Mechanized Counter-assaulting in Warhammer 40k

corey walden
corey walden
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Mechanized counter-assaulting, or the elegant Eldar violent hide-and go seek.

Mechanized armies, because of their mobility, tend to be highly versatile forces, able to hold the initiative even after not leaving the DZ by turn three. Against certain opponents this is ideal and should be utilized. What I speak of here is the counter-assaulting contingency available to a mechani
zed Eldar force. The main opponents I see this as useful against, are those who are going to want to (or need to) advance on you. It is also useful if they have poor ranged capabilities (mostly an issue of if you want to invest in CTM's or not). These armies are largely the Tyranids, Orks, Dark Eldar, and Space Marines. Not all of these armies or particular commanders of these armies will be assaulting you right away or at all because on the scenario being played and stylistic/strategic reasons, but some of them will want to get into close combat with you, which is where this contingency may come into play. Note that this is not a full counter-assault guide or tactica, but a basic article on counter-assaulting in a mechanized army.

My general definition of a counter assault army is somewhere in the general vicinity of the middle of, near that oak tree that is on the hill over in ... an army that uses a varying degree of ranged firepower or preemptive strikes to weaken key elements of the opposing army as they advance, and then initiate in close action fighting (CC or shorter ranged weapons) against the enemy. The vagueness attributes the highly varying amounts that armies' use ranged fire power and counter assault units, from a static firepower army with a drifting spider squad, to the highly mechanized form that I will speak of shortly. Anything in this range can be considered to at least have a counter-assaulting element or utility.

 
 
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