I was looking through the past threads and couldn't really find a good discussion on advice for new players of Epic 40,000. I've found that a lot of the strategies and tactics of the game really do not come out until you actually have a few games under your belt (just reading the rulebook is not enough). So I thought it might be useful to pool our collective wisdom and come up with some basic strategy advice here for people just rediscovering the game (muahaha, first TacCmd, then global domination!).
So, question 1: how do you like to build detachments? I think this might be the #1 confusing thing for new players, despite the copious examples in the rulebook, as the system is just so flexible.
I personally start with one or two large detachments that are the base of my army (kind of like a pyramid). These have an assortment of things in them, but are generally geared to high firepower and high assault values. The opponent will see these as the main threat (which they are) and focus on them. With 15 or more stands, they are very durable and will buy me time to achieve my own objectives while they threaten the heart of his army.
The next layer are medium-small units (8-12 stands, usually) that are specific configurations of troop types to achieve specific objectives. There are a ton of troop types in E40k that are good at specific tasks. The goal here is to strike a perfect balance between having a razor sharp focus (like maneuver or assault) and having a mix of other types to round out the unit and make it more flexible. You could build a detachment of just assault troops, but what about the transports they need to advance quickly? You could build a long-ranged firepower detachment, but why not add some infiltrators to slow down and waylay an enemy advance on their position? You should make a detachment that is really good at one thing, but also has a variety of backup abilities in case you find the enemy deploys a perfect counter detachment directly across the table from yours.
Here are some troop types to consider: fast (30cm+ speed), ignore terrain (skimmers, jump troops), support (artillery, barrage, disrupt units, heavy weapons), assault (hero, assault, close support), heavy (armour 6+, save, war engines), horde (cheap infantry), zone control and flankers (infiltrators), assassins (cavalry, jump troops, rampage, psykers), anti-titan (super heavy weapons, also any assault troops), anti-air (flak), transports, command and leadership, anchors (titans, some other war engines). Every faction has a different mix of these (even within a single unit—i.e. most Eldar vehicles are one type plus fast and terrain ignoring), and every detachment should focus on one and have at least a secondary type as well (for flexibility).
The third type of detachment are the smallest (maybe only 6 stands or less) and they achieve very focused and specific objectives on the battlefield. Take artillery or flak, for instance: the way the rules are written, it doesn't make sense to pair these with other unit types as it will distract them from using their special orders. Similarly, air-power or war engine detachments tend to operate on their own and cannot mix with other unit types. Lastly, you may just want a unit of very fast flankers to swoop around the enemy's rear lines and ambush fleeing units. While these hyper-specific detachments can be countered pretty easily, they are also smaller and worth fewer points (and besides, your opponent should be paying more attention to your bigger detachments, above, to pay these little guys any mind).
Finally, think about having a supreme commander detachment. These are the smallest of all, and may seem expensive for what they can achieve on the battlefield, but you will find their leadership abilities will be valuable at a pivotal moment in the game.
So here are my examples... What are some example detachments that worked for you?
Big unit: Farseer in Wave Serpent 2 Scouts 6 Guardians (1 in Wave Serpent) 3 Aspect Warriors (Howling Banshees/Striking Scorpions) (1 with Warlock) 2 Aspect Warriors with Jump Packs (Warp Spiders and Swooping Hawks) (1 in Wave Serpent) 3 Support Weapon Platforms Total: 20 stands with decent firepower and strong assault, psyker and disrupt ability. If you want to make it faster then add more transports or jetbikes. If you want to make it more durable, then swap in Wraithguard, Dreadnoughts and War Walkers.
Medium Unit: Fire Prism (HQ) 3 Aspect Warriors in Falcons 2 Fire Prisms Total: 9 stands with good movement, firepower and anti-tank ability. Their objective might be to hunt down war engines or powerful but small detachments (like Land Raiders). The Aspect Warriors add a little close combat defense if they get chased down by enemy assault troops.
Small Unit: 6 Jet Bikes (1 as HQ) Total: 6 stands. Extremely mobile, fast and cheap. These guys will swoop around behind detachments to catch fleeing enemies and will intercept enemy small units before they can cause trouble.
You could spend a rainy afternoon coming up with different combinations. When I play, I tend to look at what models I have, form units by separating them into piles and then worry about the point cost later. With enough experience, you don't need the unit descriptions in front of you and you will just have a good sense of what models are good at what kinds of jobs.
What are some more detachment examples?
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