![]() |
| Whoa there, let's take a step back there, penis-gun-man.... |
WHAT CAN YOU DO ABOUT GUNS?
note- most of this advice applies BEST to ranged weapons with a RoF above 1. Weapons with a RoF of 1 are a bit more of a wild card, as they can move and shoot. Beware them!
The first piece of advice is don't let them see you. If a gunman cant see you, He can't shoot you at all. Keeping a solid wall between you and your foe is the best defence.
Line of sight is capped at 30cm in BMG, meaning that if a basic model can see you, a mostly basic model can make it close enough to disrupt shooting (20cm run+6cm move)- ALWAYS ACTIVATE WITH THIS IN MIND- there are very few circumstances where leaving a model in open line of sight of a gunman is a good idea (we WILL discuss that later).
When moving your models, try to avoid moving out into open spaces that have long sight-lines, if an enemy model can move out, and then activate first next round, you are almost guaranteeing a dead character. Keep an eye on the dice allocated on enemy gunmen, when less than 2 dice have been assigned to a "static" model, you can be sure they are moving to set up a shot. After a Gunman activates- move a model to JUST outside his LOS. Next turn, if he activates first, he will have to move to shoot you (reducing his RoF)- or if you activate first, you can close the distance and disrupt his shooting!
The second piece of advice when dealing with a gun is, don't get hit
Although the High def goes a LONG way to helping a target from getting hit- even DEF 5 models run an unacceptable risk running in front of an assault rifle, 3 blood is never something to Take on the chin.
Fortunately, some models have a method of actively dealing with ranged weapons- Dodgers.
![]() |
| You would think this is what I mean after the season they just had- imma right? They have really start "sporting" better in the next.....frame? showdown? |
Blinks
If that fails, and good number of blinks can make the difference. Elevation, corners, cars, obstacles, other models, or lamps can sometimes be enough to slo
if you cant help being seen by a gunman, and you arnt an artful dodger, or have a particularly high DEF, you have one last hope before sucking down a barrelful of lead- Blinks
A good way to stay "safe" is to have a total of 6 "blink" between you and a potential enemy- 5 6+ blinks, three 5+ blink, two 4+ blink, or some other combination will keep any hits from hurting you.
Weather the storm
Most guns have fairly low AMMO, so once it is gone, you can have your way with the now overpriced goon. Sometimes it can seem grim, but a gun heavy list starts strong, but needs to work hard to keep it up.
Once you are in combat, KEEP HIM FROM HURTING ANYONE ELSE. Pushing immediately disrupts a model's RoF for the rest of the turn, or GRABBING will keep him from moving out to get a later shot.
Putting it all together
With these tips in mind, you should be well prepared to deal with even the gun-iest of lists.
What do you think, are you ready for the bullets?
One final note- Almost NONE of this applies to DEADSHOT or GREEN ARROW- they are mobile RoF, ignore blinks (for the most part)- and carries a ton of ammo, or reroll hits. BEWARE!



No comments:
Post a Comment