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Made in ca
Human Auxiliary to the Empire





I think this is where I would put this in but not 100% sure, either way. I have trouble myself whenever I assault in keeping the actual length of time my assault phase goes for down. This was never a problem in the past when I just played tau but I've started playing dark angels and deathwing and Im relying more and more on assault but it drags out so long.

So I was wondering what some of your tips might be to make it not drag out so much. Ive tried just organising it into initiative steps but I need paper for that I usually find and assault uses a lot of dice so I often dont have enough to gather them into piles before the combat. What do you guys think.

There is nothing like the smell of railguns in the morning.
tau 2250 pts
dark angels 3500 pts
 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

The only thing that will speed up the assault phase is spending more time doing it, so that you get faster at it. The Look Out, Sir rules slow down how quickly you can make saves since every unit with a character is now considered a Mixed Armor unit. The requirement that models don't move until it is their turn to swing means you can't be sure how many attacks you're going to get until that Initiative Step.

The one that will speed it up is having enough dice to roll you maximum possible number of attacks in an Initiative Step all at once, with different colors for characters or anyone swinging at a separate AP from the rest of the crowd.
   
Made in us
Lead-Footed Trukkboy Driver



Oklahoma

Well he's using deathwing, so getting into combat with every model in the assault is no problem (its only 5 models. DA cannot have more than that in a squad of DW.) Your not trying to run too many termies by chance?

Assuming your not:

In this case you have 5 models assaulting your opponent does his overwatch and you roll any saves, then roll charge distance, move all models in..ok done.

Challenges? ok this mucks things up a bit, but I would try to request challenges skipped until I got assaulting basics down.

now assaults are pretty much as they were in 5th from here on your part, your LC/PS models go first, your PF/TH guys go last. When your attacking at any one ini, roll all the dice for that initiative.

For small units like Deathwing, you really dont have to worry too much about pile ins on initiative steps as you assault all of your models at charge range means either all of your unit makes it in, or none at all and its a failed charge, vice versa being assaulted. Your opponent will probably have more to worry about there, though I would advice against charging termies into large squads anyways (boyz eat termies by making them roll enough 1s)

as for look out sir! rolls, you probably wont worry too much about those either, most of your unit is in b2b, and so wound allocation is always going to be from the front, which is pretty much all of your models at that point. when making saves, roll a few dice at a time for each model, then remove casualties as needed can speed things up. If your opponent only manages a few wounds (anything fewer than 7 IMO) roll them all at once, your really only going to lose 2 or 3 worst case (well unless your really unlucky). I've tried rolling one at a time on 10 wounds before, people don't like it too much, and you never fail them at that point. good for saves, but bad if your on a time limit and still hoping for a miracle to make it to turn 5. When removing models here, any model in b2b is considered a front line model so you can remove any one you like and doesn't have to be the sarge.

as for the dice issue, even if your using all LCs, your only needing 20 dice total on the charge, so I'm unsure how you have few dice when a tau FW squad can shoot 24 shots.
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Everyone must use a CRASSUS ARMOURED ASSAULT TRANSPORT!

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