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Tuesday, May 17, 2011

Being a generalist in a specialists world

I tend to find by self drawn to the jobbers in any given army. For IG I love the grunts, Ork's the boyz, Cygnar the trenchers and so on and so forth. I have noticed that many times these generalists tend to be glossed over more often than not, as they are over shadowed by a unit that specializes in one thing. Often this seems to transpire for many reasons; specialists have a clearly defined roll,some systems charge more for the ability to do many things alright as opposed to one thing well, and they tend to get taken out if they try to play someone elses game.

With so many cards stacked against them, why would anyone in their right (OK maybe this doesn't describe me) mind want to play generalists? I have personally found their flexibility to out weigh their "limitations". In Warmachine, I love me some trenchers. Are they going to crush my enemies while I listen to their women lament... probably not. However, on any given turn I can:
* have a guy pop smoke
* shoot someone
* assault to get 2 attacks on the charge
* assault to extend their ranged threat range.
* fire off AoE's in hopes of a good scatter
* dig in to help them against enemy shooting and blast damage.
* dig in to remove them as a LoS blocker
* advance dig in and make a combat action
* CRA to put some hurt on a larger target

With the exception of the 2 orders (assault and cautious advance), I will often do some random combination of all of that when I have the trencher module going. Admittedly this works better in Warmachine than in 40K, given the way that unit activations work. But for the most part, generalists in my experience can try and play the counter point to the strategy on the other side of the table, or do their own thing.