We begin our look at basic tactics for 40k with blocking. This is the act of placing your units in a position where they effectively prevent an enemy unit(s) from accomplishing their objective. In this example, Khorne Beserkers are rushing towards some Devastators in order to chop them up. Fortunately the Devs have some mates nearby who can help, letting them continue to rain firepower down on other targets that are more important. Here's the scenario, let's call it turn 2:
The Zerkers have chosen to try the difficult terrain in their turn 3, but roll badly, and end up not moving very far. The Zerker player then chooses to assault the Rhino in order to garner some extra forward movement.
The 5 marines in the Rhino pop out when it becomes wrecked (something on the order of 40 S5 attacks will do that, even needing 6s to hit) and pass their pinning check.
At the start of turn 5, the Zerkers have wiped out the Marines and consolidated forwards at the end of their turn 4. The Devs have the choice of either firing their heavy weapons one last time at something elsewhere on the table, shooting their heavy weapons at the Zerkers and get charged, or pistol the Zerkers and charge themselves, hoping to not die in one round of combat. Each choice has it's pros and cons, and depends on whether there are any strategically important targets in line of sight, and what the assaulting unit is. If it was Guardsmen, pistols and charge would probably be more effective than 4 lascannon shots, if it was terminators then the lascannons would probably help more. And this is the final result:
The Devs decided to pistol and charge, because this way they deny the Zerkers Furious Charge, and the +1A for assaulting, which means they have a decent chance of locking them up for a turn or so.
Space Marine Gains:
Turn 3 shooting with 4 heavy weapons
Turn 4 shooting with 4 heavy weapons
Tying up an elite combat unit for two full game turns, if not 3
Space Marine Losses:
Two kill points
As the Space Marine player, it is your job to weigh up the pros and the cons of blocking, and decide whether it is worth sacrificing your own units in order to simply delay an enemy unit. This will differ from unit to unit, for example versus 10 Paladins, the answer will be "Hell yes" but versus 10 Ork Boyz the answer may well be "Hell no". One of the important skills of being a general is what to kill, what to avoid, and what to delay.
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