Sunday, November 14, 2010

Deployment - Easy Mistakes and Practice


After I see a players list, the first and most important thing about my opponent is how he deploys. It is the first thing in the game that I can take advantage of. Even against seasoned veterans, I often get to take advantage of his missteps of deployment.

Things like a Land Raider deployed too close is one of the most common. I see this a lot, and when they lose that land raider round one, whether I go first or not, it's always a gratifying to see it go by by immediately and grounding those assault termies. While that is simply one example, there is a lesson to be learned.

Practice your deployment. I find it kind of silly that people spend hundreds if not thousands of hours and dollars putting together their list, customizing their models, painting them, and all the while dreaming of putting them on the battlefield, and then they lose before the first round begins. Practice your deployments. Oh yea, one more thing, Practice your Deployments.

It takes hardly any time to do this. You don't even need an opponent. All you need is an army type, and then deploy. Next time in the local shop, find out what people are playing. Normally you will see things like Mech IG, armoured up Marines, Alpha Strike marines/ IG, Drop Pods, Tyranid spore drops, Tyranid monstrous creature lists, Tau shooting lists, Eldar Mech and so on. Just get an idea. How would I deploy against those if going first or second. What would I do during a dawn of war game, or other varieties we play often.

If that seems daunting to you, then it means you have no idea and play it by ear each time you come up to the tabletop. Get to work. Get your army out, and deploy. It really should not take long to do it. Generally you will end up with 1-3 deployment types that become your standard set up, and then there are opponent type/ mission modifications that will be needed. If you do something over and over, it becomes second nature. Less mistakes are made.

Practice makes perfect. Other mistakes I see often are....

Allowing your opponent to deploy second and set up out of range of your heavy weapons. now they have to move.

People not ready for the first round Drop Pod hit.

Setting up so that your close combat units have to travel a full two rounds and then are able to assault in the third. by then they are dead.

Not being ready for the dreaded "seize the initiative" (i get seized against a lot, far more than the dice should allow)

Not having any real clue about the opponents forces and what they are capable of.

Not paying attention to the Ranges (assault or shooting) of either your own or your opponents forces

The Point: Don't let your games be a waste of time because of a mistake you made at deployment. Our games take anywhere from 2hrs to sometimes 4 or 5. What a waste if you have to say "I should of deployed differently". Practice and set yourself up with a couple standard deployment sets, and then you can always modify it slightly at the table. The idea is less mistakes, better gameplay.

Well, my time has ran out. I have a Realspace Raid to take care of today. Which also means a Dark Eldar battle report is coming.