Ah, but in this game, simply having a line of troops between the enemy and
your arty is good enough to keep them from being close assaulted. So, you
fire the rear guard at the assaulting unit, applying your detachment blast
markers to the rear guard, leaving your forward unit to fire effectivly.
Then, regardless of the outcome of the ensuing close assult/fire fight,
you wipe the assaulters with your arty next turn.
The cheese comes in when you consider that the rear unit probably hasn't
been fired at at all, and they're used to keep the forward unit firing at
peak efficiency.
--Ken Taborek oberon_at_...
"Show respect for age. Drink good Scotch for a change."- random fortune
On Wed, 4 Jun 1997, David Dresser wrote:
> Ken Taborek wrote:
> >
> > On the other hand, it would also allow the Imperial player to "cheese" by
> > leaving a unit behind as, say, artillery guard, and apply all blast
> > markers to them, and fire the forward unit at full effect. My, what a
> > run-on sentance that was! Of course, the rear unit would need a target to
> > soak the blast markers against.
>
> Might just be a personal preference here, but if my artillery guard
> actually had something in range I think I'd use all of my fp againt that
> target and let the rest of the detachment look out for itself. Arty
> getting overrun is usually a bad thing. I don't see how this is in any
> way cheese tho, you're still losing fp to blast markers from somewhere.
>
> More to the point, I'm pretty sure that there's only one unit, one
> particlar vehicle or stand of infantry, that is the HQ from which all
> command ranges are measured. Even though the IG chain of commad looks
> like it would allow up to three simultaneous headquarters units, the HQ
> rules imply that only one of them is considered the actual detachment
> commander.
>
> -Lemm
>
Received on Wed Jun 04 1997 - 13:28:14 UTC
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