I say your best strategy is not to mix roles. I'm a big advocate of sending units in 2's to cover each other but for me it's all or nothing. I fire with both squads and move with both squads on the same turn. It's sometimes a gamble, but more often than not I end up blasting a unit to pieces that might have survived long enough to engauge one of my shoot squads.
Also, if you've got a shooty squad, shoot with it! Don't sit back to fire that one heavy weapon (reason #2430120 why I don't like putting heavy weapons in squads that need to rapidfire) I understand the whole Marines heavy bolter layout as its only an extra 5 points, but anything else is a waste.
When I shoot I shoot to kill. None of this, knock them below half strength business. I want to knock them out of the game. Via pinning, death... whatever. The problem is that if only 1 guy survives your shooting, he can charge you. And provided he doesn't die in the melee, he'll hold you up at least 1 turn that you need to be shooting somebody else. Sometimes, its good to plan on being charged after the shot, but be smart about it.
Set up assault screens at least 3 inches apart. that way, the average consolidation/sweeping advance won't take your enemy into another one of your units in his turn. This frees up your units to do more shooting....
Lastely, don'e get bogged down. Keep your fire lanes open. If you get locked into combat, you block your own LOS for shooting. A smart player will use this to his advantage. look before you leap.
Levin
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"Vengence is Mine..."
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