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==Useful Tips== *'''Burst is your friend''': it's easy to forget with all the tempting bonuses and negative modifiers, but if you have the choice between an extra +3 or an extra d20 in a typical opposed roll, pick the extra d20. **some situations (like trying to get below a 5 on a d20) can negate this advice, but it's a good rule of thumb if you're waffling. *'''Shoot back''': In ARO, your shot and your dodge will likely be about the same target number. Take the shot. It gives you a chance to damage the opposing model, and your ARO pieces are there to soak up enemy orders. You might get lucky. **If your opponent has a TO camo model, in your weapon's bad range, in cover (or, worse, Surprise Shot) then you should Dodge. Rolling on a 1 or 2 to hit are bad odds. **Be a bit more careful with 1 wound models you don't intend as ARO pieces. Saving an active piece by getting it behind cover, or forcing your enemy into LOF of your ARO piece can be worth the dodge attempt. Just remember that it's risky. *'''Hide what you can''': unless it's a dedicated ARO piece, start out trying to hide your stuff. Most players are good at removing things left out to ARO. ** If you're wondering whether a unit can ARO, make sure it can do one of the following: ***Shoot at +3 in the firelane it's pointed at (range is a huge issue) ***Make sure it can be in cover from the firelanes it's looking at ***Either fires a really dangerous main weapon (Missile Launcher, Rockets, Sniper rifle, etc...) or several dice at once ***You can lose it and still go about your day without worrying **You <b>will</b> lose your ARO pieces; that's what they're in the game for. Make sure they eat up some of your opponent's orders first.
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