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@Clams:
Thanks for the compliments. I try pretty hard to play right, mostly I feel embarassed when I lose due to error, and that drives me to be very careful.
On Dreads:
I don't get how the Dreads are getting to the Daemons in one turn. I also don't get how they are smoking. If I go first, the dreads aren't smoking, and I'm going to try not to land within 12" of ironclad dreadnaughts with anything I mind them charging. If they go first, and it isn't Dawn of War, they can move + run to be in threat range of most everywhere, but if they are threating everywhere they are spreading out a bit, and you can surround one and menace it.
I can buy dreads as more deadly vs. Daemons than otherwise, but don't you think that that's sort of made up for by the difficulty that the rest of the dex has doing anything to them? Assault squads, tac squads, bikers, etc. are just going to get chopped. If you've got a runaway dread it can be tough (nearly lost me game #2 in my last tournament), but other than dreads the rest of the Marine dex has real trouble with Daemons. The 6 Dread guy has enough trouble with Tau/Orks/CSM that you can hope not to encounter him early on.
On Inquisitors:
In Dawn of War the 38 point guys aren't on the board, or are just barely on the board if the enemy got first turn.
In Pitched Battle you try and keep the objectives towards the middle, or turn the flank that they don't have their umbrella on. If they counter by placing their half of the objectives closer to their side you try and win the roll and take the side with the objectives.
Spearhead annihilation is the only combination that really makes inquisitors hurt, and even then you've got a shot as long as they've got rhinos/drop pods to pop. Typically my version of Daemons goes for the massacre in annilhilation anyway, them having a dev squad shoot each of your grinder/crusher units as they land (if their 4d6 roll doesn't stink) isn't all that bad.
@Stelek:
You hide the squads in reserve. They live in the second wave, and you get 3 on round 2, 2 on round 3 and 1 on round 4 (on average). The theory is that by the time the last troops are falling you've killed the long range shooting that might threaten them. It works pretty well for me. If you roll in the wrong half of the army you drop them far away and go to ground, most lists don't have enough long range anti-infantry fire to really slaughter.
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