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Monday, April 26, 2010

Armies in 5th: Basics Part 7: Assault II



Well thanks to some well thought out comments (and wine…) I missed some rather obvious yet less basic concepts in my last Armies in 5th article in relation to assault. So let’s cover them and anything else I can think of now and forgot to mention previously (SSBB > SSBM).


TKE and Chumb pointed out in different ways that attacking multiple targets can often be to your benefit. Continuing with the FW example. Assaulting one FW squad is likely to break them but assaulting two is less likely, etc. Whilst you are more likely to take damage in that combat you are more likely to either break both squads or have the combat ensue. Against shooting armies like Tau, being in combat is often a much better place to be. This generally falls down to a judgement call however as you don’t want to get stuck in for too long where help can arrive or be in a position where you win and get shot to death (unless you can hack it, in cover, etc.). You can also dilute your strength by stringing out your squad during the movement phase. This stops some of your models from getting into combat.

You can also use this stringing out to your advantage (MagicJuggler reminded me of this!). This is essentially blocking in the assault phase. Harder to master than blocking movement as you still need the opponent to maintain coherency and be able to assault it, it can pay large dividends in combat. Models that are not in combat can still die and using this skill properly you can get your whole unit into combat with only a few of your opponent’s models. By tank shocking opponent units you can spread them out (just like you would normally clump them for flamers/blasts but here you try and create a wedge with your tank) or using other units near your assaulting unit (including tanks) so when you charge an opponent, their defender reacts move takes them around your units (remember they can only engage the unit in combat). This can dilute your opponent’s attacks in combat or importantly keep special weapons away from your units (I.e. Nob PKs).

Furthering the blocking concept in assault and prolonging combat, when you assault you have to be able to get into base to base. If you are therefore able to keep enough enemy models alive and between you and your opponent’s units, they cannot send more units into combat (this is particularly true against horde armies who are forced to start wrapping around if they can). This can allow you to bring your reinforcements up or protect your unit in combat from more attacks. Remember though this can be done against you, too.

I also alluded to something MagicJuggler pointed out in his comment but I didn’t really go into it. By assaulting with multiple units (particularly into super units) you dilute your opponent’s strength as they have to spread attacks around your units (again, 5 man BA units). This is particularly useful for also ‘pulling’ special combat attacks onto units you want to sacrifice (like Grots) or units which can take the damage (I.e. TH/SS termies).
I think that’s a more complete summary of the more ‘advanced’ assault techniques. Anyone remember anymore? Thanks again for the heads up!

2 pinkments:

Chumbalaya said...

Tripping and floatiness FTL. Thought Pokemon Trainer and Snake are made of win.

Good followup.

Surreptitious Muffin said...

Yeah. Winning combat isn't always a good idea. As a Tau player, I groan whenever my FWs pull of a stunning CC victory because I know they're going to die next turn and I lose a turn of shooting against the enemy unit.

I remember watching a game where a trygon was chewing through a squad of CSM. The chaos player had a huge (8+) unit of terminators loaded up with combi-plasma nearby. It was the Tyranid CC phase and the chaos player was cheering for his CSM to hold the line. I was mystified.

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