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Tactica for Assault Oriented Space Marine Armies [Broken HTML]

Submitted By: Date: November 5, 2005, 12:43:11 PM Views: 4018
Summary: <p class="body">Assault based armies are fun to play. An assault oriented Space Marine army mainly consists of close combat oriented squads and some units providing cover fire. The close combat force needs to be quickly brought into close combat and is basically comprised of Assault squads, Biker squads, Rhino squads, and infiltrating squads. Against an assault based army the opponent often tends to play defensively. If the enemy plays defensively, the main issue is to find ways to quickly reach the enemy front ranks and charge. </p>

<p class="body">This article describes ways to assault the enemy. For this, the notion of  flank plays an important role as a flanking unit is usually exposed less incoming fire than a unit charging through the center.
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<p class="heading">Refused Flank Attack</p>

<p class="body">The refused flank attack concentrates assault based forces on one flank while the other flank is refused. The forces deployed at the non-refused flank should mainly consist of fast close combat oriented squads. Their task is to crush the enemy’s flank. Moreover, some forces must be deployed in the center so that the enemy cannot surpass the flanking forces. These centered forces should ideally be shooty units providing cover fire.
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<p class="body">In the deployment phase, the shooty units like heavy support units and shooty tactical squads are placed in the center (see units 1 and 2 in Fig.). These units are deployed first. This gives you time to think about the flank which is to be refused. (see units 3-5 at the non-refused flank in Fig.). But which flank should be refused? The answer is a compromise between the opponent's deployment and the terrain on the board. For instance, if the opponent deploys a very shooty unit on one flank or terrain on one flank hampers the advance of the flanking forces, then this flank should be refused.
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<p class="heading">Pulled Flank Attack</p>

<p class="body">The pulled flank attack concentrates assault based units on one flank. The flanking strike force must be carefully deployed, that means, the flanking units are placed according to their movement range. The fastest moving units, such as turbo boosting Biker squads, are deployed far out, while the slowest moving forces, such as footslogging Marines, are placed closest to the center. The innermost squads on the flank provide cover fire on the move, if necessary, and are responsible that the flanking strike force is not surpassed by fast enemy units. Cover fire is given by some shooty squads with long ranging weapons deployed on the other flank (see Fig.).
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<p class="heading">Central Positioning Attack
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<p class="body">The central positioning attack provides a way to concentrate the whole force strike on one side of the board. This attack is useful if there is a large piece of terrain in the center of the board. In this case, the army is deployed in the center behind the large piece of terrain (see Fig.). In the first turn, the whole army surpasses the large piece of terrain either to the left or to the right. But what side to choose? It basically depends on the opponent's deployment. If there is a very shooty unit on one side like a Vindicator or a squad of Obliterators, then the army should move to the other side. In the second turn, the strike force has reached a central position which allows it to freely choose the enemy squads to be charged. This tactics is particularly useful if the army is fully comprised of mobile units, i.e., fast attack units, Rhino squads, Predators and Dreadnoughts.
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<p class="heading">Pincer Attack
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<p class="body">The pincer attack splits the assault based units in two parts and deploys each part on one flank. This attack is useful if the enemy spreads out its squads or is small in numbers as then he cannot deal with both flank attacks. The flanking units should be deployed as in the pulled flank attack, with the fastest units deployed far out and the slowest units deployed closest to the center. Some shooty units should be held back in the center to give fire support. The symmetric setup of the units suggests a symmetric army, i.e., identical flanking forces on both sides.
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