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Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Even so, numbers versus firepower is a tactic (of desperation maybe...)

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in ie
Battlefield Tourist






Nuremberg

And the Zulu weren't exactly your typical tribe- they had amazingly high morale and were very well trained. So effectively, they were storm troopers rather than conscripts. So it's not just a tactical consideration- quality of unit also come into it.
Against actual modern armies, tribes men have pretty much no chance.

   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Posted By Kilkrazy on 04/14/2007 1:01 AM
Even so, numbers versus firepower is a tactic (of desperation maybe...)

It sure is. Look at how the Mahattma used non combatants to close down factories. Attrition was the main factor in that (along with the psychology of the enemy killing and beating noncombatants).

   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

Also, I'd not call the Souix at Little Bighorn primitive. They were on average better armed and trained than the cavalry sent against them. Add in vast superiority of numbers, and it's no surprise they won.

   
Made in us
Longtime Dakkanaut





Florida

so What tactics does a 13th Company Employ when facing a 3 Falcon Eldar Army?

Maybe a Walking Ork army vs a Tau Fish of Fury army?

What good will tactics do on a board that has just a few peices of terrain and your a Dark Eldar army vs a Space Marine SAFH?

Do you think Tactics will save some of these armies from these matchups?

Comparing tournament records is another form of e-peen measuring.
 
   
Made in ie
Battlefield Tourist






Nuremberg

No, and that was sorta my point. They may minimise the damage you suffer, but list building and terrain still have a big part to play.

   
Made in us
[DCM]
Gun Mage






New Hampshire, USA

Even so, numbers versus firepower is a tactic (of desperation maybe...)


At the risk of sounding like a total nerd, "Numbers vs Firepower" is technically a strategy, not a tactic. Certainly a fair strategy, and one that has been deployed in both real life and in war games.

 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Posted By thehod on 04/15/2007 11:15 PM
so What tactics does a 13th Company Employ when facing a 3 Falcon Eldar Army?

Maybe a Walking Ork army vs a Tau Fish of Fury army?

What good will tactics do on a board that has just a few peices of terrain and your a Dark Eldar army vs a Space Marine SAFH?

Do you think Tactics will save some of these armies from these matchups?

These are all extreme examples.  The outliers of a curve naturally formed in game with so much variety in armies, missions, and table setups.

 

13th Company is a gimmick sublist of a particular army.  GW’s been very clear for at least the eight years I’ve been playing that minor offshoot lists are not intended to be as well-rounded and competitive as full codices.  They’re intended to stick to a theme, and may have some bad matchups.

 

Orks are widely acknowledged as the codex most badly in need of an update.  In 3rd edition, originally Wraithlords and Dreads were a hideous problem, because Nobs could be singled out in close combat and would never get to swing their Klaws.  By comparison, Grav Tanks were a relatively small problem.  The trial assault rules gave everyone the hidden powerfist that was previously the exclusive <st1:place w:st="on"><st1:placetype w:st="on">province</st1:placetype> of <st1:placename w:st="on">Space Wolves</st1:placename></st1:place> and Black Templars, and Wraithlords (as long as you were smart enough to take a Klaw) were no longer a problem.  The tanks were always tricky, but the revised vehicle damage chart in 4th is mostly responsible for the Falcon with Holofield being as tough as it is now.  That and the new revised Vectored Engines.  Still, none of this is exactly new.  Orks have always had a problem with Eldar, much like Eldar have a problem fighting Necrons.

 

DE on open table vs SM shooty army:  Well, if they’re a webway army, they don’t much care.  They just need one of the haemonculi to survive turn one (or just go first), and they’re off to the races.  If you can’t protect an IC for a single turn, there must be no terrain on the table AT ALL.  If they’re an infantry heavy shooty force, they have a metric ton of AP2, can take two heavies and two specials per squad, have BS4 and cost half as much per model as SM, so they should have a fighting chance in a shooting match.  Only if they are a Raider army are they really screwed on an open table, and then really only if the SM get first turn.  If the DE do, you’re probably looking at multiple first turn assaults, and the incoming fire drops considerably. 

 

But as long as you have a table with decent terrain (25% coverage suggested in the book), just about any army has a chance as when you play the mission.  Tactics of maneuver, scoot and shoot, and localized superiority really do matter and really do happen in 40k if you play with any reasonable amount of terrain.  Now, assuming that both players are equally skilled at tactics, of course some armies start out handicapped against some other armies, and some armies fare worse or better in certain missions and on certain tables.  But that comes part and parcel with having a large variety of armies, missions, and table setups. 

 

If you want a closer balance, you might want to check out Warmachine/Hordes, and this year’s current league format, many of the missions for which tell you exactly where to place terrain, and of what size.  The missions are very well-written, and overall there seems to be a bit better balance in WM/Hordes (which only have nine “codices/armies” ).  But for me it’s still no substitute for WH and 40k.



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Made in us
Dakka Veteran





Posted By thehod on 04/11/2007 6:08 PM
My friend Dave came up with a very good concept on how to win a 40K game and I think it applies very much to any game played: If you can dominate 2 of the 3 Phases of the game, you can win the game. For instance a Nidzilla list can win simply by dominating the shooting phase or the assault phase. A Mech Guard lists wins by dominating the shooting phase and the movement phase. A Fish of Fury army can simply dominate the assault phase by simply denying the assault to any unit. Most of the top armies can easily dominate 2 of the 3 phases with relative ease.

That is an excellent portrayal of what it takes to win. I think I've subconsciously developed a force that does this, but I've never heard it stated so succinctly before.

I agree 100%.

Ba-zziiing!



 
   
 
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