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Warhammer 40,000/8th Edition Tactics
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====Advanced Notes==== *Sometimes a shooting unit can be as valuable in melee as a dedicated melee unit, most units cannot fall back and shoot. Simply engaging an enemy shooting unit with your transport or shooting unit can hold it up for a turn. *As a general rule of thumb, you want to break or destroy your enemy in your opponent's assault phase. That way, your opponent does not have a shooting phase before your assault teams move towards their next target. *Generally speaking, Overwatch is more of an annoyance than a true threat, though certain rules, bonuses, etc. (Tau Supporting Fire/Counterfire Defensive Systems, flamers, etc) can take their toll, especially if you're relying on glass cannon units (Harlequins, notably). Some special "Negate Overwatch" powers exist, but there are other ways to mitigate the effects of Overwatch. Unlike 7th, there is no limit to what can fire overwatch or how many shots. Wyverns, for example, fire their regular 4D6 shots. Granted, they hit on 6s, but this can still hurt. During Overwatch, any ability that lets you re-roll all misses is ''much'' more effective. **Overwatch takes place before you move your charging unit, and is still subject to normal rules for Line of Sight, cover, etc. Moving a Rhino or other vehicle flat-out to block off models from shooting your chargers is always a valid trick. **If blocking Line of Sight is not an option, then aim to eat the overwatch. One way to do this is to have a "tanky" unit lead the vanguard. For example, when charging a unit armed with multiple flamers, have a fast monster/walker lead the charge. Heck, throw a Rhino at your enemies before charging with those Assault Terminators. ** An easy way to ignore Overwatch is to charge a model with '''FLY''' from behind LOS-blocking terrain (aka the 1st floor of a ruin if you're using ITC rules) because the model ignores moving through terrain. You do not need LOS to declare a charge, but your opponent always needs LOS to use Overwatch. *Remember that pile-ins use the same overall rules for charging, and thus any unit must ultimately maintain coherency. When attacking a large spread-out unit, you can negate a lot of its strength by attacking on opposing flanks. *The ability to quit close combats is a very powerful ability, especially if you have Fly. As long as their initial charge doesn't hit too hard, you can kite them all day with Fly. *In multiple or extended combats, casualty removals via pile-in are very tactical. By careful removal of casualties you can force enemies to pile-in in the direction YOU want them to. *You can charge multiple units with a single model; the model just needs to be able to get within 1" of one of the declared units, not all of them, though obviously if they're not within 1" of all the units then the others can still overwatch again later in the phase as they don't have a model within 1" yet. This makes models with a good defense and a big base good for soaking as many overwatching units as possible before sending in your other squads. Transports are perfect for this.
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