Dogmatix wrote:
Gary Sax wrote:
Nice post Rliyen. I think many people who say WH40K has not tactics are often just talking about Space Marine armies, which are sort of built to have no tactics and good at most things, just a little scarce in terms of numbers.
That's the sense I get about Tyranid and pre-"Rebooted as Tomb Kings in Space" Necron armies, too. Orks are always a little odd--they're a mob army but they're pretty customizable.
If I got into it to truly play, I think I'd probably end up with a wall full of Guard, Tau, and Ork. The Guard seem like the most demanding while the Tau would be more forgiving but still require some thought. As for Orks--sometimes you just gotta just lean across the table at a friend and roar "WAAAGH!" while crushing a beercan on your forehead. (Never would I dream of doing this in public, but in my basement? That is precisely the sort of gaming Natty Boh', Schmidt's, and Shiner were brewed for! ;))
Nids are actually nasty looking IG. Their only weakness is the Shoot the Bigguns (Granted, I still play a lot of third and 4th, but never played Nids in 4th. So, I don't know if they are changed dramatically with the new rules set and army book). I used to deal with them by shootin' the small ones and land a heap o' casualties. They only break unless they have no controller units nearby. Then, when I got to my bigger strength weapons, I'd take out the big ones controlling the smaller units and watch them flip out and run away.
I think my favorite remembrance was fighting a Tyranid army and I had an Eversor Assassin. He got mobbed by a large unit of genestealers. He ended up killing half the unit, and when he finally succumbed to his wounds, he blew up (naturally) and wiped out half of what was left. A lone squad of Guardsmen used the few remaining 'stealers for target practice. Pointwise, the assassin more than paid for itself.