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Combined Arms Assault
The basic concept behind the combined arms assault is to use shooting to support an assault. The shooting can be used to project force ahead of the assaulters to soften up the units they are about to hit, and to make it more difficult to reinforce the enemy units that are caught up in the assault. Obviously, you will need both shooting and assault elements to employ the combined arms assault. In keeping with my previous Army advice article, I will be sticking to the approximate list of units that Anthony had available. This is a good selection of units, and one that is fairly typical for new players.
Mutual support and proximity are very important when undertaking a Combined Arms assault.

This is the list of units available...
1 terminator chaplain
1 chief librarian Tigirius
1 librarian in terminator armour (has familiar)
1 terminator squad (2 chainfists 2 powerfists 1 assaultcannon and
sergeant with power sword and fist)
1 scout bike squad of 2 bikes and 1 bike sergeant
3 tac squads 1 has missile launcher and flamer, 1 has plasma gun 1 has meltagun and missile launcher 1 has plasma gun
1 combat squad of 4 men and 1 seargent 1 man has melta
1 dev squad 2 lascannon 2 multi melta
1 dev squad 4 heavy bolters
2 assault squads of 5 men (2 meltas)
1 5man scout squad with 3bolters and 1 heavy bolter and 1 sergeant with chainsword and pistol
1 5man scout squad has cc weapons and bolt pistols
1 whirlwind (storm bolters)
2 rhinos (storm bolters)
This is what happens when you don't give proper shooting support to an assault unit...

Of these units, I selected this group to best represent the possibilities of a Combined Arms Assault list...
Chaplain in power armor (to be added to a Tactical squad)
2xTactical Squad w/Rhino, Pfist sgt and special weapon
2xAssault Squad w/Pfist sgt and special weapon
3 Scout Bikes w/ Pfist sgt and Meltabombs
2xDevastator squad
Whirlwind
Some of these models don't quite fit the original list, but all of the adjustments are ones that are either easy conversions (such as the Powerfist sergeants) simple weapon swaps (special weapon troopers) or single model purchases (Power Armored Chaplain.)
The idea here is to create an armored spearhead around your assault squads and support/protect them with the Tactical Squads, then reinforce that spearhead with your firepower.
Soften up that target and then shred it in the assault.

Now, how do I work this?
You'll set up the Rhinos near each other, preferably in cover. The squads will be dismounted behind the Rhinos along with the Chaplain. The Assault squads will be either behind the Rhinos or nearby in cover. The Devastator squads will also be in cover, in positions where they can cover the approach of the assault spearhead.
The Devastators target priority list goes like this...
Enemy Assault Specialists first, then anything the assaulters can't touch, then vehicles and finally Infantry moving to reinforce the enemy units that are already in assault. Note that if you are against an army with no assault specialists (Tau come to mind) or without anything the assaulters can't touch (Space Marines without Dreadnaughts come to mind) then you can use the principle of Dividing by fire. I was introduced to this concept in an article by Fireberd Gnome of the Millenium Gate forum.
To Divide the enemy by fire, you start by softening up the first targets of the assaulters. As the assaulters engage, shift your fires to the units nearest the assault. This will hamper their efforts to reinforce the units trapped by your assaulters.
Turn 1: Tactical Squads and Chaplain embark in the Rhinos, which move 12" and pop smoke. The Assault squads move 12" up behind the Rhinos.
Turn 2: The Rhinos move 12" forward and the Chaplain and Tactical squads disembark and Rapid Fire into the nearest enemy. The Assault squads move 12" up behind the Rhinos and stay there.
Turn 3: The Tactical squads and Chaplain fire any assault weapons or pistols, then charge into combat. The Assault squads move 12" to get the best possible matchups, then fire any special weapons or pistols and charge into combat. The Rhinos now move to block potential reinforcements from arriving immediately. Even a 1 turn delay in getting units in to reinforce the ones getting assaulted can make a huge difference in the outcome, as every turn that they fight at disadvantage gives you a bigger advantage.

Astute readers may note that I have not commented on the use for the Scout Bikes. That is because they aren't a major component of the Combined Arms assault in this list. (Scout Bikes are capable of such roles, but generally not without a few more bodies or some more fast support.) In this list, the Scout Bikes are the distraction or are assassins. as a Distraction, they can use their Scout movement to get behind cover nearer to the enemy, then potentially assault on the first or second turn. With a powerfist sergeant, they can do some damage and the combination of surprise and the blocking of line of sight can be a powerful help to throw off an opponent's plan. Alternately as Assassins, they can use their Scout movement to get around the flanks and rear of the enemy and charge small, important squads or hit vehicles with their melta bombs. Remember, though, their numbers mean they won't last long. Choose your targets wisely and it will pay off very well.
Although I have used Space Marines as an example in this article, I hope you can take the basic concepts and apply them to other armies or other units. The key points are: A mutually supportive assault, firepower to first soften up the initial assault target, then to protect the assault units while they are mauling part of the enemy forces. A distraction or Assassin unit is very handy to have as well, to take some of the pressure off of the assault teams and assist in gumming up the works.
One example of a very different Combined Arms assault that I used to use comes in the form of Dark Eldar. I'd use a few sniper squads (2 Dark Lances and 8 Splinter Rifles) in cover plus the Dark Lances and Disintegrators in my Raiders to soften up the enemy before my Raider squads tore into the enemy. While the Wyches were also quite capable in hand to hand, I typically used them more as a distraction, giving them 2 Blasters and mounting them in a Raider with another Dark Lance. This gave me an inexpensive and fast unit that could slag tanks and small units of heavy infantry or even take down monstrous creatures.
If you enjoyed this, email me and let me know
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