Post by RedCuffs on May 29, 2017 14:09:23 GMT -5
OK. I'm a bit on the thick side when it comes to interpreting rules.
I've read the new leaks especially about the assault (charge and fight phases).
Because, as a Guard player I don't do too well in that part of the game.
Now, I've thought about a way I could reduce the effectiveness of an enemy asault.
If I've got anything wrong would someone please let me know and I will humbly accept the fact that I have intellectual shortcomings.
So I have a standard Guard squad that I expect to be charged and subsequently destroyed before any of my chaps get even get a swing in.
I arrange them into a formation shaped like an upside down "T" with what is normally the bottom or base of the "T" pointing in the direction of the enemy unit I expect to do the charging. The squad are spaced out to the max.
They are charged and contact is made with the point man who is placed at the base or bottom of the stem of the "T".
I expect the enemy to pile in their 3" but hopefully they won't manage to engage my whole squad (especially the tasty weapons that I place in a position that is by the top or crossbar of the T.
The new rules say that those involved "MAY" pile in. Not "must". I interpret that as we don't have to pile in if we don't want to. So I don't.
The fight phase is resolved and I invariably lose several guys.
I remove them from the front, that is those closest to the enemy.
A gap then appears between my squad and the enemy that is greater than 1".
Now this means to me (correct me if I'm wrong) that the two units are no longer in close combat.
Now I haven't withdrawn out of the contact. In fact I haven't moved at all.
And it's my turn now.
The tasty weapons that I placed at the rear, along the crossbar of the "T" open up at full BS, with an order that gives them RF2 and Kung-Fu the living bomboclarts out of the enemy.
The squad receive tea and medals at the end of the day.
Thoughts, opinions are gratefully received.
I've read the new leaks especially about the assault (charge and fight phases).
Because, as a Guard player I don't do too well in that part of the game.
Now, I've thought about a way I could reduce the effectiveness of an enemy asault.
If I've got anything wrong would someone please let me know and I will humbly accept the fact that I have intellectual shortcomings.
So I have a standard Guard squad that I expect to be charged and subsequently destroyed before any of my chaps get even get a swing in.
I arrange them into a formation shaped like an upside down "T" with what is normally the bottom or base of the "T" pointing in the direction of the enemy unit I expect to do the charging. The squad are spaced out to the max.
They are charged and contact is made with the point man who is placed at the base or bottom of the stem of the "T".
I expect the enemy to pile in their 3" but hopefully they won't manage to engage my whole squad (especially the tasty weapons that I place in a position that is by the top or crossbar of the T.
The new rules say that those involved "MAY" pile in. Not "must". I interpret that as we don't have to pile in if we don't want to. So I don't.
The fight phase is resolved and I invariably lose several guys.
I remove them from the front, that is those closest to the enemy.
A gap then appears between my squad and the enemy that is greater than 1".
Now this means to me (correct me if I'm wrong) that the two units are no longer in close combat.
Now I haven't withdrawn out of the contact. In fact I haven't moved at all.
And it's my turn now.
The tasty weapons that I placed at the rear, along the crossbar of the "T" open up at full BS, with an order that gives them RF2 and Kung-Fu the living bomboclarts out of the enemy.
The squad receive tea and medals at the end of the day.
Thoughts, opinions are gratefully received.