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Militarium tempestus tactics


xXxVATIKINxXx

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Me too msn-wink.gif

It's such an obscure mini-dex that I don't think there's much of a body of thought out there on stormtrooper tactics. Hell, I'm a glory boy fanatic to the point of painting up four chimeras to be able to field the air assault formation, and even I have limited experience with them.

That said, I do have a very few thoughts:

1. Orders...I'm so fixated on the twinlinking order that I can't even think of what the other orders are. Why? Command squad with four plasma guns. They deepstrike, they have 8 twinlinked BS4 S7 AP2 shots that almost never get hot...GODLIKE!!!

2. If you're fielding a pure stormtrooper army, you'll find that you lack long range shooting. I recommend a firestorm redoubt with battle cannons.

3. If you're fielding the air assault formation, consider allying it to IG, specifically including a company command squad with an officer of the fleet...rerollable 2+ for the formation to come from reserves on turn 2.

Oh, and regarding your general question about squad loadouts...it really depends on the squad's mission. They're super flexible, the only one I have strong feelings about is the "4x plasma twinlinking itself via an order every turn command squad"

March, the other orders are pretty good too, the twin linking order is great, and probably he most used. Don't forget about the sniper order though, it makes all hellguns AP3 sniper rifles, which are fantastic for taking down monstrous creatures. and you still have plasma or melta to back it up. get within 9" and your storm trooper teams are going to eat a monstrous creature. 

 

You also have the Order that grants preferred enemy, which is good for getting around the gets hot, and can make up for some deficiencies in CC, as well as the order for granting crusader (I know we're guard, and we shouldn't be charging into CC, but there's Tau to consider...). Then there's the order that grants rending against vehicles and monstrous creatures (can get you up to glancing out AV12, better with plasma). Finally there's an order which gives the unit fleet until the end of the turn, which could be useful for getting a squad in position. 

 

I ally in some regular IG, for a Grenadier vet squad, and a vendetta squadron (up to three in the sqdn), this comes with a commissar tax, and it gives me the ability to take some heavy support, in the form of artillery batteries or tank squadrons (up to three pieces in each battery or squadron). Now I plan to sub in a CCS in a chimera or Tank Commander (sqdn if points allow) to get more out of the allies. I plan on putting the vets in a chimera. 

 

Now, ally in some space marines or Bullgryns to soak up the melee threat, and that really gives the Stormies the chance to shine.

 

I agree that the stormies aren't as lacking in anti-armor firepower as I made them out to be, but there is an alarming lack of first turn alpha-strike options with them. Now, with the Taurox Primes, don't forget you also get that taurox battle cannon for free, which can also be a big help in popping vehicles up to AV13. I like to run the TBC, with volley guns, so that you can get a bit more anti-personnel use out of them. The Taurox Prime is very good despite the tissue paper armor, but give it a camo net and stick it in cover it becomes a hard unit to kill.

 

I'm still learning the codex, and I haven't played many games with them yet, but the theoryhammer helps me craft my strategies. 

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