RE: Ork Assault (Game 1) - Turn 4 by pbock

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Viewing a response to: @pbock/re-daclawboyz-ork-assault-game-1-turn-4-20180401t124513980z

·@pandorasbox·
0.000 HBD
Good question.. but I _think_ they don't see us _yet_. Probably if we move a little around the sandbags we enter their line of sight...


I am thinking we should not go through the center. Instead, perhaps we need to go through the sides. Remember those big guns on the sides which we ignored? What if we take those out, smash a hole through the wall to appear behind their lines?
@urbangladiator has a powerclaw so he can punch through the walls, opening it up so we can insta-take out the enemies behind it.

Once we are in the sides, we can hide/cower behind the -2 cover as well. And from the looks of it none of the enemies have the ability to destroy sandbags... meaning we will be 'safe' behind them.

On the other hand: firepower is _not_ our strength... We're outgunned. 
The main problem I see is those cavetrolls. We need to make sure they don't fire 8 frag grenades per turn at us.
The main weakness of the trolls I can see is that they suck relatively in close combat: with guns they can take out half our squad in one turn, but in melee they can do _at most_ one damage on a 4+ roll. So engaging an ogryn in melee is a good way of keeping it pre-occupied.

BUT..... only @urbangladiator has a melee weapon that does more than 1 wound per turn. Melee is kind of weak because of that for the rest of us... you can charge 1 person and if succesful you are out in the open ready for the slaughter :-/
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