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The aim of this thread is to allow players to describe there favourite tactic and how you use it against different armies. Hopefully this will give some readers a few new ideas on how to approach their army tactics and composition as well as getting people to post up counter tactics as well.
So to kick this off:
The Phalanx - this has been a bit of a favourite of mine since I used Necrons back in 3rd ed, where the phalanx was extremely effective.
Basically the idea of the Phalanx is to block your forces together so that all your elements can be brought to bear on a small portion of the enemy army. So for example if you have Necron warriors, immortals and destroyers, you would place the warriors at the front, immortals in the middle and the destroyers at the back, this way you can ensure that you will a) protect your important units (immortals and destroyers) and b) maximise the use of your weapons ranges (warriors can only fire 12" if they move or 24" if they are stationary, so they must be up the front to enable you to get the most out of them).
Positioning the phalanx is critical, if you put it in the wrong part of the battlefield you can miss objectives or limit the ammount of the enemy that you can engage, rather than enabling you to destroy it completely piece by piece. Also with the generally limited manouverability that these types of units have you can run the risk of being outmanouvred, which will limit your ability to effective use your weapons. This may also allow your opponent to get his close combat elements into your lines. Some armies using the phalanx will find this a bad thing others will not be as effected. Armies that lack close combat ability should always look to ensure they support the phalanx with a close combat unit. In the case of the necrons this was Tomb Spyders, this also assisted the WBB rolls for each of the necron units as well (a nice combined combat multiplier).
Ok well that is a quick look at the tactic of the Phalanx, so what do you guys have as your favourite tactic? Look forward to seeing your posts.
Army most recently finished (well kinda): Space Wolves
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Next Project: Long Fang Diaorama
Divide and conquer.
It is very similar to the phalanx, but is more offensive orientated. It favours fast armies, and particularly dark eldar (which is the army I use it with).
It basically involves splitting your army in half and attacking the flanks of an opposing army simulatenously, thus attemtping to deny the enemy the ability to use combined arms versus your fragile units.
A nice bonus is this tactic is the only static fire support you typically need is anti tank, which is my case is two warrior squads euipped with darklances.
All other fire support should be mobile to provide short range cover for your assault units (again, using dark eldar as an example my assault units would be wyches and a lord with incubi).
Many armies can do it, its jsut it can really favour dark eldar if done right.
my favorite tactic is frenzy. it works with any army with fast moving tanks ( i play tau but eldar, dark eldar or marines (especially blood angels)).
the principal is to surround the enemy with three tanks 1" away (two might work) then tank shock the unit. the No Retreat! rule applies so the whole unit dies. watch your opponent's jaw drop () as his tooled up HQ or unit of terminators gets annihilated.
if the opponent has a transport (which he should) cover all the access hatches then tank shock the tank. the tank blows up and thepassengers cant get out so they die (he-he).:yes:
Last edited by lorak; June 17th, 2007 at 10:38.
Flanking usually works pretty well for me. I usually have a squad and meabe a bit more establish a base of fire, their task is to fire all their weapons as much as they can so they usually have bolters, heavy bolter and a plasma. * ( I play Word Bearers btw.)
Two squad of 6 give good results on this. You have a special weapon and a heavy in each of them, and enough meat around it (4 bolters) to take some hits before you're down. Basicly, their job is to dish out massive fire and take a lot of it too as they won't assault except if assaulted and or if the enemy gets too close.
It's a very good idea to get them in cover to get those invulnerable we all need.
Then I get to the enemy flank with a squad or two either mounted in a Rhino or not. The Rhino provides protection for the advancing troops and can fire a little bit. Usually drop at least 12" from an enemy unit and get the squad out and rapid fire on the poor squad that is within my range. Then, as soon as I can, I engage an enemy squad in CC so that I can't be fired at. At this point my Terminators should have arrived and have been deepstriked to get the enemy position in a pincer movement. Then it's just a matter of wiping the models in CC.
A squad of havocs clean out mostly anything that tries to amper the assaulting squads.
Of course this strategy is far from fool proof but it's a good guideline and worked pretty well on the few occasions I used it.
The spacemarine assault tactic.
This is my favorite tactic in all of the spacemarine one. You have two or more assault squads one of them with chaplain maybe two for one with decoy chaplain. Keep jumping them behind cover. The next turn assault the closest unit with the weaker chaplain if in use. Then if another squad comes to help them in assault, assault the good chaplain over to take care of that squad. (Each squad is full 10 marines.) Then you move on to the next units. While they are focusing on them you bring up your bikes and take care of some of the units shooting them.
My favorite is my 'Basilisk Two-Step'.
The game must be on a 4' x 6', but I have two Basilisks that I put in opposite corners of the long board edges with a Leman or a Chimera in front if there isn't adequate blocking cover. I put the rest of of my IG fire power in front and around the Bassies, saying 'come and get me if you can'.
With the Bassies in opposite corners, there isn't a spot on the board I can't hit with indirect Ordnance blasts, forcing my opponent to come into my fireing lanes of Lascannon and Plasma death.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
lorak you're thinking of Trapped not no retreat, still works though. I'll have to try them some time with my mech eldar (does the trapping transports thing work?).
My favourite tactic is deliberately taking last turn then trying to keep my skimmers alive (i.e hide them). On the last turn I fly out and take every quarter/counter (or deployment/centre) with ease.
So even if I have something like a falcon full of avengers left and my opponent still has 2k points I can still usually take the objectives and force a draw at the least.
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I've got 2. Is that okay?
1. Grotesques and archon charge a unit of necron warriors (make it 20)... With the archon's awesome CC prowess, the dark eldar will win combat. Because of the grotesques special rule, the necrons will auto-fall back when losing combat. The archon will automatically catch the remainder when they flee as even if he rolls a 1 and the cron roll a 6 they are caught.
2. Scourges (Yes, OMG, someone uses them!) Against black templars. The scourges deepstrike (Yes, OMG, someone uses that option!) behind the black templars lines and hopefully kills one of the enemy with their 4 splinter cannons (if not, another squad will do it for them). The templars with their righteous zeal will be running d6" backwards towards the scourges away from your army, which means that if they want to keep moving forward they are moving at 6 minus d6 inches which won't get them very far. This works because templars run towards the closest enemy as I recall. This also works on khorne but they move 6+d6 in that direction (templars can do this too), not trying to run both ways at the same time so the scourges might be caught fairly soon.
In general with tactics I think it is *usually* but not always better to have most of your army in the same place so your units can all support eachother if need be. Often you need to split up though to take objectives or attack multiple enemy squads.
Last edited by Tenozuma; June 6th, 2007 at 13:14.
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
Dark Eldar player.
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A tactic that I would like to make use of (but haven't had much luck so far) is the concept of lateral firepower (though it might be known by a different name normally) in which I try to bring all of my firepower to bear against a limited portion of the enemy's army while simultaneously causing an entire flank to suddenly be left useless. Admittedly, this only really works with loads of turbo-boosting bikes or Jetibkes or extremely fast transports, but I would like to think that it could work with a slightly slower-moving army like my Thousand Sons (mechanised, of course). A timely application of The Key would be helpful as well, but that's hardly a legal option under the current circumstances...
As an addendum to this tactic, I also make use of my Predators, not to cause any real damage to the enemy but to give them a more appetising target to position their high strength weapons against than my oh-so-juicy Rubric Marines.
EDIT: I notice that what I describe is similar to Hilly's original post and probably works far better with Necrons than with an army like Chaos Space Marines, but the key difference is that I would rather try to trick my opponent into deploying things against units that are really irrelevant in my grand battle plan in order to ensure that they don't threaten the rest of my army, and to prepare the enemy's troops for a major assault against the bulk of my troops, only to run up against air.
Last edited by NiteRabbit; June 6th, 2007 at 15:06.
My current favorite strategy (Tau) is having several squads of crisis suits wielding targeting arrays, twinlinked plasma rifles and a team leader with a plasma and a fusion blaster, and deepstrike them onto my enemy using the Pathfinder Devilfish beacon. One of these squads of three will almost always hit (re-rollable Bs 4) using 7 shots that wound marines on a 2+ and ignore terminator armour. The beauty of it is that the Pathfinder Devilfish allows me to re-roll deep strike so that if I scatter onto my enemy, I can take a second try at it. It's great for quickly eliminating portions of the enemy force, a Devastator squad was taking shots at my Hammerheads and I dropped in right next to them, annihilated the squad and then ate through my opponent's terminators and marines.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.