4 Nov 2008

Run disscussion

Right a lot of people were very annoyed or very pleased about the new 'run' rule in 5ed
Whilst close combat armies (Orks, Tyranids) have had a great bonus able to potentially cover twice as much ground as they used to.
But the more shooty armies (Tau, Imperial Guard) have had a huge blow losing out on an extra turn or two of shooting and in close combat (Tau especially) they get massacred.

The annoyance has got to a lot of people to the degree that they'll get a couple of throw away units (Heck I've even seen tactical squads all geared up with chain swords and bolt guns) to go and intercept them on the way... although this doesn't work either as you can't shoot at the enemy whilst there in combat so I wanted to start a little debate about countering the run or using it to your advantage (Post ideas as comments)

7 comments:

Raz said...

I am working on a way to counter the run rule. Especially since I play against nids a lot of the time, currently one of the best things I have found is to use every possible chance you can to do something productive and make it count even if it is keep your distance with those guns. I generally mix it up and use several squads that just shoot plus assault weapons and several that are CC based with assault weapons. With a dash of what ever support I can throw in there, dreads with flamers… lots of flamers.

Gamers World said...

You could try hiding a unit in cover and then another one further up nad over to one side. When the enemy gets into 18 inch ranch you run out of cover and rapid fire, you will have placed rhinos so that the enemy has not got a cover save but they will not be able to charge next turn because they need to cover a full 12 inches but they need to go round the rhino, when the charge eventually comes you should have postioned units so that they can get behind your enemy. Once a unit has broke through they just have to keep moving so that the enemy either follows them and gets killed by your guns or tries their best to kill your gun line while you progress with your plan (get your troops through the enemy). Alternatively you could drop troops down via deep strike and make a mess of your opponent.

Peter said...

One of my ideas is to have a lot of small teams of snipers (Sniper drones, Cadian Snipers, Scouts) which are pinning and orks with a below average leadership can make them spend a turn 'gone to ground' (I think that's the result if they fail) Unfortunatley although snipers always wound on a four plus when quite a lot of weapons would wound an ork on a 3.

RonSaikowski said...

Run can be tough for me, with a Deathwing I don't really find myself running unless it's to recover from a bad deep strike.

To counter it, I try and set my units up for mutual support and work my enemy into fire lanes where I can try and control their route of travel.

I have onely one CC unit and I'll keep them up front to deal with anything posing a threat but I'm careful not to bite on any bait the enemy throws out there.

Peter said...

Another tactic with Space Marines (if you include at least 2 tactical squads) have one 10 man squads with assault weapons and then break the other squad into combat squads with one heavy weapon each (so that at least one squad can still shoot) deploy these squads in cover and shoot the nearest (or biggest threat) it's not very original but these units can really draw your opponents attention so have the other squad on hand to support them. This tactic isn't very original, but it works

Peter said...

and just so you know it's really not very original at all (I just realized i repeated that phrase)

Gamers World said...

Another thing I sometimes do is give two tac squads flamers and plasma cannons the combat squad both and have the opposite combat squads run around with eachother. You end up having a squad with two flamers and a squad with two plasma cannons.