Hfran Morkai Posted October 18, 2009 Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/ Share on other sites More sharing options...
muzzyman1981 Posted October 18, 2009 Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155305 Share on other sites More sharing options...
BlackJackal Posted October 18, 2009 Share Posted October 18, 2009 Remember that Rune Priests can also give a 5+ Cover Save to a few units if positioned right. I don't know how viable the tactic is but I wish you luck if you try it. Let us know how it turns out. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155309 Share on other sites More sharing options...
Hfran Morkai Posted October 18, 2009 Author Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155313 Share on other sites More sharing options...
Grey Mage Posted October 18, 2009 Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155314 Share on other sites More sharing options...
Hfran Morkai Posted October 18, 2009 Author Share Posted October 18, 2009 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? Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155316 Share on other sites More sharing options...
Marshal Wilhelm Posted October 18, 2009 Share Posted October 18, 2009 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? Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155324 Share on other sites More sharing options...
Wispy Posted October 18, 2009 Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155360 Share on other sites More sharing options...
Hfran Morkai Posted October 18, 2009 Author Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155363 Share on other sites More sharing options...
MaveriK Posted October 18, 2009 Share Posted October 18, 2009 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 Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155368 Share on other sites More sharing options...
Forseti Posted October 18, 2009 Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155407 Share on other sites More sharing options...
Valerian Posted October 18, 2009 Share Posted October 18, 2009 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 Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155623 Share on other sites More sharing options...
Jonas Stromclaw Posted October 18, 2009 Share Posted October 18, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155691 Share on other sites More sharing options...
Grey Mage Posted October 19, 2009 Share Posted October 19, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2155955 Share on other sites More sharing options...
Natanael Posted October 19, 2009 Share Posted October 19, 2009 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 Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2156186 Share on other sites More sharing options...
Marshal Wilhelm Posted October 20, 2009 Share Posted October 20, 2009 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.... Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2156515 Share on other sites More sharing options...
Natanael Posted October 20, 2009 Share Posted October 20, 2009 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)) Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2156520 Share on other sites More sharing options...
Grey Mage Posted October 20, 2009 Share Posted October 20, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2156528 Share on other sites More sharing options...
Wolf Guard Nostromo Posted October 20, 2009 Share Posted October 20, 2009 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... Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2156541 Share on other sites More sharing options...
Natanael Posted October 20, 2009 Share Posted October 20, 2009 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 Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2156732 Share on other sites More sharing options...
WG Vrox Posted October 22, 2009 Share Posted October 22, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2159650 Share on other sites More sharing options...
Vanger Posted October 22, 2009 Share Posted October 22, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2159700 Share on other sites More sharing options...
Jaarl Stormfang Posted October 22, 2009 Share Posted October 22, 2009 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. Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2160067 Share on other sites More sharing options...
Volth Posted October 27, 2009 Share Posted October 27, 2009 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? Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2165544 Share on other sites More sharing options...
Lord Ragnarok Posted October 27, 2009 Share Posted October 27, 2009 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) Link to comment https://bolterandchainsword.com/topic/182125-viable-foot-slogging-tactics/#findComment-2165586 Share on other sites More sharing options...
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