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Made in ca
Longtime Dakkanaut





I'll offer my experience with maneuvres. I run an IG infantry company, but run various mobile elements to support it.

The anchor is a CCS/LC with HWS's (and sometimes artillery); they don't move much, and sit on objectives in my deployment zone. Alot could be said about them but this is not the place; their purpose is plain.

Tanks are usually mobile only because of necessity, and can be considered part of the gunline, to be protected by the infantry. Again alot could be said but function is obvious.

I have one Platoon devoted to moving to capture (with MMM!), and hold (with I! and FRFSRF) objectives that are relatively close. If running more than one platoon, I would create firebase/mobile combinations (though of course they can all move if desired).

Supporting this, and getting faster, are mounted vets. The meltawagon setup is well known because it is a reliable melta delivery system, and I currently run one. I also intend to use chimeras to bring vets armed with longer-ranged weapons to superior positions. There are various configurations but all rely on combining the equally respectable long-range firepower of vets and chimeras (possible: 18 dice at 36", 21 at 12") with the ability to quickly get to the best place. The mechvets can perform various tasks: attacking, defending, blocking, capturing, reinforcing, diverting. Of course mechvet lists abound.

Faster still is the hellhound, with above-mentioned range. It and the meltawagons often share a flank to operate on. Much has been said about the various patterns and their uses.

Stormtroopers are my wildcard. They have the mobility of infantry, but can survey the terrain, opponent, and mission and then be Infiltrated or Deepstriked or make a Scout move or Outflank, so that they are where they want to be as soon as they hit the board (usually, and they may just die before they do anything. That's why they're a wildcard ). The possibilities deserve their own tactica. What kind of mobility is this? It's like concealed movement...

My scout sentinel employs the same kind of movement to try for flank shots on vehicles, set up blocks, and add it's firepower to the gunline's. The ability for a sentinel to run cannot be overlooked in order to achieve decisive positioning for their weaponry.

Gunships are obviously at the apex of Guard maneuverability and their popularity proves their worth. There has been much discussion already, and I don't run them so I'll let others speak to their tactics. Aircav lists also abound.

My ground forces are a core of infantry, toting heavy weapons, protecting tank-delivered ordnance, all with a limited capability for mobility. This is supported by mobile vehicle elements in various roles, and sometimes static artillery. Maneuvre is critical for me to contest the initiative against more mobile opponents, and of course to win the game if there are objectives.

This message was edited 1 time. Last update was at 2009/12/08 08:19:55


Fun and Fluff for the Win! 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Nenya97 wrote:Manueverability? LoL

I agree that units have 2 of 3 traits but...

If you have maneuvering + survivability, you may never die, but you are not contributing to the main goal: killing your opponent

2/3 games are objective based and 1/3 are VP based. 'Killing your opponent' does not win if you don't hold any objectives.
In VP based games a maneuvering + survivability army just needs to pop a few transports then deny VPs to win a game.
   
 
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