Yup I think you've got it! So you're setting up in the top part of the map reliant since Tsukiyumi is taking the bottom. Remember that the hill in the middle blocks line of sight. So something at F2 wouldn't be able to see or shoot at the Rhino at F9.Tsukiyumi wrote:If I'm getting this correctly, I'll place my Rhino at F9 with the regular marines inside.
Now we wait for Reliant to decide his placement, right?
The bushes to either side of the hill don't block LOS though. It's all above in the post with the map.
Anyway just to avoid the risk of you overcompensating due to Rochey's advice:
Having the marines charging your guys is a bad thing. But hiding with your head in the sand won't make the scary marines go away. Only lots of trigger pulling will do that.
A key example of this in a unit is the 5 man command squad with the two flamers. They could run away all game. But that isn't doing any good. The best use of them is to get about 5" away from a bunch of marines and give them a napalm bath. If the flames don't deal with the marines the squad will probably get charged the next turn. However they may have already done enough damage that it's worth losing them. Also ideally the squad was positioned so the marines charging them are moving further from the other IG and will be sitting ducks next turn.
You face a similar decision with the hardened veterans with their infiltrating set up and their medium to short range plasma weaponry.
Also for both of you the assault range on the assault marines is, at maximum, 18 inches (12 inches from a jump in the movement phase followed by a 6" charge in the assault phase). Though if the target they're charging is in cover there is a chance they'll get slowed down in the assault phase to a minimum of 1 inch.