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Made in us
Longtime Dakkanaut





Orlando, Florida

It is a small question, but what have you been seeing lately as far as what kind of lists are doing the best.

In my opinion 40k is defined by three equal concepts; Assault Superiority, Armor, and Mobility. I believe these concepts are what define the most competitive lists.

Assault Superiority is showing its self to be just as important, if not more so now. Being able to break multiple units in close combat allows you to put your opponent into a retreat whilst you happily grab any objective you need. It takes a strong shooty army to really compete against a strong assault army and I don't see any purely shooty army out there right now that is strong enough, except maybe Markerlight Tau.

Armor is king. Now that tanks are no longer thin paper bags and are actually survivable, taking them in multiple numbers is always a winning strategy. If you are an army that can put your troops into a transport, you have no reason not to. If you have access to tanks, taking them is a must, as Dawn of War deployment kinda screws stand and shoot armies. Even if you don't have access to armor (Tyranids), taking multiple monstrous creatures is always a fair compensation.

Modility is the most important factor. You gotta grab those objectives or launch assaults.

And I play in the Orlando area, home of the Ard boys winner. I play regularly against some of the best players this area has to offer.

But I know that regional tastes differ and I would like to hear what others are experiencing.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Longtime Dakkanaut




Mahu wrote:It is a small question, but what have you been seeing lately as far as what kind of lists are doing the best.

In my opinion 40k is defined by three equal concepts; Assault Superiority, Armor, and Mobility. I believe these concepts are what define the most competitive lists.

Assault Superiority is showing its self to be just as important, if not more so now. Being able to break multiple units in close combat allows you to put your opponent into a retreat whilst you happily grab any objective you need. It takes a strong shooty army to really compete against a strong assault army and I don't see any purely shooty army out there right now that is strong enough, except maybe Markerlight Tau.

Armor is king. Now that tanks are no longer thin paper bags and are actually survivable, taking them in multiple numbers is always a winning strategy. If you are an army that can put your troops into a transport, you have no reason not to. If you have access to tanks, taking them is a must, as Dawn of War deployment kinda screws stand and shoot armies. Even if you don't have access to armor (Tyranids), taking multiple monstrous creatures is always a fair compensation.

Modility is the most important factor. You gotta grab those objectives or launch assaults.

And I play in the Orlando area, home of the Ard boys winner. I play regularly against some of the best players this area has to offer.

But I know that regional tastes differ and I would like to hear what others are experiencing.


Its all army dependent.

My sisters army, for example.....has NO assualt capability. I have no need for superiority there. Armor is good, but for me, in this game, mobility is king. He who can get their strength to where its needed will win. Thats how its always been in 3rd, 4th or 5th.

Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers...  
   
Made in us
Regular Dakkanaut




Tactic One. Buy Ork Codex. Tactic Two, buy and paint 20 Nob Bikers with Warbosses and Pain Boyz.

This build poses so many problems for 'balanced' armies that you can easily dominate play at your FLGS level, and probably at the local tournament scene as well. Yes, someone may figure out a way to beat a unit of Nob Bikers in a head to head fight (perhaps, just perhaps using Abadon or Terminator Assault squads in a landraider), but why fight? You turboboost 24 inches for a 3+ cover save. You have FNP against all but the heaviest weapons, and you count as troops!

'Game Over'

   
Made in us
Wrack Sufferer





Bat Country

Defining tactics? Cover everywhere, assault!

Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Indeed, Orks are a decent army.
Different armies require different tactics. But that's a long story.
In the new ed, tanks are more resilient thanks to cover saves and the new armor penetration table. Long range anti-tank weapons (with non-AP 1) are less effective and so long range anti-tank units (like Dev squads with lascannons) lost an edge.
CC is bloodier than it was before and fearless units suffer if they loose cc.
Finally, the new missions require different thinking. Mobility is key in two of three missions. Non-troop units are expendable, while troops are much more valuable to keep alive. Finally, in KP missions you need larger squads/squadrons.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

We have one Nob Biker player in the area. It's a tough list to beat, but Assault Terminators and a Librarian with Null Zone tend to deal with them nicely, especially mounted in a speeder.


Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

...especially mounted in a speeder.

What does that mean? Landraider?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Mission rules & the types of special rules that can be used with them compared to 4th.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Longtime Dakkanaut






The land of cotton.

Mahu wrote:We have one Nob Biker player in the area. It's a tough list to beat, but Assault Terminators and a Librarian with Null Zone tend to deal with them nicely, especially mounted in a speeder.


1. Assault Terminators. Bikers just dance outside of assault range and gun them down.
2. Librarian with Null Zone? What's that supposed to do?
3. Mounted in a Speeder?

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

2. Librarian with Null Zone? What's that supposed to do?

Nullzone requires to reroll all passed invulnerable saves within an area around the Librarian.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Fresh-Faced New User




with all the abilities to ignore cover saves, I dont see how the 3+ cover really matters. Stern vets with dragon fire shells for instance, or all flamers, and there are tons more that ignore them.
   
Made in us
[ARTICLE MOD]
Longtime Dakkanaut







malikai009 wrote:with all the abilities to ignore cover saves, I dont see how the 3+ cover really matters. Stern vets with dragon fire shells for instance, or all flamers, and there are tons more that ignore them.


Are we talking cover saves in general, or nob bikers in particular here?

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Cover saves in general.

Whirldwinds get both types of ammo now and make it murder for all troop choices (and it is the majority of options out there) with 4+ or worse pretty damned vunerably to a grissly death.

Thunderfire cannon well.. its a special gun. Dragonfire shells, granted. Darkreaper crack-shot (not 5ed specific but with increased availibility and thus possible reliance it makes it relevant)

Improved closecombat goodness. Assualt grenades seem more useful now (for actual cover-related charging)

This message was edited 1 time. Last update was at 2009/01/04 19:44:04


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Regular Dakkanaut





wuestenfux wrote:
2. Librarian with Null Zone? What's that supposed to do?

Nullzone requires to reroll all passed invulnerable saves within an area around the Librarian.


Ork bikers usually use the 4+ cover and 4+ feel no pain. rarely do they use the 5+ invul. How does Null zone put a damper on nob bikers? How do bikers dance outside of assault range of nob bikers?

This message was edited 1 time. Last update was at 2009/01/04 21:08:10


 
   
Made in us
Fireknife Shas'el




All over the U.S.

We were talking about defining tactics in 5th editition as per OP. Which started off as broader more non-unit oriented question of base tactics and style of build favored in 5th edition.

If we examine this on a unit by unit basis this thread may quickly become another Biker/Dual Lash debate.

@ OP, Every Army is going to see the defining characteristics and successful tactics a little differrently. All according to their strength.

Many say the static gun line is dead. For Tau, this may not be so with the broadside spam build. I personally, build a general list. Two Hammer heads a squad of 2 broadsides, a PF squad, and speed bump gun drones, 3 troops, one w/transport other grabs PF transport and third is kroot, 2teams of 2crisis suits and 2 strong commanders. This leaves me with a static line castled in a corner, mobility with the tanks/transports, and the one you left out(which I feel is the most important)flexibility.

I tend to build similarly with the eldar because this is what suits my playstyle. Not the static part but for flexibility.

5th ed has done a good job of forcing a balance in alot of ways. This is how I see it:

Build1 is >build2, build2 is > build3, Build3 is > build1

Just my opinion and how I build/play

Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Yellin' Yoof



Wisconsin

If you are talking about orks you are going to see a lot of use of the new run feature with slugga boyz so that they can close in to CC quickly, you will see the same with most orks and almost any CC oriented army that isn't heavy on transports.

As far as MEQ armies, you are going to see a lot of heavy armor and hard to kill troops.

Truthfully though i don't see a single defining tactic for 5th ed. People are going to play to their personal preferences and they will modify "normal" army tactics to work with what they wish to play.
   
Made in gb
Freaky Flayed One




England

I really dont think Orks are as good as alot of you think.

Workers of the world unite; you have nothing to lose but your chains. - Karl Marx 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Kill troops. Kill the scoring units. Have a range of ap weapons.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
 
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