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Assault Tips and Tricks from a 40k/sigmar player  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

I see a bunch of 40k players locally struggling to understand close combat in this new edition. With many of the same tactics applying to both 40k and AoS here is a list of tips and tricks available to players.

1. You only need to prevent ONE model in the unit from falling back to keep the whole unit stuck in close combat. Surrounding units, flanking units, etc all can help prevent your opponent from leaving combat, especially if they move 10 inches or less. Assaulting straight on will get you shot to pieces, assaulting a unit straight on, and following suit from the side can help when you pile in and consolidate to prevent the unit from achieving a greater than 1 inch gap from you. Remember you have to pile into and consolidate UP TO 3 inches to the CLOSEST unit.

2. That leads to point 2, "falling back" does not mean toward your board edge. It's often a good tactic if someone is screening an objective to "swing around" them by using a fall back move to take objectives late game. This works especially well for fast vehicles and units. Falling back does not mean retreating.

3. Position your units to make your opponent choose where they want you to consolidate. Make it a HARD decision. IE: If I do not swing or interrupt this fight sequence, X unit will consolidate and bring my Y unit into close combat. If I remove a different model then I will lose my aura ability that impacts my close combat unit.

4. Use close combat to shoot at characters. Pistols and unique 1" weapons, with the right charge, can blast away at previously inaccessible characters.

5. If you planning on recieving a charge, position other units so the enemy will have to consolidate into your other unit, you can accomplish this by unit placement AND by removing models closer to the enemy then your unit you want to bring into combat.

6. Never strike with a unit that is tied up with a unit that has already struck. It's a waste of time UNLESS you wish to accomplish something listed above. Unless it serves a purpose from a unit movement/placement, it's pointless to swing at a unit that cannot damage you anymore over a unit that can swing before the enemy.

7. Interrupts are best used for units you think are going to die. If you only have two combats to worry about, and points to spend, do you really need to swing first with your storm sheilded 5 wound captain in termie armor or can that interrupt be better used against that unit of cultists bearing down on your tactical squad? Unless you are facing statistical abnormalities (see: Swarm Lord) you can wait.

8. Place units defending objectives with trailing models in front of the objective. This allows you to keep the objective while tied up in combat for at least a turn. (Since you can pile in and consolidate UP TO 3".)

9. Use piling in and consolidation moves to "charge" units and prevent overwatch. Again careful model placement can achieve this goal, especially if you pressure your opponent into making a choice. Do I remove models on the left flank and get X unit tied up? Or do I remove right flank models and have my opponent tie up my HQ model?

Anyone else have good ones?

This message was edited 1 time. Last update was at 2017/06/26 17:57:54


 
   
Made in us
Yellin' Yoof





I'm sitting here reading this at work and realized I forgot to fire my sluggas for 2 rounds against my friends Deathwatch yesterday. Oh the face palm.

This message was edited 1 time. Last update was at 2017/06/26 17:59:52


 
   
 
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