I agree with the uses you listed for Combat Tactics, just pointing out a few of the pitfalls as well. All in all combat tactics is amazing and I constantly wish I had it when playing other armies, but you do have to be a little careful with it at times.
labmouse42 wrote:3++ Cover Saves
If your unit is getting shot by a weapon that will kill 25% or more of your models, you can always go to ground, and then auto-fall back after you lose 25% of the models. This is useful if your squad of 4 models is wounded 5 times by long fangs with ML. It can also be used when a squad is caught in the open for a 6+ cover save.
-"If the unit has to fall back, it will return to normal immediately" p24 BRB
Don't do this with a unit that you absolutely must have active next turn, as you could end up passing all of your (now improved) cover saves and then not having to take a morale check so not being able to combat tactics out of it. Alternatively, wait until you already have taken that many casualties, then go to ground if the opponent shoots more at the unit.
labmouse42 wrote:Breaking from Assault
When your squad has lost a round of assault, and they cannot hope to continue the assault, then you can auto-fall back. This allows you to rally, then shoot the assault unit, or move back out of assault range. This can be used to try and salvage a unit from a deathstar assault, in addition to getting away from an IG blob with 5 power swords. It has limited use vs high Init models, such as wytches, but can still be worth a shot.
Agreed it's usually worth a shot, however be aware that the unit which falls back will most likely not be rallying the next turn, as with a consolidate move it's usually possible for the attacking unit to move and have at least 1 model within 6" of your now broken marines, at which point they won't be able to rally for that turn. Still worth it most of the time as it allows you to shoot up the (presumably
CC) unit that is no longer locked in combat.
labmouse42 wrote:Free Movement
Combat tactics can allow you to get some free movement on the opponents turn, allowing you some useful tricks. Lets say that its the bottom of the game, and you went first. You can auto-fall back to land on an objective. It also lets you get further back from an assault unit, such as Twolf calvary.
If it's the bottom of the last turn (or potentially is), you probably don't want to be using Combat Tactics at all, as any unit that is falling back at the end of the game counts as destroyed (and so wouldn't be able to capture / contest an objective even if it landed on one).