Tactics and Styles in the Warhammer 40k Game

Tactics and styles in this game are debateable,Counter Attack Neutral - Able to become either
some people say they do exist, and some sayCounter Attack Offensive, or Counter Defensive
they don't exist. One fundamental that we alland may interchange during a game.
should learn in my opinion is that All war is as theStyles or types of forces, how we build our
sword and the sword is as all war. Where youforces, what we include and how we play em,
have a feint, parry and deflection you have insometimes we have it right and sometimes we
sword work you have that in the tactic youdon't. I feel that they are at least three
choose for a force.catagories of styles and I will attempt to explain
We all all have our own versions of tactics andthem below. If you can think of some more place
styles, and they generally fit into these catagories:em as comments.
All out offensive - Designed to wipe the enemyMechanised - Carrying five or more units with an
out from the first turn through a combination ofarmour value, and maximising the value of the
firepower(both direct and indirect) and closevehicles and dreadnaughts over the infantry.
combat. Space Marine and Chaos Space (andMechanised Infantry- May have a large number of
other MEQ's) lists tend to be in this field. Killing thearmour units, which are often mainly transports,
enemy is the only real goal, terrain can bewith some heavy vehicles. Something close to a
secured when it can't be retaken.Combined Arms approach, although not quiet
Offensive - The army is offensive in nature, athere.
number of mobility assets are able to sieze andLight Infantry
hold table quarters, vehicles hunt other vehicles,Infantry of any and all types are used. This type
infantry killers do their work and you goal isonly applies to Infantry of a 4+ save or lower. So
terrain and models, not just models.your Imperial Guard Infantry lists go in here.
Static Defensive - Designed for you to stay putHeavy Infantry
and your opponent to be eaten away by massiveAnything with a 3+ Save or better, Deathwing
ammounts of firepower. Almost Imperial GuardRavenwing, codex Space marines or Chaos Space
only, only Iron Warriors and just maybe,Marines in here, same for the MEQ's, able to be
Thousand Sons, can come close to equaling theused in any tactic to a degree of success.
firepower.Combined Arms
Mobile Defensive - Elder and Tau only, able toWhere there is no clear primary element. Equal
have massive mobility while staying in the onespending on vehicles and infantry, both working
place and causing massive headaches for thetogether and perhaps the best way to get a
opponent.Counter Attack Offensive tactic into a force.
Counter Attack Offensive - Army is in a primarilyWhile understanding these styles and tactics you
offensive position(controlling 2 or more quartershave to understand that they work together. A
at the start of a game), yet the army is of aHeavy Infantry force has a style of Combined
counter attacking formation, consider two duelistsArms and a Tactic of Counter Attack Offensive
in Akido and you will understand. Can be used byis the mechanised Dark Angels I played for a
all armies.while. The Ranger list I have in mind would be a
Counter Attack Defensive - Initial defensiveLight Infantry Counter Attack Neutral, possibly
formation (controlling one quarter instead of two),even Counter Attack Offensive.
however with the combination of mobility assetsThe final point I wish to make is if you can
and a large ammount of firepower, both directunderstand your force, and the force you face,
and indirect, you are able to launch offensivethen victory is almost assured, after all Sun Tzu
actions straight from defensive positions and takenever had to deal with battles determined by a
the fight to the enemy in no time what so ever.die roll did he?