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#1 (permalink) |
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Kroot Warrior
Join Date: Jun 2009
Posts: 12
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I had the idea of taking a squad of ratlings and putting them in cover when deploying.
Then, take a psyker battle squad and weaken resolve on a unit of your choice, preferably a heavy weapons squad. once that unit's LD is down to 2, fill them with sniper fire, hopefully casing a pinning test (which they will surely fail with a pathetic leadershp of 2 > ).Just looking for C & C
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#2 (permalink) |
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Ethereal
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Why don't you invest points to actually destroying your opponent? Pinning is overrated, anyway. Yeah, they get to do nothing for 1 turn but it's better to take them out completely. So, yeah; I suggest you try to destroy your opponent instead of annoying him with silly tricks like this.
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#3 (permalink) | |||
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Shas'Ui
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While it is a viable tactic a slightly better version would be to cause 25% casulties and then hit them with weaken resolve (preferbly when they are near their table edge)
Of course such tactics only work if the opponent has center piece units which aren't fearless.(though chasing any unit away on turn 1 is good too)
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#4 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Nov 2008
Location: Ramstein, DE
Posts: 2,618
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For those points you spent on the ratlings you could just grab another psyker squad and get more use out of it.
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#5 (permalink) |
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Shas'Vre
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While I like the use of both units, I wouldn't use them together. Weaken resolve is better used on units you plan on forcing a morale check on. I'd rather have my target fleeing than pinned. Ratlings are most useful against MCs, ICs running solo and other High save units where they're relatively low number of hits ignoring armour will be most effective.
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#6 (permalink) | |
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Shas'Saal
![]() Join Date: May 2009
Posts: 132
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#7 (permalink) |
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Shas'Vre
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This is false. A unit that breaks first of all on turn 1 or backline units in later turns, can get routed right off the board. Second, A unit that breaks isn't advancing next turn because they just fled back a bunch of inches. They'll be lucky to be able to advance back up as far they fled without running in the shooting phase. Even then they're not guaranteed a net gain in forward movement. Aside from Space Marines, units that rally count as moving for all intents and purposes in the shooting phase so can't fire heavy weapons and they can't launch assaults. There are a few assorted times I might want to pin instead of break, but they all involve holding a unit in place to hit them with assault units, so I probably wouldn't want to do it with a guard army.
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We Will Hold The Line With Blood and Bullets |
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#8 (permalink) |
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Shas'O
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Psykers are better used as such.
Shoot everything and make note of who you cause a Ld check to. Pick the most expensive or threatening of the units you cause a Ld check on. Weaken Resolve them. Best way to do this is string out your psykers so that each one can see as much of the board as possible. Remember, not all of them need LoS, just one, to the target your weakening.
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#9 (permalink) | |
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Shas'Saal
![]() Join Date: May 2009
Posts: 132
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Cheers, -Silver |
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