So I have changed my author name, I'm no longer Tactica Imperialis, now I will post as JaegerWolf, as I am adding another author to the blog. Hopefully this will lead to more and better posts...
Tuesday, July 24, 2012
Tuesday, July 17, 2012
Saturday, June 30, 2012
Well then...
So I sat down a couple days ago to start actively working on my blog again. I have been very busy with my job, a wife out of work, and 2 kids. So I haven't exactly been keeping up with painting, gaming, or knowing what's going on with GW. When I sat down, I found out there's a new edition rulebook out. Until I get a look at it, it's impossible to say how much has changed since I started this and wrote about tactics and whatnot (the codexes should still more or less apply), but I will have to look at it to see how much needs to be revisited. Until then, I shall continue as if nothing happened.
Thursday, April 26, 2012
My Apologies
I haven't posted in a while, and I should. This is intended to be an in-depth guide, and I have fallen far behind in keeping it updated. In truth, I was writing this mostly at my workplace at a time where there was not much work to be done. I was part of our "office" team temporarily while my wife was in the later stages of pregnancy, delivery, and for a time period to deal with the new baby. That has since changed. A couple months ago, work picked back up much more. I have had problems writing from home, as there is a new baby, and I was usually gone 12-14 hours a day, due to the daily commute (Seattle traffic sucks, and it seems this state does not know how to drive), and working overtime. Now I am back on our "field" team, which means actual travel and whatnot. I am not sure when I can crank this next blog out, it is written, but the images involved need to be made, and I seem to not have the time. If this was a simple one or two images, it would be no problem, but it is a very long series of images designed to demonstrate whole games, which causes slight problems. I honestly have been trying to find the time, but it seems that it is not meant to be for the time being.
On a lighter note, my buddy Drew (of 40k Hobbiest) got me a gift of Njal Stormbringer, while I got him Marneus Calgar. As he has discussed on his blog, he is deploying, but we have discussed, for his return, a game of Calgar, Sicarius, and Tiguris (with 3 Tac squads) vs. Grimnar, Blackmane, and Njal (and 3 Grey Hunter Packs). We have seen that statistically they are about even, with the Space Wolves having an edge in assault, whereas the Smurfs get an edge in range, and we would like to play a "best out of 3" series to test out who would wind up on top, of the 6 characters.
Well, that about sums it up for now, I will try to get this honking turkey off the ground, but it seems to be taking a lot to do so.
On a lighter note, my buddy Drew (of 40k Hobbiest) got me a gift of Njal Stormbringer, while I got him Marneus Calgar. As he has discussed on his blog, he is deploying, but we have discussed, for his return, a game of Calgar, Sicarius, and Tiguris (with 3 Tac squads) vs. Grimnar, Blackmane, and Njal (and 3 Grey Hunter Packs). We have seen that statistically they are about even, with the Space Wolves having an edge in assault, whereas the Smurfs get an edge in range, and we would like to play a "best out of 3" series to test out who would wind up on top, of the 6 characters.
Well, that about sums it up for now, I will try to get this honking turkey off the ground, but it seems to be taking a lot to do so.
Tuesday, March 6, 2012
Land Speeder Formations
Alright, this is a bit of a fluff post, and not really for tactics specifically. It can give you some ideas for vehicle formations, though. Essentially, I love Land Speeders. In my personal opinion, they are one of the most tactically flexible units in the game. I'm sure many people will disagree with me, but, this is a fluff post. The basic premise here is to show some of the multitude of setups for your squadron that are available. They are all named after actual military vehicles, for lack of creativity.
Nighthawk:
3 Land Speeder Typhoons with multi-meltas.
This is a primarily anti-tank platform, but you can switch to frag missiles and use it against mass infantry in a pinch. It works best at long range, with the multi-meltas as a last-ditch, short range option.
Thunderbolt:
3 Land Speeder Typhoons with heavy bolters.
This is more flexible than the Nighthawk formation, giving you the ability to deliver plenty of firepower against troops or 6 krak missiles against vehicles.
Kiowa:
3 Land Speeder Tornadoes with heavy bolters and assault cannons:
Primarily crowd control and area denial. Use it for strafing runs and large numbers of shots.
Wild Weasel:
3 Land Speeder Tornadoes with heavy flamers and multi-meltas:
Drive them far into your opponent's lines and take out his tanks, up close and personal. I picked heavy flamers because they can deliver more wounds to troops and can be more effective vs vehicles.
Apache:
2 Land Speeder Typhoons with heavy bolters, 1 Tornado with heavy bolter and multi-melta:
This is a nice, flexible option. Primarily anti-troops, with the ability to toss some anti-tank fire out there.
Hornet:
2 Land Speeder Typhoons with multi-melta, 1 Tornado with multi-melta and heavy flamer:
Again, primarily anti-vehicle, but can be switched to anti-troop in a pinch. This one works at a variety of ranges.
In conclusion, these are just ideas. Tournament playability is, in all honesty questionable, as you're sinking a lot of points into any given basket, and that basket is fragile. In all reality, this whole post is just for fun. It demonstrates ways to look at your options, and construct units to work well, but aside from that, there's no real substance.
Nighthawk:
3 Land Speeder Typhoons with multi-meltas.
This is a primarily anti-tank platform, but you can switch to frag missiles and use it against mass infantry in a pinch. It works best at long range, with the multi-meltas as a last-ditch, short range option.
Thunderbolt:
3 Land Speeder Typhoons with heavy bolters.
This is more flexible than the Nighthawk formation, giving you the ability to deliver plenty of firepower against troops or 6 krak missiles against vehicles.
Kiowa:
3 Land Speeder Tornadoes with heavy bolters and assault cannons:
Primarily crowd control and area denial. Use it for strafing runs and large numbers of shots.
Wild Weasel:
3 Land Speeder Tornadoes with heavy flamers and multi-meltas:
Drive them far into your opponent's lines and take out his tanks, up close and personal. I picked heavy flamers because they can deliver more wounds to troops and can be more effective vs vehicles.
Apache:
2 Land Speeder Typhoons with heavy bolters, 1 Tornado with heavy bolter and multi-melta:
This is a nice, flexible option. Primarily anti-troops, with the ability to toss some anti-tank fire out there.
Hornet:
2 Land Speeder Typhoons with multi-melta, 1 Tornado with multi-melta and heavy flamer:
Again, primarily anti-vehicle, but can be switched to anti-troop in a pinch. This one works at a variety of ranges.
In conclusion, these are just ideas. Tournament playability is, in all honesty questionable, as you're sinking a lot of points into any given basket, and that basket is fragile. In all reality, this whole post is just for fun. It demonstrates ways to look at your options, and construct units to work well, but aside from that, there's no real substance.
Labels:
Advanced Tactics,
Random Thoughts,
Space Marines
It's been a while...
Sorry about the delays recently...
Between National Guard obligations, a hectic work schedule, and having a new baby, haven't had time for much lately. I will get a new post out asap, though...
EDIT: looking through, there is something I can toss up...
Between National Guard obligations, a hectic work schedule, and having a new baby, haven't had time for much lately. I will get a new post out asap, though...
EDIT: looking through, there is something I can toss up...
Monday, February 6, 2012
Space Marines Army Tactics
Space Marines are the easiest army to start out with, and some of the most resilient and generally powerful basic troops in the game. That being said, they also have some of the fewest numbers in the game, and that can become a huge disadvantage against the right player (looking at you, Gaunt horde). Now, once you realize this, there are a few ways to deal with this.
That being said, this is a tactics site, and I will also list tips to fight against them. While, as previously mentioned, they are tough, Space Marines are far from invincible. There are a handful of ways to exploit their inherent weaknesses and deal with their strengths.
- Space Marines are a static, ranged army. They work best when entrenched and in cover, while your opponent is forced to advance towards them. Position your troops well and let your opponent do your work for you while you whittle down his army.
- Keep your forces together, supporting each other. Robert Baratheon had it right, at around 2:05: You need to keep your army together, and fighting as one. Find one target, and eliminate it. Move onto the next. Fight as one, cohesive army, and your opponent will find you much harder to swallow. This works well for any army, but when you focus the firepower and Ballistic Skill of the Space Marines, it goes so much further.
- Always be the player assaulting. Yes, your marines are tough and have a good initiative, but they can be overwhelmed easily, especially when they are assaulted by units getting 20+ attacks in assault. You need to be the one charging and gaining the attacks, so you can quickly end the assault and go back to your static shooting tactics.
- Avoid being surrounded. This is harder than it sounds. When your army is surrounded it becomes harder to focus your firepower and you must split your fires. If you do find yourself surrounded, focus your forces on one target, move to it, shoot at it, and assault through it, until your forces are only dealing with a single-direction attack.
- Have you seen 300? If not, watch it, regardless of this blog. Regardless, my point is that area denial is the Space Marine's friend. Use it to your advantage, and force your opponent into funneling his troops through difficult terrain to get to you. His mass of troops can't do near as much damage when they're in single-file line slowly working their way towards your position, one squad at a time.
- Anti-Tank works best in one of three ways:
- By joining and travelling with your "fist." Make them part of your troops and further enhance your fighting abilities by mixing anti-vehicle support.
- By staying static. Find them a location with good cover and line of sight either during deployment or on turn 1, and keep them there, preventing your opponent from using his vehicles.
- By staying mobile. Take all of your Anti-Tank forces, move them as another solid fist, maneuvering around terrain to flank and annihilate your opponent's vehicles.
- Any way you work your anti-tank, once your opponent's vehicles are destroyed, use them to target characters and command units.
That being said, this is a tactics site, and I will also list tips to fight against them. While, as previously mentioned, they are tough, Space Marines are far from invincible. There are a handful of ways to exploit their inherent weaknesses and deal with their strengths.
- Keep them on the move. Deny them ground to consolidate and centralize their forces, and prevent them from forming that cohesive force. They fight best as a static force, so keep them from being that.
- Bait and surround them. Give them one target to attack, and make them come to it, then surround and eliminate them.
- Always assault them, and always with superior attacks or numbers. Their low numbers means that keeping one squad bogged down in assault for too long can bog down his entire force.
- Do not funnel your forces. Avoid it at (almost) all costs, and make area denial Space Marines a high priority target.
- Volume of fire. While they can single out one of your squads to wipe out at a time, do the same to them. One Tactical Squad is usually worth 1 1/2 or more of your squads. Similarly, their high armor save means that most of the weapons where the AP even factors in will only get 1 or 2 shots. Focus instead on ordnance, blast, template, and multiple shot weapons. If you can inflict 30 wounds, odds are 10 will fail. Play that to your advantage.
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