Before we discuss the tactics there are a couple of things to understand. First, Shifting Stones have a major weakness and that is that in order to teleport a target model (like I'll be showing), you need to have all three of them still alive. While the Stone Keeper grants on unit stealth to keep them alive at range, one of those units won't have stealth, and in order for these two tactics to work, you'll need all three alive and present and that is not always easy to do. We'll discuss some survival tips with pBaldur at the end of this.
The second thing is that the teleportation range is within 8" of the target model's current location. This means that you can place the back of the model's base within 8" of where its front was previously. Since heavy warbeasts have 50 mm bases, this means that they can have an effective threat range of a little less than 10.5" if you do it right. While that might not seem that impressive, remember that the teleportation is also a placement, meaning that you can go behind models and squeeze into places that other models can't - even if they have a larger threat range. Also, since this happens outside of their normal activation, that means that you can have time to get them into your control area if they wander too far or you can cycle upkeeps onto them for maximum effectiveness. With pBaldur especially, being able to cycle Stone Skin onto multiple warbeasts can be hugely effective!
Okay so without further ado, let's look at the basic Shifting Stone formation that I use:
Typical Shifting Stone formation |
... Suddenly we have a giant triangle than can encompass any targets that were in front of the Stones, and your opponent previously might have believed to be out of their threat range. Let's look at an example that happened during my 2nd game on Sunday.
The Blackhide Wrastler stays just outside of Megalith's normal 8" charge range and I don't have anything that boosts his SPD. In fact, I might have had Stone Skin upkept on him from last turn so that I could use his full 4 fury available this turn. So this means that Megalith cannot really threaten the Wrastler... or can he? Notice that I am set up for 'the Feint' and my opponent probably suspected that I'd teleport the Woldguardian instead - but he also stayed well outside of the Guardian's threat range too. If I pull 'the Feint', however...
... You can now see that Megalith could be teleported within 8" to get to the Wrastler with ease, and I even could even be a little picky about where I want Megalith and his facing - something I wouldn't be able to do even if I could get within charge range!
In the game, however, I didn't actually do this. While Megalith would've certainly done the job, he's much too valuable to Baldur for many reasons. Instead, I decided to use the other tactic: the Slingshot. This is more obvious and harder to set up for longer distances, but in my same formation I was actually able to have Shifting Stones group 1 teleport the Woldguardian to my right, exercising a little practical pythagorean theorum.
This means that now the Guardian can be teleported by the other set of Shifting Stones within range of the Wrastler. This is what I actually did in my last game and it allowed me to keep Megalith safe and I used him to instead throw Stone Skin onto the Guardian from a relatively safe distance, preserving him in case the Guardian died.
You have lots of tools for preventing your opponent from killing off your stones. |
Lastly, here's a quiz question for you in light of the above tactics. What is the furthest distance from your board edge that you can project the Lord of the Feast on your first turn, if you assume that he hits a target with his raven?
a) 34"
b) 35"
c) 39"
c) 41"
d) 43"
We will look at the answer to the question tomorrow!