Epic Warpath – Tactics Series #4
18th Sep 2025
Clive Stone
Today is the final day for our Tactics Blog Series, where we invite the Epic Warpath Rules Committee to take over and tell us about each army. If you missed any, click here for any of the others!
Over to the RC for GCPS and Nameless!
The GCPS
The GCPS mantra should be, “Firepower kills, Unit Strength Wins.” So GCPS tactics should be built with that in mind.
GCPS armies have a good chance to outnumber ‘shooty’ armies, though some of the more assault focused armies are likely to have more troops.
So for the GCPS there are two main tasks:
Concentrate your shooting - remember it’s better to overkill and make sure of the job, than to wish afterwards that you’d fired just a few extra shots. The more complete units you knock off the less unit strength they will have to challenge yours.
Mass units near objectives - send units to go and hug objectives and go on overwatch particularly against assault-based armies such as Plague, Veer-Myn and Nameless. Shoot them before they can get you.
Obviously one must be aware of potential enemy artillery bombardments, so deal with any enemy units that have a wide area of effect that could hurt multiple units as soon as possible, perhaps using your own artillery in counter battery fire. Until then whilst you want multiple units near objectives, just be careful to avoid bunching them too much.
Stand Out Units
Troops
Basic Marines are the core of your army, though veterans have a slightly better chance of surviving assaults. This army should usually be all about shooting and trying to avoid assaults where possible. As such the Marines are a cheap troop type with that all important 4 for unit strength.
Support
The Lancer tank is the best The GCPS have got against enemy armour, with a decent range, the Wolverine being slightly more versatile. However, never leave home without some artillery, especially as the Onager Artillery Vehicle and its Chained Barrage capability make it more deadly than many other artillery units. It’s very useful to pin enemy units before they get to your units that are hugging the key objectives.
Specialist
You will need some capability to take out armoured opponents and while Ranger Tank Hunters are fun with their stealthiness and great AP, they are only effective at very short range, so Heavy Weapons Teams offer both much better range and an AA capability and so are a more versatile choice to take. If you are going to rely on your tanks to counter enemy armour then taking Striders becomes viable with their better assault capability. For me though the GCPS should be looking to shoot enemies before they can get to you, so range is more important.
The Nameless
Nameless armies are not just close combat specialists, although with their army rule and strategic orders giving them advantages in this they do excel in assaults, however they are surprisingly good at shooting too. Whilst Plague armies can potentially bring more and Veer-Myn are faster, the Nameless are still scary once they get into close combat. They can’t outshoot most other armies, but are better at it than the Plague and Veer-Myn. Given this, a balanced army can be fielded allowing shooting to both support, and buy time for the heavy hitters to get into close combat.
So the aim is to get the right units in to carry out assaults, the armour and resilience many units have will help, but the trick is surviving long enough to get into contact, and that is where the use of inkmists and other distractions can help.
Don’t neglect the support fire available from the Riflemen, Bathomites and Gorgans.
Stand Out Units
Troops
Swarms are great for distracting enemy units, and with their To The Death ability they can tie up enemy units for quite a while, thus buying time for your bigger and better assault capable units to get into charge range.
Do not neglect taking some supporting fire, and this is the job for the riflemen.
Specialist
Phrakatids and Magnumites are both great in assaults, but the Feromites Orbital Deployment ability can really distract and disrupt enemy plans, even taking into account the -1 to hit for deploying from reserves. They can aim for those annoyingly concealed enemy artillery, land just behind their front line, or even contest objectives. Whether they get into combat or not, the main aim with them should be to distract the enemy from engaging your stronger close combat units that are lumbering forward to assault them.
Support
It’s worth taking at least one Goliath just to see the fear that it strikes into your opponent, but be aware they are like a magnet and will attract a lot of firepower. However, this could be used to your advantage to allow your Assassins, or Phrakatids and Magnumites to get in.
Bathomites offer great flexibility with quite long-range armour piercing firepower, an accurate blast weapon due to their innate targeting system capability, and yet still having those massive claws for close combat. They are therefore a very useful unit to stand off with to take out key enemy units and then charge in at the right moment.
Thats it for the current Tactics Blogs - but we will come back in the future to develop these further as newer releases hit the store... speaking of which - watch out for tomorrows Newsletter which may or may not have some more Epic Warpath Pre-Orders...!