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Post by Deleted on Apr 19, 2007 20:47:43 GMT -5
OK, so at the moment i play a mainly "defensive" army with a basilisk and 2 battle tanks, and i will normally set up a good defensive line with my guardsmen/stormtroopers with support from rattling to pin and let the enemy come to me.
i was thinking of trying out a "mobile army" this upcoming game i have, with mainly chimeras, hellhound/sentinals, and demolishers. I wanted to know if anyone plays a "mobile" army style and what kind of tactics are best for this style of play?
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Post by Warmaster Stabwhiskers on Apr 19, 2007 21:03:48 GMT -5
hit and run, hit hard, hit fast
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Post by thefishki345 on Apr 20, 2007 0:53:58 GMT -5
lol yeh
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Post by psycho on Apr 20, 2007 4:15:15 GMT -5
use your infantry to counter attack whilst your tanks shock as much of the enemy army as possible ads
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Post by Woz on Apr 20, 2007 5:10:40 GMT -5
I try and have a bit of both elements in my army. A strong defensive firebase with units that can take the fight to the enemy.
My HQ and HW squads normally sit back (sometimes with a demol behind them) while my troops leapfrog forward. Then I have my Stormies which deep strike to take out any armour and ogryns to counter any units that make it to my lines.
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Post by Warmaster Stabwhiskers on Apr 20, 2007 9:58:38 GMT -5
Like a trim them down as they come tactic"?
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Post by sammy1979 on Apr 20, 2007 11:59:44 GMT -5
normally if your going mobile you hit them so hard in the opening turn that they never recover always best to get the first move when playing a mobile army so that you can move up hell hounds and start burning inf before they can respond and with a nifty advance get any rough riders into postion to launch a good charge against any infantry. mobile armies are all about a initial shock and awe tatic if you get stopped for a turn its all going to go horibely wrong. momentum is the key.
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Post by thefishki345 on Apr 21, 2007 5:14:53 GMT -5
yep that pretty much sums it up except i have something to add:
FLAMERS FLAMERS AND MORE FLAMERS!
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Post by Deleted on Apr 21, 2007 9:15:09 GMT -5
Rough riders! a good 2 squads of 10 can definately help...u can use them as a counter-attack measure or a a full on deafening, old fashioned cavalry charge which would totally demoralize any advancing infantry/heavy infantry.
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Post by skizoman333 on Apr 22, 2007 10:38:02 GMT -5
Grenade launchers as well, they are invaluble against havier infantry, light tanks, and swarms
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Post by Deleted on Apr 24, 2007 6:49:00 GMT -5
touchay skizoman...ive had grenade launchers take out dreaddies b4, i had 2 squads and the command platoon aim all there nade launchas at an enraged blood angel dreaddie that was coming straight at me and i couldnt ignore it cos then he'd charge me the next turn...i hit both of them and managed a 6 on one of them....and then i got another 6! haha just my luck...my opponent had his mouth like open in awe!
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Post by skizoman333 on Apr 30, 2007 17:27:12 GMT -5
Man that is sum sweet 'nading action. ill bet ur opponent is alot more cautious about trying to steamroll guard sqauds now. to be honest, most of my launchers miss, but wen they do hit, like u, it counts
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Post by skizoman333 on May 1, 2007 16:47:38 GMT -5
i prefer to save that for my anti-tank weapons, like meltguns. I use an armoured fist squad to deliver a melta in short range, so i need that extra roll as a saftey net, as the squad never survives too long that close to a tank
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