When To Assualt

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Arguleon-veq

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I've been working on my Static, Infantry Heavy Guard Army lately. The list is designed to be fluffy so I haven't taken too many super weapons, most of those I take are quite basic. This is the kind of squad I use (I'd imagine it's a fairly common squad)

Imperial Guard Infantry Squad; 85 Points

Close Order Drill,
Autocannon,
Grenade Launcher,
Vet Sarg;
Shotgunor Bolt Pistol & CC Weaponor Bolter.

At 24" Vs MEQs

Autocannon - 0.27
Grenade Launcher - 0.13
Lasguns - 0.38
Bolter - 0.08
Shotgun - 0.00
Pistol and CC Wep - 0.00
= 0.86 MEQ Definition: Marine EquivalentKills[at best]. So your looking at about1 MEQ Definition: Marine EquivalentKill per turn at that range. The result is almost the same even when we give the Sarg a different weapon.
Now when the enemy is within 12" you have a choice, the first is to stand and shoot;.

At 12" Vs MEQs, Stationary Rapid Fire

Autocannon - 0.27
Grenade Launcher - 0.13
Lasguns - 0.77
Bolter - 0.16
Shotgun - 0.11
Pistol and CC Wep - 0.08
= 1.33 MEQ Definition: Marine EquivalentKills[at best]. So again, your looking at about1 MEQ Definition: Marine EquivalentKill per turn at this range. The result is almost the same even when we give the Sarg a different weapon. BUT the MEQ Definition: Marine Equivalentcan charge you next turn, getting extra attacks. They will also be able to shoot you with any assault weapons and pistols they may have. Something your unit can't really stand up to.
For the rear squad, see later in article, a moving Rapid Fire will achieve 1.06 MEQ Definition: Marine EquivalentKills, so 1 MEQ Definition: Marine EquivalentKill.
The other option is to charge the enemy.

At 12" Vs MEQs, Advance, Shoot, Charge

Shooting;
Grenade Launcher - 0.13
Shotgun - 0.11
Pistol and CC Wep - 0.08
Charge;
Infantry + Sarg with Shotgun; 1.16
Infantry + Sarg with Bolt Pistol & CC Wep; 1.22
= 1.43 MEQ Definition: Marine EquivalentKills[at best]. Which is better than staying stationary to fire your Heavy Weapon. It also stops the MEQ's from getting the extra attacks by charging you, it also stops them shooting pistols and assault weapons at you. It is better to charge if you have COD.
What I like to do is have the squads in a Platoon support each other, the front squad will advance and fire, whilst the back squad will advance and rapid fire[as they do they also move into COD formation for next turn]. The Command Squad will stay stationary and fire[all have Autocannon, Grenade Launcher]. The front squad can then charge in[getting into COD formation as they do]. The back squad Sarg will have a Bolter and the front squad Sarg will have either a Shotgun or Pistol and CC Wep. The Command Squad stays out of the fray because it has less Lasguns to utilise if it moves and Rapid Fires and it achieves less in combat. You also want to keep your officers alive for the LD bonus in case you lose your Sarg in a squad.
Deployment of a full Platoon will often look like this:
[About 4" between front and back unit]
Squad 1 Squad 3
Command Squad
Squad 2 Squad 4
or
Command Squad
Squad 1 Squad 3
Squad 2 Squad 4

At 24" Vs GEQs

Autocannon - 0.83
Grenade Launcher - 0.41
Lasguns - 1.16
Bolter - 0.33
Shotgun - 0.00
Pistol and CC Wep - 0.00
= 2.73 GEQ Definition: Guard EquivalentKills[at best]. So your looking at about3 GEQ Definition: Guard EquivalentKills per turn at that range.

At 12" Vs GEQs, Stationary Rapid Fire

Autocannon - 0.83
Grenade Launcher - 0.41
Lasguns - 2.33
Bolter - 0.5
Shotgun - 0.33
Pistol and CC Wep - 0.25
= 4.07 GEQ Definition: Guard EquivalentKills[at best]. So your looking at about4 GEQ Definition: Guard EquivalentKills.
For the rear squad, a moving Rapid Fire will achieve 3.24 GEQ Definition: Guard EquivalentKills, so 3 GEQ Definition: Guard EquivalentKills. Slightly better than stationary fire, so you are still best to move up and rapid fire with the rear squad.

At 12" Vs GEQs, Advance, Shoot, Charge

Shooting;
Grenade Launcher - 0.41
Shotgun - 0.33
Pistol and CC Wep - 0.25
Charge;
Infantry + Sarg with Shotgun; 3.5
Infantry + Sarg with Bolt Pistol & CC Wep; 3.6
= 4.26 GEQ Definition: Guard EquivalentKills[at best]. Again better than both other options in terms of damage and stops the enemy getting the charge off and/or shooting at you.
Disclaimer; This is just my take on things and what I like to do with my army. But I figure as both the unit I'm talking about and COD are very common, that I should put it here on Tau Online.




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