Maneuver Warfare

Maneuver Warfare
The basic idea of maneuver warfare is to use mobility to gain local superiority (more of your stuff and less of their stuff in this one area) by concentrating your force and preventing the enemy from doing the same. While it often encompasses ideas such as striking behind enemy lines which can be essentially impossible in a standard game of 40k, the basic concept of staying mobile and avoiding enemy strengths while finding weaknesses is still relevant. Before we get into the How it works part of it, let's take a look at Why it works. The main idea here is Local Superiority.

Local Superiority
Local superiority is a basic tenet of maneuver warfare. It means that, even if you are outnumbered overwhere else, you can have a superior force in one area by concentrating more of your units in that area than the enemy can. Let's say that you are playing a game where you have 1000pts, but the enemy gets 3000pts. Things look bad for your side. On the other hand, if you can use your mobility effectively, you might be able to catch, say 500pts of the enemy with all 1000pts of yours. You won't have anything else anywhere on the board, but right in that one spot, you'll have a 2:1 advantage over the enemy. Obviously this will still be an uphill battle after you finish off the 500pts, but it'll be just a little better for you, and if you pull it off a second time, you'll have brought the odds from 3:1 against you down to 2:1. Note that Local Superiority relies on Concentration of Force.

Concentration of Force
It sounds pretty simple, have more of your stuff in one place than the other guy has. Badda-Boom, Concentration of Force. Not so fast. You don't have to pack all your stuff in together. You may have some stuff with really long ranges so that they can support one of your units from halfway across the board. That unit doesn't have to move, just choose targets to support your main effort. In a similar vein, units with very good movement (Beasts, Jump Packs, Vehicles, for example) can start out more spread out, then move into an area suddenly. They may also provide support with a long counter-charge distance. Using longer ranges and faster movement like this will give your force the appearance of being spread out, but when push comes to shove, it suddenly slams down on one part of the enemy army like a thunderbolt. The final part of Maneuver Warfare is to "Hit 'em where they ain't."

Convergence

Hitting them "where they ain't" roughly means hitting them where they don't expect it or cannot effectively hit back. In real warfare, there are parts of every army that are more vulnerable than others, such as communications relays, artillery bases and resupply convoys. No army has enough resources that it can protect everything everywhere with the same amount of power, so areas that are away from the main area of fighting have less protection. If you can get past the main enemy lines, you can attack some of these less-defended targets. While this is harder to do in Warhammer 40k, it is still possible. For example, will your assault specialists have an easier time attacking enemy assault specialists, or attacking a squad of support weapons? A Lascannon in close combat is just a big, expensive club. You can use your mobility to make sure that you are attacking weaker units, or units that are weak in the area you are strong. You can also use your mobility to sidestep their strengths, thus minimizing them. So let's take a look at mobility and Movement and how to make the most of it. We'll begin in the beginning.

Deployment
Deployment is sometimes referred to as the first Movement phase, so give it some thought. If you are trying to isolate part of the enemy army, set up across from terrain features that will impede part of the enemy's movement. Some time back I was playing against a Space Marine player and there was a huge rock formation roughly in the middle of the table. I decided I could use it to partially divide his army, so I tried to place my forces so that it looked like I'd be coming down both sides of the middle. This got him to deploy on both sides of the rock. However, I had place my most mobile and long-ranged units on the far side of the rock, so on my first turn, I simply moved the main side forward, then moved the rest diagonally in behind them. That neatly took about 1/3 or so of his forces out of the game for about 3 or 4 turns, with no cost to me. You can achieve a similar effect by deploying your more mobile forces to one side, then simply moving them in your first movement phase, leaving the enemy army across from them totally out of position to support against your main thrust.

Divide

Conquer

You can also achieve similar results by using a feint in your deployment. Basically, you place one unit out away from where your army will be placed, preferably as early in the deployment as possible. This should decoy your opponent into thinking you'll have a firebase or something over there. I recall Kenton Kilgore (Go Fighting Tigers!) doing this in one game against Pat's Orks. He placed an artillery piece way off to one end of his deployment zone, so Pat placed a bunch of Orks there to charge it. Kenton then placed the rest of his stuff all at the other end. His artillery piece still had the range to pound most of the table, and even when it died, it essentially kept all those Orks out of the game, since they were too far away to do anything to the rest of his forces. A very inexpensive trade, all in all.

Sometimes you don't even have to fake out your opponent. Either due to the respective sizes of your armies, or different philosophies of deployment, or the vagaries of terrain, you may find it easy to set up your force into a small wedge formation, while the opponent is spread out over a lot of the table. This may leave you out of range of the guns or assault troops on the far end, which will have to take time to move to reach you. In the meantime, you can maul the chunk of enemy right in front of you with a nice advantage in numbers!

Wedge Deployment

Mobility
Part of Maneuver warfare is having mobility. This doesn't necessarily mean that all your units have to move 12 or have fast assault moves or be mounted in vehicles. It may mean that you have a large number of units, so you have more options and flexibility in how they work together. It may mean that you use some fast units to quickly support your slower units. It may also mean that you slow down the enemy so that you are more maneuverable than they are.

So how do you slow down an enemy? Difficult terrain can be fairly good for this. Impassable terrain is even better, since then they have to go around. 'Tarpit' units can hold up some of the enemy army while you deal with the rest. In fact, a 'tarpit' unit might hold up one enemy unit in a long assault, while it also slows several units behind that one since they have to go around the assault. Knocking out vehicles is another way to keep the enemy units from supporting each other. Remember that Range is part of Concentration of Force. If the enemy army has a lot of ranged weapons that can fire halfway across the battlefield, it'll be harder to keep them from supporting each other. Unless of course you use terrain to your advantage, blocking off their line of sight. Then you can keep gobbling up their army one unit at a time while they just stand there, waiting their turn. All of this only works if you use your mobility, however.

When it comes time to move, make sure that you do move and do it decisively. If your army doesn't come down like a hammer, you'll have lost your advantage. If you have units with Heavy Weapons, consider whether moving them this turn or firing them will be more beneficial to you. While they might have a decent target right now, they might have more and better targets if you move them, or they might be able to affect more of the board with their fire. On the other hand, you may be better off leaving them there and letting them support from a distance, if doing so will cut down on enemy mobility by giving you a chance to take down a vehicle or something. Decide where your main effort is going to be and decide how much of your force is going to take part in that effort. If there is something outside that area that supports the main effort, decide how you will take care of that as well. Finally, be decisive, if a unit isn't supporting your main effort, ask yourself why and what role it plays. If it isn't helping out, it might be hurting you. (For example, in a 1000pt game, having a 200pt unit just sit on the sidelines suddenly changes the odds, giving you 800pts vs the enemy's 1000. I know which way I'd bet, thanks.)

The Demons made me do it
The original idea for this article came the other day while I was playing Diablo II. Quite a few times, I found myself being caught by groups of monsters that, individually, were quite easy for me to take down. In a group, however, they proved very difficult. I adapted a Hit and Run technique to combat them. I would run up and strike one of them, then move away. The group would chase after me, but it would pull out of it's initial formation into a teardrop or wedge shape. This was especially true where I could use terrain to bottleneck the attackers and have them get in the way of each other. This limited the number of attackers, so I could effectively combat them one or two at a time. There is a wonderful game called Legend of the Five Rings. In one of the books, they refer to a Crab Clan tactic of dealing with multiple opponents that worked roughly like I've described here. It was called Running like Hiruma.

While it is harder to achieve this in Warhammer 40k, the concepts are still there. It is easier to deal with one enemy than two, and two are easier than a dozen. So, how do we set it up so that we only fight one or two at a time?

Well, much like happened in my Diablo II game, you can use enemy units and vehicles or terrain to get in the way of or slow down an enemy unit that you don't want to get to you right away. This can be as simple as moving diagonally to charge the side of the squad away from the other unit like this

corner charge

You can achieve similar effects by using terrain to block off one side of the unit and force the other unit to go farther around.

Blocking Terrain

The same effect can be achieved by using a "tarpit" unit to hold one of their units back while you deal with the other.

You can potentially also set up similar effects even against members of the same unit. You can start by making sure you are bunched up when you assault and try to limit the number of enemies that you contact. This gives you more models fighting than the enemy gets to have. To set this up, you may need to adjust how your unit moves in the Movement phase, since it must charge it's full distance in the Assault phase. Depending on the formation of the enemy unit, you may need to move diagonally so that you can apply your unit to a corner of the enemy unit. You may also want to form something of a wedge shape with your unit, leaving only a few models that will be able to make contact with the enemy, while the others will be piled in behind them.

Wedge Formation

Even during the assault phase, you can make some adjustments by choosing which model will move in what order. To limit the number of models you get into contact with, you can start by using the leading models to get into contact and not leave much room around them for the following models. If there is no enemy model within their charge range, your following models must pile in behind your leading models. This will let you have a densely packed formation and give you a powerful advantage in the first turn of the assault.

For subsequent turns of that assault, it is much trickier to pull off, due to Pile in moves, but there are still some ways to do it. The easiest way is to take advantage of terrain features. Note that only Impassable Terrain will be of help here, since Pile in moves ignore difficult terrain. You could potentially use friendly models or vehicles as well, as long as the enemy doesn't want to charge them or you don't mind them being charged. If you can get your back or side to a wall or something similar, they won't be able to surround you. In addition, as long as all models of your unit are engaged in combat, you don't have to use the Pile in move to get into base contact. If you are outnumbered in the combat, but you can get your whole unit engaged, but keep the enemy from surrounding you due to a bottleneck, you'll be in much better shape.

Mopping Up
So, what are you waiting for? Get out there and fake the enemy into spreading out, then remove his mobility and converge on one area. Use terrain and models to restrict his mobility within the assault as well and then write me up a victorious battle report!

If you liked this article, you'll find some of the concepts explained in different ways or more detail in some of these articles...

Concentration of Force

Tactical Positioning

Speedcombat

Triads of Victory

Local Superiority

The Dance

If you enjoyed this, email me and let me know

Return to Warpstorm!