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		<title><![CDATA[Latest posts for the thread "Common Tactics and Strategies for SM to use against other armies"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Common Tactics and Strategies for SM to use against other armies"]]></description>
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				<title>Common Tactics and Strategies for SM to use against other armies</title>
				<description><![CDATA[ Being on a hiatus after 9 years, I am looking for common tactics to use against other armies. Something like "Heavy on <span class="glossaryitem" onmouseover='gp(35);'>FA</span> to bust tanks for <span class="glossaryitem" onmouseover='gp(69);'>IG</span>" as an example. <br /> <br /> When I line up against another army, I would basically like a guide as to what are good general choices against that army type.<br /> <br /> Thanks,<br /> Ted]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/323370/2038880.page</link>
				<pubDate><![CDATA[Tue, 19 Oct 2010 16:44:39]]> GMT</pubDate>
				<author><![CDATA[ TedintheShed]]></author>
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				<title>Re:Common Tactics and Strategies for SM to use against other armies</title>
				<description><![CDATA[ Plasma against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span><br /> Melta against guard. Use bikes if you're facing mech guard<br /> Flamer against orks/ nids<br /> <br /> I recommend you read other threads in army list and tactics section that refer to specific tactics for a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army, you learn alot<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/323370/2039098.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/323370/2039098.page</link>
				<pubDate><![CDATA[Tue, 19 Oct 2010 17:56:53]]> GMT</pubDate>
				<author><![CDATA[ Lord Rogukiel]]></author>
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				<title>Common Tactics and Strategies for SM to use against other armies</title>
				<description><![CDATA[ Combat Tactics:<br /> <br /> Remember that Combat Tactics can be used to fail any Morale test, and that And They Shall Know No Fear means the unit automatically regroups and counts as stationary so long as they are more than 6" away from an enemy. <br /> <br /> This means you can Fall Back from close combat, shooting that inflicts 25% casualties, and Tank Shock.<br /> <br /> If you're going to Fall Back from close combat, make sure that you aren't being flanked, and try to make sure a unit like a Dreadnought is locking the enemy in combat so they can't catch you with a Sweeping Advance (which converts to No Retreat) or consolidate within 6" of your retreating unit. Use this to deny assault troops the protection of close combat, as well as to preserve your Marines. If you're good enough, and you play with line of sight blocking terrain, you can use bait units to draw the enemy into fire zones.<br /> <br /> If you're going to Fall Back from shooting, make sure that, again, you're not going to be within 6" of the enemy when you're planning to regroup. This can be used to deny charges, and gain a 'free' move with Heavy Weapons. Eventually your opponents will learn they can either shoot you or charge you, which is good.<br /> <br /> If you're going to Fall Back from Tank Shock, do so when the Tank Shock would otherwise bunch up your Marines for template and blast weapons, and otherwise avoid it since the point of Tank Shock is to push troops around. <br /> <br /> A couple of specific unit notes: Devastators can fire their Heavy Weapons if they regroup, thanks to And They Shall Know No Fear counting them as stationary, unlike every other unit that counts as moving when they regroup. Assault Marines can fall back <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>", meaning you don't have to worry about the 6" rule as much.]]></description>
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				<pubDate><![CDATA[Tue, 19 Oct 2010 18:18:49]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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