This is where your tactics begin, choosing the army you will make glorious battle with. Here are some tips on what to look out for.
a) Choose whatever you like!
Do not be burdened by thinking that you have to build a super leet army that includes this this and that. Army lists do not make you leet, knowing what to do with the list you are playing is what makes you leet.
b) Make your selections with an idea of what you want that unit to do in-game.
Okay, so you want 10 banshees because they look cool, a great reason to pick them, but think about what you want them to do once they are on the board. Many players have great armies, but spend the first three rounds of the game just trying to figure out what each unit it supposed to be doing. Avoid that by planning it before hand.
c) Balanced is best.
While any army can be effective, I've found that well rounded armies have always won the day for me. Try to include units that can contain and control the various aspects of your opponents force. You will need to be able to launch or counter an assault, destroy armor and create a heavy blanket of fire that will cause casualties on units you cannot assault.
d) Do not gameplan around 1 unit's success. Always use redundancy in your list. If you have a unit of banshees to counter assault when he gets to close to your lines, have something else that can counter assault on your other flank too. Do not assume that your monolith is unkillable, do not assume it will kill anything, be ready for your landraider to be blown apart on turn 1, plan for your enemy to roll an amazing number of 6's while you roll snake eyes. Plan for the worst, hope for the best.
e) Mobility is important. You need to have mobile and stationary elements in your army. If your whole army is static, the enemy can out maneuver you, if your whole army relies on mobility, you can accidentally rob yourself of the first turn or two of the game by moving around too much and out maneuvering yourself.
Section two- Deployment
Deployment is one of the most important aspects of winning a battle. If you can control your opponents deployment, you already have an edge. Most armies are extraordinarily well balanced and so many fights become determined by the little mistakes people make throughout the game. Deployment is one of these easy-mistake areas.
a) Most players will tell you that you always want to go first if you can. Most players are wrong about this. I have won a great many games by allowing my opponent to take the first turn. The reasons for this are many fold.
1- If he's good enough to know where all of his units will be going before he ever moves his first unit, then you can see exactly where he plans to move what and you can then attempt to counter it. Example- By allowing him to go first you can see if that marine assault squad with the melta-bombs will be headed to your Basilisk or your Leeman Russ first, allowing you to prepare a counter assault in that area on your first turn. Once he sees you are ready for him there, he can try to go for it anyhow and risk losing his squad or he will divert to another objective, wasting his first turn of movement. Either way, it's good for you tactically.
2- Many missions rely on taking objectives or table quarters. By going last you'll have the advantage of seeing the whole field of battle, where everything is and be left knowing that your next move cannot be countered. Many games are won or lost on the last turn, so going last will give you a tremendous advantage here.
3- The myth of the first shot- The main reason players like to go first is to try and get a few lucky shots off on particularly threatsome targets before they can do anything. Lets face it, most things on the board are out of range on the first turn if you've deployed in a fashion to deny your opponent targets (this will be discussed next). This means that he is likely to either not move very much and wait for you to come in to range (thus making his winning the first turn totally pointless) or he will move up and try to get into range where he can do something next turn, leaving him in range for YOUR first turn of shooting. Either way, it is tactically advantageous to you, as long as you've deployed right.
This is not to say going first is never a good thing, but it is not always the best thing to do either. Make the decision carefully.
b) Deploying Tactically- There are a great number of ways to deploy, but I'll cover some basic do's and don'ts and a few formations I like a lot.
1- Deploying second is usually best, as it allows you to counter each of his deployments with one of your own. Since you know your dreadnought will be going after his landraider, don't place the dread until after you see where the landraider is getting dropped. If you are first to deploy, deploy something that would go in a spot regardless of what your opponent does, such as your basilisk behind blocking cover.
2- Leave nothing to chance- Deploy assuming you will be forced to go second. This means deploying nearly everything out of los, range or in cover where you can minimize his first turn damage to you while maximizing your second turn damage. If you happen to go first, expose yourself to as little counter-fire as you can while taking out any of those juicy targets he's accidentally left open.
3- Infiltrators- You do not HAVE to put them close to your opponent and sometimes it's best not to. Sticking your kroot 18 inches from my orks "just because you can" is not the best idea.
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