In this episode, we talk about the Assault Phase in 40k . In part one, we discuss why assault is an important part of every list, how to get into assault, what makes a good unit, and some tips and tricks for assault.
Show Notes
7th edition 40k is considered a shooing edition, but assault is still important.
Every list should either have an assault element, or an answer for assault
What are the benefits of Assault?
* Usually is a final result; all models are typically destroyed.
* Locks up targets and keeps units safe
* Extra movement and board control
Getting into assault
* Movement to the enemy; assault transports, fast movement/ignore terrain, durable units
* Typically can expect 6-7 inch charge, 8-9 with fleet
* Overwatch typically does not make a difference, except with Tau, but you do have to plan for losing the closest model
* Terrain and line of sight
What makes a good assault unit?
* Need durability, speed, delivery
* Weapon skill above 4
* Attacks matter a LOT
* Strength 3 is not enough against most armies
Special rules that help assault
* Hit and run
* Rage, Furious charge
* Grenades and move through cover
* Counter attack
* Morale control
* Stomp
Tips and tricks with assault
* Eating overwatch with cheap units
* Lock down units with cheap fearless units; zombies and gaunts
* Multi assault
Counter Assault
* Keeping an assault element back to pile in after an assault has been initiated
* Good units for counter assault: Strong in assault, but fragile or slow or prone to being shot