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Will You Add? - Warhammer 40k Basic Tactics
Article Writing - Using the Article Writing Master Mindset When Writing Your Articles Part 2 ce, an extra 1/4 inch that didn't seem to be there or a bad roll to move through cover. here are some tips that should make your assaults more successful.Article writing has a lot to do with expectations. And the article writing master mindset has much to do with expectations.The power of expectationsYears and years ago I learned how to water-ski in Tallahassee, Florida. It was one of those beautiful spring days. It was just warm enough to be in the water without being too cold but not hot enough to be uncomfortable, with not a cloud in the sky. You're on the water so you really don't realize you're getting fried by the sun. I discovered water-skiing is a blast. I could not walk right for 10 days because I was so sunburned and water-skiing uses muscles you never thought you had.Fast forward about three years later. I hadn't water-skied for a couple of years. We went with a few people to the river or lake in town. Nobody else wanted to go first so I went first. I was waiting there in the water for the boat to tighten the rope right there by the shore and I was thinking to myself, "OK, you haven't done this for a couple of years. Just try to remember the basics. You probably won't be able to get up. You will be able to get up but maybe by the second or third time." And so the boat takes off. And I get up. I'm water-skiing even though it has been two years. And then I fell. And as I'm floating there in the water waiting for the boat to come around I realized that I fell because I expected to fall. I fell because I expected to fall.So it has to do with expectation that has to do with attitude.I think there is such a thing as sitting down and writing, sitting down and getting started block.And that's the hard part.So a) Always move assault squads as far as possible when you can. This means careful measurement and taking your time. Many assaults fail because the squad is just a tiny sliver too far away to make it. b) Assault squads can be used in one of two major fashions, to launch an assault or to counter assault. Counter assaulting does not mean waiting till your enemy is already engaged either, you can launch a counter assault on an unengaged enemy who is getting ready to assault you just by holding your squad behind your lines. Hit and run units are the best for counter-assaulting since they can withdraw in your opponents assault phase, leaving the enemy open in your shooting phase, and then re-assaulting in your assault phase. c) All squads can be useful in the assault, even ones that would normally be considered weak. It's not just about how much damage you can do to their best assault units in the assault, but how long you can tie them up. Dire Avengers are not a great assault unit but they can be very nice at keeping a super expensive assault squad tied up in that one assault for ages. d) Don't use your best assault unit against his. e) The two round assault Phoenix, Arizona Coldwell Banker Residential Brokerage Helping Buyers and Sellers This is a discussion of basic tactics that can be used with any army. It is intended for newer players who could use some basic tips that will work with whatever they are thinking of playing. Some of these points may not apply to certain army lists but should serve as a general guide. Part of knowing the rules is knowing when to break them but experience cannot be gained from a document.If you have been pondering about buying or selling a home in Arizona, this is the first place you will want to begin. When selling, pricing your home correctly may be the most paramount factor when putting your home on the market with a Real Estate agent with the current market conditions. Many home owners need to realize what is happening around them in order to give their home a good chance of selling.It is fine to look at what is currently available for sale in your area to get a very rough idea of what the price range is in the area, however, this is not how price should be determined when talking about selling your home. When and if your home does sell after you put your home on the market, an appraiser will come to your home to complete an appraisal for the buyers lender. Very rarely will a buyer purchase a home that does not appraise for the contract price. A buyer has several ways of backing out of the contract, and if the contract purchase price is three hundred thousand, and the home appraises for two hundred and fifty thousand, the contract will be renegotiated, or the buyer will back out if the buyer and the seller do not come to a mutual agreement.The best way to determine price is very easy. Look at recent sales in your area with comparable amenities. If your same style home down the road sold for three hundred thousand a days weeks ago, that would be a good comparable property to determine price. Depending on the market conditions will help determine how to price your home. When the market is sturdy in the sellers favor, and your same style home with equivalent amenities sold down the street a week ago Section one- Choosing your army. a) Choose whatever you like! 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. 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 accidently 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 accidently 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. 4- Formations- One I use most often is a strong flank attack. Most players tend to evenly spread their force throughout their deployment zone. I'll often place my orky basilisk first on the side I plan to leave weak. This big, dangerous target often gets far more attention than it needs while I calmly place everything else in my army on the other flank. This often leaves half his army to face nearly all of mine on one flank while he blows up a 120 point tank and realizes that half his army is gone. Another formation I use is a weak center. I'll allow my opponent to crack the center of my lines where I have a dangerous, but cheap, squad or tank, then envelop him from both sides. This is similar to a hook and bait tactic I often use with my scouts. I'll infiltrate them into a position that is very likely to get his main assault unit to chase it, then run around in the open while my army shoots it to death, keeping it from doing what it's really meant to do. You can use all sorts of various formations that rely on hook and bait. Just remember that the bait needs to be something chap, but dangerous. (Good examples are 5 man scout squads with a rocket launcher or a trukk boyz mob.) Section 3- Movement This section will be written later. Section 4- Shooting a) My rule of thumb for choosing what to shoot at is to always destroy, or nearly destroy, any unit I take aim on. Concentrate your anti-infantry fire on a single infantry unit until it is broken and running or it is wiped out. Note that this tactic must be used with a measure of common sense, even if that lone scout is making his man alone tests don't go firing a full squad at him when they can do a lot more damage else where. b) Lanes of fire- Always set up your shootiest squads where they will have good lines of sight to multiple targets. While this may expose them to return fire, it is better they lose some of their number than squat behind cover the whole game easily avoided by the enemy. If it's a heavy weapons squad who has no targets, MOVE THEM. I see too many players worried more about not getting to shoot because they moved than not getting to shoot because there is nothing in sight. If nothing else, simply moving them to a new position can force your enemy to move something he'd rather leave stationary. c) Don't shoot at squads you are about to assault unless you are sure of a few things. You have to make certain you can still get into the assault if your enemy removes the shooting casualties that are closest to your assaulting squad. You do not want to be left in the open with nothing to assault. You also usually want the assault to end on your opponents turn, since that will deny him the chance to shoot at the assaulting squad in his next shooting phase. d) Don't waste shooting on things you have low/no chance to kill unless you have no choice. Landraiders, greater demons, avatars, wraithlords, monoliths... all of these things are so difficult to kill that shooting them with half your army becomes a total waste. You are usually better off tying them up in close combat with a cheap squad like a 5 man scout or tactical squad than trying to kill them. If you have a weapon or two with a good chance then go for it, but wasting a whole 10 man tac squad's shooting on a 14 armor vehicle because the missile launcher in the squad MIGHT glance it is not a good choice, not if you have a whole lot of other choices before you. Section Five- Assault a) Always move assault squads as far as possible when you can. This means careful measurement and taking your time. Many assaults fail because the squad is just a tiny sliver too far away to make it. b) Assault squads can be used in one of two major fashions, to launch an assault or to counter assault. Counter assaulting does not mean waiting till your enemy is already engaged either, you can launch a counter assault on an unengaged enemy who is getting ready to assault you just by holding your squad behind your lines. Hit and run units are the best for counter-assaulting since they can withdraw in your opponents assault phase, leaving the enemy open in your shooting phase, and then re-assaulting in your assault phase. c) All squads can be useful in the assault, even ones that would normally be considered weak. It's not just about how much damage you can do to their best assault units in the assault, but how long you can tie them up. Dire Avengers are not a great assault unit but they can be very nice at keeping a super expensive assault squad tied up in that one assault for ages. d) Don't use your best assault unit against his. e) The two round assault Attitudes of Shopping t maneuvering yourself.The retail stores back in the 80s did not have any competition hence it kept growing and competition was minimal. Back then you could buy like crazy, load up your stores with a vast variety of inventory, do a fair job with merchandising, and customers of all ages and sizes would come flocking in to buy and buy. Those were the days, but times are different now. As a business grows and changes, so does its customer base. As I speak with business owners in my audiences from across the world, I am constantly amazed that many cannot articulate to me who their core customer is. Some have been successful for years, but they are wondering why they are now losing their edge and, even worse, losing customers to the growing competition. These businesses are oblivious to change. They continue to do things the same old way instead of adjusting their marketing efforts to keep up with changes in the industry and, more importantly, the needs of their customers.A retail store I recently consulted with was throwing lots of money away by advertising in the same newspapers with the same ineffective ads they had been using for years. When we focused on rediscovering their customer base, it was clear why the advertising campaign was no longer working. Over the years customers had aged and had different needs and concerns. The store redirected their advertising and marketing efforts to target the customer. These new marketing efforts afforded almost immediate results and turned the business in a much more focused direction. Tom Peters, author and management guru, said in Design and Display magazine: “Change is only going to accelerate from here 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 accidently 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. 4- Formations- One I use most often is a strong flank attack. Most players tend to evenly spread their force throughout their deployment zone. I'll often place my orky basilisk first on the side I plan to leave weak. This big, dangerous target often gets far more attention than it needs while I calmly place everything else in my army on the other flank. This often leaves half his army to face nearly all of mine on one flank while he blows up a 120 point tank and realizes that half his army is gone. Another formation I use is a weak center. I'll allow my opponent to crack the center of my lines where I have a dangerous, but cheap, squad or tank, then envelop him from both sides. This is similar to a hook and bait tactic I often use with my scouts. I'll infiltrate them into a position that is very likely to get his main assault unit to chase it, then run around in the open while my army shoots it to death, keeping it from doing what it's really meant to do. You can use all sorts of various formations that rely on hook and bait. Just remember that the bait needs to be something chap, but dangerous. (Good examples are 5 man scout squads with a rocket launcher or a trukk boyz mob.) Section 3- Movement This section will be written later. Section 4- Shooting a) My rule of thumb for choosing what to shoot at is to always destroy, or nearly destroy, any unit I take aim on. Concentrate your anti-infantry fire on a single infantry unit until it is broken and running or it is wiped out. Note that this tactic must be used with a measure of common sense, even if that lone scout is making his man alone tests don't go firing a full squad at him when they can do a lot more damage else where. b) Lanes of fire- Always set up your shootiest squads where they will have good lines of sight to multiple targets. While this may expose them to return fire, it is better they lose some of their number than squat behind cover the whole game easily avoided by the enemy. If it's a heavy weapons squad who has no targets, MOVE THEM. I see too many players worried more about not getting to shoot because they moved than not getting to shoot because there is nothing in sight. If nothing else, simply moving them to a new position can force your enemy to move something he'd rather leave stationary. c) Don't shoot at squads you are about to assault unless you are sure of a few things. You have to make certain you can still get into the assault if your enemy removes the shooting casualties that are closest to your assaulting squad. You do not want to be left in the open with nothing to assault. You also usually want the assault to end on your opponents turn, since that will deny him the chance to shoot at the assaulting squad in his next shooting phase. d) Don't waste shooting on things you have low/no chance to kill unless you have no choice. Landraiders, greater demons, avatars, wraithlords, monoliths... all of these things are so difficult to kill that shooting them with half your army becomes a total waste. You are usually better off tying them up in close combat with a cheap squad like a 5 man scout or tactical squad than trying to kill them. If you have a weapon or two with a good chance then go for it, but wasting a whole 10 man tac squad's shooting on a 14 armor vehicle because the missile launcher in the squad MIGHT glance it is not a good choice, not if you have a whole lot of other choices before you. Section Five- Assault a) Always move assault squads as far as possible when you can. This means careful measurement and taking your time. Many assaults fail because the squad is just a tiny sliver too far away to make it. b) Assault squads can be used in one of two major fashions, to launch an assault or to counter assault. Counter assaulting does not mean waiting till your enemy is already engaged either, you can launch a counter assault on an unengaged enemy who is getting ready to assault you just by holding your squad behind your lines. Hit and run units are the best for counter-assaulting since they can withdraw in your opponents assault phase, leaving the enemy open in your shooting phase, and then re-assaulting in your assault phase. c) All squads can be useful in the assault, even ones that would normally be considered weak. It's not just about how much damage you can do to their best assault units in the assault, but how long you can tie them up. Dire Avengers are not a great assault unit but they can be very nice at keeping a super expensive assault squad tied up in that one assault for ages. d) Don't use your best assault unit against his. e) The two round assault How To Make Money Selling Wholesale Products the decision carefully.The wholesale business has a great deal of profit potential. Provided that you buy wholesale products that people want, and you make sure to buy them at the right price, you can make plenty of money.Thanks to the Internet you can easily view the wholesale products of thousands of wholesale sellers. You can quickly compare prices, brands, and product selection. Even better, you can ask your customers what products they are interested in, and then only buy those products that they want.Once you find the wholesale products that you decide to sell, you need to know how to sell them.Here are my top selling tips for wholesale merchandise.Wholesale Product Sale Tip #1Rent a flea market booth. Most flea market vendors are still dealing with local suppliers and are not shopping online. This means that if you buy your wholesale merchandise online you will have much better pricing, and possibly a better selection. You should have little competition at the flea market if you buy right.Wholesale Product Sale Tip #2Sell on eBay. There are millions of shoppers on eBay looking for an alternative to the high prices they are used to. These eBay shoppers want the convenience of buying on eBay. Make sure your prices are low and you will see a nice turn over on your wholesale products. Remember that eBay shoppers love brand name products.Wholesale Product Sale Tip #3Open up a small store. Opening up a store is not as complicated as you think. Many landlords are sitting on empty retail spaces. Every month that their store sits empty they lose money. In these situations rents can be negotiated in your 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 accidently 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. 4- Formations- One I use most often is a strong flank attack. Most players tend to evenly spread their force throughout their deployment zone. I'll often place my orky basilisk first on the side I plan to leave weak. This big, dangerous target often gets far more attention than it needs while I calmly place everything else in my army on the other flank. This often leaves half his army to face nearly all of mine on one flank while he blows up a 120 point tank and realizes that half his army is gone. Another formation I use is a weak center. I'll allow my opponent to crack the center of my lines where I have a dangerous, but cheap, squad or tank, then envelop him from both sides. This is similar to a hook and bait tactic I often use with my scouts. I'll infiltrate them into a position that is very likely to get his main assault unit to chase it, then run around in the open while my army shoots it to death, keeping it from doing what it's really meant to do. You can use all sorts of various formations that rely on hook and bait. Just remember that the bait needs to be something chap, but dangerous. (Good examples are 5 man scout squads with a rocket launcher or a trukk boyz mob.) Section 3- Movement This section will be written later. Section 4- Shooting a) My rule of thumb for choosing what to shoot at is to always destroy, or nearly destroy, any unit I take aim on. Concentrate your anti-infantry fire on a single infantry unit until it is broken and running or it is wiped out. Note that this tactic must be used with a measure of common sense, even if that lone scout is making his man alone tests don't go firing a full squad at him when they can do a lot more damage else where. b) Lanes of fire- Always set up your shootiest squads where they will have good lines of sight to multiple targets. While this may expose them to return fire, it is better they lose some of their number than squat behind cover the whole game easily avoided by the enemy. If it's a heavy weapons squad who has no targets, MOVE THEM. I see too many players worried more about not getting to shoot because they moved than not getting to shoot because there is nothing in sight. If nothing else, simply moving them to a new position can force your enemy to move something he'd rather leave stationary. c) Don't shoot at squads you are about to assault unless you are sure of a few things. You have to make certain you can still get into the assault if your enemy removes the shooting casualties that are closest to your assaulting squad. You do not want to be left in the open with nothing to assault. You also usually want the assault to end on your opponents turn, since that will deny him the chance to shoot at the assaulting squad in his next shooting phase. d) Don't waste shooting on things you have low/no chance to kill unless you have no choice. Landraiders, greater demons, avatars, wraithlords, monoliths... all of these things are so difficult to kill that shooting them with half your army becomes a total waste. You are usually better off tying them up in close combat with a cheap squad like a 5 man scout or tactical squad than trying to kill them. If you have a weapon or two with a good chance then go for it, but wasting a whole 10 man tac squad's shooting on a 14 armor vehicle because the missile launcher in the squad MIGHT glance it is not a good choice, not if you have a whole lot of other choices before you. Section Five- Assault a) Always move assault squads as far as possible when you can. This means careful measurement and taking your time. Many assaults fail because the squad is just a tiny sliver too far away to make it. b) Assault squads can be used in one of two major fashions, to launch an assault or to counter assault. Counter assaulting does not mean waiting till your enemy is already engaged either, you can launch a counter assault on an unengaged enemy who is getting ready to assault you just by holding your squad behind your lines. Hit and run units are the best for counter-assaulting since they can withdraw in your opponents assault phase, leaving the enemy open in your shooting phase, and then re-assaulting in your assault phase. c) All squads can be useful in the assault, even ones that would normally be considered weak. It's not just about how much damage you can do to their best assault units in the assault, but how long you can tie them up. Dire Avengers are not a great assault unit but they can be very nice at keeping a super expensive assault squad tied up in that one assault for ages. d) Don't use your best assault unit against his. e) The two round assault What's The Main Difference Between People Who Achieve And People Who Are Average? This section will be written later."We are all failures-at least, all the best of us are."Ever wonder what makes achievers excel? Why some people skyrocket while others plummet? You know what I'm talking about. You can call it luck, blessing, or the Midas touch-call it whatever you want. But the truth is that some people just seem to achieve incredible things in spite of tremendous difficulties.What makes the difference? Why do some people achieve so much? Is it...Family background, wealth, opportunity, high morals, the absence of hardships?No, none of these things are the key.The difference between average people and achieving people is their perception of and response to failure.How people see failure and deal with it - whether they possess the ability to look beyond it and keep achieving - impacts every aspect of their lives.Even positive people have a tough time learning how to see failure positively.Perhaps your attitude towards failure is...1) You fear failure. 2) You misunderstand failure. 3) Your unprepared for failure."People are training for success when they should be training for failure. Failure is far more common than success; poverty is more prevalent than wealth; and disappointment more normal than arrival."In life, the question is not if you will have problems, but how you are going to deal with your problems. What are you prepared for?If your perception of and response to failure were changed, what would you attempt to achieve?No matter who you are, you are facing obstacles in your life right now. But whatever they are doesn't matter. What does matter is t Section 4- Shooting a) My rule of thumb for choosing what to shoot at is to always destroy, or nearly destroy, any unit I take aim on. Concentrate your anti-infantry fire on a single infantry unit until it is broken and running or it is wiped out. Note that this tactic must be used with a measure of common sense, even if that lone scout is making his man alone tests don't go firing a full squad at him when they can do a lot more damage else where. b) Lanes of fire- Always set up your shootiest squads where they will have good lines of sight to multiple targets. While this may expose them to return fire, it is better they lose some of their number than squat behind cover the whole game easily avoided by the enemy. If it's a heavy weapons squad who has no targets, MOVE THEM. I see too many players worried more about not getting to shoot because they moved than not getting to shoot because there is nothing in sight. If nothing else, simply moving them to a new position can force your enemy to move something he'd rather leave stationary. c) Don't shoot at squads you are about to assault unless you are sure of a few things. You have to make certain you can still get into the assault if your enemy removes the shooting casualties that are closest to your assaulting squad. You do not want to be left in the open with nothing to assault. You also usually want the assault to end on your opponents turn, since that will deny him the chance to shoot at the assaulting squad in his next shooting phase. d) Don't waste shooting on things you have low/no chance to kill unless you have no choice. Landraiders, greater demons, avatars, wraithlords, monoliths... all of these things are so difficult to kill that shooting them with half your army becomes a total waste. You are usually better off tying them up in close combat with a cheap squad like a 5 man scout or tactical squad than trying to kill them. If you have a weapon or two with a good chance then go for it, but wasting a whole 10 man tac squad's shooting on a 14 armor vehicle because the missile launcher in the squad MIGHT glance it is not a good choice, not if you have a whole lot of other choices before you. Section Five- Assault a) Always move assault squads as far as possible when you can. This means careful measurement and taking your time. Many assaults fail because the squad is just a tiny sliver too far away to make it. b) Assault squads can be used in one of two major fashions, to launch an assault or to counter assault. Counter assaulting does not mean waiting till your enemy is already engaged either, you can launch a counter assault on an unengaged enemy who is getting ready to assault you just by holding your squad behind your lines. Hit and run units are the best for counter-assaulting since they can withdraw in your opponents assault phase, leaving the enemy open in your shooting phase, and then re-assaulting in your assault phase. c) All squads can be useful in the assault, even ones that would normally be considered weak. It's not just about how much damage you can do to their best assault units in the assault, but how long you can tie them up. Dire Avengers are not a great assault unit but they can be very nice at keeping a super expensive assault squad tied up in that one assault for ages. d) Don't use your best assault unit against his. e) The two round assault College and Business Counselors and the Advice that they Give ce, an extra 1/4 inch that didn't seem to be there or a bad roll to move through cover. here are some tips that should make your assaults more successful.Often College students complain that their counselors gave them bad advice. Sometimes these students complain that they were put into the wrong classroom, major or the career guidance counselor gave them bad information. Most major colleges and universities have a job placement program and they do a pretty good job of placing between 60 and 90% of all their students in Fortune 500 companies.But merely being placed in a good job to which you are not suited can be very problematic to your future, not to mention your mental health and stress level. It does not just happen in schools either, it happens with SCORE Business counselors telling small business people they cannot do it or that the business will not work. This also happens with Business professors, telling the students they are not suited for a business of their own.Is my contention that we need better mentoring and career advisers than this. Nothing is impossible, only limits one accepts onto themselves, and we do not need counselors telling students they cannot do something. We need encouragement to drive commitment so they can. If we push students into jobs they are not suited for or tell them they cannot be what they wish to be that can be a crushing blow.Likewise telling a small-business owner with business plan in hand that their plan cannot work and that their business will fail can be heartbreaking. Actually this happen to me and I was told my business couldn't work. 15 years later I had franchised my business in 450 cities, 110 markets, 23 states and four countries.I feel that this SCORE counselor misrepresented his knowledge of business and I w a) Always move assault squads as far as possible when you can. This means careful measurement and taking your time. Many assaults fail because the squad is just a tiny sliver too far away to make it. b) Assault squads can be used in one of two major fashions, to launch an assault or to counter assault. Counter assaulting does not mean waiting till your enemy is already engaged either, you can launch a counter assault on an unengaged enemy who is getting ready to assault you just by holding your squad behind your lines. Hit and run units are the best for counter-assaulting since they can withdraw in your opponents assault phase, leaving the enemy open in your shooting phase, and then re-assaulting in your assault phase. c) All squads can be useful in the assault, even ones that would normally be considered weak. It's not just about how much damage you can do to their best assault units in the assault, but how long you can tie them up. Dire Avengers are not a great assault unit but they can be very nice at keeping a super expensive assault squad tied up in that one assault for ages. d) Don't use your best assault unit against his. e) The two round assault Section Six- General Tips a) Deepstriking can be fun and give you a great advantage, but don't do it just because you can. That terminator squad with two assault cannons won't do much if it's stuck in reserve for three turns and will do even less if you get a bad scatter into an enemy unit or off the board. Throw caution to the wind if you like but a careful General is far less likely to loose a key unit. b) Using terrain for cover is great but don't rely on trees or other area terrain to save you from pie-plates. You will take far less damage with your unit spread far and wide than you will if you have tons of guys huddling in a 5+ cover save. Trees do not save you from artillery shells, distance from the blast does. c) Arguments over ambiguous rules are not well solved by an hour of bickering, let a six sided die decide and win despite your bad luck. Visit http://www.heresy-online.net for further Warhammer 40k Forums and Articles.
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