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Quick Tip: Deny the Last Turn Dash

Hey guys, Son of Adam here again with another quick tip.  By the way, we are working on getting some more videos out this week, but some things have slowed us down a little bit, expect at least two.

            As we have looked into some of the methods for last turn contesting in articles here, it is worth mentioning that there are ways to try and slow down and better defend against this kind of move when it is being used against you.  In this quick tip we are going to point out one of those ways.

            In a tournament this weekend (which will have a video review very soon), I played against an army with a Necron night scythe.  These guys are the kings of the last turn deny/claim move, almost as good as last editions Eldar Falcons.  They are able to move very far in one turn and drop guys without chance or danger in a large radius around the base of the flyer.  (Note: there are other models with a similar capability in other armies as well).

            Thus the scenario runs, each side is claiming one objective and then on turn 5 the night scythe (or equivalent) jumps onto the other player’s objective and moves his warriors or immortals in to contest or potentially claim.  Then the game ends, and at the very least, the result is 1 objective to none.

            Aside from shooting down all of the night scythes on the table how can you prevent this kind of tactic?  There is one simple method, though not foolproof and not guaranteed, it will in the least buy you a turn.

            With whatever units you have near that objective move them to surround at least two inches of the objective.  You may have to sacrifice shooting, even with a squad of shooting dedicated models (devastators), but if following the golden rules, this is the more than acceptable. 

Eldar Rangers make a bubble around the objective.

            Once your models look like this your opponent will not be able to drop off his troops within three inches of the objective, and is not able to assault you this turn in order to bring them within this three inch bubble.

            This tactic does not guarantee the win or the objective, but it will slow down the opponent for at least a turn.  This will make the last turn dash a bit harder to pull off as it requires the player to; first have this move in mind earlier, second dedicate their resources for at least two turns, and third, provide you the opportunity to return fire.

The rangers deny a last turn dash from the scythe.

I hope this helps out in one of your future games.  Make sure to follow/like/subscribe to our stuff.  Thanks again for reading fellas and post up some comments down below.  Peace.