CONTACT!!!
Whilst it is clearly desirable to have your enemy sit there and get shot, they may not always be obliging!
As a consequence we need to reflect on how we can control where close combat happens, allowing us to consolidate once that close combat has been completed.
To do this we need to consider the best and worst outcomes of close combat.
Best case is enemy hits your unit and does nothing (assuming you don't miraculously wipe them out) you now have them locked in place until their next turn. You can then fall back from the combat, leaving the enemy where the fight was.
The worst cast is you are completely wiped and your enemy can then consolidate.
This means in both situations that you want to ideally dangle out a unit that you are happy for the enemy to hit, and that is slightly isolated (greater than 3" from another unit). This is so if they have a 'super dice' phase they cannot jump to another unit. This bait unit needs to be in a position that is covered by multiple fields of fire from supporting units. The idea being that they then obliterate the offending enemy unit.
Bearing in mind that turn one charges are so viable now you need to ensure you are carefully considering where the 'contact point' is going to be even in deployment. For that reason I like to have my conscripts up front along the limit of my deployment zone, even though it is tempting to stay further back to try and avoid turn one charge. I am actually happy for my opponents fastest units to hit that line on turn one, as I know that I can drop the line back on my own turn.
Other units I have seen used are scout sentinels that have been pushed forward to create deeper exclusion zones against reserve deployment, and mortar crew heavy weapon teams that are even cheaper.
Note that if your enemy does sit still you can push your army forwards consolidating and controlling more of the board.
As a consequence we need to reflect on how we can control where close combat happens, allowing us to consolidate once that close combat has been completed.
To do this we need to consider the best and worst outcomes of close combat.
Best case is enemy hits your unit and does nothing (assuming you don't miraculously wipe them out) you now have them locked in place until their next turn. You can then fall back from the combat, leaving the enemy where the fight was.
The worst cast is you are completely wiped and your enemy can then consolidate.
This means in both situations that you want to ideally dangle out a unit that you are happy for the enemy to hit, and that is slightly isolated (greater than 3" from another unit). This is so if they have a 'super dice' phase they cannot jump to another unit. This bait unit needs to be in a position that is covered by multiple fields of fire from supporting units. The idea being that they then obliterate the offending enemy unit.
Bearing in mind that turn one charges are so viable now you need to ensure you are carefully considering where the 'contact point' is going to be even in deployment. For that reason I like to have my conscripts up front along the limit of my deployment zone, even though it is tempting to stay further back to try and avoid turn one charge. I am actually happy for my opponents fastest units to hit that line on turn one, as I know that I can drop the line back on my own turn.
Other units I have seen used are scout sentinels that have been pushed forward to create deeper exclusion zones against reserve deployment, and mortar crew heavy weapon teams that are even cheaper.
Note that if your enemy does sit still you can push your army forwards consolidating and controlling more of the board.