Re: [Epic] Strategy and Tactics in Epic40K

From: Thane Morgan <thane_at_...>
Date: Mon, 15 Jun 1998 21:47:07 -0600

Aries62_at_... wrote:

> I am new to the epic system. I sold all my OGRE stuff on the net and
> purchased E40K with the money (and no matter what you say about GW, at least
> they "usually" support their games for at least a year or two and you can
> still get the miniatures years later). I now have a wopping two battles under
> my belt. However, being new to this particular type of wargaming I am a
> little lost on how to do certain things. Most of my experience is in chess
> and I can see how certain strategies are relevant in general terms. You know,
> like "control the important areas of the board by occupying it or attacking
> it, blockade then destroy, coordination of pieces (detachements), avoid
> powerfull units being attacked by lesser units (no one likes to see titans
> taken out by hoards of common infantry), accumulate small advantages,
> etc...... As more experienced players, do you have any rules of thumb or
> general lessons to apply to situations that occur commonly in games of E40K?

  You need to tell us what force you are playing. Armies tend to have different
strengths. Knowing what kinds of opponents you tend to see would help too.

In general, don't engage in a close combat unless you have dramatic superiority;
the randomness of the system can turn an even fight into a total rout. To get
dramatic superiority, lay a lot of blast markers the unit to be assaulted. 3
Thunderhawks is a good detat for this, as are all of the disrupt weapons. Always
include a psycher in your detats, its the easiest way to get a +1 or lose a +1 to
your die roll. Sometimes seperating a large assault detat into two smaller detats
is a good trick, as you can put two psychers on an enemy detat instead of one,
almost gauranteeing a +1. Always use your fate cards as rerolls, unless a titan
with 1 wound is close by. The value of killing one unit with a psychic blast is
nothing compared to saving your bacon in a 400 point per side close combat.

try to concentrate fire on a few enemy detats, as opposed to a one on one
targeting, as it improves your chances of the enemy taking a morale loss due to
blast markers. If your a chess player, you know the importance of quick retreats
for regrouping, so don't be afraid to march a vulnerable unit behind other units
if they get stuck too far out on point. A few really cheap units to get in the way
of the enemy's advance can be useful, especially if playingg a reinforcement
scenario. 2 or 3 100 point fast units, like bikes, can hold up an enemy advance so
you can get your troops on the board in case of bad reinforcement rolls. Believe
me, you'll get bad reinforcement rolls, and it sucks trying to bring on 3 or four
detats in a late turn when the enemy has already taken up position in your
deployment zone.

Hope this helps.

Thane
Received on Tue Jun 16 1998 - 03:47:07 UTC

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