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Age of Sigmar/Tactics/Order/Kharadron Overlords
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===General Tactics=== * The name of the game is mobility and objective taking. With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there. Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most. * Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don't count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it's flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above) **As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship's overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face. Not to mention the infantry inside can contest objectives better then the ships alone could.
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