Musing on Light Infantry:
We've all faced it. A squad of guardsmen, 5 tactical marines in a combat squad, some guardians or kabalite trueborn or... some fire warriors.
In any case, an enemy squad that should be easy to mop up on the assault alone with your brutal melee character. You will rend them asunder like none other! Decorate the earth with their blood! Break their will and hack them to bits as they flee! You shall stand there, chest heaving, surrounded by their broken corpses... exposed to enemy shooting.
Yeah, you'll wipe them and then the enemy player will turn his gunline to bear on your precious, exposed character.
So, how to counterbalance that? Deliberately sabotage your assault to leave juuust enough enemy survivors that you'll finish the foe come next round.
This idea came up in
's Senseless List Thread
It's frustrating, because the HQs are so potent in combat that they're going to wipe out a unit of infantry on their own. It isn't 10 Space Marines, it's 10 Fire Warriors. So inevitably, I end up in the obviously predictable position of it being the enemy's turn and my chopmasters can't do anything about being shot to death.
"Honestly, that's a defensive mechanism as I see it. With such crappy stats, mediocre Ld, and dirt poor I, they want to lose combat, run away, and get slaughtered so that their player can shoot you immediately in the next turn. You might honestly consider, say, attacking with your bolt pistol as a basic CCW (according to the rulebook, pg 42), so that you stick in combat only killing 2ish FWs, then switch over to AoBF in their turn's assault phase.
Yeah, you got that right. Kharn charges in and starts... brutally smacking people with his plasma pistol."