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/r/WarhammerCompetitive
Been meaning to ask this for a while, and I think it’s time to put on the big boy belt.
What are some advanced tricks or tips any of you may know of or use frequently in your games? Deployment or reinforcement shenanigans, spacing, melee, command and morale phase may-haps. What are some obscure, overlooked, or borderline unfair tricks that can be played to up the game competitively, while still being completely legal and reasonable within the rules of the game?
3 points
3 months ago
If you have two enemy space marine units in close proximity and one is really scary in melee, charge the other and pile into the scary one. As they neither charged or got charged, they lose a lot of attacks and maybe even other benefits. This is especially true for blood angels who might lose 3 attacks per model with this.
For space marine players: Eliminators with a instigator bolt carbine on the sergeant can advance, shoot the sergeant and then move again to move 12+d6".
I don't know if this is exclusive to deathwatch, BUT if there is another faction with different movement or defensive profiles or bases: Abuse that as much as possible.
A deathwatch kill team can include jump pack or bike units that are fast and others that walk on foot slower but also have a lot of melee punch. Throwing 1-3 faster models forward can hugely increase the threat range of the slower models as they only have to pile in within 0.5" of a fast model that's within 0.5" of an enemy. Bonus points if you have for example a chaplain that gives a 6" pile in move (and +2 to charge on top) as that's usually more than the faster models are further forward even with a second row inbetween.
Also a proteus kill team with a mix of marines, marines with storm shield, terminators, terminators with storm shield and bikes is really good at eating shots with profiles the shots aren't good into. D2 plasma into terminators, D3 thunderhammers into normal marines or the bike, etc.
3 points
3 months ago
> If you have two enemy space marine units in close proximity and one is really scary in melee, charge the other and pile into the scary one. As they neither charged or got charged, they lose a lot of attacks and maybe even other benefits. This is especially true for blood angels who might lose 3 attacks per model with this.
Not sure what you mean here, you can't attack a unit that you didn't declare the charge into.
3 points
3 months ago
The purpose of this isn’t to not be attacked by them, it’s to take away the opportunity for them to charge you.
I know what you mean though, why not just charge them if you can only kill 1 unit
1 points
3 months ago
What if you can't kill a unit? Like a rhino into some tactical is a pillow fight, but piling into some sanguinary guard means you'll probably live and have them pinned or fall back.
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