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Tactica Imperium
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Old 15 Sep 2005, 21:35   #51 (permalink)
Shas'La
 
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Default Re: Tactica Imperium

Quote:
Originally Posted by Arguleon-veq
'- Sharpshooting....moves accuracy from a 50% (BS3) to a 58.3% (BS3.5)...well worth it for any maggot unit toting big weapons.'

Yes, reasonable for heavy weapon platoons with Heavy Bolters or Autocannons, but in regular squads it is almost a 15% increase in points for an 8% increase in effectiveness. Not really worth it in normal squads IMO.
I agree...its only useful if they have big weapons (Lascannon, Missiles, Autocannon)...my infantry have Lascannon, moves cost up by c 12%.
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Old 16 Sep 2005, 02:21   #52 (permalink)
Shas'La
 
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Default Re: Tactica Imperium

I crunched some number and got
No shaprpshooters on lascannon squads you get 23 for the same points as 21 with sharpshooters
the ratio to fire is 69/77 (pretty much 10/11) so worth the points to sharp shoot them but I think it isn't worth the doctrine points
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Old 16 Sep 2005, 02:42   #53 (permalink)
Shas'El
 
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Default Re: Tactica Imperium

Quote:
Originally Posted by Inquisitor Tatum
I crunched some number and got
No shaprpshooters on lascannon squads you get 23 for the same points as 21 with sharpshooters
the ratio to fire is 69/77 (pretty much 10/11) so worth the points to sharp shoot them but I think it isn't worth the doctrine points
could you re-phrase that so i can understand it...
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Quote:
Originally Posted by Aloh´Ta
Edit by FT: Corrected your grammar and made it easier to read.
Eidt by JD: I dunno how you managed to read it after the changes FT
Edit by AC: JD you've spelt edit incorrectly...
Edit by WG: I just wanted to be part of the moment. :P
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Old 16 Sep 2005, 11:27   #54 (permalink)
Kroot Warrior
 
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Default Re: Tactica Imperium

I wouldn't go crunching numbers. The dice gods are fickle things in my eyes. All we know is that it increases the points cost for your marines and do you really want to re-roll those standard lasguns (Unless you give them to heavy weapons)?

It may work for some but perhaps not others
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Old 16 Sep 2005, 12:50   #55 (permalink)
Shas'La
 
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Default Re: Tactica Imperium

on a lascannon squad every time you would get 69 hits without sharpshooters you would get 77 with them for the same points
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Old 16 Dec 2005, 01:41   #56 (permalink)
Shas'El
 
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Default Re: Tactica Imperium

Well, this is Tactica Imperium, so I thought I would share a 'stolen' tactic.

I call this the Napoleonic.

First, this will really only be effective using reserves, but it can be done without. You will also need to negotiate an unlimited turn game, as you should play to the very death. [I always do]

Deploy your forces stretched tight and thin. Make a battle line. Leave all mobile units in reserve. Have them ready to deepstrike if possible. Also, see of you can negotiate the reserves coming in on their own table edge.
When he attacks, look for a weakness in his line. When you have noticed it, throw every reserve at that one spot. Your flanks will fall, but he will find himself with the center of his attack force, or even his defence force, sorely weakened or even gone! Then, you crush one-side with superior numbers.

If he goes to one side with the majority or even all his troops, throw your reserves there, and then curl your line to surround him. The back will be weak, but the front strong.

If he breaks through your line, put your reserves in the break, and curl around your flanks to surround him.

If he spreads out relatively evenly, drive through the weakest part, and then surround his line section by section.

Pluses:
With such a tactic, you can easily drive right through an enemy in a turn or two. His center will be decimated by and overload of troops. He will have usually his command and specialist troops in the middle, and they are eliminated. If not, you will take out a lot of supporting power in his army.
Having an enemy surround creates a cross-fire at the fail of a morale test. Instant destruction.

Minuses
There are many disadvantages with this tactic, and compared to others, its pretty darn risky. But, if you're skillful, and with a little bit of luck, you can pull it off. There are things to watch for though...
Thin line: This will present to your opponent an extraordinarily weak line, and he will most likely break through with fast attack units before you can make it in with your reserves.
Be careful of the fact that you may be facing tough units with your reserves. There may be terminators or even Greater Daemons waiting, who will halt your reserve force and send them back, much the opposite of your plan. Generally take tough units (Ogryns and Stormtroopers) or specialized command squads with power fists and power weapons.

A few tips
Always always max out your reserve units. The last thing you want to happen is for units in your attack force to turn tail and run. You also want a number advantage in your assaults.
Tanks are very useful, particularly the Demolisher. This tank, though expensive, is equipped with equipment to severely damage and destroy tough assault units. Whether its cruising behind your line or driving forward, this won't let you down. Keep a wary eye for AT, though.
Upgraded command squads are always useful, and they can really be the shining unit in any game. They should always be taken with: Power weapon/fist [At leats one] Commissar with either of the latter mentioned, Plasma pistols, and melta guns, and leadership bonuses of any kind.

I hope this works for you, because it has with me,

Thanks for reading, if you've gotten through all that.
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Old 26 Dec 2005, 02:58   #57 (permalink)
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Default Re: Tactica Imperium

Tactica Advisors

Jsut a quick little document on using advisors.

We all know of the vast power of the commissar from 3rd Edition. In the new Codex: Imperial Guard, Sanctioned Pyskers are a common sight on the battlefields of the 40k universe, as is their cousin in advisory, the Imperial Priest. The following is a small guide to using them effectively.

Commissar:
Perhaps the greatest of the advisors, Commissars are crucial in providing leadership bonuses, attack skill, and inspiration.

1. Commissars in a Standard Command Squad
In the basic Command Squad consisting of an officer, and 4 guardsmen, and in a squad that’s only purpose is leadership, one should almost always take a commissar. While his generous stats may be wasted, one can conserve points and purchase him with a laspistol and a close combat-weapon. If equipped with a vox, the commissar’s leadership bonus to the officer will be carried throughout the army. Equip him basically and do not expose to fire.

2. Commissars in an assaulty command squad
Perhaps the most common of Command HQs especially, the assualty command squad is perfectly in tune with the commissar’s role in battle. When equipped with a power weapon and a bolt/plasma pistol, a commissar is a formidable character to stand along side a fully equipped HSO. The commissar should have leadership upgrades, powerful pistols, and a power weapon or fist. Your opponent, because of the knowledge of his vast leadership capabilities, will inevitably fear him. Once the HSO is killed, he can regroup the squad and leap back into the fray. With Leadership of 10, from then on, he should be a character of stoic will and resolve.

3. Commissar in a shooty command squad.
This is not a wise choice, as the only benefits to an obviously expensive model is high ballistic skill and leadership. The strongest possible armament is a bolter, and a Veteran Sergeant equipped similarly will not only cost less, but when the squad come sunder fire, cannot be singled out as a separate unit. As a rule of thumb, save him for an assaulty squad.



Sanctioned Pyskers
While vastly beneficial to an assautly command squad if equipped expensively, a Pysker will be almost useless in the standard ‘leadership’ command squad mentioned before. The Pysker will find mediocre use in the shooty command squad, as many of his powers are short ranged.


1. Using a Pysker in a standard Command Squad.
This is perhaps the largest waste of points possible. There is but one power pertaining to leadership, and in 6 turns, that probability is 1 turn. Additional to that, if equipped with a vox, the Pyskers is useless. They are simply models to be taken in place of the officer, and for their points, it’s not the best solution

2. Pyskers in an assaulty command squad
When equipped rightly, a Pysker can become close to the feared Librarian of the Adeptus Astartes. Equip them with a force weapon, even more powerful than the power sword, or really, the power fist. Also, to ensure a lot of attacks, give them the Honorifica Imperialus. This gives them better leadership for psychic abilities, and it gives them better weapon skill and initiative, not to mention more attacks with a weapon capable of taking down a battle suit with one hit and no armor save. They are an awesome force in an assaulty command squad.

3. Pyskers in a shooty command squad
While not very effective, they have their plusses. They have some shoot-able attacks, and for their points, they can be a cheap power, but in all seriousness, they should be evaluated by personal preference and opponent type.


Priests:
For obvious reasons, Priests are only effective in assaulty command squads. Never take heavy weapons in the command squad, because they will be void.

1. Priests in assaulty command squads
As a rule, take ‘em if you can. With great additions to attacks and other great assets in assaults, they were made for CC. Equip them simply, to keep points low.


Combinations of Advisors

1. Commissar and Pysker
This is always a good idea, because if you have a Pysker, you should have a Commissar for the It’s for your own good rule. Equip them depending on the squads role.
2. Commissar and priest
This is an equally good idea if you give the commissar some nice HTH equipment, as the benefits by the priest will make him and the squad all the more formidable.
3. Pysker and Priest
If you will take this option, equip the Pysker with the best HTH weapons you can lay your point-grabbing greasy fingers on. A force weapon, honorifica Imperialus, and the benefits of a Priest are not to be sneezed at.
4. All 3
This is the most expensive choice, but if you have one of each unit, you will have at least one of each in your command squad. Equip them all with excellent close Combat weapons, because all those benefits pay off.

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