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Thread: Manouverability

  1. #1
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    Default Manouverability

    Well I've started this thread to combat my greatest weakness in 40k. I'm sure many people share it; you look at a units strengths in the dex, you think I know exactly how to use it in battle. But no plan survives combat with the enemy. In fact I don't even make contact with the enemy. What I'm always finding is I'm constantly being out-manouvered by the enemy. I'm honestly not sure how to move my models. so what I really need some advice on is this; how should you move different types of units across the field of battle? e.g. cc specialists, close range shooting specialist, fast assault vehicles. Everything. I need help
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    Let's start simple...

    What army are you using?

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    if your using eldar some cunning triks and knowing 6' by eye can help... lets take avengers 18' catapults 6' is the diffrence between you not getting charged or shot at

    200 pts on 10 scorpians will save you 1000 pts on wave serpents

    give everything 2 roles.. my fire prisims with star engins kill more by ramming enemy tanks :P
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    What he DIDN'T tell you is he started this thread because I plan to double my Raider count...

    First off, learning to use reserves tactically is a huge advantage. If you know your Guardian squad is pretty much useless early game and is going to be obliterated the second I plonk a Warrior squad on your objective, reserve them. That way, they'll survive and you'll get more use out of them. Obvously this doesn't help your manoeverablity but it will give you a counter againt the enemy's.

    Secondly, protect what mobility you have. If you have one Trukk full of combat guys, do not simply point them in one direction from the word go. Manoevre your transport effectively to keep out of range and use the guys in it in turn 2-3.

    Thirdly, if you know your opponent moves better than you do, hit the fast units first. Mid-range infantry and combat units are more useful later on and not a large threat in the very first turn. And always go second when your opponent moves better, and hide.

    You could also buy more transport or JI but this requires money and the other three suggestions don't.

    In short, if you're not as mobile just work to put your opponent into the same position.
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  5. #5
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    Where are you guys getting that he is playing Eldar? Because if he is, then Mobility isn't even an issue.

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    I assume they are guessing as mobility is key to Playing Eldar where as armies such as guard and marines can just smash their way into victory. Obviously this is comparative to each other and should not be seen as 100% views of each race.

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    BuFFo, I know he plays Eldar (Orks, Tyranids, Marines and Necrons also) because I know and play him. I also know that mobility isn't an issue in a perfect competitive world where everything's in a Wave Serpent or other transport. But that's not really our style. I think the real question is 'how to move footdar effectively.'

    Well, general infantry really. And deployment strategy comes in handy too.
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  8. #8
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    for footdar a nice big distraction AKA scorpions.. 1 wave serpent.. wraith-lords.. hawks .. knadras all running towards the enemy should give your eldar enough time to get within 182 and behind enough terrain to bring the hurt down
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  9. #9

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    Playing Footdar and then asking for help with mobility is like shooting yourself in the chest and then asking for medical assistance.

    The most basic question for mobility is "where do I want to be?", along with the related question "where does my opponent want to be (in relation to me)?" Answer that and you have a good start on determining how your army wants to move. Traditional Eldar (i.e. mech with Serpents/Falcons/Prisms) wants to be 23.9" away from the enemy in most cases. It seeks to divide the enemy forces into isolated parts and then annihilate them one at a time. If the enemy refuses to divide itself, it avoids engagement, causes damage from outside their reach, and takes the majority of objectives in the final turn.

    He's asking some incredibly broad questions here, which make it very hard to give a meaningful answer. You might as well ask "How do I play this game well?" and hope to get an answer here, really. Write a battle report, take pictures, ask what you did wrong- that's the best way to figure this out, I think.

  10. #10
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    First off I would like to apologise for being too vauge in my question but thank you for trying to answer.
    To be more specific; I am talking about eldar for this thread. Unlike my other armies I can't throw them at the enemy like frag grenades and as Bryss mentioned my only transports are a falcon and wave serpent. I have a fair amount of foot eldar and I plan to bulk out with more DA and guardians. What my question really is; How do you use an eldar force effectiveley with little transport?
    Basically my eldar force consists of;
    Farseer, Avatar, 6Banshees, 6Dragons, 6Scorps, 10DA, 10Guardians(+warlock),5 Rangers, 6Hawks, 5Reapers, Wraithlord, Falcon and wave serpent.
    Master Bryss and I build conversions IN A SHED. WITH CLIPPERS N' GLUE!
    Hi, I'm Titans newest recruit. PREPARE TO BE PURGED!!!

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