Chaffmastery

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Grenic
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Chaffmastery

#1 Post by Grenic »

My hope for this thread is to generate posts around Chaff units and how to use them within the current game.

Definitions
To begin a working definition of Chaff and Chaffmastery would be useful.

Chaff: A disposable unit that typically represents about 5% or less of the total points of your army and is a unit that can be positioned to limit your opponent's movement choices, charge options, and shooting attacks directed toward a protected unit.

Chaffmastery: A player whose list employs or heavily relies on the tactical use of Chaff to win games.

Tactical Chaff Roles
The typical tactical Chaff roles are:
(1) Charge Screening
(2) Redirection
(3) Charge and Delay
(4) Charge and Redirection
(5) Charge and Destroy
(6) Hard Cover/LoS Screening
(7) Double Flee

Charge Screening
Moving a Chaff unit into a position that is within the wheel arc of an enemy that is capable of easily destroying the Chaff unit in combat. This forces your opponent to either charge or move around the Chaff unit. Additionally, the Chaff unit should be positioned in such a way that any overrun/pursuit path would not allow the charging unit to reach the protected unit.

If charged, the Chaff unit can flee or hold. However, the Chaff unit should flee when the protected unit can't be nominated as the target of a redirected charge or where it is beyond the the charge range of the charging unit.

If the unit holds, it is expected to be destroyed forcing your opponent to decide between moving out of position or into an easy charge range of your units due to their overrun move or restraining and reforming to face the protected unit. Either way, the Chaff unit has delayed the target a turn and as it is no longer in combat allowing you to target it on your next turn for a charge, magic spells, and/or shooting. When your Chaff unit survives and doesn't break, a careful review of what additional actions should be taken is required. Possible actions include moving in additional Chaff screens, charging the combat, or supporting it with magic.

Charge screens can also be used to simply change the turn that a charge would be received by the protected unit. The goal of the Chaff unit is to get the charging unit to overrun into the protected unit so that the combat would be resolved on your turn and likely without any other supporting charges. The risk of this type of screen is that the protected unit would typically have to take a panic test.

Redirection
Moving a Chaff unit into a position that is within the wheel arc of an enemy unit that is unlikely to destroy the Chaff unit in combat, but where the Chaff unit is expected to break from the combat. Once again this forces your opponent to either charge or move around it. Additionally, the Chaff unit should be positioned in such a way that any overrun/pursuit path will not allow the charging unit to reach the protected unit.

If charged, the Chaff unit can flee or hold. However, the Chaff unit should flee when the screened unit can't be nominated as the target of a redirected charge or where it is beyond the the charge range of the charging unit.

If the unit holds, it is expected to break from the ensuing close combat round forcing your opponent to decide between moving out of position or into an easy charge range of your troops due to their pursuit move or restraining and reforming to face the protected unit. Either way, the Chaff unit has delayed the target a turn turn and as it is no longer in combat allowing you to target it on your next turn for a charge, magic spells, and/or shooting. If the unit doesn't break from combat, a careful review of what additional actions should be taken is required. Possible actions include moving in additional Chaff screens, charging the combat, or supporting it with magic.

Like a charge screen, redirectors can also be used to change the turn the protected unit would need to resolve a charge (a panic test would also be required).

Charge and Delay
The Chaff unit charges a desired enemy unit, usually into its flank or rear. The Chaff unit should be expected to survive the ensuing combat round and not flee. By surviving into your opponent's turn, you rob the target unit of a charge against the protected unit.

Charge and Redirect
The Chaff unit charges a desired enemy unit, usually into its flank or rear. The Chaff unit is not expected to be destroyed in the ensuing combat, but is expected to flee. Here opponents need to decide between moving out of position due to a failed pursuit or restraining so the charging unit can once again face the screened unit.

Charge and Destroy
The Chaff unit expected to successfully charge other chaff, war machines, or Chariots and win. Against chariots, the charge usually needs to be into the flank or rear of the target.

Hard Cover/LoS Screen
The Chaff unit is simply placed in such a position that at least half the protected unit is screened from Ballistic Skill shooting. In this role, the opponent has to choose between shooting at the protected unit at -2 to hit or take out the Chaff unit.

While the obvious screen is to counter BS shooting, Chaff can also be used to block the Line of Sight to the nominated target point for cannons and stone throwers. For cannons if they can't trace an unobstructed line to the nominated position on the table, they can't shoot at it. While this concept can also be used against stone throwers, due to their typically tall model designs and template placement rules blocking their line of sight tends to be very difficult to accomplish. The main use of this type of screen is to protect high value characters.

Double Flee
This role requires committing two chaff units to protect a single unit. The two Chaff units must be placed along the charge path to the protected unit and the distance between each unit needs to be within flee roll results so they leap frog over one another. This tactic takes advantage of the charging unit's ability to only redirect its charge once, forcing the charging unit to redirect into the second unit or stop 1" away from it. The main benefit of the double flee is that you tend to preserve the Chaff units, choose to charge the enemy unit more easily, or end up with the second Chaff unit still able to function as a screen if the redirection fails.

Generally speaking any two Chaff units can be paired up to accomplish this role, but Reavers are hands down the best units to pair up for this role due to their Feigned Flight rule.

Model and Unit Size Considerations
Models that have a poor armour save, no ward save, and low toughness should be viewed as good candidates to build Chaff units that are expected to be wiped out or lose in the initial combat round. These types of models should be used to build Chaff units that are close to minimum model counts, not exceed 7% of the list total cost, none or minimal command models, and without material upgrade options.

Models that have a good armour save or a relatively good ward save should be viewed as good candidates for Chaff units that can be expected to survive the initial combat. Unit sizes should be limited to the lowest model count that would result in at least one model being expected to survive the initial combat round against planned enemy units the unit would be expected to redirect. Where the size of the unit would result in the cost rising above 7% of the total list value, then that model would not be a good choice for redirection work and should be evaluated for deployment in minimum model count units for screens or not at all as a Chaff unit.

Models that have a high strength attack, may cause impact hits, may be stubborn, and have a good charge range should be viewed as good candidates to build units from to perform those Chaff tactical roles that involve charging an enemy unit. As all the charging based Chaff roles require the unit to survive the ensuing combat round, unit sizes should be limited to the lowest model count that would result in the required number of wounds being scored for target destruction roles or at least one model being expected to survive the initial combat round against enemy units the unit would be expected to charge. Inclusion of limited command, defensive upgrades, and combat upgrades can be considered for these types of Chaff units depending on the type(s) if charging based Chaff role(s) planned for the unit. Where the size of the unit would result in the cost rising above 7% of the total list value, then that model would not be a good choice and should be evaluated for deployment in minimum model count units for screens or not at all as a Chaff unit.

Chaff Unit Formation Considerations
Chaff units, like most units in WHFB, can be arranged in several formations. However, the formation that a Chaff unit adopts tends to be aligned to the type of Chaff Role that the unit is intended to fulfill against a known target. Below is a general outline of the common Chaff formations.

Single Rank Formation
In this formation the Chaff unit presents the widest possible frontage to the opponent’s units and is used by units fulfilling Hard Cover/LoS Screen roles. For both fast cavalry and cavalry based Chaff units, a single rank formation is quite common until a charge target has been identified for the unit.

Steadfast Formation
This formation is typically reserved for larger Chaff units (15+ models) composed of low cost infantry models. Here the Chaff unit is arranged into a 5 file formation to maximize the number of ranks in order to win the steadfast at the end of the combat round and best used by Chaff fulfilling a Charge and Delay role. These Chaff units typically include command models to increase the unit’s chances of holding after the combat or being able to challenge with its champion when called upon to delay a lone character or character with a small meat shield. Generally a steadfast formation can be used to delay almost any type of unit, provided the Chaff unit starts the combat with sufficient wounds to make it to the end of the combat round with enough ranks to win steadfast.

Wing Formation
This formation is used by Chaff units that have a champion, are 6 models strong, typically cavalry, and are set-up in a single rank formation. These Chaff units are expected to fulfill a Charge and Delay role against units with a character model by challenging with the champion. This type of Chaff unit is best suited at delaying a lone character models that have attacks spread across several initiatives or have a high number of simultaneous attacks as in case the unit will be steadfast irrespective of the number of overkill wounds scored by the target unit or through which frontage the Chaff unit made its charge. For both fast cavalry and cavalry based Chaff units with a champion or full command, a Wing Formation is quite common until a charge target has been identified for the unit.

Speed Bump Formation
In this formation the Chaff unit is arranged with less than five files, but is not in a conga line formation (single file). This formation is best used by small (less than 10 wounds) low cost units that are fulfilling a Charge Screen, Redirection, or Charge and Redirect role. In all of these cases, you are not looking for the unit to remain in combat, but instead pull the target out of position or delay their advance for one game turn when the Chaff unit is charged. Here having the unit become steadfast would be detrimental as the unit would likely be eliminated on your turn allowing the target unit to reform and then charge freely on your opponent’s next turn.

Conga Line Formation
In this formation the Chaff unit arranges itself into a single file, but unlike the dart and missile formations noted below, the unit typically has no command models. This formation is primarily used by Chaff units that are fulfilling a Hard Cover/LoS Screen role or are planning a Charge and Redirect action. The benefit of this formation is that its long flank easily allows the unit to block the LoS to a large section of the board, can be used to redirect an overrun charge, or block a pursuit. When completing a Charge and Redirect role, the reduced frontage reduces the number of attacks that the unit must endure, increasing the odds that a small depleted unit will remain forcing a break/pursuit condition. For fast cavalry based Chaff units without command, a conga line formation is common until a charge target has been identified for the unit

Chaff Dart Formation
This formation is used by Chaff units that have a champion, are 6-8 models strong, typically cavalry, and are set-up in single file formation with the Champion in the lead model position. Chaff Darts are best at completing Charge and Delay roles against lone character models by challenging with the champion. Here the ideal character should be one where its first round of attacks are likely to drop the champion but would not generate sufficient overkill points to overcome the Chaff unit’s static combat resolution. Where this is a likely outcome, the Chaff Dart should charge the character in the flank or the rear to increase its static combat resolution or switch to a Wing Formation. Chaff Darts can be used against a lone monster with attacks using the same I-stat, but only when charging in the flank or rear. Chaff Darts are also useful when dealing with chariots, but like monsters they need to secure a flank or rear charge to ensure that the beasts pulling the chariot are not involved in the combat (they typically have different I-stat as compared to the riders). For fast cavalry based Chaff units with a champion, a Chaff Dart Formation is common until a charge target has been identified for the unit.

Chaff Missile Formation
This formation is used by Chaff units that have a Full Command (or a champion plus a standard bearer or musician), are 6-8 models strong, typically cavalry, and are set-up in single file formation with the Champion in the lead model position followed by the other command models. Chaff Missiles are best at fulfilling a Charge and Delay role against lone models/units that don’t have any static combat resolution and do not have attacks with different initiatives (e.g. monsters, small units, and most lone characters on foot) as all of its attacks must be allocated against the champion. As the charged model/unit can only score one wound, the Chaff unit should automatically win (due to the standard bearer or musician if a tie). Chaff Missiles can also replace a Chaff Dart to delay a lone character model or chariot using the same target considerations as noted for a Chaff Dart.


High Elf Chaff Unit Options

Great Eagles (single model units):
These are an obvious choice due to their low cost per deployed unit. The other benefits include ability field as a single model unit (allowing increased movement flexibility), Fly special rule (allowing a march distance of 20"), and their respectable close combat stats, which are all backed by 3 wounds.

Primary Chaff Role: Charge Screening
Secondary Chaff Role: Charge and Destroy

Sword Masters of Hoeth (5 model unit):
This unit, in a 3 model wide formation, delivers 8 S5 attacks. It can be expected to trim off at least one model when charged. As this unit has no shooting capability, it should be marched as required to accomplish its role. They can also be used to charge and clear chaff units without missile weapons.

Primary Chaff Role: Charge Screening
Secondary Chaff Role: Charge and Destroy

T-Chariot (single model units):
These units are our next cheapest single model chaff option. For the extra points, as compared to a Great Eagle, the model has two bow shots, +1 wound, an armour save, and can deliver d6 impact hits when charging.

Primary Chaff Role: Charge and Redirect
Secondary Chaff Role: Charge and Destroy

Sisters (5 model unit):
This unit's shooting capabilities make it a good option for late game screening roles for high value units. Unfortunately, their superior shooting stats also tends to make them a higher priority target for most opponents.

Primary Chaff Role: Charge Screening
Secondary Chaff Role: Hard Cover/LoS Screen

Shadow Warriors (5 model unit):
This unit trades the shooting capabilities of Sisters for Scouting and Skirmish rules, which gives you the option to limit your opponent's vanguard options.

Primary Chaff Role: Charge Screening
Secondary Chaff Role: Hard Cover/LoS Screen

Reavers (5 model units):
This unit (equipped as desired) is an essential element in most High Elf armies, whether or not it is a Chaffmaster type list. Their vanguard move and flexible movement makes them a more desirable chaff selection than all of the other units, except possibly Great Eagles.

Primary Chaff Role: As required
Secondary Chaff Role: As required

Spears (10+ model unit):
While an option, their lack of a shooting attack and/or high movement allowance as compared to other chaff options makes the unit a poor choice.

Primary Chaff Role: Hard Cover/LoS Screen
Secondary Chaff Role: Charge Screen

Skycutter without Eagle Eye:
This can perform many of the same actions as a T-Chariot, but for a higher cost. What do we get for the additional points? It’s AS is 1 better, can Fly special rule allows it to charge over interposing units/terrain and has +1 M, has S4 WS5 mount, and one additional bow/close combat S3 attack as compared to the T-Chariot.

Primary Chaff Role: Charge and Redirect
Secondary Chaff Role: Charge and Destroy

Archers (10+ model unit with musician):
This unit can be deployed in a 3x3+1 formation and still get all 10 long bow shots in, provided it doesn't move. Depending on the edition that your models are from, they can be quite effective at LOS blocking, but usually providing a Hard Cover Screen is quite easy to accomplish. While they can perform Hard Cover/LoS Screening duties, they can also march or quick reformed so they can then move to a desired Charge Screen location.

When compared to Spears, Archers do cost 1 point/model more, but their long bows typically make up for this cost difference.

Primary Chaff Role: Charge Screen
Secondary Chaff Role: Hard Cover/LoS Screen

Silver Helms with Shields (5+ model units):
With their 2+ AS they can usually be expected to survive to your opponent's turn. With only 1 attack, they can be used to charge other chaff, but unlike Dragon Princes and Sword Masters, they likely would not break them.

Primary Chaff Role: Charge and Delay
Secondary Chaff Role: Charge Screen

Lotheran Sea Guard (10 model unit with musician):
This unit can be deployed in a 3x3+1 formation and still get all 10 bow shots (9 if moved) and spear attacks in (when charged). They can perform the same roles as Archers, but are slightly more expensive and sacrifice 6" of range. As an Archer unit can be deployed with armour resulting in the same AS and cost, the question is the single extra attack when charged more useful than the extra 6" range of the Archers? I tend to prefer the range over an additional attack.

Primary Chaff Role: Charge Screen
Secondary Chaff Role: Hard Cover/LoS Screen

Skycutter with Eagle Eye:
For a further cost difference, the Skycutter can be equipped with a single shot S5 bolt thrower that ignores AS and can be shot when the unit moves. The addition of the bolt thrower does change this models dynamic as it one could see it being held back as a firing support platform and then taking on a Chaff Role later in the game..

Primary Chaff Role: Charge Screening
Secondary Chaff Role: Charge and Destroy

Lion Chariot:
With their enhanced combat capability over a T-Chariot, they are a more dangerous unirlt, but they are more costly.

Primary Chaff Role: Charge and Delay
Secondary Chaff Role: Charge and Destroy

White Lions (10 model unit):
With their high strength hit, Lion Pelts, and Stubborn special rule makes a Chaff unit of White Lions quite a threat.

Primary Chaff Role: Charge and Delay
Secondary Chaff Role: Charge and Destroy

Dragon Princes (5 or 6 model units):
With their 2+ AS and 6+ Ward Save means that they can usually be expected to survive to your opponent's turn. With their 2 attacks per model plus ASF they can also be used to clear other chaff units, leaving your shooting to focus on other targets. However, their high per model cost tends to result in the unit size being limited to no more than 6 models.

Primary Chaff Role: Charge and Delay
Secondary Chaff Role: Charge and Destroy

Phoenix Guard (10 model unit):
Can be used as Chaff, but with only a single S4 attack and high per model cost limits their used as chaff.

Primary Chaff Role: Redirection
Secondary Chaff Role: Charge and Delay

Best High Elf Chaff Unit Options

Top 5:
(1) Reavers
(2) Archers
(3) Great Eagles
(4) Silver Helms
(5) Shadow Warriors

From Core Only:
(1) Reavers
(2) Archers
(3) Silver Helms
(4) Sea Guard
(5) Spears

From Special Only:
(1) Shadow Warriors
(2) Dragon Princes
(3) Skycutter without Eagle Eye
(4) T-Chariot
(5) Skycutter with Eagle Eye
(6) Lion Chariot

From Rare Only:
(1) Great Eagles

Other Less Obvious Chaff Units

Eagle Claw Bolt Throwers:
These units can, when deployed along the flanks of the unit to be protected, function as a Charge Screen unit. As your opponent can freely choose their desired overrun direction, the bolt thrower's role is limited to delaying the timing of charging unit's combat against the protected unit.

Low Cost Characters:
These single models would be marched or just moved out to block the charge path. Depending on the distance between the threat and the unit to be protected, the character can be used in a Charge Screen or Redirection role.


Thoughts on Chaffmastery?
Last edited by Grenic on Sun Sep 28, 2014 5:15 pm, edited 3 times in total.
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Re: Chaffmastery

#2 Post by Jimmy »

I hate the term chaff.

"Trivial or worthless matter" straight from the dictionary. I think we've all witnessed moments where 'chaff' units have solely won the game through sacrifice or re-direction so I think the community needs to come up with another term for this. :wink:
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Re: Chaffmastery

#3 Post by Hinge »

Jimmy wrote:I hate the term chaff.

"Trivial or worthless matter" straight from the dictionary. I think we've all witnessed moments where 'chaff' units have solely won the game through sacrifice or re-direction so I think the community needs to come up with another term for this. :wink:

lol, agreed.

PS

Yes, I am guilty of using the term myself.
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Re: Chaffmastery

#4 Post by SpellArcher »

I know Swordmaster feels the same way but I don't quite get it.

Is it that the soldiers are worthy of more respect?
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Re: Chaffmastery

#5 Post by Curu Olannon »

SpellArcher wrote: Is it that the soldiers are worthy of more respect?
I lol'd :D
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Re: Chaffmastery

#6 Post by Swordmaster of Hoeth »

The horror ... #-o
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Is that the beginning of religious wars? :lol:
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Re: Chaffmastery

#7 Post by Viale »

Good write-up but where is the Skycutter? not that I use it(I really hate the model) but it should probably be mentioned.

How would a small unit(10-15?) of spearmen/archers led by a cheap noble with Morelions wayshard factor into this? I could imagine this to work like two cheap throw away units.
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Re: Chaffmastery

#8 Post by SpellArcher »

Ok I get it now.

I hate eagles being described as 'chickens'.

It's like that isn't it?
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Re: Chaffmastery

#9 Post by pk-ng »

Grenic wrote: Chaff: A disposable unit that typically represents about 5% or less of the total points of your army and is a unit that can be positioned to limit your opponent's movement choices, charge options, and shooting attacks directed toward a protected unit.
I disagree with this in some respect. It is usually a unit OR model that is USUALLY "cheap" as you've described but it's not specific to a particular unit. Yes USUALLY it's reavers, eagles, shadow warriors and etc... but the concept / objective behind chaff is as you said "is a unit that can be positioned to limit your opponent's movement choices, charge options, and shooting attacks directed toward a protected unit" - This is the important part.

For example.
If there are 2 Skullcrushers about to charge my 15 man Archer Bunker with my General in it I'll gladly use my Frostheart Phoenix to "eat" the charge.

Or

30 Witch Elves coming towards my WL bunkers with all my 5 casters in it...i'll glad use 1 mage to "redirect" the Witch Elves.

The concept of chaff is more important than the "value" of chaff. Yes it is important to minimise your point loss but it's more important to keep key elements alive / safe. Chaff doesn't automatically die (but they usually do) so you should plan in the event that it doesn't die and holds.
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Re: Chaffmastery

#10 Post by Grenic »

Jimmy wrote:I hate the term chaff.

"Trivial or worthless matter" straight from the dictionary. I think we've all witnessed moments where 'chaff' units have solely won the game through sacrifice or re-direction so I think the community needs to come up with another term for this. :wink:
Not sure why a more military definition of chaff was not used here given Warhammer is a combat game.

The military definition is essentially that Chaff are small strips of reflective material used to confuse enemy radar based detection and target acquisition systems.

Comparing the military definition to how these units are used in Warhammer, the label "Chaff" would seem to be appropriate as they are small units intended to confuse the target acquisition of your opponent.
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Re: Chaffmastery

#11 Post by Grenic »

Viale wrote:Good write-up but where is the Skycutter? not that I use it(I really hate the model) but it should probably be mentioned.

How would a small unit(10-15?) of spearmen/archers led by a cheap noble with Morelions wayshard factor into this? I could imagine this to work like two cheap throw away units.
I missed the Skycutter, which is likely due to me not using the model or actually seeing/observing a game where it has been used. Which type of Chaff roles have you found you use with the Skycutter?

As for a noble with the wayshard leading a unit of 10 - 15 spears, it would be a Chaff unit in relatively large games. However, since the unit must enter from a board edge and only move 5" when it does, the unit would likely not be able to easily take on any Chaff roles other than a Charge and Destroy role against war machines. I guess if you always deploy using a refused flank, then its utility would increase. As these roles can be completed at a lower cost by Shadow Warriors, Reavers, and Great Eagles, it would likely be more usefull to scale up the unit to be a combat threat and allocate Shadow Warrior units as the unit's dedicated Chaff.
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Re: Chaffmastery

#12 Post by Viale »

Grenic wrote: I missed the Skycutter, which is likely due to me not using the model or actually seeing/observing a game where it has been used. Which type of Chaff roles have you found you use with the Skycutter?
I have not used the skycutter nor seen it in action, but I thought it should probably be mentioned. I suppose you could say "see tiranoc chariot" but on paper it does have the advantage of being flying making it much easier to get behind enemy lines for warmachine hunting. Unfortunately we have other choices being much better at that due to not being chariots(eagles/reavers/shadow warriors)
Grenic wrote: As for a noble with the wayshard leading a unit of 10 - 15 spears, it would be a Chaff unit in relatively large games. However, since the unit must enter from a board edge and only move 5" when it does, the unit would likely not be able to easily take on any Chaff roles other than a Charge and Destroy role against war machines. I guess if you always deploy using a refused flank, then its utility would increase. As these roles can be completed at a lower cost by Shadow Warriors, Reavers, and Great Eagles, it would likely be more usefull to scale up the unit to be a combat threat and allocate Shadow Warrior units as the unit's dedicated Chaff.
Your are right, i was just brainstorming alternative options/plays. The wayshard works with archers as well right? 10 archers(maybe with musician) and the noble. you get something that could work a bit like shadow warriors(regarding warmachines atleast) with the advantage of coming from core points instead of special(they are still more expensive pointswise though).
I must admit I have never really experienced the ambush rule since my regular opponent(dwarfs and beastmen) use ambush rules that work differently than the one from the rulebook.
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Re: Chaffmastery

#13 Post by Swordmaster of Hoeth »

The problem is that players do not use "chaff" term in its military definition. It is indeed that worthless piece you throw away. Hence, if it is so worthless why is it so essential that people take it? It is, of course, a rhetorical question :)
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Re: Chaffmastery

#14 Post by Grenic »

pk-ng wrote:If there are 2 Skullcrushers about to charge my 15 man Archer Bunker with my General in it I'll gladly use my Frostheart Phoenix to "eat" the charge.
I see this example as showing that any unit can take on a Chaff role in a pinch; desperate times call for desperate actions. But then again, was sacrificing the Phoenix in this manner your best option?

From my point of view, likely not. Assuming no other real threats and the Skullcrushers are not more than 16" away, I'd move the General out of the Archers, transforming the Archer unit back into Chaff. I would then move the unit to into a position to take on a Charge Screen or Redirection role (depending on my view of their survival chances). At this point the General could be as much as 18" (assuming the Archers needed 2" to wheel to adjust the overrun/pursuit line) from the combat. On my next turn my General can easily be moved outside of charge arc/range. Now if the distances are not there or not physically possible, then I would consider moving the Phoenix into a position between the Archers and the General. In either case, the Skullcrushers have a problem, do they charge the Archers or not. If the Archers survive their charge, then they will likely get a Phoenix into the flank.

While the above assumes no other real threats, if there were other threats then simply sacrificing the Phoenix to block the charge would likely not be the first and best best use of the Phoenix.
pk-ng wrote:30 Witch Elves coming towards my WL bunkers with all my 5 casters in it...i'll glad use 1 mage to "redirect" the Witch Elves.
While this example was covered in the "Other Less Obvious Chaff Options" section, it reinforces one of the important aspects of Chaff, they should be units that compliment the list's overall tactical focus. In this case the Chaff unit was moved into a Charger Screen position rather than charging the unit, allowing the player to cast any required spells and directing available shooting at the now screened unit.
pk-ng wrote:The concept of chaff is more important than the "value" of chaff. Yes it is important to minimise your point loss but it's more important to keep key elements alive / safe.
Right now the article is focused on what Chaff is, typical Chaff roles, and typical Chaff unit options for High Elf players. Commentary on list considerations and in game use of Chaff is still required.

It would be useful to discuss various list's total Chaff investmet on a point cost and deployed unit basis. I would expect that they vary quite a lot. For example, Chaff in my Teclis Chaffmaster Light Council list currently represents over 50% of its points and well over 75% if its deployed units. For a Stardragon list, I would think the ratios would be far lower.
pk-ng wrote:Chaff doesn't automatically die (but they usually do) so you should plan in the event that it doesn't die and holds.
While this is true, as the owning player, I have a lot of influence over how likely this outcome would be. Through careful unit type, unit size, unit formation, and in game match-up decisions the probability that a Chaff unit will survive beyond the initial combat round can be increased or decreased.

Basically, if I really want a low probability survival rate, a 5 model unit of Shadow Warriors is great choice. These guys can march into a charge screen position and shoot all for a lower cost than a 5 model unit of Reavers with bows only. Once charged, their low armour save and low toughness usually makes them a bump in the road for most if not all combat units. Now if I want to increase their chances of surviving, then they can be run around in a conga line or dual file formation to reduce the number of attacks the have to endure. Of course to make them a real challenge, deploying them as a Chaff dart by adding a champion at the front of the conga line formation is way to go.

The other point to remember is that the usual outcome for a Charge Screen unit that is not wiped out in the initial combat round is for them to break from combat thus taking on a Redirection role instead. Here the unit would usually flee or be caught. Now if for some reason the unit did hold and will fight a combat round on your turn, then a careful review of the situation is required, as was noted in the article.
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Re: Chaffmastery

#15 Post by Rabidnid »

Swordmaster of Hoeth wrote:The problem is that players do not use "chaff" term in its military definition. It is indeed that worthless piece you throw away. Hence, if it is so worthless why is it so essential that people take it? It is, of course, a rhetorical question :)
I'm on a farm at the moment, so I think of chaff as that stuff that blows in your eyes and gets in your jocks where it itches like crazy, which is pretty much what it does in WHFB.
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Re: Chaffmastery

#16 Post by Grenic »

Added in the Skycutter, both with and without the Eagle Eye.

Also fixed the heading for the LSG.
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Re: Chaffmastery

#17 Post by HERO »

What about anti-chaff?

Archers, Eagles and Reavers are some of the best anti-chaff in the game due to their threat range and ranged capabilities.
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Re: Chaffmastery

#18 Post by de kaasboer »

HERO wrote:What about anti-chaff?

Archers, Eagles and Reavers are some of the best anti-chaff in the game due to their threat range and ranged capabilities
and the same goes for helm darts, tiranoc chariots, skycutters, shadow warriors and Eagle Claws.

...hmm i'm seeing a pattern here :lol:
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Re: Chaffmastery

#19 Post by Rabidnid »

I played against VC last night and basically threw about 4 different units under the Vampire bus to give my other units to clear up the rest of the table and make a welcome for it. One unit was 7 SH which failed a march role and got voted for that turn, otherwise it was an eagle, a 10 man unit of spears and a 5 man unit of sisters. Last turn I threw a unit of reavers in front of some zombies so they could not get up to support the VC bus which then left that to beat itself to pieces against a PG/BotWD combo.
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Re: Chaffmastery

#20 Post by Grenic »

Rabidnid wrote:I played against VC last night and basically threw about 4 different units under the Vampire bus to give my other units to clear up the rest of the table and make a welcome for it. One unit was 7 SH which failed a march role and got voted for that turn, otherwise it was an eagle, a 10 man unit of spears and a 5 man unit of sisters. Last turn I threw a unit of reavers in front of some zombies so they could not get up to support the VC bus which then left that to beat itself to pieces against a PG/BotWD combo.
Well done!

In your list how many other Chaff units did you have and what were they used for?

The decision to attempt a Charge Screen with the Silver Helms instead of charging was because you didn’t expect the unit to be able to service the initial combat round?
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Re: Chaffmastery

#21 Post by Rabidnid »

Grenic wrote:
Rabidnid wrote:I played against VC last night and basically threw about 4 different units under the Vampire bus to give my other units to clear up the rest of the table and make a welcome for it. One unit was 7 SH which failed a march role and got voted for that turn, otherwise it was an eagle, a 10 man unit of spears and a 5 man unit of sisters. Last turn I threw a unit of reavers in front of some zombies so they could not get up to support the VC bus which then left that to beat itself to pieces against a PG/BotWD combo.
Well done!

In your list how many other Chaff units did you have and what were they used for?

The decision to attempt a Charge Screen with the Silver Helms instead of charging was because you didn’t expect the unit to be able to service the initial combat round?
They tried to move past the charge arc of the VC bus and a unit of zombies but failed their march roll, so couldn't get out of the arc of either.

The mission was dawn attack so stuff ended up everywhere. I had 2 units of silver helms, a unit of 5 sisters and an eagle on the left facing his 2 units of zombies, Vampire bus, banshee and a unit of dogs. The other flank was a bolt thrower, reavers and the PG block with both characters and BotWD.

First turn the eagle blocked the Vampire bus, the second turn the spears got the job. Third turn the sisters destroyed the banshee and they got in the way of the vampire bus. The SH failed to get past them and so ended up being charged by the VC turn 4. By this time my PG had destroyed a unit of zombies and his mage and was using the bolt thrower to block a unit of zombies. Turn 4 and 5 The PG destroyed a unit of zombies and then turn 6 the Vampire bus while the reavers got wiped out by some zombies to keep them out of the combat. I ended the game losing 6 of my 8 units, but their total cost was around 600 points out of my 1600 point army, but winning by 1,000+ points as all he had left was a crumbling 95 point zombie unit.
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Re: Chaffmastery

#22 Post by Grenic »

Added chaff unit formation considerations, blue text portion of the initial post.
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Re: Chaffmastery

#23 Post by Prince of Spires »

Thanks for the update Grenic. It's turning into a great resource.

For that reason, if you agree I would like to nominate the topic for moving it to the tactics articles forum. I'm sure many people agree with me.

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Re: Chaffmastery

#24 Post by bloody nunchucks »

Complete movement denial.

I am not sure how to post a picture, so I will do my best to explain. This tactic is generally thought of as dirty, and will cost you severe sportsmanship points if used in a tournament that uses them.

Basically you use two chaff units, or one in the correct circumstances to completely deny your opponent from doing anything other than moving backwards with a unit. You do this by positioning about an inch in front of the unit, angled so that your side facing is parallel to his front facing. Make sure your position is off to one side of his front. This creates a situation where he cannot move normally in the remaining moves phase because you completely block him. But he legally can not charge you because he would have to declare a charge against your front, but is unable to complete that move because of how you are facing.

No, you do not have to rotate to meet them if they try to charge you, they can not get to your front so it is an impossible charge and thus not able to be declared. They are unable to touch anything on your frontal facing.

https://www.dropbox.com/s/goto2pxwwduyi ... s.JPG?dl=0

Must be having formatting issues. Go look at that pic for a paint version of what I describe.
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Re: Chaffmastery

#25 Post by Grenic »

bloody nunchucks wrote:Basically you use two chaff units, or one in the correct circumstances to completely deny your opponent from doing anything other than moving backwards with a unit. You do this by positioning about an inch in front of the unit, angled so that your side facing is parallel to his front facing. Make sure your position is off to one side of his front. This creates a situation where he cannot move normally in the remaining moves phase because you completely block him. But he legally can not charge you because he would have to declare a charge against your front, but is unable to complete that move because of how you are facing.

No, you do not have to rotate to meet them if they try to charge you, they can not get to your front so it is an impossible charge and thus not able to be declared. They are unable to touch anything on your frontal facing.

https://www.dropbox.com/s/goto2pxwwduyi ... s.JPG?dl=0

Must be having formatting issues. Go look at that pic for a paint version of what I describe.
In my gaming area the red unit's charge would be resolved by having the red unit use its one wheel on the charge to wheel immediately clockwise to bring it into contact with the left front corner of the light blue unit. After completing this move to come into contact with the target, the red unit would then use its "free" close the door move to pivot about the contact point between the two units to bring its front rank into full contact with the light blue unit's front rank.

Is this not how it would be played in other areas?
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Re: Chaffmastery

#26 Post by Grenic »

Prince of Spires wrote:Thanks for the update Grenic. It's turning into a great resource.

For that reason, if you agree I would like to nominate the topic for moving it to the tactics articles forum. I'm sure many people agree with me.

Rod
Sure, that would be great!
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Re: Chaffmastery

#27 Post by bloody nunchucks »

Grenic,

No. At least not around here (in Buffalo, NY) and in tournaments in the greater New England and eastern states.

You DO NOT hit the front of the unit, it is impossible to get there. Therefore you can not charge. If you were able to get YOUR corner to hit their front facing then you could get your 'free wheel' but not in this situation.



EDIT: You can always have another unit on the other side if you think your opponent will argue. Or if there is already another unit/terrain/board edge this would work with zero dissent.
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Re: Chaffmastery

#28 Post by Grenic »

Interesting, I have been to Cross Roads twice in the last year and my opponents have entered combat against my Great Eagle (light blue unit in the diagram) the way I described with their red units.

What is their rationale as to why the charge would fail?

Contacting the corner of a lone model or the corner model in a multiple model unit constitutes having contacted the unit on both possible facings of that unit. It is the closing of the door move by the charging unit that finalizes the deal as to which facing the charge was actually made.
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Re: Chaffmastery

#29 Post by bloody nunchucks »

I'm not sure how else to describe past what I have already done :P But I'm surprised Crossroads allowed you to be charged, my friend went to that tournament and said he got blocked in that way by some chaos hounds.

Either way, if you had two eagles, one on either side of the unit then you could effectively block a unit from participating in that movement phase, you agree with two units working right?

anyways, just a tactic I use sometimes. getting a deathstar to sit still for a turn or two is awesome and worth the investment in reavers/eagles/msu unit.
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