Tips for assault armies against enemies that sit
still
They set up on the other side of the board with
their big
guns and heavy weapons and dare you to come to them. That will mean
slogging across the field under a hail of fire,
losing big chunks of your army left and right. No wonder trench warfare
didn’t work out. Here
are some ways to try to avoid putting your hand in the meatgrinder.
Use the mission selection chart, or just choose
one. Always play with a mission of some
sort,
never just agree to a “We’ll set up and blast each other, the last man
standing
wins” sort of game. That sort of game
very heavily favors the static army, since they never have to move.
Objectives often require movement to
achieve, which means that the enemy has to get out of their deployment
zone,
and thus, closer to you.
Think of charging as extra movement. Even if you
can’t hurt that vehicle, charge
it anyway, since it’ll get you that much closer to the stuff you can
hurt. Under the current assault rules, you
can get
extra movement if you win a combat as well. (not against vehicles,
however, but at least you get the assault
move.) In the 4th edition
assault rules, sweeping advances do not give you that extra movement,
but they
work better for holding the front lines in place for your slower
troops, see
below for more details.
Use transports, wings or jumppacks, or any other
movement
upgrade you can find. If you get across
the board more quickly, you’ll give the enemy fewer turns to blast you
to
pieces. Even if your fast units are
less effective in combat, more of them will make it there in one piece
than
your more effective slow units. You can
also use your speedy troops to engage the front lines of the enemy,
both
blocking line of sight to the rest of your army and keeping those enemy
units
from running away before your slower units can catch up to them.
If all else fails,
you’ll have to tough it out. That means
you should have either the numbers to suck up casualties, or the
toughness/armor save to shrug off most of the enemy’s weapons. If your
whole army cannot be tough or
armored, you may be able to cover your advance, see below.
Use a vehicle or extremely tough unit to screen
your other
units as they move up. A tank or
transport moving up, with infantry walking behind it makes a great
shield, as
there are fewer weapons that can hurt the tank than the infantry.
Heavily armored or high Toughness (or both!)
units can be used in the same fashion. Although they will take damage
from heavy weapons, the regular
weapons
in the squads firing on them will be almost wasted, instead of mowing
down your
lighter troops.
Use a wedge formation. Set up all your units on
one flank, using depth to keep your
lines from
spreading too wide. Not only will you
have local superiority over the opponent’s flank, his further units
won’t have
the range to hurt you. Pay close
attention to your opponent’s setup, however. If enemy units are
primarily placed away from your flank, you’ll
have to
adjust your deployment. In addition, an
opponent may try to pull a fast one on you. If everything across from
your wedge is a vehicle or other
mobile unit,
they may be bait for you to charge, but they’ll just run away toward
the enemy
firebase, leaving you to trek across the board under fire.
Go fast, be tough, use missions and deployment and charge anything possible. Get up in your enemy’s face and let them know what assault is all about. While you are at it, tell them I said hi.