Tuesday 21 March 2023

Dagr Ormr play style

Despite all the changes to the Dagr Ormr list, the army still functions if a very similar way, a sort of hammer and anvil approach, with the scions being the hammer to the guard units anvil. 

This is the list as it stands;

Militarum Tempestus Command Squad: Hot-shot Volley Gun, Plasma, Master-Vox, Medi-pack

Militarum Tempestus Command Squad: Flamer, Master-Vox, Medi-pack, Regimental Standard, Ogryn Bodyguard

Militarum Tempestus Command Squad: Plasma gun, Hot-shot Volley Gun, Master-Vox

Tempestus Scions: 2x Hot-shot Volley Gun, 2x Plasma gun, Vox-caster (X2)

Tempestus Scions: 2x Grenade launcher, 2x Meltagun, Vox-caster (X2)

Tempestus Scions: 2x Hot-shot Volley Gun, 2x Flamer, Vox-caster

Tempestus Scions: 2x Grenade launcher, 2x Flamer, Vox-caster

Platoon Command Squad, Platoon Commander, Medi-pack, Regimental Standard, Heavy flamer, Flamer

Platoon Command Squad: Heavy bolter, Heavy flamer, Grenade launcher

Primaris Psyker

Cadian Shock Troops: 2x Meltagun (X2)

Infantry Squad: Grenade launcher, Heavy bolter (X2)

Commissar

Ratlings

Regimental Preacher

Field Ordnance Battery: Heavy Lascannon

Heavy Weapons Squad: Mortar (X2)


There's a lot of different units to keep in mind here but it operates very simply. To start with there is the main firebase and castle that will form up on the home objectives which consists of the two mortar squads and the FoB lascannons, the two infantry squads with heavy bolters and the command squad with heavy bolters. As you can see there are a lot of heavy weapons here, all with the objective of putting out as much firepower as possible every turn. Also somewhere near by will be the ratings, positioned somewhere to give the maximum view for their sniper rifles. They are more of a distraction unit than anything else these days, as there is only 5 now, although they do have the capacity to do some decent damage over the course of a game.

There is also a second element to this anvil, a more mobile section, comprised of the other command squad and the two Cadian squads, who are now armed with a melta and grenade launcher, as per the new FAQ. These units will act as a mobile reserve and counter units, to deal with any enemy that get to close to the firebase, either by deep strike, transport or just running up the table. They are not necessarily there to kill the enemy, more act as a roadblock for the heavy weapons to have time to unload on to the enemy units. 

The last elements of this force are the characters, the psyker, preacher and commissar. These are not fixed to one section of the other but will sort of float around to where they are needed. They may stay with one part of the anvil for the whole game or they may jump back and forth wherever they are needed, it will change from game to game but they will always aim to be where they will give the most benefit.

So that's the anvil part of the list, formed of a castle and mobile reserve. While it contains the heavy firepower, it's not the main damage dealers, that's the hammer element, the scions.

The hammer element is really 3 hammers, which can act independently or as one, depending upon the nature of the battle and enemy. All 3 elements will be dropping out of deepstrike, if possible, I need to check what the latest rules for reserves are and how much you can put into reserves before a match. 

The first element is the main strike units, consisting of the plasma\Volley gun squads and the command squad with plasma\volley and medic. This group will spearhead any assault, going to the prime targets, such as an elite unit or HQ, hoping to cause as much damage as possible in as short a time as possible.

The next section is the third command squad and the two melta\grenade launcher equipped squads. These units will be dropping in to try and eliminate or at the very least cripple any heavy armour that maybe sitting in the enemy back field or even creating up the board.

Lastly we have the main command squad and the two remaining Scion squads. These units form a sort of close assault or counter strike force, with their close ranged flamers and ogryn bodyguard. Now, as far as I know despite the addition of the ogryn the command squad can still deep strike but I could be wrong. If I am then the ogryn will move to the guard command squad and perform much the same counter strike role there. 

So the scions basically will drop in to the back field, or at least as close as they can, and cause as much damage and chaos as possibly as quickly as possible before the inevitable punch back. There are several stratagems and orders that will come in to play for the scions to increase their damage potential but they are still a bit of a glass hammer. If the dice god's don't play ball they could find themselves out in the open without any hope of survival. 

This is probably going to be the most challenging of the three armies to play as it could very quickly go completely wrong but I really like the idea of the army. I have thought about adding some vehicles, maybe taurox's to add a ground mobile element but for the moment I will leave things as they are.









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