- Use this strategy if with your marines if
you field the standard Mechanize
Infantry Platoon, and the battlefield
is so dense with terrain that the
Razorbacks won't have that much room to
maneuver as a unit (always use your
Razorbacks as a unit), and your main
objective is to kill the enemy. Deploy
all of your marines in a mass in your
deployment zone, with the Razorbacks to
one side. Put the Razorbacks on the side
that has the most open terrain.
- If you get the first turn, concentrate on
moving into cover and getting good field
position; most opponents will bet on
going second and so there won't be much
to shoot at anyway.
If you don't get the first turn, the
enemy will probably have maneuvered a
little more out into the open. Your front
2 squads (section A) should stand and
shoot (establishing a base of fire,)
while the other 2 squads (Section B)
should maneuver into a better position.
Move the Razorbacks as you see fit to
support the marines.
- Step Two is more like step one. As your
enemy deploys his forces, prioritize your
targets, making units that are the most
threatening to your marines your top
priority (weapons with ap 3 or better, or
will slaughter you in HTH) Don't worry
about threats to your tanks.
- One of the confusing issues is
suppressive fire. In our world, the US
Army throws everything it has in the
enemy's general direction, to pin them in
position and keep their heads down. While
one element of the platoon suppresses
(and maybe kills) the enemy, the other
element flanks them. This flanking force
either achieves good firing angles to
kill the enemy, or takes them out with
grenades and close-quarters fighting.
For 40K, I think for a player to suppress
the enemy, they have to do enought
killing every turn to force a morale
check or two. It doesn't matter if they
fall back or not. What matters is that
every turn you are killing 25% of the
lead enemy units; in a few turns of this
kind of suppressive fire, any unit should
no longer be a threat.
- If you force some morale checks, keep
your base of fire element in place,
blowing the crap outta the enemy. Keep
shooting the enemy with your tanks.
Consider how you can get section B into
HTH (since HTH is the best way to kill
units off,) and move them appropriately.
- If your shooting isn't doing much, then
either stand and shoot with section B, or
move them into a good firing position.
Basically, prepair for the oncomming
enemy, or maneuver to get out of those IG
Battle Cannons.
If in a latter turn you start blasting
the enemy apart, consider maneuvering
your marines into good Assault positions
- If on turn 3 your gunfire still isn't
doing anything productive, you're pretty
screwed.
- Assuming you have suppressed the enemy to
some extent, see if you can get into HTH.
(Obviously don't assault stuff that'll
kick your ass.) Consider your movement
route, and how to best stay in cover
(remember, this whole thing is assuming
the terrain is dense; ie, you can move
across the whole board jumping from cover
to cover in some places.)
Also consider how effective your assault
will be in the long run; if you can
assault and whipe out one unit, only to
get pounced by three other units, then
don't assault. (Theoretically, gunfire
will force a squad or two to fall back,
preventing them from jumping you after
you assault a unit.)
- If it looks like you can pull of a
successful assault (ie, win the assault
and force the enemy unit to fall back,
allowing you to pursue and wipe them
out...) then do so. Just don't take any
unneccessary risks.
Use your Razorbacks and base-of-fire
squads to force units near where the
assault will take place to fall back, to
prevent your assaulting units from
getting ganged up on.
- If you can't pull of a successful
assault, stand and shoot until you can.
Also remember the conditions for a unit that
is falling back. They can only rally (unless
they're marines) if there are no enemy units
within 6" Use this to your advantage with
your tanks; you can force units to keep falling
back. Even better, you can use your tanks to get
behind the enemy and wipe them out when they fall
back into your tanks, due to crossfire. That's
how you squish stuff under a tank.
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