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I have been having a lot of trouble getting my Banshees into combat. Could someone enlighten me. When I go all out with the wave serpent expecting to assault next turn, one of two things seems to happen.
1. My opponent runs troops up to the door and I can't even get out...
2. If I try to prevent this its not uncommon for my target to move back out of assault range.
Worst is when they block the door and then wreck the serpent and my entire squad dies...
What am I missing here?
You have to park far away and use their movement. 2" disembark + 6" move +d6 fleet + 6" assault. That's a nice distance.
You just turn the Serpent on the spot, jump them out and charge. Going all out gives you a nice cover so they'll probably survive that opening movement and than if you're decent at range guessing you'll get stuck in.
I've had the same question as well.
You have to get a bit closer since the access point is in the rear and you probably don't want the rear exposed in the turn prior.
I assume troops should disembark and then move the serpent so they don't have to run around it.
Last edited by Naxn; October 23rd, 2009 at 05:42.
Yeah sorry I'm doing to many things at once, you are correct. :]
Sometimes you can flip it and risk it but most of the time you won't want too, I forget how long a Serpent is but it'd be worth measuring for the head math.
You can't rotate a transport and charge out of it, because rotating counts as moving when a unit gets out. Look at the disembarking rules, there is something called emergency disembarkment. If the hatch is blocked you can get out anywhere within 2" of the tank. So unless the tank is completely surrounded you don't loose the unit (and even then you can be sneaky about it and survive ). You could also run a second vehicle to cover the banshees exit and on the start of your turn move it away so you have a clear spot to drop them off.
You have to do all the movement for a unit at once, disembarking is part of that so you get out and move. This means the tank will be in the way. Just use the 2"+6"+d6"+6" range give you the charge.
If the enemy keeps running away from the banshees use them as a sort of tank shock to push them where you want. Move so they could possibly charge multiple units, hopefully one will end closer than the others. If they all move you will have generally cut down on the amount of fire you take by a good amount.
Jeese I copped to being wrong, stop hitting with sacks of oranges! :p
Going for a multi-charge is always wise just watch out for whats units you do it too. Banshees are frail to return attack, even from IG, so make sure you can more or less cut both units down to a very manageable number, or you may lose the Banshees. Blocking shots back would be a good idea, if you can do it with what's available.
i would say give them some support to cover their wave serpent why you're waiting their turn to get out
for example follow the wave serpent with a fire prism so if they charge up to the wave serpent they're putting themselves in range to be shot by a tank
you're playing some really ballsy opponents if they charge your serpents every time which is why you need to create a reason they would be afraid to get that close to it. Even a unit of avengers 12"-18" away from your banshee serpent is enough to make them think again before putting themselves in range of a blade storm when they want to block your banshee door
Also, if you insist on turning the Serpent 45-90 degrees towards the enemy squad at the end of your flatout move, then I would suggest taking another Serpent and putting it slightly ahead of the Banshee Serpent so the enemy has to go around your other Serpent to block the back hatch of your Banshee Serpent. This is a tactic called "capstoning" I first learned about in the Eldar Tactics thread over at Warseer.
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