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Hello all! I have been playing warhammer 40k for 5 years, and played Orks the whole time, and not just normal orks, Speed Freeks.
I will use my experience to help anyone who is interested in a speedy army.
1. What army is a speedy army?
There are many different types of speedy armies out there, but all share one trait- SPEED! Whether you play an Imperial Guard Steel Legion, Speed Freeks, Dark Eldar, Tyranids etc, a speedy army MUST BE SPEEDY, DUH!
2. What are the pros/cons of a speedy army?
-Fast moving, highly mobile army
-Therefore versatile, up to a certain point
-Often full of vehicles
-Often high firepower, from vehicles
-Can't field many units, due to high points cost
-Relies on vehicles/ expensive units
-Many vehicles and or expensive units are fragile
3. How to use a speedy army
As with any other army, you must set your army up wisely.
If your army is a really speedy army, such as Speed Freeks or Dark Eldar, you would try to screen your expensive units and vehicles with scenery or cheaper vehicles/ fast units.
A great screening unit is an ork warbike- with no TL big shoota. At a cheap 20 points each, they give units behind them a cover save. You get the point. Cheap, fast units are the best for screening expenisve, slower vehicles. If your army can field flying units, GET THEM! you might say... WTF? IS THIS GUY CRAZY? THEY COST LIKE A MILLION POINTS AND THEY SUCK! Hear me out. Get a small squad of flyers (Deth Koptas, gargoyles, etc) and equip them with the strongest weapon thay they can have. Use your flyers wisely. Does the enemy have a particularly annoying tank or dreadnought, etc? Backstab them.
Fly carefully, hiding behind cover and terrain, but when you are sure that you can make it, fly directly behind the annoying unit and blow it up, thanks to the terribly weak rear armour!
If you are an assault orientated army (speed freeks come into my mind) A) get close to the enemy ASAP, or circle around them, split your forces and disrupt your enemy's fire pattern. Use your assault specialists ( warboss and nobz on a trukk, winged warriors and hive tyrant, etc) to swoop down and kill THE ENEMY's assault specialists. After this happens, tie up any ranged heavy hitters that they have (dark reapers, obilerators, devastator squad, etc.) and then pour in with the rest of your army, and wipe them out.
If your army is a ranged army, set up wisely, but don't worry about firing patterns, because you can just move your army around easily. Set up any indirect fire units ( basilisk, lobba, etc ) behind a hill or scenery, and just pound away at the enemy, while being relatively safe. Keep moving around your 'dummies' dummies are units that look dangerous but are cheap. ( warbuggies, raveners, etc ) move them close to the enemy but always behind cover, stinging your opponent. They will get pissed and make a mistake sooner or later, or they will try to wipe these annoying units out. MAKE SURE THAT YOUR ENEMY DOES NOT IGNORE YOUR DUMMIES! While your dummies are disrupting your enemy's plans, set up your firing patterns, and wipe out your enemy. As always, use heavy weapons against any vehicles that they have, and then kick his infantry's ass.
Your army is faster than your enemy's. Use that speed.
Hit and run tactics work well and they piss your enemy off.
Speed armies are NOT FOR BEGINNERS! They take devotion and patience to play well with.
Don't just rush in, even if you are an assauly army. Circle around, distract him with dummies, while shooting him the whole time. Then, wipe out his assault specialists, and go in for the kill.
You probably won't get a second chance at a kill.
If you are going for the kill, GO FOR THE KILL!
And always remember, YOU ARE FASTER THAN HIM!
Are you sure that this tactica is finished? I feel that it could be more detailed, as in give example, cite batreps, etc. Especially in that there are so many different kinds of said army, you have a standard air, or air and earth, or perhaps a mix of air and fire, common in orks, nidz, and DE. This just seems a little general, and a little skimpy, no offense meant.
It's a good start though.
Last edited by Mongooseo; October 28th, 2007 at 23:47.
Not for begginers allright, jetbike light vehicle eldar were my first army after macragge and i got absolutely destroyed in my first 15 games, until I knew a legend called Cheredanine...
Anyway that's a good start can't wait for the rest of the article.
Signed Sealed Saint
Fortius Quo Fidelius
Maybe you should refine your tactica a bit more?
I've got a mobility-based army as well. Chaotic, with a flying Lord, a Slaaneshi Raptor squad to accompany him, four CSM squads in Rhinos, and Termies to bolster the line wherever. All the units have Icons so I can make sure the Termies don't scatter (in addition to other benefits).
This tactica has merits, but could be a bit more refined and in-depth. I agree that a unit of jump troops is highly useful- I used mine today, jumping behind rows of trees till I got in assault. Thanks to his units being a bit too close together, I managed to keep in continuous assault till turn four, when we called it because his only scoring unit was the Devastators who couldn't fire much because I hit him hard and fast.
Best idea is to keep behind cover till you can strike most easily, pop that smoke when you have to be in the open. I've found it's unwise to match close combat troops with the same; as a wise man once said: the unskilled combatant must attempt to increase the effect of luck on the combat, the skilled combatant attempts to lessen it. Therefore, swamp the superior troops with high numbers of regulars (or shoot them from afar if possible) while hammering isolated units of grunts with your close combat specialists. As I play Chaos, all my models are decent at hand-to-hand, with a good number of attacks per model. I use the Raptors to rip through regular troops (with the Lord, 9 Lightning Claw attacks and 21 regular attacks on the charge, all at I 5), or to support the regular troops. The Termies add some rare durability to the army, though once they land they can't move fast, they are Tzeentchian and thus have a fantastic Invulnerable save. They will hold a position very well.
That's how I play my mobile force. I'm not great shakes at writing tacticas though, I play by ear and love it. It's the best way to play in my opinion, especially with the objectives slant the game is taking.
i have a pretty mobile space marine chapter to, they're kind of a mix of dark angels and white scars:
They have 6 Land speeder tornadoes, 2 of 'em have multi-meltas, but no flamers... 3 Elite 8 man assault squads with furius charge (one of em has a chappy), 2 nfiltrating scout squads with snipers and a ML (they're the dummies) 4 bike squadrons (as troops) with an attack bike (one of em has a librarian) kitted out for mobile antitank (meltas and multi-M), 1 annihalator with sponson lascannons and 2 annihalators with heavy bolter sponsons. Now try and beat that!:C
Your forgetting one of the fastest armys in the game, The Ravenwing!
Its an army of nothing but bikes and speeders. Meaning, very low model count. And sence you have a low model count, but alot of firepower. Its best to keep them together. Keep the whole army on one side of the table, useally the side that has the most/best cover.
Because if you split your army, your opponet will just pick them off whith guys that are in range. But if you put them all on one side, half of your opponets army won't be in range or LoS to your guys. Thus increaseing your survivability rate.
And as for shooty speedy lists, like the Ravenwing, you will have alot concentrated firepower. And all that firepower going into 1-3 squads/vehicles will likely take it out.
Basicly what I'm saying, for fast armys, keep them together. Because even though there few in numbers, atleast something will get there in the longrun.
All religion, my friend is simply evolved out of fraud, greed, imagination and poetry.
- Edgar Allen Poe
i have a raider DE force and have come to find that let the assaulting units come to you. deal with them with wyches, hide as long as possible and when you do expose yourself make sure you kill something. with my DE once everything is disembarked you have 18 different units to target. there is no way for someone to deal with all that when you are able to hide and pick off threats for a couple of turns and destroy advancing assaulters through firepower or wyches
I think i agree with the general gist of most of the replies, the tactica is good and contains some valuable pointers but is a little sparse. Perhaps it could be more structured and include more specifice examples of the tactics that you mention.
Anyways, i play a blood angels army so most of my army is pretty quick. Not really up there with speed freaks or DE but close enough to catch em if they aren't too careful. I find that this type of army relies heavily on the terrain setup on the board, i tend to have different tactics based on what terrain is laid out in front of me. If a board has two main firing lanes, presumably one on each side of the board, then use a refused flank.
The beauty about a fast army is that it gives very little away in it's deployment. You can split deployment quite easily and in the first turn have your entire force half way up one firing lane. This is where the small number of models is handy, there aint too much crowding. This leaves one half of your opponents army, having deployed to counter yours, with nothing to shoot at. Obviously this will not work on an open board.
However, if their isn't any cover, take some with you! In an open board it should be pretty easy to redeploy and bulk up one side with tanks, the other with infantry so that the infantry are totally screened from one half of the opponents shooting. The tanks can completely block the enemies guns from sighting on your expensive jump pack troops. Also, only the front tank is fully exposed to the enemies anti tank. Obviously this can go against you if your land raider is blocked in by a rhino wreck, just be careful not to box in your vehicles.
These tactics will not always work, the point im trying to make about a fast army is this: you can make your opponent deploy in a certain way, only to completely change the table layout in one movement phase. Get creative, use whatever tactic is suitable to the battle. Just remember that your ability to rapidly redeploy the majority of your force gives you a huge advantage in forcing the enemies deployment, especially against slower, fire based armies.
One important aspect of speed tactics is identifying & exploiting the enemy's range and line of sight. Ideally, one of the biggest advantages of having fast moving units is that you can move them into a great defendable position before the enemy can get there first or take many shots at your forces. The other aspect of that speed is being able to move into position outside of LOS, close combat range or some weapons' range and still having the speed to get into close combat or double-tap range in the next turn.
Another big plus with speed is the ease with which you can coordinate multiple units in a concentration of firepower or assault. The speed means more units are in range to do such things at any given time during a battle if needed.
Notice that these strategies are distinctly different from using speed armies to zoom straight over to the enemy forces to attack earlier than usual. Doing that can do some nice damage, thus reducing the threat from specific targets, but it also leaves your fast units in range of the rest of the opposing forces. So you're only trading a few quick kills for several easy kills during the opponent's next turn.
Even with speed, your army is going to have more success if you take the time to soften the enemy up and/or allowing slower units to catch up so that everything can strike at once for maximum effect. Why take fast units if you are going to wait around a while anyway? It is the flexibility of maneuvering & positioning plus the other benefits like 4+/3+ cover saves and being harder to hit as vehicles when assaulted. The speed also has a profound effect on many players' tactics simply because they will worry about the extended range your units possess as the position their forces and attempt to capture objectives.