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Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

I have a squad of 10 seraphams with a power sword and two with hand flamers. The get in a assault with unit a. They do decently well but the next turn goes to the opponent. There is a full tactical squad 18 in away.

This scenario seems to happen a lot with this unit so I ask, would you:
A. Break off combat and get into cover.
B. Stay in combat

If the next turn is mine I would always break away.....but on the opponents turn I get no overwatch if I'm stuck in close combat. However I will get shot a lot more.

Tricky eh?

 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

you only break off in your opponents turn, so you can then shoot and charge again.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Longtime Dakkanaut




So the tactical squad can not join the melee as it is too far away to really get into assault.

Overwatching bolt pistols and hand flamers do not really matter to space marines. I would have to assume the remains of the preassaulted unit shoot you and charge you which is better for them or they can use their use their new found freedom for something even better. The tac. squad which is close also get to shoot at you.

Very situational but hit and run only in the enemy's turn.

Just to clarify you can not be shot if you are in combat. Staying in combat means you have a bullet shield for a turn.
   
Made in us
Badass "Sister Sin"






Camas, WA

MFletch wrote:
Overwatching bolt pistols and hand flamers do not really matter to space marines.

15 BP, 4d3 Hand Flamers. 15/6 BP, 15/12 Wounds, 15/36 Dead Marines. 6 HF, 6/3 Wounds, 6/9 dead. That's a dead marine on the way in assuming averages.

Not terribly impressive. As for when the H&R, always H&R at the end of your opponent's turn unless there is some pressing reason to run away that is worse than being shot to death on your opponent's turn.

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