There’s a whole new way to think about tactics for 40K. How does your in-game thinking compare to this?
The Traditional View on Tactics
When one considers tactics in the Warhammer 40K game it tends to divide along these lines:
What does the current edition of 40K “favor” in the rules? What makes shooting so good? What has made the psychic phase so powerful?
40K as a game has its limitations- all game systems do as the rules are there to allow the players to experience a simulation from the start to the end. For the most part the rules of a given system chug along, slowing down a bit here and there at certain points when situations arise, and then continue moving on. These slow points are known as stress points in the game, and from a tactical level these are the points that we want to exploit tactically by putting additional stress on them so they break.
What about the shooting phase?
The assault phase?
Use your army to get your opponent focusing on something else other then the turn that they are in.
What are your favorote tactics for shutting down one of the turn’s phases for your opponent?