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This is from the 1D4 Chan tactics:

 

"The Old One-Two (Three)
Take a Battalion. Fill your HQs with whatever you like. Your 3 Troops should be 2 Vet Squads, one tooled as an Anvil and one tooled as a Hammer, and a foot-slogging Intercessor Squad. Also take a Corvus and a Redeemer. Combat Squad all three troops choices, put the Anvil in the Redeemer and the Hammer in the Corvus. Deploy the Intercessors in your backfield and have them foot-slog and advance everywhere or camp a home objective. The Corvus should drop its 2 squads near something that needs to die and then all three should spend the rest of the game killing important units. Finally, the Redeemer and its 2 squads should be delivered to 1-2 objectives and refuse to move for the rest of the game if possible."
 
If I am understanding this tactic (which I like)
This is 3 troop choices (10man squads) split into 6 5-man squads and then loading 4 of them into transports and 2 of them just foot slog. 
 
What I don't totally understand is why would you want to split the 10man squads into 5 man squads if they are all going into the same transport?
 
Not a tactic I ever used, but my guess is that between the sergeant and blackshield you can make one side of a squad more close combat orientated so that when you combats quad them you are concentrating the killing potential . Put the two combat squads with sergeants and blackshileds in the Corvus so that it can deploy them where needed. The other half of the two vetran squads can then be built to be defensive or with lots of heavy weapons (say 4 frag cannons).

From a secondary objective perspective, sometimes you have to kill a unit to score points. By combat squading them, you should have to kill both 5-man units to get credit for killing a unit. From a list building perspective, its a way to conserve your troop choice slots. In 8th, a double-battalion was always the goal to maximize CPs per game. That gives you 6 troop choice but 12 objective secure units on the table. And in our army, more objective secure bodies are always welcome.

 

Depending on how your kill teams are kitted out, the specific tactics could be argued. It seems like a good starter type of strategy for a generalist list.

  • 2 weeks later...

A good example of a "Hammer and Anvil" setup

 

Anvil-

Indomitus KT-4 hvy intercessors assault weapons, 1 hvy bolter, 1 plasmaceptor, 1 multi melta erad, 3 erads

Chief Apothecary-selfless healer, beacon angelus

5 company vets with storm shields. Sgt w/fist

Chaplain...preferably a master of sanctity or Cassius

Captain who has a shield for the 5+bubble relic

 

The hammers should be at least 3 deep striking full killteams or vets/van vets squads. 10 stalker intercessors is always a nice solid backfield camper unit that can still dish out decent ranged damage.

I find having a proteus of 5 vets/5 terminators can do well. They vets will be screens/counter chargers for your Indomitor blob and the terminators get free deep strike

 

This is mostly most a very aggressive list. You're going to want to push up and control the midfield with your Indomitor Killteam supported by the characters and vets.

This is a very powerful tactic and your opponent will need a very well thought out plan to avoid it or destroy it.

I prefer 2nd turn if it's your choice. You should be able to tank a helluva lot of stuff, you're slow and need to stay in a formation so a lot of the time it's better to play reactionary.

When you're able to start dropping in units is where the fun begins. Not a lot of armies that can screen out deep strike denial can also field a ton of accurate anti marine weapons. But the main mission for these guys is to finish off units and/or contest objectives while also creating threats to make them more of a priority.

 

In the 1st and 2nd turns I'm usually focus firing the blob and a vet team with heavy bolters to create a lane to shove more marines into. The initial push is critical and board control is priority to killing

If you're struggling on one side don't give up. Send in more marines. Keep 1 unit in reserves, unless you're losing tons of models already, for turn 3. That way if your opponent pushes the opposite side or gets in your backfield you can reinforce.

 

I'm breaking this down pretty simple. You can alter the list in a number of ways but keep the core as I suggest. You want the 5+ invul bubble, healing, revives, character buffs and bodyguards for the characters. A psyker is good too but his buffs can be denied for no CP by enemies. quite a few armies are way better at reducing your psykers chance than you are at casting them. I'm personally someone who like 2+ psykers or no psykers

That being said..if you do run 2 I would run Natorian and Inquisitor Eisenhorn. Both have really good abilities for the points you spend and you aren't taking up an HQ slot to take 2. That will give you 4 cast/3 denials and 2 seperate disciplines. Eisenhorn is decent in hth and you get the daemonhost.

 

I'd say my hardest fights for this style of list will be harlequins. With them and other armies with fast and cheap units to get you into hth will make you burn cp to use different chapter tactics so you can fall back and shoot.

ATVs, RidgeRunners, Flanking Eradicators are huge threats and you should be ready to use that beacon before he has the chance to charge you or flank and melta you.

 

The core units for the Anvil will be around 800-850 pts as well as 3 cp. Your strategies are limited, but pretty simple you just need to learn how to manipulate your opponents choices.

Edited by Debauchery101

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