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The issue is melee, or short-ranged guns.
You HAVE to commit them in the Movement phase, which means your opponent has the entirety of the Psychic, Shooting, and even Charge phases to stop them. (Less so for short-ranged shooters, but still.)
For example-I'm Nurgle Daemons. I'm playing Tau.
I move my Plaguebearers up 7", towards a big, juicy Riptide. But I wait till AFTER the Riptide has moved, to ensure he can't just run away.
Then, Psychic occurs. He does nothing, I buff my Bearers and maybe Smite someone.
Then, Shooting. I do basically nothing, whereas he can unload everything onto my buffed squad of Bearers, completely neutering them.
Then, Charging. If I go first, I charge the dregs of my Plaguebearers into his Riptide, but if the Tau player goes first and my Plaguebearers haven't been neutered, he charges in a squad of Fire Warriors or Kroot or something. Meaning I now can't charge the Riptide and instead just slaughter a useless squad.
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