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Why to take second turn
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Old 05 Feb 2006, 18:01   #1 (permalink)
Shas'O
 
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Default Why to take second turn

This can be usefull for mech armies but works for others as well-however, for this post i'll use mech as an example


All of our firewarriors in our devilfish can move a full 12" and fire a further 12" but on turn one, doing so by going first means that we are out of range (taking into account the acces points to devilfish)

the enemy, by going first will only hit iwith heavy weapons whilst bringing their troops into range of our 24" rapid fire zone from our devilfish

if we keep most of our cris suits in reserve we can deepstrike later to bring our medium and some heavy weaponry into range.

If we keep our hammerheads hidden then it can't be blown up by enemy fire

if we keep then in sight then either our devilfish don't get targeted or our railguns get a turn of fireing-if you do keep your hammerheads in sight then make sure you have some fusion blasters in reserve (the new stealthsuits are usefull for this i that they can either infiltrate or deepstrike with a less chance of getting hit, and they are the only stealthsuits who can take fusion blasters



So what do you think? any comments welcome
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Old 05 Feb 2006, 18:17   #2 (permalink)
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Default Re: Why to take second turn

those are some good ideas but let me add on those
take and hold-last turn means that your safe from enemy fire and gives you a chance to spring a trap and capture the objective with no resistance.
night fight-if you go last then the enemy moves first and tries to shoot you but often doesnt have sight if your far enough back

all i can think of right now ciao
 
Old 05 Feb 2006, 18:33   #3 (permalink)
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Default Re: Why to take second turn

i never actually thought of that, thanks!


Also most opponents will expect you to take first turn if given the choice (i.e. winning the roll off)so taking second turn throws them of guard- "second turn? what! don't they want to shoot ?"
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Old 05 Feb 2006, 18:37   #4 (permalink)
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Default Re: Why to take second turn

there are two armies that i want to go first against though Sisters and 'Nids so i can either mow down their hordes or take down their heavy firepower
 
Old 05 Feb 2006, 18:48   #5 (permalink)
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Default Re: Why to take second turn

yes some armies need to be dealt with on turn 1 but for others consider the advantages of taking first turn
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Old 05 Feb 2006, 18:51   #6 (permalink)
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Default Re: Why to take second turn

do you find it at all weird that we are the only ones on this thread?
 
Old 05 Feb 2006, 18:56   #7 (permalink)
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Default Re: Why to take second turn


You're the only ones posting...but we are all watching you!
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Old 05 Feb 2006, 19:06   #8 (permalink)
lonely tau
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Default Re: Why to take second turn

yay any way back on topic

cleanse-table quarters see my Take and hold comment and apply that to table quarters

search and destroy-at the last turn you can do any stupid thing you want to as long as it takes something out to help you for VP and you dont have to worry about a counter attack

Recon-just move in while destroying the rest of his army so they dont get in his deployment zone and last bit of the last turn zoom aver there and laugh in his face

sustained assualt-sure you first turn your opponent release a fusilade upon you and you start trudging over ther pretty much you are just goiung to keep him sitting there until you do a major attack and anhialate him without a counter

thats all i can think of right now give us some more suggestions please
 
Old 05 Feb 2006, 19:15   #9 (permalink)
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Default Re: Why to take second turn

for meat grinder (if you play that scenario) as defenders if you have any units in reserve and they get deepstriked in your last turn you win

as attacker you get the last say in what remains on the table
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Old 05 Feb 2006, 19:23   #10 (permalink)
Shas'La
 
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Default Re: Why to take second turn

Well i was playng take and hold and my opponent rolled for the first turn and beat me, so he then went on to move all his guard up to the center to get the objective as you do.

Having 3 Las cannon shot and then failing to do any thing with them it went to my turn.

I moved my fish 12" and the deployed and then rapid fired and killed every single man in a 10 man unit.

My suits moved and killed most of a unit and the stealths finished them off.

and my hammer head moved out and then submitioned his weapons crew and killed all of them.

By this time i had basicly won.

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