If the unit needs to keep a minimum distance from enemy models, you can deal with them the same way as you would zone other units. Except that you have more room to play with and the enemy can come from any direction.

If a model can be set-up anywhere on the board 9″ away from enemy models, you get a zone bubble that is 19″ in diameter. You can use this to minimise the overlap using formations with a lot of “arms”. Read more about denying the set-up of teleportation units here.

By spreading out my units of skeleton warriors, I practicly doubled the area in which my oponent can not set-up their models. Even though my models are quite spread out, they will still be able to pile-in when the units get charged. The more extensions your units have, the bigger the space is that you cover, the harder it becomes for you to pile in once you het charged.

Setting-up x” within a friendly model. If they only have to stay within a certain distance of a friendly unit it becomes a lot harder. These units can be set-up base to base as long as they are within range of their special buddy. It is important to note that a unit is within’ a certain distance of something else as long as the shortest distance between the two units is equal to or less than the stated distance. This was stated in this F.A.Q. A good example of a teleporting unit is the Liberators in a Vanguard Wing Battalion. During the movement phase, they can be removed them play and set-up anywhere on the table, within 5″ of one of the Vanguard wing’s Prosecutors.

If they had to walk, these Liberators would have neve gotten in combat with my Necromancer. But because my opponent only needs one Liberator to be within 5″ of the Prosecutors, the rest of the Liberators can form a line past my Skeletons towards my Necromancer. Oef!

In this scenario, denying the liberators movement is near to impossible. Your best shot is to make sure that these Liberators can only engage with units of your choice.

You can do this by denying the movement of the Prosecutors instead of the liberators. Even though this is very hard, it is a great way to keep an expensive unit at bay. Two birds with one stone and all that.

With this formation, my Skeleton Warriors deny as much movement from the Prosecutors as possible forcing the Liberators to engage the Skeletons instead of the Necromancer. Due to the placement of my Skeletons, most of them have no problem piling in against the Liberators.

Summoning

Summoning, the ability to set-up new units on the table through abilities, is the holy grail of area denial.

As with teleportation, summoning has some restrictions. Summoned units must be set-up within a certain distance from the summoner, usually 18″, and can never be set-up closer than 9″ from enemy models. For each unit you summon, you have to pay reserve points.

You can read my article on the strength of summoning here.