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Viable foot slogging tactics


Hfran Morkai

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Well with 8 large packs of grey hunters I decided perhaps its time for a footslogger list to have a horde of wolves. Now my main question is does the "Staggered advance" work well? For example one turn half the packs advance, not being able to shoot at 24 inches whilst the other half hold ground and they swap next turn?

 

Also building blocks:

 

I'm thinking Grey Hunters (really?)

Wolf scouts to hopefully get behind enemy lines

Long Fangs

Dreadnoughts

Rune Priest (Unlimited range psychic power is pretty tasty)

 

I'd hate to think what typing the words into search would do...

 

Cheers in advance.

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Well thats actually how most military units operate, provide covering fire for a unit moving forward. However, there are always unknowns to consider in any tactic. Just be prepared to act, and maybe think about a disrupting/distraction force to help out the advance because I'm willing to bet for a bit of that they will be out of cover.
Well thats actually how most military units operate, provide covering fire for a unit moving forward. However, there are always unknowns to consider in any tactic. Just be prepared to act, and maybe think about a disrupting/distraction force to help out the advance because I'm willing to bet for a bit of that they will be out of cover.

 

That was actually what got me thinking about this, knowing that it is indeed a tactic employed by the real world military, I was just wondering if the game was suitable for it.

 

I think maybe some cheap sky claw units to tie up the nasty things whilst the rest of my units move into position.

Well with 8 large packs of grey hunters I decided perhaps its time for a footslogger list to have a horde of wolves. Now my main question is does the "Staggered advance" work well? For example one turn half the packs advance, not being able to shoot at 24 inches whilst the other half hold ground and they swap next turn?

 

Also building blocks:

 

I'm thinking Grey Hunters (really?)

Wolf scouts to hopefully get behind enemy lines

Long Fangs

Dreadnoughts

Rune Priest (Unlimited range psychic power is pretty tasty)

 

I'd hate to think what typing the words into search would do...

 

Cheers in advance.

Sounds like a Necron Phalanx- and we dont do that as well as Necrons, because were squishier.

 

Move when its a good idea to move, run whenever your not in rapid fire range if you did move, and stand still when theres a viable target and it wont get you wiped off the board.

 

*sighs* Im sorry, I play footslogging constantly, and its almost like breathing. Its alot easier to describe mounted combat, as its... limited.

Sounds like a Necron Phalanx- and we dont do that as well as Necrons, because were squishier.

 

Move when its a good idea to move, run whenever your not in rapid fire range if you did move, and stand still when theres a viable target and it wont get you wiped off the board.

 

*sighs* Im sorry, I play footslogging constantly, and its almost like breathing. Its alot easier to describe mounted combat, as its... limited.

 

Fair enough, thank you for the opinions.

 

With my dreads, lascannon and missile launcher or should I keep the close combat weapon?

Sounds like a Necron Phalanx- and we dont do that as well as Necrons, because were squishier.

 

Move when its a good idea to move, run whenever your not in rapid fire range if you did move, and stand still when theres a viable target and it wont get you wiped off the board.

 

*sighs* Im sorry, I play footslogging constantly, and its almost like breathing.

 

Grey Mage,

 

Do you have a usual 1500 pt force for footslogging that you'd care to share, who it is used against and a bit of a how to?

With my dreads, lascannon and missile launcher or should I keep the close combat weapon?

Dreadnoughts are always foot slogging, so when your troops are foot slogging too, you'll want the CCW to support the troops in an assault. Chances are if your troops are assaulting, he'll be able to assault, too.

With my dreads, lascannon and missile launcher or should I keep the close combat weapon?

Dreadnoughts are always foot slogging, so when your troops are foot slogging too, you'll want the CCW to support the troops in an assault. Chances are if your troops are assaulting, he'll be able to assault, too.

 

Cool. I like my dreads with the close combat weapon anyway, seems more fitting.

 

I don't think the 60 points for a ven dread is worth it but what do you people think? I mean for two vens I could have to normal dreads and a kitted out scout pack.

Well with 8 large packs of grey hunters I decided perhaps its time for a footslogger list to have a horde of wolves. Now my main question is does the "Staggered advance" work well? For example one turn half the packs advance, not being able to shoot at 24 inches whilst the other half hold ground and they swap next turn?

 

Also building blocks:

 

I'm thinking Grey Hunters (really?)

Wolf scouts to hopefully get behind enemy lines

Long Fangs

Dreadnoughts

Rune Priest (Unlimited range psychic power is pretty tasty)

 

I'd hate to think what typing the words into search would do...

 

Cheers in advance.

 

If your gonna go foot slogging, take some Fen wolves for fast attack and have them tie up troops while your men get into better cover to start shooting or get into close combat. I'd take a Lone Wolf with that elite slot as well, the guy can be a major pain and slow down enemy troops

If you're footslogging with the goal of assaulting, 3x15 Fenrisian Wolves and use the Ork trick.

 

Edit: Ignore the _____ had to add that in or the formation screwed up, the spacing is kinda screwed up, but it gives the general idea. 0 = wolf pack 1, X= wolf pack 2, @ = wolf pack 3

 

0000000XXXXXXX@@@@@@@

_______00000000XXXXXXXX@

______________@@@@@@@

 

Gives you a wall of cheap models, 21 Termi Bases wide, all giving eachother 4+ cover saves.

Sounds like a Necron Phalanx- and we dont do that as well as Necrons, because were squishier.

 

Move when its a good idea to move, run whenever your not in rapid fire range if you did move, and stand still when theres a viable target and it wont get you wiped off the board.

 

*sighs* Im sorry, I play footslogging constantly, and its almost like breathing. Its alot easier to describe mounted combat, as its... limited.

 

Fair enough, thank you for the opinions.

 

With my dreads, lascannon and missile launcher or should I keep the close combat weapon?

 

Mikal,

 

I would say that this decision depends on what you need for those dreadnoughts to do for you. Do you have enough Anti-Tank firepower elsewhere, or is this a difficiency in your list? Do you really need to DCCW, or do you have enough close combat capability in your Grey Hunters to meet your assault requirements when you get to the enemy? Design the Dreadnoughts to meet your needs.

 

Valerian

If you've got tau and imperial guard gunlines to fight, then you might be in a world of hurt footslogging. Even ork lootas can be a pain in the rear to a walking wolf. Consider giving one dread a droppod and/or get a big pack of scouts to tie up the enemies long range dakka while the rest of the lads close in.
Sounds like a Necron Phalanx- and we dont do that as well as Necrons, because were squishier.

 

Move when its a good idea to move, run whenever your not in rapid fire range if you did move, and stand still when theres a viable target and it wont get you wiped off the board.

 

*sighs* Im sorry, I play footslogging constantly, and its almost like breathing.

 

Grey Mage,

 

Do you have a usual 1500 pt force for footslogging that you'd care to share, who it is used against and a bit of a how to?

Hehe... well I have about 32 different lists that Ive used at 1500pts in 5th edition... but only 1 of them is with the new codex. *cringe* I just havent been able to do alot of games since the change-over. But I can give what I have, of course:

 

Rune Priest: Tempests Wrath, Living Lightning, Master of the Runes, Runice Armor- 170pts.

Wolf Lord: TDA, 2x WCs, Majesty, WTT- 180pts.

 

Wolf Gaurd:

TDA- SS+PW- 48pts.

TDA- SS+PF- 53pts.

TDA- SS+WC- 53pts.

 

10x Grey Hunters- 2x Meltagun, Powerweapon- 170pts.

10x Grey Hunters- 2x Plasmarifle- 160pts.

10x Grey Hunters- 2x Plasmarifle, Powerfist- 185pts.

 

Landspeeder- Multimelta- 60pts.

Landspeeder- Multimelta- 60pts.

 

Whirlwind- 85pts.

Long Fangs- 2x ML, 2x LC- 145pts.

Long Fangs- 2x ML, 2x PC- 135pts.

1499pts.

 

It was a game against tau, and later another against IG. Id use it against anyone frankly, but it excells at killing those two, orks, and marines. Im willing to bet it would struggle against necrons, and would probly have issues against tzeentch in particular.

 

The basic idea though is LFs should be deployed in cover, the Whirlwind can even be out of sight if needed, while the Landspeeders deploy out on the flanks unless theres a clear first turn shot at agressively placed enemy heavy armor. Even then, Id rather hit them for sure second turn than gamble on first. The Longfangs first objective is to take out artillery, followed by transports. The PC squad goes after the LC squad, so they can frag a transports contents if it comes up.

 

The GHs each get a WG to complement them. They take heavy shots that arent AP 2 and shrug them off, and they take the second AP 2 shot if they get hit by a volley. This really seems to help the survivability of the squads, though theyre slightly more expensive than before, and they arent nessecairy, they help alot.

 

The WL gets put in with the Meltahunters, as theyre likely to be assaulting the contents of a landraider or battlewagon. The RP goes with the fistless Plasmahunters, as they often end up getting hit by a MC of some sort.

 

The Whirlwind gets deployed far back, in cover or out of sight and just slams pie plates into things. Its even effective against marines, as its S5 and pinning. It really only has to kill five marines to make back its points, and its usually the last thing to get hurt because of its positions.

I run a foot-slogging list as well, and my main advice would be to get fast units that can tie up enemies and present a more urgent threat then your GHs. I have been running, as grey mage, some land speeders, but now I'm gonna switch to bikes. If you have the money/models I recommend to get yourself a pack of fen wolves, just for kicks. Fast, cheap and quite killy.

 

Anyway, to give you some idea of what I'm fielding here is a 1750 list that I'm taking to a tourney in a few weeks:

HQ - Wolf Lord - 225 points

Bike, Frost Blade, SS, Saga of the Warriorborn

 

HQ - Wolf Priest - 100 points

 

Elite - Wolf Guard

#1 Wolf Guard - 48 points

2x Wolf Claws

 

#2 Wolf Guard - 53 points

TDA; SS; PW, Meltabombs

 

#3 Wolf Guard - 53 points

TDA; SS; PW, Meltabombs

 

#4 Wolf Guard - 48 points

TH; Combi-Melta

 

#5 Wolf Guard - 73 points

Bike; FB

 

Elite - 5 Wolf Scouts - 85 points + WG #4

Meltagun

 

Elite - Dreadnought - 145 points

TLLC; ML

 

Troop - 15 Blood Claws - 250 points + WG #1

Power Fist, Flamer

 

Troop - 10 Grey Hunters - 200 points + WG #2

2x Plasma Gun, Wolf Standard, Power Weapon, Mark of the Wulfen

 

Troop - 10 Grey Hunters - 200 points + WG #3

2x Plasma Gun, Wolf Standard, Power Weapon, Mark of the Wulfen

 

Fast Attack - 3+1 SwiftClaws - 150 points + WG #5

Power Fist, Meltabombs, Heavy Bolter

 

Fast Attack - 3 SwiftClaws - 120 points

Power Fist, Meltabombs

 

= 1750 points total

To Natanael & Grey Mage,

 

As a close-quarters army, who sits on your objective?

 

Do you go for 5 GH + plasmagun, to save points for attack

or

do you have a 10 GH + 2 pg squad who can take casualties and repel any 'invaders'

or

do you have 2 5 GH squads so you won't lose them all/majority to a Basilisk?

 

as a contrast, Ultramarines could use a shooty Scout squad and still get good effect from them and so I was wondering how you did it....

Usually, one of my plasmaGH squads sits on the home objective. But remember that you don't need to have them there until turn 4-5, so you can advance on turn 1 & 2 (maybe 3) and still have time to fall back with one squad. No need to put much effort into claiming objectives that early in the game anyway.

 

That's how I play when I have an objective close to my deploy, and I've never had problems w/ holding it. 10GH+WG makes everyone think twice about attacking anyway, since they kill khorne berzerkers when the zerkers charge (at least my GH does B))

To Natanael & Grey Mage,

 

As a close-quarters army, who sits on your objective?

 

Do you go for 5 GH + plasmagun, to save points for attack

or

do you have a 10 GH + 2 pg squad who can take casualties and repel any 'invaders'

or

do you have 2 5 GH squads so you won't lose them all/majority to a Basilisk?

 

as a contrast, Ultramarines could use a shooty Scout squad and still get good effect from them and so I was wondering how you did it....

I prefer 10 GH with 2 PG and a PF these days. Previously it was PG, PF, PP, 8 Bolters... for about 30pts more.

 

Good ranged shooting, the plasma means they have enough High S low AP firepower to deal with things like TDA dropping in and light/fast vehicles that might crop up, while the 24" range means I never have to sacrifice the shooting of my bolters to take shots with my plasma, and most of the time on a 4x4 or a 6x4 I wont have to move them more than once in the game.

 

I frankly dont worry about them getting hit by a Basilisk or a looted wagon or a defiler- because 1) I should have killed or stunned it first turn, and will keep trying until its dead, 2) Ill go to ground with them in a heartbeat, 3) They should be in area terrain if at all possible, 4) I often put a TDA+SS of some kind in there with them, or cast stormcaller *new codex* on them to begin with.

 

If you want something to sit on your home objective 185pts isnt bad, and frankly I dont think you can beat it in this codex. The only thing I consider is occaisionally throwing down a razorback with them, but not next to them- makes them more of a tempting target. Most people play annihliation even when theyre playing objectives, and you should always encourage this behaviour.

 

Edit: Note, having a LF nearby *also in cover* can really really really help.

Interesting discussion... I played an almost entirely mech army for the old codex but have decided to go for a more 'warband' style force with the new release and hence have been giving foot slogging a go. It has worked more often than not, and the first two packs on the team sheet for me now are 10GH with 2PG, MoW and PL with TDA/PF/PCW.

 

A couple of these and a couple of melta squads, often working as two pairs to concentrate firepower, form the basis of my footsloggers, and if backed by some long fangs (with a cml WG if you can afford the points) + the obligatory distraction (usually fast attack), this can be very effective, particularly if hardened up with a combat IC or two.

 

As Natanael says, opponents are perhaps reluctant to charge these big units with counter-attack (or they will be after a couple of attempts!) due to the damage they can cause to even elite squads and can't really stand off without being plasma annihilated. Effective stuff. I haven't played IG with it yet though...

I find that the only thing I reallt worry about w/ my foot-sloggers is

1. Pie plates

2. Claiming objectives in the enemy deployment zone.

 

#1 can be killed in turn 1-2, and therefore is not a big problem if the enemy does not pack too many, an #2 is, for me, usually solved by contesting w/ speeders or bikes. Then I claim the one in my own deply zone, and one or two in the middle. Works good enough.

 

Also, I'd like to add the thougt of Lone Wolves to a foot-slogging force. If you can spare the Elite slot they are GREAT! Can take almost any punishment, and is ded killy. In my first draft for foot-slogging I had 2 w/ TDA; SS; TH and all my opponents hated them. =D

I have never played a foot list, but was thinking last night about such a list. I call it

 

LOGAN'S HORDE

 

Logan 270

Wolf Priest SoW /MB 120

Wolf Priest SoB /MB -115

 

WG 10 -306

SB/CCW -7

2 TDA Combi /PF - 2

1 TDA- AC/PW

 

WG 10 -306

SB/CCW -7

2 TDA Combi /PF - 2

1 TDA- AC/PW

 

WG 10 -306

SB/CCW -7

2 TDA Combi /PF - 2

1 TDA- AC/PW

 

Fen Wolves 15 -120

Fen Wolves 15- 120

Fen Wolves 15- 120

 

Pred -105

Pred -105

 

2k list,

 

The idea here is that Logan and the 2 WP first join the wolves making them fearless, running when needed. the WG follow behind them receiving 4+ cover saves while being able to shoot over the wolves.

 

Once the wolves are in charge range or they get low enough in count that they served their purpose the IC leaves the FW pack and joins the WG behind.

 

You would need to use the cover tactics stated above to give your wolves 4+ cover saves, that and the fearless should get your WG within 24" to provide SB death. this allows the whole army to advance at the same rate as the SB is assault weapon.

 

Preds follow behind moving with the pack to receive a 4+ cover as well and shooting over the WG and FW.

 

If any of you warband footsloggers out there want to give it a try please post and let me know if its a viable list.

 

Vrox.

Well, foot slogging is how 13th co was played :)

 

Basicaly use Fenrisian Wolves as screens to give cover to you advancing GH packs, and also use them to tie up units untill said units arrive.

 

Anti-tank should be handled by Scouts and Long Fangs,and the Living Lightning RP.

The only thing I'd add to that 185pts unit is a TDA WG with an assault cannon. You can give him the grey hunters power fist, or upgrade to chainfist, and save points doing it. Plus as they're foot slogging you can keep all 10 guys for both plasma guns.

 

Throw in MoW and wolf standard as optional extras and you have a wonder unit.

One question about Dreadnoughts and foot slogging: they would be the only vehicles in a complete foot slogging army. So about all anti-tank weapons fielded by the opponent will be directed at the Dreadnought. On the one hand this can be used as a bait, but then again it will also be wrecked soon. How do you make Dreads a valuable addition in such an army?
Well, foot slogging is how 13th co was played <_<

 

Basicaly use Fenrisian Wolves as screens to give cover to you advancing GH packs, and also use them to tie up units untill said units arrive.

 

Anti-tank should be handled by Scouts and Long Fangs,and the Living Lightning RP.

 

Well, they also have faster foot movement with the scout move and move through cover. Also many good lists had bikers. I think foot sloggin must have something fast (to react as stated above, and tickle the flanks), and something long ranged (at least two LF packs in a 2000pt list perhaps).

 

It's finding the right mix of foot sloggin and support (DP's, bikes, Long Fangs, Scouts)

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