I play vanilla SM and am fairly new to 40k (only played 2 games). I'm trying to get a handle on when to give ground vs. when to assault. I know that marines are relatively weak in assault, but it seems like sometimes it's better for them to assault simply to deny the enemy their own assault bonuses.
accepting that every situation is different and external factors have to be considered (e.g., what other units can offer support, where are objectives located, intervening terrain, etc.), here are a few scenarios:
scenario 1:
it's my turn and I have a 10-man tactical marine squad 6" from an enemy 10-man marine squad (hot marine-on-marine action!). I'm within 12", so my bolters get 2 shots, so I could just hold my ground and blast away. I could also fall back 6" and still get 2 shots each, though that's probably not far enough to deny my opponent the assault if he tries it. or I could move 5" up, shoot bolt pistols into his face, maybe lob a krak grenade and then assault.
scenario 2:
like scenario 1, but this time my squad is 10" from the enemy. I can stand my ground and get my 2 shots per bolter. I can fall back 6", losing one shot per bolter and gaining a reasonable chance that he won't make his charge distance (if he decides to assault). or I can move up 6", shoot bolt pistols again and have a pretty good chance of making my own charge roll.
scenarios 3 & 4:
like scenarios 1 & 2, but this time I'm facing something a bit more scary on the charge, like a 15-boy mob of orks (no idea how this unit would stack up against a 10-man marine squad; just using it as a generic example of a unit that's good on the charge).
how would you play each scenario?
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