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Chapter Tactics usage?


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How do you use the UM Tactics?

 

I'm currently giving MSU Squads with Meltaguns a try, with their expressed purpose being to hunt down multi wound targets.

Then again, I've heard good things about UM Bikers. They probably fulfill a similar task, just with better movement and a lower percentage of bubblewrap.

 

But do you have any creative solutions I have overlooked in my focus on brawling Templars and Raven Guard gunlines?

Maybe even solutions that might complement these other forces?

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The pseudo-FLY lets you play a lot more aggressively without having to fear to get tied up and lose your whole damage output.

However that's all there's to it to be honest. There's not a whole lot you can do to exploit anything it gives your army and is more of a passive buff in case your opponent tries to tie your guys up. Of course you can do the same as T'au player do and tie up shooty units with your guys just to fall back and keep shooting the next turn. If you happen to be that close with one of your units it should be quite an effective tactic to reduce your opponents damage output (yours as well but not as much as it would he were to destroy some of your units).

 

It would be MUCH stronger if chapter tactics would work for vehicles as well but that's that.

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I don't build a plan around the Chapter Tactics aside from keeping squads at numbers of 5 so it becomes impossible to fail morale.

Marines suck in close combat so it's great to be able to walk way and still shoot.

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It has a bit of a psychological element with a gun line set-up. I often use 10-man squads, so charging into them means that you face overwatch, kill a few bolter guys, then watch them all step back and shoot you again.

 

It seems to give people second thoughts about using combat to shut down my firepower, which just gives me more firepower to play with.

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Losing only a few bolter guys seems wildly optimistic against anything that's dedicated CQC, but that's just my opinion.

 

Honestly, though. If Doctrines did apply to vehicles, I feel UM's would be a lot worse than Raven Guard at that point. Sure your tanks can disengage from melee...but anything not a land raider is hitting on 5s..and god forbid you've degraded at all and basically run to fire overwatch.

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Losing only a few bolter guys seems wildly optimistic against anything that's dedicated CQC, but that's just my opinion.

 

 

Maybe, but then the plan would be to have shot up any dedicated CC units before they hit my lines, so they’d be at less than optimal efficiency.

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