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Concept of army strategy

442 Views 7 Replies 3 Participants Last post by  urbanknight
I was thinking about exchanging some units in my army for another, and result is complete new army. Im not posting it into army lists, because it is not just about units but about concept on which they will cooperate. I need advice if it will work or not.

It is mostly close combat army, main attack units will be 10 Assault squad (2xPP,PF) and infiltrating 10 veterans squad (CCW,Melta,PF).
As support I will use two squads of scout snipers (4xSR+ML) and whirlwind, that could pin enemies which want to move away or just shoot any nice target.
So I have here three infiltrating unit, which i could use to gain tactical advantage during deploy phase, occupy quarters and push away other infiltrators.

As tankuhunters there will be two Landspeeders tornado, (AC+HB, MM+HF) and small squad of devastators (4xML+ 2-4x Bolter) deployed into cover. That is not very strong anti tank firepower, especially with my (un)lucky dices, but I dont know what better unit use (LC+ML venerable tankhunter dready is imho too fragile) and LST could also be support against swarm army and hold quarters.

Hq will be chaplain on Jump pack, (Honours, frags,PP) leading that assault squad. Boring but effective unit :-/

In 1500 points format, i have free points for second HQ or some unit. I dont know if is better small (5) assault squad (2xPP+PF), librarian on bike/JP or other small infiltrating unit. What do you think?

Is this army concept playable? What armies could be problematic opponents, what keep and what change?
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OK please dont take this the wrong way, but you seem to be failing to master the troops which should be the core of your army, scout snipers are not that good, they have a single use - take down high T monsters - greater demons, avatars, wraithlords, even C'Tan, beyond that they just dont cut it as fire support against anything with a decent save and are too expensive against troops that dont have a decent save.

I think you need to master how to use your troops, in a tourney, your troops need to make up 40%+ of your points total to take advantage of composition points.

For an assault army, you have a couple of options, you can use scouts squads to support the attack, infiltrate them, take them with BP and CCW and give the vet sgt a power fists and you have a very effective assault squad

Tac squads can also be use to support assaults, either in rhinos or by foot slogging, however my preference would be to use tac squads to provide fire support, for arnti troop - plasma cannon and plasma gun, for anti tank, las cannons or ML and plasma guns, you can also mount them in a razor to give you pretty good anti tank, personnaly would switch the dev squad for this
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Well, thanks for reply, but i dont think you are right with CC scouts. I use my two squads of sniper scouts almost in every battle and never (!) failed me. (well, in one of my early games they failed, but they had only SR+HB and stood against dreadnought.

Static scouts could infiltrate into heavy cover, that makes their save to 4+(I) against almost every weapon except heavy flamer. Even if terrain are bad placed, long range of SR and ML grant chance to shoot cross table and support other wing.

SR+ML is perfect against wraithlord (Damm edars:-/), could easily pin down firewarriors (Mobile tau are bit problem for my army) and is usable against ligt vehicles (one local orc player hates me for this ;-) and this is infiltrating scoring unit for only 95 points.

I see 2 big problems with CC souts
1. They have to be in 10 man unit, so it si difficult to infiltrate them right against clever opponent, especially when you have other CC units prepared to infiltrate
2. They need to run out of cover for charge, so they stay at least one turn in rapid fire range and their save is not enough to survive this.


Sorry but I dont understand this....is this any special rule for tournament or what??
"I think you need to master how to use your troops, in a tourney, your troops need to make up 40%+ of your points total to take advantage of composition points."


That idea with that las+plas in razorback well, i tried it once, and my oppinion is that rhino and razorback are vehicles for first turn only, if you dont play lots of them. Very fargile and if they start in LOS of heavy weapon they could die even on 1st turn :-(

I used to play two Las+plas instead of that devastators, but plasma gun has shorter range and two small squads are more fragile to assault than one big :-(
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In a tournament setting you often get what are called composition points, basically its a bonus for having a balanced force. and generally 40% troops is the norm.

I see 2 big problems with CC souts
1. They have to be in 10 man unit, so it si difficult to infiltrate them right against clever opponent, especially when you have other CC units prepared to infiltrate
2. They need to run out of cover for charge, so they stay at least one turn in rapid fire range and their save is not enough to survive this.
Uhm. You don't need a 10 man unit. as long as its leagal you can play it. and as far as running out of cover, you infiltrate, AND you get a 6" FREE move before the battle even begins you can charge first turn if you play your cards right.
This rule is not used in local tournaments

Smaller scout squads will die next turn they leave cover :-(

You are mistaken. Infiltration is something different to "SCOUT" rule, SM scouts have infiltracion, but not "scout" free move (bikers has)
(COUGH) Big game book page 75

Read the scouts entry. I was referring TO scouts whether assault scouts or otherwise they are still scouts.
urbanknight said:
(COUGH) Big game book page 75

Read the scouts entry. I was referring TO scouts whether assault scouts or otherwise they are still scouts.
And scouts have special rule infiltrate, not scout move before game starts ;-) Just read it carefully ;-)
ok Was trying to help.

2 seperate rules though.

"infiltrate" and "scouts"
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