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Made in us
Sneaky Striking Scorpion




Seattle Area

Deploying a HtH unit from a transport without the Assault special rule.

In my case I'm working with serpents; they're arguably one of the best vehicles in the game, but they're not an assault vehicle, so things often go badly for the Storm Guardians, or whomever.

To deal with the problem, I started using Dire Avengers. Well, I suppose that's not really dealing with the problem, now is it?

So how do you do it?

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Decrepit Dakkanaut





Vallejo, CA

You don't. 6th ed hates your idea of mechanized assault units, and, by extension, hates you personally.

The best you can hope for is to get really close to your opponent on turn 1, then turn 2 you move 6", and then drop them off, and then turn 3, you move a further 6", and hope that your opponent hasn't done any amount of retreating, or thrown any firepower at them in the meantime. Then, maybe, by turn 3 you'll be able to be in close combat. Against savvier opponents, though, it will likely be turn 4.

If what you want to do is assault, you'll likely get there faster by just starting on the table and running forward. Especially with units that have fleet.



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West Chester, PA

Yea, start your guys on foot, shield them with a transport.

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Made in us
Hellish Haemonculus






Boskydell, IL

I personally do not put assault-oriented units in vehicles which aren't Assault Vehicles.

I'm a big fan of forging your own path and doing things your own way; there's no one right way to play the game; coming up with your own tactics is the best part of the game; etc, etc.

But I just can't see a way to make this happen. At least, I've never figured it out. You might want to talk to a Space Wolves player, particularly a drop pod oriented one. Drop Pod players might have some good advice for how to distract, absorb, or otherwise avoid the incoming fire which would eliminate your Eldar.

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Made in us
Sneaky Striking Scorpion




Seattle Area

 Ailaros wrote:
You don't. 6th ed hates your idea of mechanized assault units, and, by extension, hates you personally.

The best you can hope for is to get really close to your opponent on turn 1, then turn 2 you move 6", and then drop them off, and then turn 3, you move a further 6", and hope that your opponent hasn't done any amount of retreating, or thrown any firepower at them in the meantime. Then, maybe, by turn 3 you'll be able to be in close combat. Against savvier opponents, though, it will likely be turn 4.

If what you want to do is assault, you'll likely get there faster by just starting on the table and running forward. Especially with units that have fleet.




I've never been able to make it work with my current force selection. I have considered running a secondary of DE and just using the serpents as movable terrain while I deliver the Archon and friends.

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Kid_Kyoto






Probably work

I don't. There's a reason why shooting is king.

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Made in us
Hellish Haemonculus






Boskydell, IL

znelson wrote:
 Ailaros wrote:
You don't. 6th ed hates your idea of mechanized assault units, and, by extension, hates you personally.

The best you can hope for is to get really close to your opponent on turn 1, then turn 2 you move 6", and then drop them off, and then turn 3, you move a further 6", and hope that your opponent hasn't done any amount of retreating, or thrown any firepower at them in the meantime. Then, maybe, by turn 3 you'll be able to be in close combat. Against savvier opponents, though, it will likely be turn 4.

If what you want to do is assault, you'll likely get there faster by just starting on the table and running forward. Especially with units that have fleet.




I've never been able to make it work with my current force selection. I have considered running a secondary of DE and just using the serpents as movable terrain while I deliver the Archon and friends.


As a DE player, I've often considered picking up some Eldar just to have some heavy hitting shooters to back up my more fragile units.

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Agile Revenant Titan






Austin, Texas.

 Ailaros wrote:
You don't. 6th ed hates your idea of mechanized assault units, and, by extension, hates you personally.


Yep, there you go

This message was edited 1 time. Last update was at 2014/05/04 14:24:27


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Made in us
Regular Dakkanaut




SC

Agreeing with everyone else, you just don't. You might get lucky and get an assault in every few games on turn 3 or 4, but if assaulting a unit is your goal you have to plan for it and pay the points for the right units (assault vehicles).

There's nothing wrong with a CC unit in this edition. They can do quite a bit of work against most opponents these days because nobody plans to be in CC or takes a counter assault unit. However, you do have to pay a lot of points to make your CC units work and that requires the rest of your list to be designed and played around getting them into CC as soon as possible and keeping them there.

 
   
Made in za
Fixture of Dakka




Temple Prime

In this edition you really have to build your list around CC units in order to get them to work, and mechanized assault units without assault vehicles are next to unworkable. Take Berserkers for example.

You'd need to drive up to your enemy without losing your transport and thus piling out into an easily pieplated mob, stop, unload, then stand there for a turn unable to do anything besides shoot pistols for a turn, pray to Khorne you're still in one piece and only then do you get a charge. And you get to suck on overwatch too.

It'd be simpler to pass on the Rhino and use the spare points to buy more berserkers and run like a maniac across the board.

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Utilizing Careful Highlighting





Augusta GA

It's often easier just to have the unit running at the enemy while its transport drives in front of them giving a cover save or denying LOS. Which doesn't help Eldar much, as I think you can shoot at units behind skimmers since they're flying.

   
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 Badablack wrote:
It's often easier just to have the unit running at the enemy while its transport drives in front of them giving a cover save or denying LOS. Which doesn't help Eldar much, as I think you can shoot at units behind skimmers since they're flying.


It's still just by true line of sight, being a skimmer doesn't change anything
   
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Agile Revenant Titan






Austin, Texas.

 CrownAxe wrote:
 Badablack wrote:
It's often easier just to have the unit running at the enemy while its transport drives in front of them giving a cover save or denying LOS. Which doesn't help Eldar much, as I think you can shoot at units behind skimmers since they're flying.


It's still just by true line of sight, being a skimmer doesn't change anything


But skimmers are on the flier base and some units can see under it

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Monster-Slaying Daemonhunter




Grand Rapids Metro

 ninjafiredragon wrote:
 CrownAxe wrote:
 Badablack wrote:
It's often easier just to have the unit running at the enemy while its transport drives in front of them giving a cover save or denying LOS. Which doesn't help Eldar much, as I think you can shoot at units behind skimmers since they're flying.


It's still just by true line of sight, being a skimmer doesn't change anything


But skimmers are on the flier base and some units can see under it


All units will be able to see under it until you get within 20"ish inches and the skimmer is close enough to block the downward LoS angle. You're better off starting in...deploying out turn 1 farther up, and assaulting turn 2 if you lived.



The only effectiveness I have ever had with this is Scorpions "redeploying" for counterassault (but come on, they also had a serpent)

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