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The hammer upgrade is good if you're trying to finish off an enemy but I often save my jump-pack for retreating badly injured units--you can even jump right back into an APC, tower, or base!
Ahh. Very good points! Thanks!
1) Mobility, and the ability to get away fast if needed.
2) AMs with their melee will devastate defenders in wooded tiles much faster than TM.
If you ever start playing Orks you'll realize how powerful a strong melee high-model unit can be in cover. AM is a niche unit that fits that role, especially if you plan on skipping Dreadnaughts.
Also if you plan on rushing your neighbor, a few AMs and TMs waiting outside their base perimeter is nuts the moment you unlock Meltas. TMs move in the front, AMs jump the back hexes, all of them throw Meltas on the city center the same round.
Great advice. I'm just now getting to the point where I'm starting to notice the ground I'm fighting in. It was hard enough to grasp line of sight and tile elevation. I did start to notice that I could close in on an enemy without getting hit with overwatch as long as I stayed in the trees or forest tile. There's a lot to this game.
Yes, I used my first melta bomb yesterday night and I was amazed at how powerful it is. My tactical marines were doing 3.2 HP to a unit and one melta bomb from the same unit showed 16 HP. Quite a difference. :) Thanks for the info!