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Erenarch

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Весь контент Erenarch

  1. э-э-э-э,как бы тебе Реанн сказать - в общем в термовском доспехе сомнительно фехтовать, вотъ...
  2. Реанн, так есть еще непонятки с тактикой, иль ууже все нормально? :)
  3. ну это не ритуал, это так, все мары этимс традают еще с времен Ереси, вспомни Локена, надо всеже что-то придумать ну будт следовать, но не особо строго, это у Ультр такой закидон
  4. ну у Ультр тоже много чего изображено, так че теперь их так вооружать. я не против символизма, можно заимствовать, но без фанатизма.
  5. а в чем проблема? по-моему, там просто расписано почему марины мочат бОльшее количество врагов: мобильность, лучшая броня и снаряжение, тактика.
  6. ну что-нить должно быть, ведь у маров много ритуалистики, буквально в каждой книге есть.
  7. а зачем им ограничивать вооружение? они ведь достаточно сильный юнит, а вы их ограничиваете. ну если хотите, то можно сказать, что их предпочтительным оружием является меч и молот. ну и Паладинми рот им не обязательнобыть,чтобы стать Караульными.
  8. а храмовников его видел? идеал! и волки вроде ортодоксальные.
  9. конечно будем, этоСТАНДАРТНАЯ структура ордена, так и называется Почетный караул. вот тут на правах оффтопа отличные арты, мб кто чего не видел http://forums.warforge.ru/index.php?showto...0&start=280
  10. почему? :? читал Империал Армор, от Тароса до Вракса - так там именно такие тактики используются как выделенная статья. (она кстати самая бэковая) [ Добавлено спустя 6 минут 20 секунд ] почему, это стандартные тактики СМ характерны для всех Орденов Кодекса, применяются в зависимости от тактической ситуации. сам же приводил в пример Империал Армор - что на Таросе, что на Враксе использовались похожие схемы применения ударной силы СМ опять сомнительно, почитай Баттл за Блэкрич - там сержант Ультр считает людей всего лишь инструментами войны, а Багровые Кулаки врассказе "Одна ненависть" - тоже относятся к ним с малым пиететом, хотя и уважают смелость ИГ, но называютих "всего лишь людьми"! так что особо не усердствуй с гумманостью СМ.
  11. нееееееее, у меня по-любак в рукоятках будутмощи... я эту идею давно вынашиваю...
  12. ага, что-то упустил из виду, пасиб кстати, у него еще Волки есть, но тоже не кликаются, как и Храмовники (эти только на обложке), не знаешь как тех и других скачать?
  13. вообще эта статья есть тут http://redelf.narod.ru/w40k/taros/taros_04-1.html
  14. Шпиен, почитай статьи про тактику СМ, особенно выделенную, особенно часть IV. Ambush. вот выдержка оттуда про Скаутов: типа Скауты предпочитают тактику нападения из засады, лежат на замаскированных позициях и ипользуют снайперки, чтобы снять пехоту (наверное все же командиров), при появлении бронетехники - пускают в дело ракетные комплексы, и тяжелые болтеры - сдержать атаку пехоты. при необходимости Скауты экипируются для рукопашного боя. ну и используют всякие мины ловушки и особенности террейна.
  15. а вот бэковое описание тактики Ангелов Императора Ультрадесант в бою (выдержки из "Кодекса Астартес") Ultramarines at War The methods used by the Space Marines to fight the enemies of Mankind are laid down in the Codex Astartes, the great work penned by Roboute Guilliman. Of all the 1,000 chapters of the Index Astartes, it is Guilliman's own progeny, the Ultramarines, who follow the book most closely. Here Pete Haines looks at the Ultramarines' art of war, and how the dictates of the Codex Astartes governs the ways in which these most formidable of Space Marines defend their star-spanning realm of Ultramar from attack. The Eastern Fringe of the Imperium of Man is an isolated and dangerous region of space. It marks the furthest point of the Imperium from Terra, indeed it is at the very edge of the holy Astronomicon beyond which the unknown waits, shrouded in the darkness of intergalactic space. In recent centuries the Tyranid hive fleets have emerged from the void, intent on consuming all in their path. Even within the Astronomican's reach there are many expanses of space devoid of stars. These gulfs isolate systems from each other, allowing inimical cultures to develop in relative solitude. So it is that the Tau Empire has risen from nowhere to be a serious threat almost without the Imperium noticing. By contrast some enemies have existed for centuries uncounted; foremost among these is the looming presence of the Ork Empire of Charadon, an unexplored domain of vast size in which mighty Ork warlords vie with each other for dominance and the right to lead yet another Waaagh! The xenos species are not the limit of the threat though. Wherever Mankind and the servants of the Emperor are, there you will find the lickspittles of the ruinous powers, the damned servants of Chaos, always seeking to corrupt and enslave in the name of their dark masters. Though the Imperium's enemies are many on the Eastern Fringe, they are held at bay. There is one reason why this should be so, at the centre of the region stands a bastion that is as resolute, as watchful, as strong as it is incorruptible. That bastion is Ultramar, the realm of the Ultramarines Chapter of the Space Marines. For ages uncounted they have defended Humanity from every threat that the Eastern Fringe can offer. This is a tribute to the success of the methods laid down, by their Primarch, Roboute Guilliman in the Codex Astartes. ARMIES OF ULTRAMAR Only the eager martyr hoards a battle. Volume XXXIV, Coda, Codex Astartes The realm of Ultramar is larger than many self-styled stellar empires. Where most Space Marine chapters' domains are little larger than their fortress-monasteries, the Ultramarines are rulers of an extensive area of space. This is a grave burden, as the lives of billions of Imperial Citizens and a score of worlds are their direct responsibility, so the Ultramarines must always be wary of unleashing their full might on a Crusade or in response to a call for aid, as that may well leave Ultramar undefended. As with everything in Ultramar this contingency has been planned for and the Planetary Defence Auxilia are extremely well trained and motivated. Just like any other Imperial world local defences are expected to be able to hold against any likely attack until such time as aid can be despatched. Even so they have limited means to move between the systems that constitute Uttramar and would be severely disadvantaged if left to fight without the aid of the Ultramarines. On numerous occasions it is the presence of the Ultramarines' alongside them that has given the Auxilia the will to fight on against heavy odds. Although the Battle of Macragge is best remembered for the heroic last stand of the Ultramarines 1st Company at the southern polar fortress, the Defence Auxilia fought and died there too with a courage that almost matched that of the Space Marines. Nevertheless, the vassals of the Ultramarines fight willingly by their side, for the Realm of Ultramar is regarded by many as the pinnacle of human civilization. Guarded by the might of the Ultramarines, and ruled over wisely by their Commander, Ultramar a place free of таnу of the horrors of the 41st millennium. CRUSADES A Space Marine does not wait for the enemy to attack. Make your foe react to your movement instead. Volume IV, Dispositions, Codex Astartes When the might of the Imperlum is unleashed on a foe it will often be as part of an Imperial Crusade. Crusades are declared by high-ranking members of the Ecclesiarchy and vary in size from precise strikes to system-spanning wars of conquest. Space Marines frequently answer the call to fight in these campaigns and the Ultramarines are no exception. This size of force committed varies but it has become conventional for several chapters to send small forces of company strength or less. All chapters are trained to follow the principles of the Codex Astartes and are therefore easily capable of fighting in a unified way. To ensure that this happens, а Crusade will select a commander drawn from one of the contingents with the necessary experience and standing to have the respect of all the Space Marines present. It has been estimated that almost 70% of the Space Marine chapters are either direct successor chapters of the Ultramarines or owe their existence to tithed Ultramarine gene-seed. This, together with the esteem in which Guilliman and his works are held, lends great weight to the Ultramarines when dealing with other chapters. The presence of even a small force of Ultramarines on an Imperial Crusade is a guarantee that many other chapters will also send their warriors. This is most evident when looking at the succession of Crusades launched against the Ork Empire of Charadon. It has been the policy of the Ultramarines, most noticeably since Marneus Calgar became Chapter Master, to launch frequent, destabilizing Crusades against Charadon. These Crusades draw support from at least half a dozen other chapters and help to prevent any one warlord rallying the clans of Charadon for a major Waaagh! The way these Crusades are orchestrated indicate that it is the Ultramarines who inform the Ecclesiarchy about when a Crusade should be preached. SPACE In war one should seek to take and hold the high ground. From there the enemies' movements are clearly visible and he will struggle to reach you, let alone fight you. High orbit is the highest ground there is. Volume IV, Dispositions, Codex Astartes One should never forget that in the most literal sense marines are soldiers who fight from ships. The Space Marines are no exception. Each chapter maintains a fleet, not least the Ultramarines. The chapter has three battle barges (Octavius, Caesar and Severian), eight strike cruisers and at least a dozen rapid strike vessels. An Ultramarines fleet is capable of fighting a space action, and they have on many occasions, though this is driven by expediency rather than choice. While a ship fights, the Space Marines on board are reduced to being spectators. This is rightly regarded as a waste of their potential, fighting fleet to fleet is what the Imperial Navy is for. An Ultramarines fleet is instead the means by which the Space Marines reach their destination prior to battle on the surface. There are two classes of vessel unique to the Space Marines. Battle barges are the match of any Imperial Navy battleship. Heavily armoured and shielded they are capable of trading broadsides with any foe. They are also equipped with powerful bombardment cannons that excel at smashing orbital defences as well as delivering apocalyptic orbital strikes. A battle barge will typically transport three or four companies of Space Marines along with all the supporting equipment they require. The exact complement of Space Marines assigned to a battle barge is dependent on the mission to be undertaken and is far from standard. Strike cruisers are similar in mass to Imperial Navy light cruisers, though they are faster and better armoured than any equivalent vessel. Their armament is quite light but includes a bombardment cannon, meaning they are more dangerous in a planetary assault than in a fleet engagement. A strike cruiser can transport a single company of Space Marines with its supporting equipment. The effect that even a single company of Ultramarines can have is considerable and often the arrival ot a strike cruiser is enough to convince an opponent to withdraw. Both battle barges and strike cruisers are able to launch squadrons of Thunderhawk gunships. These are able to operate in space or in atmosphere, are heavily armed and armoured and can carry a substantial detachment of 30 to 40 Ultramarines. The purpose of the Thunderhawk is the sale delivery of its Space Marine cargo. In space actions this will be to board enemy vessels, Space Marines are trained to quickly move on key objectives on аn enemy vessel such as its gun decks, engine room or bridge, eliminate the personnel there, plant charges and retreat. In the vicious fighting that occurs during boarding actions Space Marines excel above all others and their raids frequently leave powerful vessels crippled and helpless. In ground combat the Thunderhawk smashes its way through any air defences and deploys its passengers with unerring precision. Such tactics make a mockery of fortifications and render even fast moving armoured forces vulnerable to sudden attack. The Ultramarines often seek to direct air-landings at enemy headquarters as this offers the best chance of finishing a campaign there and then. In addition to Thunderhawks Space Marine ships carry enough drop pods to enable the entire complement of Space Marines to perform a simultaneous combat drop. A variety of drop pods are in service, each carrying five or ten Space Marines, a single Dreadnought or a Deathwind weapons array. During a drop the Deathwinds land first. These machine spirit-guided pods are used to draw enemy fire during the descent through practically there is little opportunity for ground fire to be brought to so fast do drop pods travel. Once on the ground, the Deathwinds open to reveal their many and varied weapon systems, which they use to saturate the landing zone with heavy suppression fire. The drop pods carrying Space Marines make planetfall just as the Deathwind pods finish expending their ammunition, and within seconds of landing the hatches are blown and the Space Marines are forming up and moving on their objectives. On many occasions the Ultramarines have targeted a key objective and dropped one or more companies right on top of it. Without warning such an attack is virtually irresistible, hence its common description as: 'Death from above'. GROUND COMBAT Do not expect every foe to fall at the first blow, be ready to keep striking until they do. Volume II, On Fortitude, Codex Astartes The primary strength of a Space Marine chapter are its battle companies. A Codex Chapter will have four battle companies each consisting of six Tactical squads, two Assault squads arid two Devastator squads. Unless their mission is very unusual every Ultramarines battle force will be based around, at least one battle company. Sometimes it will be supported by detachments from the other companies. Some members of the Veteran 1st company and the Scouts of the 10th company will often be attached to the battle company as will a number of battle brothers from the 6th and 7th Tactical companies operating the supporting vehicles. A battle company is a well-balanced combined arms unit. It consists of all three Space Marine squad types. The mainstay of the company is its Tactical squads. There is no foe that a fully equipped Tactical squad cannot defeat. Highly mobile in their Rhino and Razorback transports, they are able to use firepower or assault to achieve their objectives dependent on the situation and the strengths of their opponents. Devastator squads are able to concentrate overwhelming firepower to support a Space Marine advance or blunt an enemy attack. The Codex Astartes recommends distributing Devastator squads in five-man sub-units between the battle companies' Tactical squads. This ensures that any Tactical squad has heavy weapon support when it is needed. Such is the discipline and precision of Space Marines that Devastators can quickly be massed again if the need arises. Assault squads are reserved for close action, often fighting in coordination with the companies' other squads. After a Tactical or Devastator squad has opened fire on an enemy position a supporting Assault squad will leap into the fray before the combat can turn into a drawn out contest of attrition. Alternately after an enemy attack has run the gauntlet of Ultramarines firepower and is about to reach the Space Marine lines an Assault squad will descend on them, retaking the initiative and destroying the enemy utterly rather than simply repelling them. The reserve companies - are just that, reserves. They will be used to replace losses in the battle companies and crew vehicles. It is rare for them to be committed to battle in their entirety. The 1st Company tends to be used in squad level concentrations spread between the battle companies. It is sometimes committed to battle as a unit, normally when a large concentration of Terminators is required but this practice has declined in the Ultramarines chapter since the Battle of Macragge. Any grouping of Space Marines can be expected to fight together effectively; this allows their captains to select the perfect combination of squads and vehicles for a particular mission. This also applies when the fight is forced upon the Ultramarines. The units engaged will quickly work together to make an effective defence where an Imperial Guard force might be disorganized and demoralized. When the Ultramarines enter battle the enemy will immediately recognise the Ultramarines' distinctive heraldry and news of their arrival will spread quickly causing panic and uncertainty. This advantage is one of the main reasons few Space Marine chapter would ever contemplate using camouflage to hide their colours, there is an adage that 'camouflage is the colour of cowardice'. This is in part a testament to the pride a Space Marine has in his chapter but also reflects their understanding of the psychological impact a sudden deployment of Space Marines can have on the enemy. It is with good reason that they are known as the 'Angels of Death'. Space Marine operational methods are driven by practical necessity. A full chapter numbers only a 1,000 warriors and often a typical battle force will be but a fraction of this. Only by rapid movement and maintenance of momentum can such a force hope to overthrow the vastly superior numbers they are often confronted with. Ultimately it is the Space Marines' speed, and not their strength, that it is their greatest ally. When committed to a large campaign, such as the Battle for Armageddon or the Battle for Ichar IV, the Ultramarines will be a part of a much larger Imperial army. Under these circumstances it is customary to keep the Space Marines in reserve, allowing them to use their own initiative wherever possible. Like all chapters, the Ultramarines are a wholly autonomous force, that is entirely separate from the Imperial chain of command. But while some Space Marine chapters actively resist interference in their battle plans, the Ultramarines are not among their number, they will cooperate with Imperial Commanders on general principles, though they do not act wholly at their behest. Instead, Space Marine operations are planned by those most expert in their capabilities, the Space Marines themselves. This is particularly true of the Ultramarines whose standing ensures the respect of the most senior Imperial Guard staff. In fact, the Ultramarines chapter is so highly regarded that frequently even the highest ranking Imperial Guard commanders will place themselves under their command. Ultimately there is no mission that Space Marines cannot perform better than even, the best normal soldiers the Emperor can command. From lightning-fast raids to full assaults, the Space Marines can achieve them all. It is this flexibility that makes the Adeptus Astartes invaluable to the Imperium. FIREBASES War is not your recreation, it is the reason for your existence, prepare for it well. Volume VII, Thoughts, Codex Astartes The Ultramarines, along with many other chapters, use pre-fabricated bunkers based on a Standard Template Construct design. The speed with which these can be set up allows firebases to be established very quickly. Often a dummy base will be set up in a clearly visible position whilst the real base is set up with far more secrecy elsewhere. Once a base is established it will be garrisoned and provisioned. Space Marines actually require very little logistical support as they can assimilate indigenous food, use fusion-powered vehicles and do not seek to engage in long ammunition draining exchanges of fire. Nevertheless they will still have to periodically withdraw from action to reorganize and replenish supplies. In addition to providing a depot the firebase also provides a refuge and rallying point that the Space Marines can fall back on if the fighting goes badly. When the circumstances dictate the Ultramarines will set up firebases in enemy territory to provoke battle. This is a dangerous business however, as it invites the possibility of being surrounded and tied down in a slugging match. Space Marines are, of course, capable of trading hard blows with anyone but they are really too valuable to use in this way for long. Occasionally the tactic can be decisive, as when called on to do so Space Marines will fight to the last, asking no quarter and giving none in return, determined to inflict as much damage as they possibly can upon their enemies. Attacking a position held by such men can seem suicidal and it is entirely possible the attackers' spirit will be broken before the task is done. SIEGES Walls, trenches and towers are no obstacle, lack of imagination and lack of will are obstacles. Volume XV, Siegecraft, Codex Astartes The presence of Ultramarines when either defending or storming a fortification is a major advantage for the Imperium. Whilst the Ultramarines do not have the experience of siege warfare that, say, the Imperial Fists have, they are still veterans of a thousand such actions. When defending they represent a body of troops that absolutely will tight to the death, without panic, without despair, always looking for the opening that will enable them to secure the victory. Such troops are a nightmare for an attacker to defeat and are a guarantee that heavy casualties will be suffered. Ultramarines always look to take the battle to the enemy so when defending a fortified position they will make sallies out to disrupt the besiegers, spike their guns, demolish their siege works and slay their leaders. Well organized raids are difficult to stop and even a small detachment of Ultramarines can make a massive difference. When a besieger finally has a breach to storm they can expect to find the Ultramarines blocking it when they arrive. On a small frontage numbers count for little so unless the storming force includes troops actually capable of beating the Ultramarines in a desperate close range fight a single breach will not be enough. Within every stronghold there is normally a Citadel, essentially a fortress within a fortress that provides a last refuge for the defenders. It is not uncommon for a Citadel to be held long after the larger fortification has fallen. Such final redoubts would be the fast rallying point for Ultramarines defenders, ensuring that they continue to defy the attackers for the greatest time possible. When attacking a fortification, elite warriors like the Ultramarines really come into their own. Beyond their innate fighting qualities they have access to a wide range of skills and equipment that can he put to good use. There is no assault vehicle in the Imperium, as resilient and deadly, as the Land Raider. It can destroy enemy batteries as it advances with its twin Godhammer lascannons and disgorge its passengers right on top of the defences. Similarly no wall is immune to being stormed by jump pack equipped Assault Marines supported by Land Speeders. Under some circumstances an Ultramarine force could use teleporters, drop pods or Thunderhawks to bypass the defences altogether. Once an attacking force is established inside a fortifications' perimeter then numbers will begin to fell. It only requires a small force of Ultramarines to achieve this after which supporting troops can be committed leaving the Ultramarines free to concentrate on eliminating strong points and command centres. Needless to say, when directly attacking a fortification, such as a bunker, the Ultramarines have many drills employing Vindicators, flamers, meltaguns and meltabombs which can quickly breach the defences and open the way for an immediate assault. The trick in sieges, whether they are attacking or defending, is to allow the Ultramarines to position themselves at the point of decision. There is no value in throwing them at unbreached defences to pound away to victory, this is the way of the Imperial Guard, whose numbers are counted in the tens, if not the hundreds of thousands. TURNING THE TIDE Honour the craft of death. Volume XLVII, Hymnals, Codex Astartes For all the sub-sectors around Ultramar it is a great reassurance knowing that the Ultramarines chapter watches over them. Not only is Ultramar itself a resolute bastion against any attack but the Ultramarine chapter is a highly mobile and efficient emergency force able to quickly intercede in any battle and swiftly change, the odds in favour of the Imperium within a wide radius around their fiefdom. That a mere 1,000 warriors have swayed the results of so many battles is a tribute to the teachings of Roboute Guilliman's and the dedication of the warriors of Ultramar. Without them the Imperium would doubtless be in far greater peril. [ Добавлено спустя 2 минуты 2 секунды ] надеюсь поможет кому!!! :)
  16. ага, рассказ "Цепь командования" называется
  17. блин,Шпиен, не путай теплое с мягким. командиры что дураки - посылать скаутов против ТЭ? посм. в приведенной мной Тактике СМ использование скаутов.
  18. так, вижу назрел вопрос по тактике СМ, нашел тут статейки познавательные, сам читал с интересом, вотъ: Формирование специализированных групп Космического Десанта Оперативная/Тактическая группа Космического Десанта (Space Marine Task Force) This army is a 'standard' Space Marine force. It's my favourite to play with on the battlefield and it's certainly the most versatile. With careful use you can take on horde armies like Orks or Tyranids, elite forces like the Eldar and Chaos Space Marines or even the armoured fury of the Imperial Guard. The trick with an army that attempts to do 'all things' is to specifically task your units and only deviate from your plan in the direst of emergencies (or finest opportunities). The Whirlwind, for example, should be constantly pummelling the largest enemy infantry group, each turn every turn. By contrast, the Vindicator should make exterminating enemy armour its number one priority, followed by anti-infantry duties. The Tactical Squads and Scout Squad should focus on holding the line and punishing enemy squads. If you're faced by a concentration of enemy armour, consider splitting the Tactical Squads into Combat Squads at the start of the game, so that you can add two missiles a turn to your long-range firepower. Swords of the Emperor This army boasts three excellent close combat units, which ideally you can use to back each other up. A Terminator Squad alone is intimidating; backed up by an Assault Squad it's terrifying. By pairing your units in this manner (I'd split the Assault Squads into two Combat Squads with one backing the Terminators and the other the Command Squad), you can shred your way through almost any opposition one squad at a time. Firefight In addition to potent close combat capabilities, the Taskforce also boasts staggering firepower. The Tactical and Scout Squads can both lay down withering volleys of small-arms fire, supplemented by their heavy weapons and the tanks offering ordnance assistance. Бронетанковый клин Космического Десанта (Space Marine Armoured Spearhead) Once deployed to the surface of a planet, the Space Marines will continue to launch brutal attacks on strongly held enemy areas, often forming swift moving armoured spearheads. This army is based on that principle and will be both highly manoeuvrable and resilient in battle. With all those expensive armoured vehicles, the force is quite small, but packs a punch in shooting and can even perform admirably in close combat thanks to the Terminator Squad travelling in the Land Raider Crusader. Consider splitting the Tactical Squads into two Combat Squads at the start of the game, one Combat Squad can provide firepower with its missile launcher while the other advances on objectives in the safety of the Rhino. By including Sergeant Chronus in the force, you can make one of your tanks ignore shaken and stunned results, and make it lethally accurate too. A Predator that hits on a 2+ is deadly, or if you put him in your Vindicator you'll still hit dead on target even if you roll as high as a 5 for scatter, and even a score of 7 will mean that you chosen target will fall at least partially under the template. Concentrate Firepower By looking at the units in the army it's quite easy to see several logical combinations of firepower. The Predator, if crewed by Chronus, is extraordinarily good at destroying infantry formations, especially if you supplement its firepower with that of the Land Raider Crusader and Tactical Squads. The other Land Raider and the Vindicator can be tasked to deal with either heavily armoured targets or infantry as needed. The Vindicator really is your "ace in the hole" in this regard - its main gun can destroy more or less anything, so keep it safe and keep it firing. Screening The weakness of this force is the comparatively small number of Troops. To some extent you can assuage this by using Combat Squads rather than full-strength Tactical Squads but that only goes so far. You can extend their survivability further by screening them with your vehicles once they are in position, including the Rhinos and Land Raiders. Put simply, stick the Rhino between your Space Marines and the things that you don't want to shoot them. Simple and effective. Группа быстрого реагирования Космического Десанта (Space Marine Rapid Strike Force) In a similar vein to the Armoured Spearhead, this Rapid Strike Force relies on plenty of speedy units to take the fight to the enemy and keep your foe on his toes. If anything it's an even faster army than the Armoured Spearhead, able to bring a terrifying volume of firepower and close combat prowess to bear in one place very quickly. Because the Space Marine Captain is mounted on a Space Marine Bike, you can select Space Marine Bike Squads as Troops choices - this is perfect for those White Scars players out there and allows you to create an impressively swift force. Be careful not to over-commit your forces without enough support. As a whole, this army is very strong, but individually the squads are too small and easily outnumbered to risk sending them in piecemeal. Strike Hard This force is simply too small to face the enemy on an extended fronting, instead it absolutely must rely on attacking one piece of the enemy force at a time. With this in mind, bring everything that you can to bear against one portion of the enemy army at a time. Units on bikes are Relentless, so you can fire at full strength and assault in the same turn. By combining firepower and assaults to wipe out one or two enemy squads a turn you can tear the enemy apart in bite-sized pieces rather than attempting to nibble him to death across the whole of his army. Turbo Boost With an army this swift it sometimes pays to go second, since in the closing turns of the game you'll be able to zoom across vast swathes of the board and snatch and contest objectives with ease. Bear in mind that Turbo Boosting allows you to move a whopping 24", so you can lurk safely out of harms way until it's time to zip into position. The gamble, of course, is that the game may end before you make your play for the objectives, so be bold and strike once the time is right.More than once I've swept enemies off of objectives with overwhelming firepower followed by a concerted assault. Орбитальная штурмовая группа Космического Десанта (Space Marine Orbital Assault Force) This army plays to the theme of Space Marines as the Angels of Death - an elite force that descends from the heavens to shatter the heart of the enemy army. With that in mind I have deliberately ensured that almost every unit in the force can Deep Strike onto the battlefield, either by teleport, Drop Pod or under their own propulsion. Only the Scouts will start on the battlefield, and they're equipped with teleport homers to assist the Terminator Squad in arriving on location. It's a striking image with almost fifty Space Marines hammering into the battle zone. Planet Strike This principle is all about getting the most from each of your units as it arrives in play. The ideal tactic is to select a target unit for each of your units that is Deep Striking and then nominate a point close to it for your landing point. With your Drop Pods you can be especially daring - after all, they're completely safe from landing on enemy units or impassable terrain. Try and coordinate your Terminators with your Scouts, so that your Terminators can make the most of the Scout's teleport homer and land right on target.When your units arrive, concentrate your firepower to destroy the greatest threats against you - elite close combat troops and models with blast weapons will be the number one priority in most cases. Cut off the head... It's a famous proverb, and true enough of this force - if you can fracture the command structure of the enemy army you can often secure victory right from the start. With that in mind, pick on the most valuable enemy units and their HQ models. By Deep Striking, you can often get around the problem of having terrain and enemy units interfering with your shooting attacks. Bear in mind also that your Vanguard Veterans can make Heroic Intervention on the turn they arrive (you do have to be confident to try it though). ссылка на подборюнитов в этих группах и пикчеры - http://www.games-workshop.com/gws/content/...027&start=2 Ну и сама тактика, описанная одним чуваком: Tactics of the Adeptus Astartes Outline: Introduction -The Adeptus Astartes Way of War Offensive Tactics -Armored Thrust -Implacable Advance -Drop Pod Assault -Bike Rush -Flying Death -Land Raider Assault -Teleport Strike -Rapid Fire Drop- -Drive By Defensive Tactics -Fortress -Rapid Fire Rush -Rhino Bunker -Infiltrated Gunline -Take Cover Other Tactics -Refused Flank -Hammer and Anvil -Beware of Mines -Mobile Terrain Chapter Tactics -White Scars -Raven Guard -Salamanders -Iron hands -Imperial Fists -Crimson Fists -Blood Ravens -Ultramarines -Blood Angels -Dark Angels -Space Wolves Concluding Thoughts Introduction Welcome Brothers to this article on the Tactics of the Adeptus Astartes, be you new initiates fresh from the 10th Company or hardened Veterans of the 1st Company listen well and may these tactics described here aid you in defeating the enemies of the Emperor and bringing honor to your chapter. The Adeptus Astartes Way of War The Space Marines are a common army in the game of 40k, MEQ or Marine Equivalent is a standard many use to determine the effectiveness of certain units and tactics using math hammer. However that does not mean the Space Marines lack skill and tactics, they can be a devastating force. Just because there are people who play the Marines because of their simple durability the Astartes can be a fine honed sword to cut into your enemy or an iron hard defense that cannot be breached. You're army may be built around one of these already, or other styles but that does not mean you cannot have as many tactics in your repertoire as possible. May this text serve you well my fellow Astartes. Offensive Tactics The following are a series of varying tactics for primarily offensive use, however a cunning commander can put these tactics to other designs as well and many variants of each tactic exist. It is up to you as commanders how you wish to employ these offensive tools. -Armored Thrust "If the Space Marines are able to land heavy equipment, an equally destructive tactic is the armoured spearhead. Maneuvering at speed, behind a far-ranging screen of bikes and land speeders, the Space marines smash their powerful tanks unerringly against the weak link in the enemy army, armoured columns slashing left and right before powering on into the foe's vitals." -Codex: Space Marines, page 9 In essence the Armored Thrust is a spearhead of tanks and armored vehicles that busts through the enemies line, breaking them apart and taking them down. One way to do this is to form an armored inverted V. Land Raiders or other powerful vehicles take the point with other vehicles such as Predators, Razorbacks, Rhinos and even Dreadnaughts continuing down in two staggered lines from the point vehicle. The Infantry than fill the space in between, with a screen of heavy armor they advance unhindered until the armor slashes through the enemy lines, then the tanks shift to allow the Infantry gaps to fire through or charge through into the enemy, tearing them asunder. This tactic is not reliable against enemies with too much indirect fire, especially with weapons such as Earth Shaker or Battle Cannons. However in such a case the infantry can stay inside their transports although this can be riskier. Should a vehicle in the line be immobilized or destroyed the V can tighten to cover the gap or infantry can use the wreck as a defensive structure to cover the advance further. The units that are best suited to this role are of course the more heavily armored tanks. Land Raider Crusaders being a great point vehicle due to their ability to continue keeping up their fire even on the move. Behind them Predator Destructors or Annihilators with Heavy Bolter Sponsons can extend the V nicely and the final points can easily be filled with Dreadnaughts of any type or Rhino's and Razorbacks. Infantry of any sort can walk in the safe space provided by the armored wall, Assault Squads are a good choice however due to their jump packs which can let them leap over the vehicle wall to smash into the enemy when the attack reaches the foe. However the Armored Thrust can be built around any design of armor and shapes, the essence is simply an armored attack with infantry support that is usually shielded by the approaching armor. The sheer number of vehicles creates something called target saturation, with so much armor it is likely that an opponent will either focus his fire and destroy a vehicle a turn or will spread out his fire too much and destroy none. Extra armor makes sure the column can keep moving even when taking shaken and stunned results and Techmarines can get immobilized vehicles moving again. -Implacable Advance "As our bodies are armoured with adamantium, our souls are protected with loyalty. As our bolters are charged with death for the Emperor's enemies, our thoughts are charged with wisdom. As our ranks advance, so does our devotion, for are we not Space Marines? Are we not the chosen of the Emperor, his loyal servants unto death?" -Chaplain Fergas Nils, Codex: Space Marines page 31. The Implacable Advance is one part offense, one part defense and one part psychological. Units such as Terminators, full strength Tactical Squads and Bikes advancing forward, sending sheets of fire into the enemy and shrugging off whatever damage they take to draw the enemies firepower while faster units such as Assault Squads, Land Speeders and perhaps Bikes rush into the enemy from other angles and directions while their attention is fixed on the tough units approaching them. Killing a single squad of 10 Marines is not so hard, killing 30 or 40 marching relentlessly across the field with leadership 10 and centered with a squad of Terminators, sending out sheets of storm bolter and assault cannon fire is far harder to kill. This wall of power armor can be troublesome for many armies to deal with and is just a cover for the faster units that slip towards the enemy while their attention is fixed on the huge sea of Marines advancing on them. The Implacable Advance is not the most complex of tactics but it can be psychologically effective, and is particularly strong in larger games where one has the points to throw down a large number of power armored bodies. This tactic works best when upgrades are kept to a minimum and a Master is used to give the army leadership 10 or a chaplain to make the primary unit centering the line fearless. Tactical squads and Terminator squads are best for the role of the center advance, taking the attention of the enemy and absorbing damage either through sheer numbers, their armor or both. Assault Squads, Land Speeders and Bike Squadrons make up the secondary assault which approaches the enemy using cover to remain out of LOS as much as possible and making use of the primary advance to keep the enemies attention busy. Once these secondary elements hit the enemy they can take the attention and keep them locked while the primary advance finishes covering the distance to the enemy and smashes into them. -Drop Pod Assault "With paralyzing suddenness, they surgically destroy their targets, leaving the enemy leaderless and disorganized, incapable of anything except surrender or flight." -Codex: Space Marines page 9 Drop Pods are an excellent tool for bringing forces in to devastating effect. The Drop Pod has fairly good armor meaning it takes serious heavy weapons to effectively remove and at such a cheap price it's almost too good to be true. Melta guns dropping within range of their special effects, bolters in rapid fire range, multiple plasma weapons and such can do very satisfying damage to the enemy. Not only that, but the Drop Pod's can physically split the enemies forces, their armored bulk cutting the enemy off from each other with a wall of armor and guns. This effectively allows you to split your opponent in half and keep their army from being able to support its individual elements and function in concert. For armies such as Eldar and Tau this can be devastating but it is also quite effective against almost any army. For instance an effective army can be almost fully loaded into drop pods. Meaning that even on turn 2 if you have 6 pods, an average of at least 3 should arrive, and 3 drop pods falling in a line, or close to it is a rather large amount of obstacles for an enemy to get around or see past which limits your enemies ability to counter your units. You can also of course use drop pods to land squads on or near objectives and land them behind enemy vehicles rear armor. A Drop Pod assault can be a fearsome thing. Squads best suited to Drop Pod deployment are usually Dreadnaughts and Tactical Squads, supported by long range fire from Devastators and secondary forces of Assault Marines can be employed as well. A Librarian with Fear of Darkness is also a good addition to a Drop Pod assault, which can be used to make a significant number of enemies run from the board, especially if they are lower leadership armies. However Drop Pods can be risky, due to the unreliability of reserve rolls, putting too many eggs in one basket can lead to your army arriving a squad at a time to be destroyed at leisure by the enemy. Some caution should be used when dealing with reserves. -Bike Rush "Bike squadrons are often used for reconnaissance missions into enemy held territory. When part of a larger battleforce, their speed and hitting power gives the Space Marine commander a fast, hard hitting punch to his attack." -Games Workshop UK Website: http://uk.games-workshop.com/spacemarines/...ure-gallery/22/ Space Marine Bikes are extraordinarily tough to kill. Toughness 5 and their 3+ save which becomes invulnerable when they turbo charge means that several squads of bikes turbo charging at the enemy will be able to shrug off an impressive amount of firepower and live to tell the tale. This can shock the foe, put teleport homers far forward, deliver characters into the heart of the enemy. Bike squadrons can have as many as two Melta Guns and a Multi Melta, which also makes them highly effective at destroying armor, and of course the sergeant can get a power fist for even more armor punching ability. The Bike Rush is a rash offensive tactic just like the Implacable Advance but where the Implacable Advance relies on sheer numbers the Bike Rush uses the toughness and armor of the bikes to allow them to survive an incredible amount of fire. A risky tactic but one that can well pay off, especially since the bikes can draw the attention of your foes guns to allow less tough units like Assault Marines, Tactical Marines, Veterans and others to reach the enemy intact. Once the Bikes reach the enemy they can deliver large amounts of anti armor fire or deliver buried power fists into the enemy troops, where the high toughness of the Bikers makes up for their lack in numbers. However once more this is not a tactic one wants to throw too many resources into since bad luck and sheer firepower can seriously hurt such an attack. -Flying Death "From the darkness we strike, fast and lethal, and by the time our foes can react…darkness there and nothing more." -Kayvaan Shrike, Codex: Space Marines page 46 Assault Marines are pricey but deadly and when in numbers can be a threat beyond compare to the enemy. Three full squads of assault marines means thirty Space Marines moving 12" and assaulting a further 6" giving them an easy 2nd turn charge even if moving behind cover as best they can. Under covering fire from Tactical and Devastator squads and with other units such as Tactical Squads, Veteran Squads, Command Squads to name a few, backing them up they can make an effective first wave to tie up the enemy before the slower assaulting elements smash into them and add weight to the Assault Marine's melee. Assault Marines also benefit greatly from a character such as a combat tooled Chaplain who makes them far more effective on the charge. Characters such as Lightning Claw armed Commanders or Veil of Time wielding Librarians are also immensely powerful and can add serious strength to an assault marine attack giving them the staying power to keep the enemy locked until the second wave arrives. -Land Raider Assault "The Land Raider is ideally suited to the highly mobile warfare employed by the Adeptus Astartes. Like Space Marines, the heavily armoured Land Raider is capable of fighting in almost any conditions, including extremes of climate, total vacuums and high gravity worlds. The Land Raider offers vital protection and transport for a squad of Space Marines, and has enough heavy weaponry to lay down considerable supporting fire once it has dropped its passengers at the battle zone." -Games Workshop UK Website: http://uk.games-workshop.com/spacemarines/...ure-gallery/27/ The Land Raider is a potent engine of destruction. The heavy armor means most weapons are going to be totally ineffective against it and many more have a very small chance of destroying it, even the mighty Lascannon needs to roll a 5 to even glance the great vehicle. While not perfect the Land Raider can draw an immense amount of fire and survive and deliver powerful assault units into the heart of the enemy. One of the most typical units used with this tactic is a unit of Assault Terminators with a Terminator Chaplain attached. However larger squads of cheaper infantry can be extremely powerful. Space Wolves and Black Templars with their access to larger than normal squads can pour assault oriented squads forth into the center of the enemy line and tear them apart. The tactic is somewhat dangerous, fast moving enemies can surround the Land Raider and destroy it killing all those inside. Support for the Land Raider is important if you don't want it to be destroyed too easily. Saturation of targets helps make the Land Raider less of a target when the enemy has other targets that it is more likely to destroy. Assault units can also follow the Land Raider on foot or on the flanks to rush in and support the bulk of attackers when the Land Raider reaches the enemies lines. Assault Marines without jump packs, Characters attached to close combat equipped units, Terminators especially Assault Terminators and such units make the best choices for loading into the Land Raider and sending into the enemy. The Land Raider Crusader is the best suited to delivering troops into the enemy lines because of its more support oriented units with increased rate of fire and its increased transport capacity. -Teleport Strike "The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines." -Codex: Space Marines page 30. Teleport strikes are performed with Terminator or Terminator Command Squads, Heavy Flamers or Assault Cannons rip into the enemy and the armor of the Terminators keeps them alive. A character on a bike with a teleport homer or bike sergeant with a homer make sure the Terminators arrive where they are needed and don't scatter to their death. It also means that heavy flamers can be brought to bear exactly where needed to devastate the enemy or Assault Cannons can rip into the weaker parts of the enemies armor. Deadly effective when combined with the accuracy of a Teleport Homer deep striking Terminators can really do impressive damage to the enemy. Forcing them to regroup and move away from imminent assault and turn their guns on the Terminators or be charged from behind the next turn they can be thrown from attacking other units moving in as a secondary wave. Assault Squads, Tactical Squads on foot, Tac squads and Devastator Squads with heavy weapons ready to tear into the enemy when they are ousted from their cover by the Terminators. Coupled with the rest of the army a Teleport Assault ca be the blow that tears apart the enemy army. Not so effective with Terminator Assault Squads, Terminator Squads have the guns to hurt the enemy badly while they are unable to assault and can deal immense damage to a tough target with the sheer weight of fire from their guns. -Rapid Fire Drop "Storm forth, disembark with speed and efficiency and fire on the enemy with precision and efficiency. Through the storm of fire let the enemy die!" -Sergeant Tyriel of the Ultramarines 7th. When transported by a rhino or razorback it is true that a squad cannot disembark after the vehicle has moved and then charge. But the transport can be used to bring a squad into rapid fire range of their weapons. Dropping out the hatches of their transport and unloading an impressive weight of fire on a select target in one fell swoop the Rapid Fire Drop is not nearly as effective for Marines as it is for say Eldar or Tau who have either better weapons, skimmer transports or both to do it with. But that does not mean that bringing a full squad of marines into rapid fire range and letting them double tap into a target is not effective. Especially if the Army has Cleanse and Purify, 2 Plasma Guns and a Plasma Pistol or Combi Plasma on the sergeant can be absolutely devastating, 5-6 Plasma Shots has a good chance of devastating the target, whatever it is. Or the squad can bring an impressive weight of botler fire to bear to tear apart enemy infantry and clear a building for storming by other squads. A simple and basic tactic but one that has proven effective time and time again. -Drive By "Open the top and get these foul things off this tank!" -Sergeant Tyriel to his men during the battle of Eramus IV A very simple rhino tactic, the top hatch of a Rhino can allow two marines to fire out of the vehicle. While a Rhino may not have an impressive armament to begin with the squad it is carrying can have two marines fire from it. This could be a pair of special weapons, bolters or other weapons they may have. This can be extremely useful on the move when you want to keep the squad moving, since you don't have to get out the squad can't be locked in combat but can still bring plasma, melta and bolter or even flamers to bear on the enemy, perhaps to gun down terminators, melta gun vehicles or flame down infantry from the relative safety of the Rhino. Defensive Tactics The following tactics are primarily that, defensive, however they can be used to anchor an assault, hold off the enemy before a counter attack or cover an attack based on another tactic. -Fortress "Dig in and prepare to meet the enemy, show them what the guns of the Adeptus Astartes can do!" -Captain Thalion during the defense of Virial VII Basically this is picking a strong point or series of closely packed strong points to establish a heavy defense. Multiple shooting oriented Tactical and Devastator, Terminator and Veteran squads are excellent for taking up defensive positions in buildings, trenches or other fortifications. By the placement of your forces you can make a previously empty building a strong point for your force. If it is a multi leveled structure you can place counter charge units on the bottom and/or behind to meet the enemy should they get too close while the rest of the army rains death on the enemy, forcing your opponent to come and get you. A position heavily defended by marines can be a very hard thing to take with multiple squads pouring fire onto attackers. Should the enemy survive the fire to get close, Assault, Veteran, Terminator squads or other such units charging forth to meet them an be the final nail in the coffin for many enemies. In games where victory points is the primary objective, hold out at all costs and other such missions forming a heavy defensive location with supporting elements makes your enemy react to you and makes your force into a deadly defensive monster. -Rapid Fire Rush "When the attack by the enemy is imminent, standing still and accepting the inevitable is folly, storm forward with the wrath of the Emperor himself blazing from your guns and show these foul cretins how the Astartes wage war!" -Captain Icarus, on defensive tactics. The Rapid Fire Rush is simply where an assault against a defensive position those troops defending it rush to the edge of the terrain piece, or even out of it if you want to get into rapid fire range. This limits the kill range of the squad to kill the front rank of the approaching enemy which can delay their assault and double the output of fire from the squad to thin the ranks of the enemy before they get into combat. Tactical squads are the primary use of this tactic but it can be used with other squads should you wish. -Rhino Bunker "Block the entrances, put fire points above and prepare to meet the enemy!" -Captain Tarentius of the Imperial Fists during the defense of Quilara Prime Similar to the Drive By tactic this is best on the defense and with minimum sized Tactical Squads. Armed with the lascannon and plasma gun combination, and with a rhino, the transports park in a line at the base of a defensive structure with counter charge elements like assault squads waiting behind them. The special and heavy weapon marines pop out the top hatch to add their fire to Devastator and other defensive units in the upper floors of the defensive structure. This keeps the enemy from being able to sweep into the defensive position if they aren't armed with jump packs and you can drive the Rhino's apart to allow the counter charge unit/s to rush out and meet the enemy. All the while the lascannon and plasma guns of the transported squads can lay down accurate fire from within the safety of their transports. The Rhino's armor is of course not great so the possibility of having the transports destroyed is always there but the tactic can be great for keeping a battle on your terms and adding to the defenses of a position. -Infiltrated Gunline "When the theatre of operations offers the room, Space Marine forces can drop or infiltrate behind the front lines and launch a series of daring raids. The enemy reels from dozens of perfectly placed blows, clumsily lashing out at the Space Marines only to miss and be attacked again. There comes a point, exhausted and crippled, that even the mightiest army collapses, whereupon the Space Marines fall on them, like wolves upon the fold, to deliver the killing stroke." -Codex: Space Marines page 9 This tactic is as simple as the name suggests. Scout Squads, Veteran Squads, Command Squads, Devastator Squads and Tactical Squads (depending on whether your army takes the traits to allow more units to infiltrate) use the Infiltrate rule to infiltrate into forward defensive positions. Catching the enemy in a lethal crossfire from Turn 1 and covering the advance of other elements of the army such as Assault Squads, non Infiltrating Tactical and Veteran Squads, Terminators and the like to move in on the enemy and deliver the killing blow while they reel from the vicious guns of the Infiltrated units. Spreading your force out too much can be risky but denying the enemy the ability to move forward safely behind terrain, keeping fire pouring into them constantly, thinning their ranks before they reach the defensive units or the attacking elements can be invaluable in securing victory. It also allows you to take possession of objectives and ideal strong points early in the game, an advantage not to be underestimated. -Take Cover "The enemy approaches, take up defensive positions and prepare to be engaged!" -Blood Ravens maxim on meeting assaults. This tactic is quite simple. When facing an enemy who has higher initiative, or better combat skills it can be highly advantageous to move into cover and meet them that way instead of remaining in open ground. Moving to the edge of the terrain and spreading out to make sure the enemy cannot move into the terrain prior to assaulting being a secondary objective. In this way you can gain the advantages of an enemy charging into your cover which could allow you to strike first or at least simultaneously with the enemy and can really put the hurt on expensive enemy characters or even units such as Assault Terminators and Striking Scorpions. This minimizes your losses while helping to maximize your potential damage against the enemy. It is up to the players judgment whether it is better to let the enemy charge, or to charge them instead, but this is always a good option to keep in mind if there is cover available. Other Tactics These are tactics that are both offensive and defensive, or perhaps neither. In any case they are useful tactics to bring to bear should you see an opportunity to do so. -Refused Flank "Draw the enemy out, chasing after multiple shadows, reform your strength with speed and efficiency then strike into the heart of the enemy while they are still disoriented and chasing after ghosts." -Captain Icarus of the Blood Ravens on unorthodox tactics. The refused flank is a slightly more complex tactic than many of the others. It is basically breaking your force into two groups. One of which is entirely mobile and fast. You then deploy each of these two groups on separate flanks of your deployment zone. Your foe will then likely deploy his forces to counter your deployment. When the game begins however you race your mobile force to join with the rest of your army and then strike at your opponents force who is likewise split but also likely unable to re-deploy fast enough to stop you from bringing most, if not all of your force against a smaller proportion of theirs. The tactic does however require that your force be faster than your opponents and that your opponent doesn't see past the ruse. Another possible risk is if your opponent gets first turn and is able to cut down your mobility. Thus it is a fairly tricky tactic to pull off effectively with marines who lack the speed of some armies but nevertheless an option to keep in mind. It is a good way to divide your opponent from the out set. -Hammer and Anvil "One such eyewitness account, submitted by Captain Rakman of the Subjugators Chapter, records an incident in which his force found itself under attack by the Eldar of the Void Dragons pirate fleet. Surrounded and under heavy fire by the pirates' ultra-rapid anti-grav vehicles, Rakman states that a force bearing the livery of the Sons of Antaeus appeared unexpectedly and attacked the enemy vehicles from behind. Forced to redeploy, the Eldar suddenly found themselves faced with the prospect of having to make a breakout. The Eldar Falcons and Wave Serpents made straight for the Sons of Antaeus, judging them the lesser of the two Space Marine forces. The incredulous Captain Rakman gives an amazing account of the Sons of Antaeus' stand in the face of a storm of Eldar firepower, against which the mysterious Space Marines stood seemingly impervious. The Subjugators were able to press their attack on the enemy rear as the Sons of Antaeus held the Eldar in place, and the pirates were destroyed in short order, caught between the immovable anvil of the Sons, and the irresistible hammer of the Subjugators." -Games Workshop UK Website: http://uk.games-workshop.com/spacemarines/cursed/3/ A popular tactic of late the Hammer and Anvil requires two elements of the army, a defensive element which draws the enemy in as bait or the Anvil, then the Hammer is an assaulting element that slips around behind the enemy when they move in on the anvil. This puts the enemy in a cross fire and to be attacked from both directions. A nice twist on putting your foe between a rock and a hard place, the question is what to use as bait. Defensive units like Devastators and Tactical squads that appear close together, without many upgrades and weak in combat can be a good lure depending on how your enemies army is constructed. The Hammer is best used with fast units like Assault Marines, Bike Squadrons and Land Speeders to get around behind the enemy quickly and shoot/assault them from behind. The decision of what to use as the bait and anvil and what to use as the hammer is mostly up to personal preference and the opponent being faced as different units will be better or worse suited to the job given different opponents and different armies. -Beware of Mines "Watch your step young initiate, those things hurt." -Sergeant Valius of the Blood Ravens to initiates on their fist mission in regard to mines. The Whirlwind's capability to launch mines may not be an often used option but it can be useful. For the relative inexpensiveness of the Whirlwind it is quite possible to lay down a field of mines in an area you wish the enemy to move away from or an area the enemy must move through if they wish to attack you. Good for helping fortify a position. An interesting little tactic to direct your opponent where you want them or deplete their numbers before an attack reaches you. -Mobile Terrain "Do not underestimate the humble Rhino, a tank is a tank and does as good a job blocking a hall as any other. Lets see the enemy climb over that." -Captain Trentius on Rhino APCs The Rhino may not be the best transport in the game but one thing it is very good at is mobile terrain. With the Rhino you can narrow your LOS to specific models, to thereby snipe specific characters in an enemy squad, keep the enemy from seeing you, cover the advance of units. Let it drive forward to be blown up placing cover for you on an approach to the enemy, sit on an objective to deny the enemy from being able to grab it, sit in a doorway or along the edge of a building to force the enemy to waist precious inches of movement and/or assault to get around it. The Rhino is an excellent tool in more ways than just transporting troops, which it isn't that good at as many of you know. Yet used to effectively put a size 3 wall of terrain where you want is sometimes invaluable and very useful almost all the time. Chapter Tactics These are some of the above tactics that work best with specific chapters, and possible unit combinations for each chapter but the chapters below are by no means the only ones who can make use of these tactics and they aren't limited to just those tactics I mention for them. -White Scars The White Scars with their predisposition for speed can make good use of the Bike Rush and Flying Death tactics to draw the enemies attention from the assault squads and perhaps some tooled out characters to move in for the kill, while the Bikes deliver the death blow to the enemy armor with melta weapons. -Raven Guard The Raven Guard work well with the Infiltrated Gunline and the Flying Death tactics, scouts infiltrating forward to lay down fire on the enemy to cover the advance of a good number of Assault Marines allows the player to remove key threats before moving the assault marines in for the kill. -Salamanders Drive By, Drop Pod Assault, Rapid Fire Drops, Land Raider Assaults etc are good tactics for the Salamanders to employ. Moving in quickly and close to bring flames and bolters onto the enemy and charging in with the fury of Vulkan himself. -Iron hands A mixture of the Implacable Advance and the Armored Thrust works well with the Iron Hands. 6 Dreadnaughts with Marines walking behind them using the Dreadnaughts bulk to shield them while Techmarines keep the Dreadnaughts fully operational as they advance steadily on the enemy at the last minute stepping aside to allow the marines behind to rush forward and shoot/assault the enemy. -Imperial Fists Fortress, Rhino Bunker and such defensive tactics work well with the Imperial Fists. With preferred enemy available the Imperial Fists can wait for the enemy to reach them before launching a counter attack, all the while having hosed down the enemy while they approached. -Crimson Fists Troops in number and on the defensive with the few special units prepared to center the defense and form a counter attack are a good way to use the Crimson Fists with variants of tactics such as the Fotress, Refused Flank and Hammer and Anvil. -Blood Ravens Infiltrated Gunline, and Fortress are great tactics to use with the Blood Ravens, especially since their defensive units can also effectively be their counter attack units as well making for a particularly efficient and effective defense. -Ultramarines The Ultramarines of course can be tailored to do any of the tactics but with the Tyranid Veterans and the Honor Guard the Ultramarines can perform defensive tactics very well with the Honor Guard held back as the counter attack unit and to center morale while the Tyranid Veterans provide a storm of anti infantry fire to the defenses. Characters like Tigurius and Cassius are also good for centering an attack. -Blood Angels The Blood Angels are one of the kings of the Flying Death, with the Death Company, Jump Pack armed Command Squads and tons of available Assault Squads the Blood Angels can put a lot of jump infantry on the board. Backed by units such as the Baal Predator and the Furioso Dreadnaught the Blood Angels can also perform the Armored Assault and Implacable Advance tactics at the same time. -Dark Angels The stubbornness of the Dark Angels makes them great for holding a defensive position even under heavy fire and also makes them ideal for marching into heavy fire, quite capable of performing the Fortress and Implacable Advance while laying down immense amounts of fire into the enemy. -Space Wolves Land Raider Assault, and Armored Thrust are surprisingly two things the Space Wolves do well. At first glance one might not think the Space Wolves the type to use a lot of armor but they are quite capable of doing so and doing it very effectively. -Black Templars The Black Templars are great for storming into heavy fire with their rules that allow them to move forward even faster when under fire and with the ability to take lots of ablative wounds the Templars can perform the Implacable Advance, Land Raider Assault and Flying Death in most satisfying ways. Concluding Thoughts I hope my fellow Astartes have found this article useful in the ways of War that the Adeptus Astartes can employ, nevertheless these are just some of the tactics that I have come up with, seen and performed over the years and you are always encouraged to find new tactics, and make your own variants of existing tactics to better defeat the enemies of the Emperor. а вот это обязательно читать!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Развертывание сил Адептус Астартес DEPLYOMENT DOCTRINE OF THE ADEPTUS ASTARTES The Astartes are not like the Imperial Guard, who are a hammer and anvil on which the enemies of mankind are broken, they are a scalpel, a rapier, a precision-strike force capable of wiping out far more numerous foes through superior tactics, equipment and physical prowess. The Codex Astartes details numerous ways in which the Marines can conduct themselves. However, it is perhaps their most overlooked role that we will consider now; Planetary Suppression. The Astartes are purpose-built for planetary assault. During the Siege of Royal Garin, Captain Xaren of the Supernovas was quoted to say "If we cannot take this world in a day, it cannot be taken at all." The Imperial Guard and Navy had held the world under siege for three months. Ten hours after the Supernovas deployed, the planet surrendered. Such is the might of the Astartes. We will break their operations down into several elements for ease of study. I. Orbital Strike The first task for the Astartes is to obtain Orbital Superiority. Normally only a Strike Cruiser will be deployed, possibly with Escort support. Battle-barges are used only when maximum force is needed. Such is the design of Astartes vessels that blockade-running is of little difficulty for them. Possessing speed, agility and incredible armour, an Astartes taskforce can easily sweep aside most planetary defences with little trouble, ensuring instant and uncontestable domination of the stars. Where such control is not attainable, the Strike Cruiser will blockade-run, deploying every Thunderhawk it can and firing waves of Drop Pods filled with Astartes. Mobilising the entire Company at speed, the ship can then disengage and begin a running battle, or hold back and await recall. However, most planets lack the defences needed to hold off an Astartes assault, so this second scenario is less likely. The Astartes can deploy a Company-strength force with frightening speed, and deploy straight into the fray. Orbital assessments will quickly single out key targets for destruction, and forces will deploy to complete this task. As a case study, we will look at the reclamation of Bar'rakt Tertius, which fell under the sway of a heretical cult. The Marines of the Emperor's Vengeance chose three targets for their attacks; the Arbite Precinct in the capital city, the Temple of His Light built into the mountains, and the promethium fields of the Northern Refineries. Each required very different deployment methods, and so act as an excellent example of how the Astartes operate. II. Surgical Assault A Surgical Assault consists of a rapid-attack by infantry forces, sometimes with vehicle assistance, where the aim is to conquer a location as quickly as possible, with as few men as possible. Surprise is often a key element, and Deathwind Pods are almost always used. As most enemies will quickly attempt to call for reinforcements, vox-jamming will be employed, either from a Damocles, Promethius or from an orbiting ship. Captain Mathias chose these tactics to be used in taking the Northern Refineries. Orbital scans indicated that the defences were sparse, consisting of a small PDF barracks with light armour support, and two remote-turret point defences. Though almost two-hundred soldiers were guarding this objective, Mathias assigned only a single Tactical Squad to reclaiming it, supported by a pair Tempest-variant Land Speeders. The strike-force struck immediately. A trio of Deathwind pods crashed down into the barrack complex, one ploughing through the roof of one of the bunk-rooms. The Deathwinds opened fire, slaughtering everyone in range with a torrent of assault cannon fire and missiles. The same barrage also managed to destroy one of the PDF's "Mantis" tanks and crippled several of their guntrucks, taking out much of their fighting ability. No sooner had the dust settled did the next wave begin. Two more Drop Pods landed as the Tempests began their attack runs, the skimmers shrieking down from orbit and locking on to the remote turrets. Each fired a single Krak missile, destroying the automated positions. The Marines deployed just outside the main refinery building, and advanced quickly into it. The defenders within, approximately twenty men, were blasted apart by Bolter fire, giving the Astartes a high-ground advantage. The Tempests kept the pressure on, strifing the now-panicked ground soldiers with their Assault Cannons, and blowing vehicles to scrap with their missiles. What followed was a brief and violent firefight, with the Tactical Squad adding their Missile Launcher and Meltagun to the Tempest's firepower, taking out the last of the armour whilst their comrades cleaned out the refinery. The position was secured within ten minutes of landing, and the Astartes quickly moved on towards the crippled barracks. There as no fight left in it now; the Strike Cruiser had blocked their calls for help. The surviving PDF surrendered immediately. III. Blitzkrieg A strong enemy must be broken, and the best way is to strike where it is weak. Blizkrieg tactics are favoured by the Astartes, using Rhinos, Bikes and Assault Marines to rush an enemy location, supported by Land Speeders, Predators and Land Raiders, with Devastators and Whirlwinds providing long-ranged fire support. Vindicators, if used, will usually be employed to try and soften-up heavily armoured bunkers prior to the main assault. Once the enemy line is broken, the Astartes can turn and assault the enemy from the side and rear, trapping them and crushing them utterly before moving on to the next objective. In the case of the Bar'rakt offensive, Mathias saw that the Imperial Temple was under serious threat. The Sororitas Mission within had held out as best they could, but with a large military force approaching fast, Mathais had to deploy heavy armour as quickly as possible. No landing sites were available in the sheer mountain pass, however, and the Temple would not drop its Void Shields to allow the Thunderhawks to land on the temple's landing field, for fear of enemy artillery. Thus, Mathias landed his forces behind the enemy army, and resolved to push through and reform a battle line between them and the temple. Deploying every tank in his arsenal, and over half his Company, Mathias himself joined the battle to lead from the front. His full force consisted of two Assault Squads, one mounted on Bikes, five Tactical Squads, two Predator Destructors, one Predator Annihilator, a trio of Land Speeders, a Whirlwind and his Damocles Command Rhino. He also deployed two squads of Scouts from the 10th Company into the mountains ahead of the enemy advance, equipping them with Sniper Rifles and Missile Launchers. Moving swirftly, Mathias and his men made for the enemy line. Their descent had not gone undetected, however, and the PDF quickly reformed themselves. Their leaders had not been lax, and had erected defences in anticipation of an attack from behind before pressing towards the Temple. What faced the Astartes was a ramshackle, but effective line of trenches, walls, mines, razorwire and gun emplacements. Mathas decided to take no chances, ordering a trio of Thunderhawks to airstrike the position, blasting the mines and tank-traps to rubble while hammering the enemy defences. The PDF retailiated by deploying anti-aircraft guns, severely damaging one of the Thunderhawks and forcing it to disengage. The others followed; Mathais had no plans to lose such valuable craft. Of the seven bunkers erected along the line, the fifth was all but destroyed by the airstrike. Mathias made this his target, throwing everything towards it. Rhinos and Predators sped across the plains, aiming for the rising smoke-column of the strike. The Bikers pressed ahead, closing on the position ahead of the other vehicles and strifing it with Bolter fire before pulling away towards Bunker Six. The Whirlwind targetted Bunker Four, hammering it with supressing fire. The Predators quickly moved into range, firing at the flanks of the position to prevent reinforcements approaching. Enemy fire whipped through the air, bouncing off the armoured tanks as they charged. Three Rhinos suffered engine damage, but such is the durability of the Rhino they were able to make it close enough to deploy their troops. Fifty Tactical Marines, led by Mathias himself, assaulted the damaged bunker, and the sky above was filled with contrails as the Assault Marines leapt into the fray. The fighting was close and bloody, the exact style of fighting Marines do best. With much of their heavy firepower destroyed or pinned, the PDF could do little to prevent the Marines overrunning them. Mathias ordered two squads to push through and destroy the enemy flak, whilst splitting his remaining forces and moving them down the Trench Line. The Predators rolled over the shattered earthworks, followed by the Bikers who withdrew to aid in the mop-up. It took a little over an hour to take the position. In total, over two-thousand PDF were killed, two-dozen gun-nests were destroyed and four enemy vehicles left as smoking ruins, along with every enemy artillery position and AA weapon. The Astartes lost one Rhino and four Marines, with two others needing medical evac. The Predator Annihilators also required immediate recovery for repairs. Rallying the rest of his troops, Mathias returned to his Damocles to conduct the rest of the operations. The Blitzkrieg force chased the enemy advance-column into the mountains, where the Scouts lay in wait. IV. Ambush Despite their power, the Astartes will rarely engage in open war if it can be avoided. Their true strength lies in denying the strength of others. The Codex dictates that, where possible, the enemies of Mankind should be denied of every advantage, and an Ambush is a perfect way to do this. Scouts in particular favour ambush tactics. They will lie in wait in concealed positions, using Sniper Rifles to pin down enemy infantry. When heavier armour emerges, they can use Missile Launchers to destroy them, and Heavy Bolters to hold off a dedicated infantry assault. If needs be, Scouts can be equipped for close-quarters combat, taking their foe apart with pistol and chainsword rather than from a distance. The Scouts are also trained to employ mines, booby traps and all manner of anti-personal devices to further their advantage. A skilled Scout unit can hold off an enemy much larger than themselves for a considerable amount of time, even indefinately. However, they will normally need only do so until reinforcements arrive. In the case of Mathias and his forces, the two Scout Squads were ordered to stall the enemy until the Captain's army could strike from behind. The Scouts knew they would face enemy vehicles, and so buried Krak-charges with remote detonators in the winding mountain road. Hiding on the clifftops, they allowed the enemy to move into the trap. Thirty tanks ground their way up the mountain, supported by nearly four-hundred infantry and three field-howitzers on flat-back trucks. The Scouts allowed 2/3rds of the tanks to move clear before detonating their charges. The explosions annihilated five tanks, and trapped the rest in wreakage. Wasting no time, they deployed missiles to take out the lead tanks of the column, reducing three to burning scrap before withdrawing. At the rear of the column, Snipers shot out drivers and gun-crews on the Howitzers, leaving them inoperable before hunting for enemy infantry. They targetted weapon crews and officers before fading from the fight. Perhaps recklessly, the enemy infantry made for persuit, but the Scouts were ready. Using the terrain to their advantage, the Scouts fired Frag Missiles into the enemy infantry and pounded them with shotgun volleys. Enemy casualties were heavy, for the Scouts had the height, cover and crossfire. The enemy were forced to withdraw, and as they could not bring their tank-guns to bear due to the elevation of the cliffs, they called back to HQ for artillery-strikes to clear out their enemies. Anticipating this, the Scouts fled onwards towards the temple, setting up a second ambush point. When the artillery fell silent, Mathias radioed for them to prepare to support his forces, and once more the Scouts joined the fray. As Rhinos and Bikes raced up from behind, missiles streaked from the cliffs once more. Bottled in and with nowhere to go, the enemy were ruthlessly massacred by Bolter, Missile and Chainsword. No quarter was given, and not a single foe survived. Though several Scouts were wounded, no casualties were suffered by either the Amushers or their relief force. A solid victory for the Astartes. V. Siege Sometimes the Astartes must fight a defensive war. It is undesirable, but necessary. On defence, the Astartes are still formidable warriors. They cannot be removed save by the heaviest of firepower, and have the equipment and skill to repel all but the strongest of assaults. They are trained to make every use of cover, to prioritise targets and to cover blind-spots. These traits ensure that if the Astartes want a position to be held, it will be held. For Mathais, that position was the Arbite Precinct. Heavily damaged, but still standing, Mathias deployed his two Devastator squads via Drop Pod straight into the Precinct courtyard, and his troops quickly joined the Arbites on the ramparts. Mathias also deployed Brother Viganus, a Dreadnought, and dispatched a Transporter to bring down two Vindicators on the outskirts of the city. Supported by the Old One, these tanks would push to relieve the siege; the Devastators would hold until then. When the Astartes landed, the enemy had already begun their push. Enemy sappers rushed across the rubble-strewn wasteland towards the Precinct Door, hauling demo-charges to blow it down. The Tarantulas, now destroyed, sat useless on their burned-out wall mounts. The Devastators deployed Heavy Bolters to wipe out the charging enemy, whilst Lascannon and Missile Launcher hunted for lurking armour. The PDF used several heavy tanks, sporting siege-cannon, and the Astartes had no wish for these machines to make use of their weaponry. Six tanks died in quick succesion, though they had already caused significant damage to the Precinct walls. Realising the Arbites had support, the PDF commander chose to throw his entire force into the fray. The Astartes and Arbites killed hundreds, but the defenders were too few, and soon grapnels and stumm-charges were employed. The Astartes ordered a retreat, falling back to the inner Precinct. As the enemy came over and through the walls, they were met by a torrant of Bolter fire and executioner shells. The Precinct itself was largely intact, and it was clear the enemy would seek to force their way in through the Gate of Law, the only entrance to the building proper. The Devastators held this door, forming a ring around it an mercilessly blasting everything that came into weapons range. Grenades and missiles exploded around them, and one by one they began to fall, yet they refused to give ground. Soon, the fight descended into a bloody melee, the Marines using their weapons as clubs, or hacking with combat knives. For three hours the battle waged, the Arbites giving what supporting fire they could from the upper levels whilst below them the Marines stabbed and punched and killed. The arrival of the Vindicators was hailed by a deafening explosion. The Siege Tanks blew the gates off the Precinct, allowing the Dreadnought to join the fray. Its Assault Cannon shrieked, obliterating everything in its arc of fire while the Heavy Flamer burned dozens. The fight within the courtyard was now well and truly won, and Brother Viganus led the counter-attack. The enemy had lost their fighting spirit now, having suffered too many losses to continue the fight. Scattering into the streets, the Marines consolodated their position, and voxed their success to the Captain. конечно все это касается настолки, НО идеи близки к тактике литературных маров!!!
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