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		<title><![CDATA[Latest posts for the thread "Best tactics for Spearhead - Capture and Control games?"]]></title>
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				<title>Best tactics for Spearhead - Capture and Control games?</title>
				<description><![CDATA[ <br /> I have a local tournie coming up and we have pre-chosen game types to save time. I have been drawn with two of my four games as Spearhead - Capture and Control.<br /> <br /> The games are being played at 1250 points (I know, I know). I am playing Tau and Vanilla Marines in the two spearhead games and I have a fairly standard <span class="glossaryitem" onmouseover='gp(124);'>SW</span> army that looks something like this:<br /> <br /> Rune Priest (Runic Weapon, Living Lightning, Murderous Hurricane)<br /> Rune Priest (Runic Weapon, Jaws of the World Wolf, Living Lightning) <br /> <br /> 5 Grey Hunters (Meltagun, Wolf Standard, Razorback w/ Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span>) <br /> + 1 Wolf Guard (Powerfist, Combi-Melta)<br /> 5 Grey Hunters (Meltagun, Wolf Standard, Razorback w/ Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span>)<br /> + 1 Wolf Guard (Powerfist, Combi-Melta) <br /> 5 Grey Hunters (Meltagun, Wolf Standard, Razorback w/ Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span>)<br /> + 1 Wolf Guard (Powerfist, Combi-Melta) <br /> <br /> 7 Wolf Guard, 7 Combimeltas in Drop Pod <br /> <br /> 5 Longfangs (4 Missile Launchers)<br /> 5 Longfangs (4 Missile Launchers)<br /> <br /> As you may have gathered from my army, I intend to drop my pod onto their objective and use probably 4-5 melta's to take out their heaviest weapon straight away. This unit will then get shot at ALOT while the rest of my razorbacks advance mid-table. Turn 2, the remainder of the wolfguard, im guessing about 4, assault in and gets 4 attacks on the charge each (2 base, 1 for 2x <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, 1 charge). Over the following turns the Wolfguard would contest until one of my Razorbacks gets in to range to disembark the grey hunters for assaults/contesting. And this is where I'm coming undone....I can see the flaws in my plan but honestly, im not sure how to approach a spearhead/capture and control game. Do I split my army to try and take the far objective? Or stay compact and blast away from my end with my superior ranged weaponry? Any suggestions would be very helpful.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 22:59:08]]> GMT</pubDate>
				<author><![CDATA[ fluffywyvern]]></author>
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				<title>Best tactics for Spearhead - Capture and Control games?</title>
				<description><![CDATA[ Ideally in capture and control, you want to cover your own objective with enough scoring to hold out against credible enemy threats, and send everything else in your army full-speed across the table to contest your opponent's objective.<br /> <br /> So with the army you have outlined here, that probably means leaving all the grey hunters--preferably in cover--to cover your home objective while sending the razorbacks and pod guys to the enemy objective.  Long fangs lack the mobility to do much other than try to slow the opponent's advance and try to shoot up units that are approaching your own objective.<br /> <br /> It's going to be a challenge with all those points invested in the wolf guard unit.  A larger number of fast-moving units like speeders or razorbacks would make it easier for you to get past the draw in capture & control.  If your opponent doesn't have a lot of targets for long fangs, you might even consider throwing your long fang units into your razorbacks and hauling them across the table.<br /> <br /> The important thing to remember is that in capture and control, losses don't matter, firepower doesn't matter, so doing things like shutting long fangs in a razorback can actually make sense against certain opponents.   Long fangs can contest as easily as any other infantry model in the game. All that matters is that when the dust clears, you're holding your own objective and contesting your opponent's.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 03:22:24]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Best tactics for Spearhead - Capture and Control games?</title>
				<description><![CDATA[ Also, the wolfguard with 7 combi meltas ... all seven will die ... not just 3ish.  The other army will have nothing better to do and will obliterate them. <br /> <br /> So, since they are dying anyway, you can minimize the risk and give yoruself another unit in a drop pod by:<br /> <br /> dropping the 7 combi melta wolf guard to 3 combi melta wolf guard<br /> <br /> dropping either the 3 wolf banners(30 pts) (not that effieciient on 6 man squads) <br /> or dropping one PLazorback to just heavy bolters(35 pts)<br /> <br /> With the points saved you can add another drop pod (or rhino or <span class="glossaryitem" onmouseover='gp(51);'>HB</span> Razorback) with 3 -5(5 if you drop one las/<span class="glossaryitem" onmouseover='gp(166);'>plas</span> to <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and get rid of the 3 wolf banners) combi plasma toting woflguard.  This gives you an aditional unit that will come down turn 2-5 to contest if needed, or support your push by taking out troops the enemy has exposed, or a critical vehicle on rear armor if no other targets are available if you put them in a pod, or a 4th rhino/razorback for target saturation and a nasty counter unit when they use something nasty to attack one of your grey hunter squads.<br /> <br /> Also, I find that storm caller for the 5+ cover save on your vehicles, or tempests wrath to messs with jump and skimmer armies is more helpful more often than Jaws. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 17:42:33]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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