Post
by me_in_japan » Sat Dec 11, 2010 4:13 pm
just because you have a jump pack does not mean you have to deep strike. A model w. a JP can be 36" up the table, guaranteed, by the end of the movement phase of turn 2, more if you run. If you deep strike him, youve only got a 50/50 chance of him arriving by that point, and he cant assault either. I find the hazards of deep striking to outweigh the benefits more often than not.
Get 3 squads, of, say 6 or 7 guys (can you do that, or are you limited to 5 or 10? i dunno and cant be bothererd to check the dex...). Anyway, deploy them as far forward as you can, as directly opposite the bulk of your opponent's army as you can. space em out about 12" apart, or as near as practical so theyre behind cover. bear in mind only half the squad needs to be in cover to get the save. Move them 12" towards the enemy in turn 1. Make use of a run move if necessary. Keep them in cover, if possible. That way, after turn 1 you're at the mid-line of the table already, and forcing your opponent to think "how do I need to move to avoid an assault next turn?" Forcing your opponent to react to you means he's not carrying out his own plan - this is good.
Turn 2: keep on truckin. Move 12" towards the bad guys. If you can assault them, great. If not, youre gonna be right up their ass. Keep behind cover and make him run like a girl. Remember JP units ignore cover when they move, but not when they charge.
Of course, while this is going on, your support units should be whaling on the opposition, making em wonder which to deal with - the JPs or the devastators/preds/etc.
Dat's wot I'd do, anyways...
current (2019) hobby interests
eh, y'know. Stuff, and things
Wow. And then Corona happened. Just....crickets, all the way through to 2023...