Scott Shupe wrote:
>
> Aaron wrote:
> >
> > > Maybe I didn't make myself clear, the hellhound detachment is suppost to
> > > support of detachments, as the diagram below demonstrates.
> > >
> > > O O O O
> > >
> > > C C H C
> > > IG IG H IG
> > > SW SW H SW
> > > SW SW H SW
> > > SW SW H SW
> > > H H H
> > >
> > > O = ork
> > > IG = normal IG
> > > C = Commssar
> > > SW = Support Weapon
> > > H = Hellhound
> > >
> >
> > I got burned once, because you can't support unless some of your units
> > are touched, I had a bunch of HH just sitting there, watching their
> > buddies die. A clever (or cheesy) opponent can screw you by charging
> > your flanks. Besides, I saved 25 points buy joining them anyway.
>
> The thing is if the Ork player decides to not engage the
> hellhounds in his assault, they'll be within FF range after the
> guardsmen are driven off (a FF that the orks will almost definitely
> lose). This could be very bad for the orks if you have a mobile
> reserve nearby that can either surround or simply beat on the
> broken greenskins (broken units are at 1/2 assault factor & FP for
> CCs and FFs, IIRC).
>
> Also note that with the above setup, the orks HAVE to
> engage at least 1 Hellhound in order to get into base contact
> with non-Comissar (non-Save) units. Assuming the orks charge
> from the front; if they hit your flanks then that's no longer the
> case. Perhaps a T formation for the hellhounds would be better:
>
> C C H C C
> IG IG H IG IG
> H H H H H
>
> etc, you get the idea.
>
> Scott Shupe
> shupes_at_... shupes@... http://www.rpi.edu/~shupes
> ***********************************************************************> "Who's laughing now?" - Evil Dead II
The thing to do would be to have the hell hound slightly leading, so
they'd HAVE to charge that Detat if they wanted to get to the less
crunchy Guard unit.
Thane
Received on Fri Mar 13 1998 - 00:41:04 UTC