using the RaBo's first works really well. For War Hogs it does not, one frenzy attack for a heavy does not equate to an activation from the same.
  • With the above consideration, a War Hog threatens 18.5" from your front line, which is 6.5" from the enemy AD line and 12.5" from the normal enemy deployment. The odds of a meaningful heavy you want your War Hog to get into advancing that far up on turn 1 are corner case.
 So...yep....another round done. Though if anything in minions is subject to this process, it's Arkadius and his feat.