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YOUR TACTICS

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Post by Inquisitor Lord Tue Oct 16, 2007 11:22 am

PLZ POST TACTICS HERE
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Post by Brother Tyrus Sat Oct 20, 2007 6:37 am

Get the biggest badest Super-heavy tank you can get! and blow things to dust!!! The new Banebalde looks very cool indeed, looks like it could be a good investment!
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Post by Inquisitor Lord Fri Nov 16, 2007 2:59 am

i cant wait to have a thuder hawk trasporter and a gunship its gona look awsome !!!!!!!!!!!!!!!!!!! but not looking forward to all that painting tho Shocked
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Post by Brother_Marine Fri Nov 16, 2007 9:36 am

Lol looks your gonna be buying a new supply of paints, i'd say about 3 pots or more of mithril silver/boltgun metal. Razz
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Post by The Legionnaire Tue Nov 20, 2007 3:11 pm

+Andy's Apoc' Tactica 01+

Get a Land raider Terminus, give the enimy some thing to shoot at that can shoot back, out flank them whilst they focus on the Land raider. TA DA! Very Happy
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Post by Brother_Marine Wed Nov 21, 2007 8:48 am

Is apocalypse the same thing as normal 40k or is it just a completely new set of rules but yr still using the same types of models?
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Post by Inquisitor Lord Wed Nov 21, 2007 8:52 am

it 40k with the safty off
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Post by The Legionnaire Wed Nov 21, 2007 9:54 am

Brother_Marine wrote:Is apocalypse the same thing as normal 40k or is it just a completely new set of rules but yr still using the same types of models?

Completly different in normal games you can't use any Apocoyplse models, Eg: You Can't Use The Banebalde/Land Raider Terminus in a normal battle. Also in Apoc, you use giant sized Templates to add to the fun.
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Post by Brother_Marine Sun Dec 02, 2007 12:26 am

So it's sort of like an upsized version of 40k with a couple of new models, and you can use a baneblade in 40k because they sold one at forgeworld before apocalypse came out. It would just mean that it would take a lot of points to deploy.
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Post by The Legionnaire Tue Dec 04, 2007 12:49 pm

Brother_Marine wrote:So it's sort of like an upsized version of 40k with a couple of new models, and you can use a baneblade in 40k because they sold one at forgeworld before apocalypse came out. It would just mean that it would take a lot of points to deploy.

The resin Forge World Banebalde has different rules to the new plastic one.

Eg: The Structure points (Structure points mean you have to blow the veichle up as many times as the structure points are) on the new plastic Baneblade is 3 whilst on the resin Forge World one it doesn't have any structure points.
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Post by GIJedi Sat Mar 08, 2008 10:02 am

actually there is no difference between the Baneblades.

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Post by Dark Bjoern Sat Mar 08, 2008 2:48 pm

Okay here are some experiences i´ve made during my 7 Apocalypse games.
Formations:
The Officio Assassinorum Execution Force:
I´m using 4 of them, one of each.
The Evasor Assassines. I´m playing with four Evasors. The strategic asset Surgical Raid is really nasty. they´re good to pop transports like Rhinos, pikk-upps and Daemon princes.
The Callidus Assassines. Here again i´m playing with four of them. With A word in your ear... you can move four enemy units up to 6". Sometimes that´s enough to bring a BB in a bad position for one turn.
The Culexus Assassines. I´ve three of them. I´m using them to kill Daemon Princes and and Hive Tyrants alike.
The Vindicare Assassines. I´ve also three of them. They are good to take out special characters. I one of my last games I faces 10000 points of Orcs and 8000 points of Chaos. One of the Orc players used the Green Tide, a 100+ mega orc mob, and added a Big Mek with a force field and Mad Doc Grosnik to the Mob. First i took out Mad Doc and then the Big Mek. After both had been dead the mega mob was easy prey for my SW and Grey Knights.

Normally i deploy only my two Land Raider and the Vindicator Assassines. The rest of my GK are hold in reserve. You can´t have enough reserves in Apocalypse. During the Orc game i had 6000 points (GK and SW) in reserve. While my SW and the other allied players faced the enemy from the first turn on, i was able to reinforce our positions whereever it was necessary.
At the moment i´m working on a special GK Dreadnought formation like the SM Ancients Assault Force from the IA:Apocalypse book.
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Post by hunter Sat Jul 05, 2008 3:51 am

me and my eternal rival are gearing up for a huge apocalyp battle .

i am trowing in the first. second and third ultamarine compenys including 3 landraders 3 preds and a vindicator,
ragnar blackmain's great compeny.
the forces of the ordo malus and ther chamber militant included 2 gk dreads and a crusader.
and a small detachement of the armageddon steel legion

VS 3000 points worth of word bearer trator marines and probebly just as many deamons.

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Post by Constantine Sat Jul 05, 2008 9:51 am

I envy you being assigned this mission brother.
Crush the enemy completely!!!!
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Post by Master of the Ultramarine Tue Aug 26, 2008 9:53 am

3 basilisks and a baneblade have served me well and if they don't have upgrades they only cost a total of 800 points. So I still have plenty of points left.
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Post by Farseer macallan Tue Aug 26, 2008 10:13 am

euan..3 basilisks and a baneblade are over kill!!!
i should know...i've fought you enough times[/u][/b]
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Post by hunter Thu Aug 28, 2008 8:32 pm

3 baz will put the fear of the emperor in to anyone , the Bannblade is basicly a big toy but can soke up a lot of damage and dish it out.

i actualy took down a renegade bannblade in one turn with a SM pread and a GK dread, i got lucky with 5 pens.

note hunter killer missles are worth in in apoclyps .

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Post by Snowfire Thu Aug 28, 2008 9:54 pm

Now, I'll admit, 3 Basilisks does sound like over-kill, but do you know how much fear you can put into people with 9 and a chimera?

I do, plus when you combine it with the sentinal recon group (10 sentinals), and the tank company (10 Leman Russ), people will actually leave the table in disgust until they are told to man up and fight.

Gods I love my IG army, esp for Apoc games.
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Post by Brother_Dherid Fri Aug 29, 2008 4:49 am

Having just used three if the four executiob forces, i can honestly say that the vindicare team can kill any special character, killed deceiver with a single turn of shootering from a 6 man team. the Callidus are useflu if you have the first turn, face their tanks away from you and bring them within range of as many AT weapons as possible, move some of their nasties behind cover to block thier line of sight for that first turn of shooting, cos if nothing else they can only shoot one weapon...

the evasor are nasty if you remember that each evasor gives you the strategic raids asset... not one for the detachment like i did...

i didn't use the calexus as my opponents were Necrons so don't know how they'll do.

also sounds like you might be against daemons... lots of - ignore invulnerable saves - will be good... use cover effectively, and DON'T use the published grey knight detachment... once they kill thier target your opponant gets to use em... not fun
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Post by nquenga Fri Sep 09, 2011 4:50 pm

I've found a major help in apocalypse can by synergy: using combinations that were not designed for 40k to the maximum effect.

After a particularly great game, we outlawed the use of sanguinary priests on purifiers (that play was awesome)

Purifiers with 2 incinerators, hammer and 3 halberds in a Blood Angels (FAST) razorback make excellent counter-charge units, I run 6 of them
Support gunships of Blood Angels Predators (bolter/autocannon or annihilator loadout) are essential, as they can move 6" and still shoot everything. I have a techpriest behind each group of 3 to keep them running.
My ally one game had Coteaz in the Banehammer with a large purgation squad, imagine all of that pain on someone on the turn they drop
Dreadnoughts in drop pods work well to fall in tight formation next to enemy superheavies. Dropped 5 of them (the pods had homers) next to 3 Baneblades, killed one with a dred another with a thunder hammer storm shield terminator squad and the third with a knight terminator unit full of hammers...glorious.
Imperial Armor Apocalypse 2 has a dreadnought drop pod with assault ramps, which I plan on filling 5 with Blood Angels Death Company Dreds

The knight formation is less then useless. However, if you have 16 marine models and a drop pod, Shrike's Talons are amazing. The look on your opponents faces when they're not expecting the jammers is priceless and if you're clever they can come in at just the right time and not use a reserve slot in that turn.

Concerning assets, the disruptor beacon is ridiculous. It has screwed me once and my opponent once. Our group has reduced the range of it and made notes for how homers will influence it. With the small number of Knights, minefields tend to work well to thin enemy assaults and/or funnel them into choke points (Thermopylae style)

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Post by ravenfire Fri Feb 08, 2013 2:40 am

since it is now so nice to have psykers and use the generic powers, I tend to use a Inquisitor + psyocculum and 3 servitor with plasmacannons

When you target that nice enemy psyker your unit is now BS 10 (due to the psyocculum special rule), and thus the bast will only scatter a max of 2 inch, but most of the time none at all.

It is nice to target an enemy psyker (unit) with 3 dead on blast S7 ap 2 hits Smile

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Post by Thraxdown Fri Feb 08, 2013 10:53 am

ravenfire wrote:since it is now so nice to have psykers and use the generic powers, I tend to use a Inquisitor + psyocculum and 3 servitor with plasmacannons

When you target that nice enemy psyker your unit is now BS 10 (due to the psyocculum special rule), and thus the bast will only scatter a max of 2 inch, but most of the time none at all.

It is nice to target an enemy psyker (unit) with 3 dead on blast S7 ap 2 hits Smile

Yeah that's a good point especially if you play against a lot of psykers. The gets hot rule let's you reroll the gets hot roll at bs10 as well, so if you take prescience you can buff a separate unit with it and then a great part of your firepower is rerolling to hit.

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