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I was just wondering what the 40k community thought was the most tactic-heavy army choice. From my own personal observations, it seems like the space marines have least required tactical sense to win, and that the eldar need the most most.
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My answer is none. 40k is a simple game, and thats mostly what I find fun about it.
It's more about being prepared for the battle and balancing your choices and plans to have a chance against all armies.
I've generally played as almost every army in 40k and I can safely say that most armies take the same amount of mental energy to play.
Though I mostly agree with gauss_storm, I'd have to say Dark Eldar are the most tactical army.
You may have heard of the glass hammer- these are the paper machine-gun. Smurfs, for example, are far more forgiving as an army.
40K is far less tactical than many games, even it's older and younger siblings like Warhammer and Epic/Warmaster. However, I would tend to agree that as far as a "tactical" army goes, Dark Eldar, being possibly the least resilient, are the one that has to be handled most effectively and ruthlessly as required. Eldar are probably a close second, they are more resilient, and have heavier units capabale of standing up to more punishment, but their battlefield units are still there to perform very specific battlefield roles, and are poor at performing anything a=outside their particular specialisation.
Space marines are amongst the least "tactical", every unit is formidable in close combat, and every unit can be equipped to cope with all comers - MEQ, MC, Horde or vehicles - the ubiquitous missile launcher is a versatile weapon, and the addition of a plasma gun or plasma pistol to a squad greatly enhances it's capabilities. And 3+ AS is nothing to be sniffed at.
But I would say that teh elast tactical is Orks, as the majority of the strength comes down to army selection, and even with the choppas rule, Ork armies tend to be "Nob delivery mechanisms"....
I have to agree with ArchonFarseerGuy.
Most armies can make a quite tactical list (depending on what you want to do) but the truly most tactical army (with the current rules and their current codex) are the Dark Eldar.
They are so hard-hitting and fragile that tactics really impact their performance in-game.
Other themed lists can provide some tactic variation and a welcome challenge:
All bike SM list (dark angel or with the new SM codex)
Necron flying circus: Ok, they are necrons, so they are quite forgiving, but the mobility and tactical possibilities (for bad or for good) of the flying circus are very fun!
All assault marine SM list (Blood Angels)
And some of them remove all tactics from the gameplay:
Pre-5th ed tri-falcon
Last edited by kalender; September 11th, 2008 at 09:47.
I'll agree with AFG. DE are definately the most tactical 40k army, but any fantasy army > 40k armies in tactics.
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It would depend on which army, but also which units you fielded.
A Ravenwing or Deathwing is very tricky due to low model count and lack of special/heavy weapons in any large number. You have to manuever to hit the most vulnerable part of the enemy while not letting yourself get outnumbered too heavily. On paper, an army of Terminators sounds nice, but when you're struggling to fit 20 models in a 2000 point army things get messy.
I find DE and Eldar to be fairly straightforward, however. DE have to pray for first turn and Raider rush. Eldar have to send specialist A to destroy enemy unit X, rinse and repeat for each specialist unit all the while hiding in your invincible vehicles and speeding around the board.
Witch Hunters, Daemon Hunters, and IG also require a good amount of skill to win, due to the lists being so outdated.
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Now you probably are right for Deathwing. I know nothing of Deathwing or regular Marines, but a CSM Termie force works well.
DE, Raider Rush? Last I've heard (and I've done a lot of DE reading, I nearly started them but am holding off for the new book it seems.), the Raider Rush isn't too popular anymore. The WWP works well.
The WWP is not that straightforward at all. You need to know if you can drop it turn 2 or 3 (which can end or lose you the game.), then once out. What to attack, and balance it accordingly. If you kill your opponent in the first round of combat, you will be open to shooting and be destroyed. You have to time it so you beat your oppoenent in their CC phase. From what I hear, this takes a lot of experience and judgment to get. you absolutely have to make use of cover in a Raider Rush too. Its almost a bit of a game of chess from what I've read. Jump around until something is close enough that you can jump on it.
DE in the past had a more straight forward raider rush (I read some 5+ aged battle reports.), but today it is not the case.
Remember, I don't play DE, but I'm pretty confident in the above from what I've read. If any DE player can give some wise insight on DE tactics that would be great.
Last edited by Jacaran; September 12th, 2008 at 01:16.
As a DE player, a lot of my tactics revolve around using the battlefield to the best of my advantage to create mis-matches in my favour in order to take theenemy apart piecemeal. I don't often use WWPs, so a 5 turn game is generally preferable as I don't like to get into a prolonged fight.
Its pretty much about making the best of what you've got. Skimmers can go 24" to get a cover save, do this and you don't have to hide so bad, they'll be on top of the enemy now anyway, so even if it gets shot down, hop out and chop chop!
Gunboats are easy to use, especially when equipped with terror-and-horrorfexes. Pour fire into the enemy, pin whats left and send a squad of wyches in to finish the job.
Its pretty much a case of using what I have at my disposal for what its meant for. Pack the agonisers, wyches, warriors and cc monster HQs in the skimmers, everyone else stays in Commoragh.
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I'll keep this short:
40K has game strategies to it, but military tactics really don't apply when so many things which drive military tactics are not represented in the rules.
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