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Basic tactics

 

Below is a general guide to help the 40k novice start thinking about tactics.

10 Golden rules

Remember and apply these and everything else will fall into place. These rules are intended to be the basic framework that one can use to help make tactical decisions and are applicable to most other armies.

10_golden_rules_dot.gif (335 bytes)FIRST RULE

You must control the situation and take the initiative. Be pro-active, not reactive.

10_golden_rules_dot.gif (335 bytes)SECOND RULE

Have a plan. Think in advance about how you are going to deploy and fight the enemy.

10_golden_rules_dot.gif (335 bytes)THIRD RULE

Have a contingency plan. If things go pear shaped, you need a course of action that might pull you out of the fire.

10_golden_rules_dot.gif (335 bytes)FOURTH RULE

Never play in a way that suits your enemy. Always exploit your enemy's weaknesses and your strengths.

10_golden_rules_dot.gif (335 bytes)FIFTH RULE

Never rely on one thing to accomplish a mission. Have back up and redundancy.

10_golden_rules_dot.gif (335 bytes)SIXTH RULE

Wipe out one squad at a time. Try to concentrate fire on one squad at a time, to destroy it, to make sure that the heavy weapons, in that squad, won't continue to be used. Wiping out a squad also stops very small remnants of squads having disproportionate effects such as providing cross fire or tying up a whole squad in hth so they can't shoot.

10_golden_rules_dot.gif (335 bytes)SEVENTH RULE

Don't keep troops in reserve. Most of the time it is counter productive to keep troops in reserve as it is important to hit the enemy with everything you've got and to keep hitting them. In some cases there are exceptions to this rule and they will be mentioned later.

10_golden_rules_dot.gif (335 bytes)EIGHTH RULE

Use terrain to your advantage.

10_golden_rules_dot.gif (335 bytes)NINTH RULE

Know the rules. Knowing the rules (and how to best use them) is necessary to help you fight more effectively.

10_golden_rules_dot.gif (335 bytes)TENTH RULE

Never say die. Always fight with a positive frame of mind. Even if things are going badly at the beginning, the situation is quite often, not as hopeless as it seems.

 

 

CHOOSING AN EFFECTIVE FORCE TO FIELD

A generalised overview.

The first thing to consider is what army you will be opposing. It is important to make sure that you don't pick a force that will make you fight in a way that suits the enemy. For example don't take a Hand to Hand combat (from this point on to be expressed as hth) army to fight Orks, as Orks preferred method of fighting is hth.

Knowing what kind of army you are facing will also determine what troops to take and not to take. For example, it's probably a waste of points to take Swooping Hawks against Space Marines (SM) as you will need 5s to wound when you shoot and assault them. Whereas, if you are facing Space Marines, points are better spent on something effective such as a guardian squad with a starcannon ('they shall know no armour save!").

When taking anything in your army that is very effective, always take more than one. If you take a Wraithlord, then you should take two. If you take a squadron of Vypers, then you should take another squadron or a least break up the small squadron into two squadrons. The reason why I've made this suggestion is because, effective (therefore scary) things attract a lot of incoming fire and if you only have one, it will die in the first turn usually.

As you pick your force it is worthwhile to make sure that the army is flexible and can respond to your opponent's strategy. For example, if you are fighting against Orks and you are playing the Strongpoint scenario, it is worthwhile keeping something in reserve, nearby, that is very effective in hth. A squad of Striking Scorpions; an Avatar or a Wraithlord (or even better still, all of them) can counter attack the inevitable incursion into your area by some Orks in trucks.

Fear is a weapon. Consider how your army will appear to your foe. It is important to have enough "threats" (that is units that cause concern) to force your opponent into firing at multiple targets. If your army has only one major threat, your enemy will concentrate it's firepower on that threat and it will be disposed of in short order. There is no point putting something like a Wraithlord in your army if you don't get to use it.

USING YOUR ARMY AGAINST "SHOOTY" ARMIES

As most of the Eldar's weapons are relatively short ranged. I'd suggest that if you are up against a "shooty" (an army that usually relies on firepower instead of hth) army such as the Imperial Guard (IG) or SM, it is important to take into account the Eldar's advantages.

Speed kills............the enemy.

The Eldar have the fastest vehicles and some of the quickest troops. The Eldar's speed should be used to close the ground between them and the enemy as soon as possible. The longer the Eldar are out of range, the longer they are going to be shot at and killed.

Against shooty armies I've found it effective to have as many guardian squads as possible with starcannons to fire from afar (36") as the rest of your army races forward to get to grips with the Enemy. Quite often the enemy will concentrate their fire at the closet troops that are approaching and ignore the Guardians (the theory of multiple threats at work) that will actually win the game for you.

The troops that are racing up to the front should usually be in Wave Serpents and there are few different ways one can use to help they survive closing the distance. 

  • To absorb incoming fire that would otherwise be directed at the Wave Serpent, a large squad of Jetbikes can be kept in front of it. 
  • Use terrain by making you moves from cover to cover.
  • Always move more that 6" so that any hits will be "glancing hits".

The speed of the Eldar vehicles means that you will probably be able to get where you want in one turn. You will be able to disembark your troops in the next turn if you can't disembark in the first turn that you moved. Keep in mind that your foe will try to destroy the incoming troop transports (a perceived major threat). The longer your troops are inside the vehicle, the better chance your enemy will have to destroy the vehicle and its contents.

If your enemy is firing everything at the incoming troops, then other things can move forward. If your have put enough "threats" on the table then your enemy is going to have to split it's fire and therefore reduce the effectiveness of that incoming fire.

 

AGAINST HAND TO HAND ARMIES

Against a foe that is a hth force (such as Orks or Tyrannids), it is wisest to hang back and shoot them.

The biggest mistake a Farseer can make is to help cheap troops (such as guardians) that have been assaulted by committing other cheap troops to help them in hth. The best thing to do, is to comes to terms with the loss of the assaulted troops and move away with the nearest troops so they can shoot at any enemy that are left over from the assault. Often a squad of guardians will last two turns of hth and therefore lay down their lives so that the other troops nearby can get away.

Only a fool would commit non-specialist troops to fight hth specialists.

Don't fall into the trap of fighting in a way that suits your foe!

Often hth armies are supported by heavy support that is kept to the rear of their force. Your hth army foe desperately wants to charge forward and get into to grips with you. As the enemy races forward it will only be able to shoot with small arms so it will be hoping to inflict some damage with the weapons that are behind its troops.

It is important to eliminate this threat. Swooping Hawks, Jetbikes, Vypers are extremely good at attacking behind enemy lines

Another benefit of attacking behind your enemy's lines is that it will distract them from their task and they may possibly divert some forces to deal with the threat that an attack to their rear represents.

Any thing that delays a massed hth force reaching your lines is worth trying. Rangers and Shadow Weavers not only kill troops but they also can pin them and that can buy some more time, to shoot the enemy before they reach you.

HAND TO HAND COMBAT CALCULATOR

The hand to hand combat calculator simulates a combat round between two squads (an attacker and a defender) to help players gauge the probable outcome of that round.

Combat Calculator

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