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Made in us
Fresh-Faced New User





I was wondering if anyone knew where I could find an assault tactica. Or, failing that, give me some pointers on how to make the most of my assault phase. I am planning on starting a Blood Angels army as soon as the codex releases (tired of playing Tau) and I am not savvy with assault tactics.

Does anyone know how to make your squad win an assault in the opponent's assault phase? This seems ideal. But it doesn't appear to be possible because if you don't beat them on the charge... why would you beat them in the next assault phase besides pure luck? Is there a way to hit soft on the charge and hit hard in the opponents assault phase?

Besides that I would like to know any other pointers for assaults that any of you may know. Thank you for your replies in advance.
   
Made in us
Rotting Sorcerer of Nurgle





Light bulb unit formations...so you get less bodies in combat range in the first round, then pile in to seal the deal in the second round.

That's one.

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Storm Guard




Minnesota

One tip that comes to mind is to be very careful shooting before you assault. The opponent will often remove the models in front to make his unit out of range.
Oftentimes depending on the target you do not want to shoot before assaulting.

When setting up a multi-assault this is especially the case, one of my early games this is what happened:

set up in range to multi-assault a 5 man SM combat squad and a 10 man IG guard squad with my squad of 8 CSM berzerkers, I decided that since the odds of killing the SM with my bolter shots wasn't that great (8 bolt pistol shots) so even if 1 SM died they wouldn't take a morale check, well I shot too well and killed 2 SM, not a prob right? 9 leadership should be fine, well w/ combat tactics he chose to fail the morale test and run away, and now I couldn't assault the SM who were out of range, or the IG who were right next to me (can't assault a dif squad than what you shot). next turn the SM regrouped and the IG FRFSRF along with a pair of dakka preds back a bit and lost the whole squad of zerkers who were standing out in the open.

so be very, very careful first if you decide to shoot or not, and then which target you are shooting at.


 
   
Made in us
Plastictrees






Salem, MA

Against fearless armies that mix big and little things (nids, Avatar foot eldar, chaos cult marines with daemon princes, chaos daemons) do a multicharge and use "no retreat" wounds to kill the big bug.

Charge a large unit of small things with the majority of your unit, and have one or two guys contact the big thing you want to kill. Like for example, charge in against the unit of gants, and send one model from your unit to contact the hive tyrant or whatever. Allocate everything you can--including your power fists/weapons--onto the gants to score overwhelming number of wounds. Then the tyrant will have to make a dozen "no retreat" saves and will be crippled or killed without you having to actually wound it directly.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Tail-spinning Tomb Blade Pilot





Be extremely careful when using flamers and general shooting before assault.

With flamers and shooting, if you kill to many units they will run and your assault unit is in the open ready to be shot to pieces. More often than not, for me anyways, i make sure my CC units get into CC. Even if they have guns, in CC they are safe from shooting, and im confident my guys can handle the CC.

Multi-assaults are a good way to get things done, especially with things like MC's. And as Flavius said, take advantage of Fearless units. They dont all back, but they take armor saves, and if you do it right, they can end up taking a lot of armor saves.

Necrons 2000+
Space Wolves 2,000+  
   
Made in ca
Decrepit Dakkanaut





Try to get flank charges on units with And They Shall Know No Fear, flank being relative to the front of the unit which is opposite their starting board edge. Do this so that if they Fall Back, then they'll be within 6" of an enemy and you can escort them off the board.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd take a combination of Rhino squads and Assault squads.
A Rhino squad could go with an Assault squad in tandem,
alternatively, the Rhinos could leap frog forward (then I wouldn't consider Assault squads).

This is the Rhino rush tactics projected onto the 5th ed.

Former moderator 40kOnline

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