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Vehicle tactics


Paulochromis

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Hi people,

 

Just wondering what tricks & traps there are using (transport) vehicles?

 

In the dying throes of a Seize Ground (3 objetcives) game I played today, my opponent held one objective, and I sat another with a full squad in a rhino.

My lone biker captain attempted to get into assault near the third objective, and if he had, and survived the game would have been drawn.

After the game Brother Tual pointed out that I could also have disembarked the squad and sent the empty rhino to contest as well.

This would never have occurred to me (although I would hope that I might remember it from now on).

 

What else is out there?

 

Cheers, Paul.

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well I recently developed a defencive block for my army list the forms with 12 marines, 2 razorbacks, a vindicator and a whirlwind. The vinicator is the siege engine of all marines but has suffered one to many melta shots to it's side or back along with the whirlwing wanting to hide and fire and so I developed this to give protection to both tanks and maximise effectiveness.

 

RB|V|RB

MI|W|MII

 

key:

RB = razorback

V = vindicator

W = whirlwind

MI/MII = marine squad 1/2

 

As you can see from this diagram I so expertly did :P one will realise that the razorbacks are effectively both shielding the vindicators side armour and marines who are in turn giving the razorbacks back armour and whirlwinds rear armour a 4+ cover save while the vindicator uses it's AV13 to take on most shots. Key to block moving is adding extra armour to the vindicator and razorbacks. While only able to move very slowly when turning it has the added guns of razorbacks along with whirlwinds missle launcher thingy and if the opponent wants some close range melta shots then the marines can dash out of formation and use their weapons to toast them or hold them up (adding a power sword is a good idea). The vindicator also comes with a siege shield so if the Razors get popped then it can still turn without DT checks. And if the opponent should bring barrage weapons, jump your marines into your razorbacks and only have them out when needed (having them out all the time tends to be better since you can be prepared easier). Good thing is that if you put this in conjuntion with two flanking units on each side (I use lysander and terminators with CML and chainfists in a redeemer on one side and a land raider on the other) this can be useful for smashing apart even mobile armys as if they try and flank the block your flanking units catch them. Not sure how you will rate this but I do advice watching out for shokk attack guns (only major problem I can see but it's not that big a deal)

RB|V|RB

MI|W|MII

 

As you can see from this diagram I so expertly did B) ...

 

Nice. Does your tank commander keep wanting to shout "we've got ourselves a convoy"?

You could consider running landspeeders behind them (since they can fire over the tanks).

 

Cheers, Paul.

RB|V|RB

MI|W|MII

 

As you can see from this diagram I so expertly did :P ...

 

Nice. Does your tank commander keep wanting to shout "we've got ourselves a convoy"?

You could consider running landspeeders behind them (since they can fire over the tanks).

 

Cheers, Paul.

 

Well the thing is the tacticals are there because their handy. To behonest thats half the army right there (maybe a little under) with the rest into 2 land raiders, 5 terminators and lysander. Besides the marines are there for two reasons: one I decided to scrap some points for tacticals this time as to get more out of them and two I have only two land speeders and one is typhoon while the other is tornado/normal with a multi-melta as it's base weapon. I have other time gone for taking the most expensive units and most durable as to be honest, I hate having to adapt tactics every battle (I ain't the best tactician) and so I prefer the blunt hammer. Anyway, my tank commanders often have a habit of playing rock, paper, scissors while waiting for the enemy to come into range and if not start taking the mick out of the whirlwind driver!

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