Now, some time sooner or later there will be a post for nasty tactics concerning each separate army faction, what I'd like to do, is make a tacticum generalis because these things say a lot about the feel of an entire game.
Newbies and curious guests alike would benefit from reading these tactics because if any of them is visiting this site, curious whether this is a game they would like to play, as opposed to just paint the rocking cool minies ofc, they would quickly get a glimpse of how things function, and just how deadly this game is.
I'll be playing my first game with the new rules tomorrow (on my birthday thank you) demoing for some ten to twenty people in the local game store, so i'll post a battle report by then.
So without further ado I'll post up the first couple of things that I noticed going through the rulebook.
1) Living screens are not as effective as they are in other games. Size differences make it possible to aim for ANY unit within LOS. You will have to group your leaders in with the units to hide them from the enemy.
2) AoE weapons seem to have become very efficient. Especially ST templates.
You choose the PoI, instead of having to adhere to hard and fast rules, thereby making the most of your shots.You always get the +3 on your AS no matter what you're firing at (besides range mods), but the scatter rules make large templates very likely to hit part of their mark anyway. You place templates instead of aiming at individuals, ignoring cover. Makes sense and makes templates a new tactical consideration. There is no maybe/maybe-not hit by a template blast. If you're even the slightest bit touched by the template youre hit.
Nice, fast, realistic!
3) Assasin units like "crack shots", AoE weapons and "infiltrators" are very valuable since killing the leader of a unit is a totally crippling move.
Go for the leader...always!
4) Initiative means everything. Things die quickly, so the real trick is to get the jump on your enemy... all the time.
5) Strength is in numbers. Close combat is very decisive, and numbers are even more so. Ganging up will kill anyone eventually!
6) Panic will tear your army apart, so any kind of creative composition of units will help reduce the number of panic tests you will have to roll.
Units with three or five members will have to take two or three casualties respectively before taking tests, units with four or six members will have to take as many casualties before testing for panic, but should the latter units fail, you will lose more points to a failed test than with the former.
7) Power multipliers work wonders... End of story!

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