From a competitive standpoint, most of this seems a bit silly. Not getting Advanced Stabilization on broadsides and thus losing a turn of fire? Hope what you have on them regularly makes up for that, because this is a dangerous strategy. Also, deploying Pathfinders yet not Broadsides on the board? Oxymoronic, in that you've committed your pathfinders to a space, yet are wasting firing time on Broadsides.
Outflanking kroot for either more dynamic deployment or assaults is. Now, DSing suits is interesting. Regular suits will most likely get eaten due to lack of toughness. The most I can see here is DS melta/flamers. Dangerous. Better regulated to your Hazards, but even then, with rerolls on the scatter, it's still a dangerous prospect. Hazards, while decent for their melta option, are expensive for the role, as well.
Lack of Fireknives is a bit odd, given that they give decent MC/heavy infantry fire, and can sub for light vehicle fire. Guessing you rely on deep strike melta or something for the purposes of removing vehicles?
Finally, Deathrains on commander's bodyguard? BS 4 TL is gilding the lily a bit much, when you can just grab an additional gun. I say these things for a simple reason: While a way of playing, they're neither the most effective, or something that regular players should look into till they have a grasp of the army. Many players will get lured into gunlines, when Hybrid is far more effective (if expensive).
A dangerous tactic, considering your opponent could ask to read your list before the game, or just reference your model's weapons to what they'll do. Finally, leaving almost everything in reserve is a big hint as to what you're going to do. It can work for the unprepared, but you're taking 1-3 turns to get your big units on the board. An experienced opponent wont overstretch, they'll wait for you to come in sporadically, then pick off what units do arrive, using cheap sacrificial units to blunt anything you'll throw at them.Bait and switch Tactics- This is what I call my method of fighting. I doubt its new but it isnt something I see used or talked about very often. The basic premise is starting the game with some juicy bait units on the board to force the opponent to come across(its my primary tactic with my Air Cav IG armies too).
Pathfinders will get a 4++ save, MAYBE a 3++ save for being in special cover. T 3? 4+ Armor save? They wont survive long being the only unit on the board. Your devilfish idea is standard practice, but it's decent to note good tactics. That said, what's not a good tactic is having one infantry unit and one vehicle on the board. The Fish is vulnerable to torrent fire that has no where else to go. If it goes, your whole deep strike idea is out the window.I use my pathfinders, my command squad and a FW squad in the PF DF. I put the PFs somewhere vital but in really good cover preferebly where LOS is limited to a certain fire path. Opponents generally know how effective PFs can be against them so they will concentrate way more resources to take them out than they really should. Works for me, thats why I bring them and not expect them to do anything except get shot at. The important part for me is their Devilfish and its reroll DS scatter ability for my suits. It I take care to try and keep out of harms way and additionally I do not make it threatening, I give it a Disruption Pod, thats it because if it is engaging then it better be late game or something is wrong. Ill throw a FW or auxilary team in there for late game objectives. My command team with their 36" TL launchers will bounce around and go for transports or important targets.
Everyone makes a space for luck, this doesn't mean we rely on it exclusively. Your tactic is based on someone overextending due to lack of forces. Smart opponents will expand lightly, near cover and facing beneficial directions. Your Pathfinders are the least of your worries. If your fish goes down, you're dead, due to relying on regular DS rolls.What all this does is draw the enemy across the board. These targets are too important to ignore and will plague the opponent all game if he doesnt get rid of them. I fully expect the PFs to die. By bringing everything including the broadsides and HH on from reserves almost garruantees I am getting side shots on any vehicle when they do come on. It also enables me to DS behind enemy forces and split them up, if any PFs are alive to support my guys, so much the better.
Might want to give examples and battle reports here. SabrX just linked a description of a battle vs. Mechdar, complete with basic and full running slideshow of the battle. Allows everyone to see what's going on in the battle.Every now and then it really works out to my favor and I come down with extreme force and have a devastating shooting phase like my last game. All but one crisis team came in on turn 3 and pretty much ended the game destroying all or most of every single opponent squad on the board(pathfinders didnt make it though, they are a volunteer squad in my army fluff anyway).
I'm sure you do well in some battles, but it sounds like the people you're fighting are inexperienced, thus allowing you to rip them apart. Are you posting this here as a possible new method of play, or are you just showcasing your method of play? Is this meant to be a competitive style?



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