Types of Firepower
Types of Firepower
Three is a number that is regarded by many cultures as a ‘mystical’ number. The ancient Celtic druids believed that nature existed as a trinity of air, earth and water. To them, the coast was the most sacred of places because it was where all 3 elements existed together in one place in time. As a 40k Commander, 3 is a number that is sacred to me as well. While I love the beach, the most sacred of places in my life is around a 4×6 table. In this Firepower Article I will be outlining a single example of a “Sacred Trinity” in 40k, the Three Types of Firepower.
Let us being our discussion with my favorite ‘flavor’ of firepower, what the druids may think of as the Air element and that is “Volume Fire”. I call this the Air element because of the simple fact that volume fire will fill the air and encompass the foe. Everywhere he turns, there is air. Having multiple units capable of creating a volume of fire is exceedingly important, especially in the current state of 40k where armies comprised of lots of models with light armor are becoming more powerful than they have in the past. Volume Fire enables a Commander to wreak havoc amongst massed light infantry forcing them away from objectives, assaults, or areas that you don’t want them to be in. Several units capable of producing exceptional Volume Fire include things like the Leman Russ Punisher Tank, Tau Stealth Suits, and Space Marine Devastator squads armed with Heavy Bolters. These units are by no means the ‘only’ choices to produce great Volume Fire but are prime examples that are very different in nature. The Russ, for example, provides exceptional staying power and hands down the highest rate of fire of any single unit in the game (that I can think of anyway). The Stealth Suits are unmatched for their ability to produce Volume Fire on the move and with the incredible ability of their Jet Packs they are capable of withdrawing to safety before return fire is incoming. The Space Marine Devastator squad pumps out quite a few shots with great accuracy and the increased advantage of “Combat Squads” : which enables the unit to split into two small fire teams thus increasing their area of effect. All three units are very different but share the same general role in an army, producing Volume Fire. As stated earlier this style of Firepower is best suited to utterly demolish light infantry but is more than capable of causing quite a few wounds against more resilient troops and perhaps even light vehicles. It is important to note that a unit that is simply capable of putting out lots of shots does not equate directly to Volume Fire. The unit must be able to do this consistently and constantly to maximum effect. A mob of Ork Boyz with shooas and big shootas can produce a staggering number of shots, but if they are on foot in the back of the line and with only a BS of 2 they don’t quite fit the bill. On the other hand, an Ork Battlewagon or a few trucks working as a team containing the above mentioned Boyz may very well make the cut due to their ability to get into the fight and keep shooting! As a general rule, one should always include a couple units that are designed with the purpose of Volume Fire in mind in order to wipe enemies away from objectives and assault lanes. It is easy for Commanders to be taken with Volume Fire units and forgo the other important styles that are required to ensure superior firepower on the field so be sure not to go overboard in this department. The presence of just two units filling this role on the field will likely be enough to punish the foe appropriately especially if you can keep them protected or offer juicier targets to the enemy!
The Earth is a solid force. Nothing in mankind’s experience is more powerful than a volcanic eruption. The “Earth Element” of firepower is the super powerful weaponry designed to destroy very hard targets. Units that fill this role nicely are things like Tau Broadsides, Lascannon Teams, and units carrying Melta weapons. It should also be mentioned that, while not Firepower per say, assault units are also very capable of fulfilling this role by incorporating weapons like Melta Bombs, Chain/Power Fists, Witchblades and the like. Monstrous Creatures get bonus dice vs. Armor and generally have high strength and can manage this task as well. The first thing that comes to mind when speaking of this “Hard Fire” is anti armor. The weaponry used by the above mentioned units is particularly good against vehicles, but there are several units in 40k that have a very high toughness value and should be approached with high strength weaponry…things like Eldar Wraithlords or the infamous C’Tan for example. Units capable of this “Hard Fire” are generally the most expensive units in a given army and are often very rare. Because of this a Commander will generally prefer to put these units in very defensible positions and use them as the center or core of the army that the rest of the units are used to work around. Be warned: static units are more vulnerable than mobile ones. If the options exist in your codex to take an exceptional Hard Fire unit and a respectable “Mobile Hard Fire” unit weigh your choices carefully. Often a mobile unit will lose fire power when compared to a static one yet the ability to take a flank and essentially increase the hitting power of these Hard Fire units vs. side armor may be worth the trade. Also consider the fact that a Mobile Hard Fire unit is more survivable due the ability to move rapidly and redeploy if an enemy threatens you from an unforeseen position. That being said, I have often lost a Hammerhead tank to one lucky shot while a unit of Broadsides is capable of absorbing quite a bit of shooting. This is a difficult choice if it does in fact exist in your codex (it likely does as most armies have battle tanks and anti armor squads capable of fulfilling this role in the army) that should not be made easily. Like with Volume Fire, if you are capable of selecting two Hard Fire units I would urge you to do so especially if you can take advantage of a Mobile unit and a Static unit in the same army.
Water is perhaps the most wondrous element of them all. Capable of leveling a mountain and creating life it is truly a unique and different element. The “Water Element” firepower is the unique and special attacks available to several units in the game. These units are more radically different than any other in the previous two categories. In many units that fulfill this “Special Fire” role may very well fit into another category. Units that are classified as Special Fire include things like Snipers, Barrage, and very unique shooting units that have various special effects like an Eldar Wraithguard. Due to the varied nature of these units it is hard to describe their exact usage, however due to their special nature the best advice that can be given is to use that to your advantage. Unpredictability and subtlety has a quality all its own and that is what these Special Fire units excel. Bruce Lee’s philosophy of Kung Fu was to “Be like water”…be the style without style. That is what these Special Fire units must do. Use snipers to pin enemies in place and steal the initiative from fast or threatening enemies. Use barrage weapons to strike an enemy from the dark giving him no chance to retaliate. Use unique Special Fire units to inflict a state of “Shock and Awe” for the enemy and provide a distraction to the rest of your force. These units are very capable of turning the tide of a battle and making your enemy’s jaw drop…”Your Sanctioned Psyker Squad just shot me with what!?” These units are often very characterful and very fun to play. Generally speaking they have a glaring weakness: be it range, cost, or durability. Keep that in mind when employing them and minimize the risk that goes with using them as best you can. Certain things like, oh I don’t know, Ork Shokk Attack Gunz will always have risk built into their use and it sometimes just can’t be helped. These units are often flashier than the others and perhaps even gimmicky so be careful not to get carried away. Always keep usability and overall balance at the front of your mind and stick to your objectives.
As a Commander in the 40k universe you will be presented with a myriad of opponents each very different. Not to over generalize things but simply put, it is always good to shoot stuff dead before it does what it wants to do to you! In order to accomplish that successfully a Commander needs to ensure that he makes the best use of firepower that he can. Like all things in life, this is best achieved through balance. A solid 40k army will include elements that can move quickly, take apart infantry and vehicles, control the tempo of a fight and survive to claim objectives and deny kill points. Keep in mind the three types of firepower I have helped to outline above and become adept at identifying those elements in your opponent’s force. Work to counter them with the appropriate units in your army and the initiative will be yours. Making your opponent react to you is easier than attempting to react to your opponent. Having the initiative in a fight will ensure that you don’t have to make those very very difficult choices. Good luck, game on!
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