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February 11, 2011 by dracs
Darrell talks about how smoke launchers can help get your tanks to where you need them to go.
Smoke if you got ‘em. The absolute best way to use smoke IMO is in a two tank squadron were one pops smoke and one shoots- since they’re a squadron that means they’re 50% in cover and both get the save. You can sort of achieve the same thing if you have a lot of distance to cover with a rhino rush, but you need to be much more careful when moving to block off shooting to the ones in back that don’t pop smoke.
The biggest thing to remember is that no transport vehicle has enough firepower that you’ll miss it on turn one, and if the rest of your army needs a glorified taxi’s guns to be effective at shooting you probably want to be moving enough that shooting isn’t an option anyway.
My knowledge of squadron rules is a bit sketchy since I don’t play them but this doesn’t seem correct to me. Vehicles in squadrons don’t get cover because 50% of the unit is in cover(like infantry) IIRC you work out cover for each individual tank, while ignoring the others.
Rulebook says to use vehicle rules to tell if each individual vehicle is in cover(ignoring the other members of the squadron, E.G.no driving in a line and claiming cover saves from the vehicles in front) THEN use the normal cover rules rules to work out if the squadron is in cover, so you check if 50% or more of each vehicle is obscured to see if its in cover then if 50% or more vehicles are in cover to check if the squadron gets a save.
Ah thanks for the correction didn’t remember the last bit, as I said I don’t play them yet. Will definitely have to remember this when I finish my Leman Russ army.
Was all that coughing in this video because of all the smoke???
Sam farted before I recorded this tip. I thought I was going to be sick. The smell was so bad that some of the paint started to dissolve on the models. I wished I had some smoke
USed to play a blood angel player that used this trick all the time – remember Tau players, you can use markerlights to reduce or even remove the cover save…
My friend was a Marine player and he would always forget this and my Broadsides would blow him to bits. Then, the last game before he sold them to get Dark Eldar, he finnaly remembered to pop smoke and my Pathfinders dropped his cover save to 7+ and my Broadsides tore him up one last time.
he’s been hittin the wacky backy i think…
Yeah I think smoke launchers are a must have for their points.
The only time I can imagine not wanting to pop smoke on turn 1 is facing a reserves army, like an Eldar Jetbike list, or Daemons.
umm… isn’t it 5+ to destroy the raider?
It is normally but I think Darrell was assuming they were using the multimelta body weapon which being AP 1 gets +1 to the damage roll.
I tend to “buddy up” my rhinos. one leads and pops smoke turn one, and the 2nd hides behind it then turn two the rhinos swap places in the advance and 2nd rhino pops. Very similar to cazboab’s squadron tactic. Works nearly every time, and usually delivers both blood claws and grey hunters to an opponents objective. Hunters volley bolters to thin them down and small claws unit charge in (though they usually have to walk the last part of the trek to let me charge.
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