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Hey all, I thought I would start a thread where we can share general Chaos tactics that we find successful and employ against our foes in battle. This thread can be used to both teach tactics and improve suggested ones. I’ll start:
This is a tactic I employ a lot in chess, and of course in 40K too. The general mentality (which I stole from Wikipedia) is “Sacrificing some material is often necessary to throw the opponent's position out of balance. The sacrificed material is sometimes able to be regained with interest a couple of moves later. Pawn sacrifices in the opening are known as gambits; they are usually not intended for a short-term gain, but instead to achieve a more active position.” So it is generally the forfeit of a unit in order to achieve a tactical advantage against the enemy.
I generally sacrifice a unit to allow the rest of my army to get into an advantageous position, such as into assault range or a good shooting point.
For example, in my game against Eldar I went first and ran two rhinos up to the enemy, one full of zerkers the other Thousand sons. The 230 pt Thousand sons unit disembarked and shot dead half a unit. The enemy then proceeded with using all his entire anti infantry to take out the Sons (he gave me a very condescending look which was followed by “that was a very dumb thing of you to do”), and his Wraith Lords blasted open the rhino with the zerkers, but there was nothing left to shoot at the zerkers. On my turn Kharn burst out of the rhino the Sons came out of and assaulted one of his shooty units, while the zerkers hopped into the now empty rhino which drove behind some buildings into a really nice assault position for next turn. Needless to say, the rest of the game his guys got slaughtered happily.
In the above example the tactic works by your opponent not being able to conceive that you would sacrifice your most expensive unit like a pawn (or in this case a rook). A sacrifice can also be made with your pawns.
A rogue obliterator is also a good sacrifice. After doing some nasty damage I move the oblit out of cover into plain sight. The enemy’s units will try to take it out to do some damage control, and the rounds they waste there will save a unit which is more susceptible to taking damage.
Of course, this is all situation dependant, but if you can plan ahead with a sacrificial strategy it will pay dividends – though it’s not free of risk either. Some smarter opponents (I’ve found very few people who use the same level of strategy they would use for chess) might see right through what you are doing. In the above example, if the Eldar player instead took out my Berzerkers my Sons would have been slaughtered next turn anyway without doing as much damage.
Be nice to your enemies, it will make them madder!
With the new objective based missions especially, I play pretty much everything in my army as a gambit besides my troop choices... Between deep striking/outflanking elements, fast moving units like winged princes, usually the enemy has his hands full... I try to throw those units at his troops to gain the upper hand... I would gladly trade a 200pt termie squad for any scoring unit he has in these types of missions It's one less threat to worry about... 2 of the worst "gambit" unit's I've run across recently are #1 without number gaunts #2 the living saint... Both can be played totally haphazardly and still be around on turn 7 when it counts as long as the controlling player goes second...
The Crescent and the Star
To pull this one off you generally want some mobility in your army. Rhinos and Raptors etc help. Something that can deepstrike is quite important, but not necessary. Can be difficult to pull off, though certain terrain setups help.
The goal is to employ the maximum shooty power of your army in one go.
The basic idea is that your army advances in a relatively straight line, with some fast guys on the flank. You herd the enemy to come down the centre of the playing field, and once they are close you pull back at the centre while still advancing up the flanks. Eventually your forces look like a crescent moon or “U” with the enemy in the middle. You finish this off by dropping a termie squad at the enemy’s back end (the star) or close the formation so your army forms an “O” shape with the enemy surrounded.
For example, in a game against close-combat specialised mechanised space wolves (rhinos, razorbacks and vindicators) we had it set up so that the edges of the board (48”x36”) pretty much had corridors, followed by a layer of ruined buildings and the centre was relatively free (except for craters etc). To “herd” the opponent into the centre the side corridors were made to look scary using obliterators, raptors with meltas (one corridor) and zerkers in a Rhino (other corridor). The enemy piled his forces into the centre of the field. The deepstriking termies (I know some of you guys don’t like unguided deepstrikes, sorry) got rid of the Vindicator, while the raptors and oblits opened up a couple of the troop transports. The emerging victims were rapid fired on by Thousand sons and assaulted by dreadnaughts.
Weakness wise you get tied up in assault after this is done, so if you don’t have a good round of shooting and the enemy is really good in CC you can get stuffed over. Locked in CC, your shooty goodness is also wasted, so your army needs to be balanced (that’s why I take sons and zerkers now). On larger boards instead of herding the enemy you will have to split their force and have the majority come into your maw, but keep the central flank strong because the remainder of her forces can crush one of your arms.
I wouldn't really use this on orks since there are so man for so cheap, but more against zerkers and assaulty SM. Ohyeah, and if your termies don't come on time you can be in a big mess too =P
Be nice to your enemies, it will make them madder!