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Is your army tactically flexible? Do you know what tactical flexibility is?
Tactical flexibility means having the ability perform multiple combat roles effectively. The key words here are 'multiple' and 'effectively'. Multiple is obvious. It means that a unit or army can deal with close combat, shooting, tanks, troops, etc. Effectively is the linchpin. Any unit or army that has a dual role must be able to be good at both. There's no point in making a squad or army that is great at one thing and half as good at another.
Why do you want tactical flexibility? Simply put, you may not have the time or ability to move the correct unit to the right spopt on the battle field in time for them to be effective.
Too often have I seen a specialized unit get held up and not able to perform its speciality. When banshees get shot to peices or when fire warriors egt stuck in close combat; these are examples of units that are tactically rigid. They lack the flexibility to perform multiple roles. They only have one role on the field and cannot do anything other than that role. Banshees are only good in assaults. Fire warriors are only good at shooting. Take them out of their element and they fail...every time.
That is not to say that you shouldn't take these units, but that you should think about your army's tactical flexibility as a whole when you build it. Each army should be able to take out armor and troops equally. Each army should have enough speed to get where they need to and enough range to account for lack of speed.
If you want to take that unit of banshees, put them in a falcon that can kill tanks with its pulse laser. If you're going to take that unit of fire warriors take some kroot to serve as a close combat shield so the fire warriors do not get assaulted.
Every army has its units that are great at one particular thing. These are fine to take. Just do not take too many of these as it will make your army less flexible. For example an all scout squad army will get shot to peices almost every time. Even if you play a Tau army that centers on shooting you can get a few Kroot squads to absorb close combat. Every army has something it can take that adds flexibility.
In marine units take frag grenades just in case you need to assault someone in cover. Take a missile launcher instead of a lascannon as the missile launcher can take out troops AND vehicles. Take the meltagun because it does nto get hot and you can almost auto penetrate any tank (except the monolith) with it.
The more flexible your army is, the better your chances are of a positive outcome.
Tactical flexibility means having the ability perform multiple combat roles effectively. The key words here are 'multiple' and 'effectively'. Multiple is obvious. It means that a unit or army can deal with close combat, shooting, tanks, troops, etc. Effectively is the linchpin. Any unit or army that has a dual role must be able to be good at both. There's no point in making a squad or army that is great at one thing and half as good at another.
Why do you want tactical flexibility? Simply put, you may not have the time or ability to move the correct unit to the right spopt on the battle field in time for them to be effective.
Too often have I seen a specialized unit get held up and not able to perform its speciality. When banshees get shot to peices or when fire warriors egt stuck in close combat; these are examples of units that are tactically rigid. They lack the flexibility to perform multiple roles. They only have one role on the field and cannot do anything other than that role. Banshees are only good in assaults. Fire warriors are only good at shooting. Take them out of their element and they fail...every time.
That is not to say that you shouldn't take these units, but that you should think about your army's tactical flexibility as a whole when you build it. Each army should be able to take out armor and troops equally. Each army should have enough speed to get where they need to and enough range to account for lack of speed.
If you want to take that unit of banshees, put them in a falcon that can kill tanks with its pulse laser. If you're going to take that unit of fire warriors take some kroot to serve as a close combat shield so the fire warriors do not get assaulted.
Every army has its units that are great at one particular thing. These are fine to take. Just do not take too many of these as it will make your army less flexible. For example an all scout squad army will get shot to peices almost every time. Even if you play a Tau army that centers on shooting you can get a few Kroot squads to absorb close combat. Every army has something it can take that adds flexibility.
In marine units take frag grenades just in case you need to assault someone in cover. Take a missile launcher instead of a lascannon as the missile launcher can take out troops AND vehicles. Take the meltagun because it does nto get hot and you can almost auto penetrate any tank (except the monolith) with it.
The more flexible your army is, the better your chances are of a positive outcome.