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Foreword and Introduction
In the current edition of Warhammer 40k, a new emphasis has been put on troops and objective-based games. This has caused a need for the troops to be mobile, in order to better reach those objectives, and combined with the improved survivability of vehicles, has made mechanized lists very effective indeed. This new mobility, as opposed to the static gunlines of earlier editions, opens the door to many different strategies and tactics. Before I continue any further, I wish to distinguish something. These terms, strategy and tactic, are often misused, not only in online strategy game forums, but also in the media and the business world. They are not the same thing. A strategy is a goal or set of goals, that, when reached, will defeat your enemy. Tactics are the steps or methods used to reach the goals of the strategy.
One strategy that I have had recent great success with is called a false retreat, or feint, which makes heavy use of attrition. The list that I use this strategy with can be found here: http://www.librarium-online.com/foru...ve-hybrid.html, but any mobile list with good ranged firepower can use it. This strategy will not work if the enemy can outshoot you from long range. The strategy consists of 3 phases. These phases are not related to the turn number, but instead become active when certain conditions are met. But first, I must discuss deployment.
Our main priority is to set up our army so that it is more than 24 inches away from the enemy. In a pitched battle, this means roughly 11 inches or so from the table edge, instead of the full 12 inches up. This makes it harder for very fast armies to get off a 2nd turn charge. Do not set up right on the table edge though. We need some space behind us to maneuver in later. In the table quarters game, this can be a bit trickier. Another priority is open, ideally overlapping firing lanes to set up kill zones. It is very important to bring our ranged firepower to full effect right away. For me, cover is not as important, especially with mechanized IG. I rely on my armor, sheer number of tanks, smoke launchers, and the ability to reduce enemy firepower with my own firepower.
Phase One : The Armored Gunline
To begin the game, we are going to stand strong, hold the line, and shoot, shoot, shoot. If you are going against an especially fast army like Dark Eldar, and they went first (i.e. already half-way up the board or more), you may have to skip straight to Phase 2. This phase is active when there are no threats in proximity. Target priority list is as follows, in order: anything with speed and/or long-ranged anti-armor weapons, hard targets, and then soft and/or slow targets. The overall objective of this phase is to damage or destroy things that can reach us quickly or survive long enough to get to us, and just generally soften up the enemy army while taking minimal damage in return. This begins a battle of attrition in our favor.
Phase Two : The Feint
This phase begins when you are in danger of being assaulted or shot with close-range weapons like meltas and flamers in the next enemy turn. As said in phase one, you may have to come straight to this if against a very quick enemy that went first. The objective of this phase is to put enough space between you and the opposition to make them unable to reach you. You want to move directly away from the enemy while still maintaining a degree of firepower. In a pitched battle, this means moving into the space between your force and your table edge. It looks like a retreat, especially if you have suffered some casualties in the first turn or two. This can make the enemy think that he has you on the run and make him stretch himself too thin by continuing to push. But, it is actually just a fallback to let you cause more casualties while hopefully taking minimal damage. This will also put you in position for phase 3. Target priority is still the same as in phase 1. Again, we are trying to make the enemy soft, slow, and without any reach.
Phase Three : The Counterattack
This phase begins when there is no way to get out of the enemy's reach in their next turn. Using the tactics above, you should have been able to make the enemy more vulnerable and slower to react. Close-ranged or melee armies should be very close to you now, but weakened, and shootier armies should have their speedy or long-ranged units destroyed or damaged. Before this phase, we were only utilizing our long and medium ranged weapons and playing very defensively, but now is the perfect time to go on the offensive. Now, we will bring to bear everything we have, including all of our close-ranged and equally deadly firepower and even tank shocks. I feel that this is where a good mechanized army can best demonstrate its dominance. At this point, most armies will be overwhelmed and collapse under the sheer weight of firepower. Nothing will halt an enemy's momentum like an advancing line of armored tank hulls bristling with lethal weaponry, supported by heavy ordnance and fast, heavily armed transports. All that is left is mop-up. Objectives should be easily taken after the opposition is scattered and broken, like waves crashing against rocks.
Last edited by slobulous; December 10th, 2009 at 11:42.
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What if you face a deep-strike havy force packing a lot of meltas that deep strike behind you in turn two cutting off your retreat and killing your transports. I have fielded several such armies and they are incredibly effective against mech armies
You do not explain what your feint accomplishes as compared to starting out at the point you would retreat to later. Without the feint but instead starting out way back, the enemy would require the same time to reach you while you would not reduce the effectiveness of your firepower the turn you retreat. Could you elaborate on that?
Last edited by slobulous; December 17th, 2009 at 20:44.
I WANNA GET STUCK IN WIT DA BOYZ
Hmm, I think against the Tau you would get butchered. They are by nature a very shooty army with a lot of range, they can and do employ a variant of this tactic very well, and meltas aren't that effective against tanks which always get a 4+ save.
Against Tau a mechanised Imperial Guard army would be best served trying to go first, then using out high AV (12+) to negate pulse rifles. Turn 1 we hit as many railguns as possible, turn 2 its finish railguns and the crisis suits and other AT units as we begin to move up the field.
Then we begin to move up the field once the Tau's AT weapons are crippled, when we reach themits a matter of mopping them up wirth close range fire and heavy flamers.
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
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