Five Precepts of 40k

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  • 7/28/2019 Five Precepts of 40k

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    Five Precepts of 40KAny approach to a broad set of tactical guidelines is necessarily either incomplete or terrifyingly long and tedious (and also incomplete). So here are a few thoughts from military history translated into 40K for you.

    1) Do nothing which is of no use. - MusashiWhen you build your army, have a purpose in mind for every unit (even if the purpose is just looking good, admit that). If you dont have a purpose in mind, dont include the model in your army. When you deploy your forces, if you dont know whatyou expect to do with a unit, dont deploy it. Maybe youll figure out a use for the unit before it comes in from Reserve. When moving units, move towards a goal or dont move. Ive won games by ignoring one of my units until the crucial moment and having my opponent do the same until it was too late.

    2) Generals who save troops for the next day are always beaten. NapoleonEvery unit must be deployed to be used up in the pursuit of the objectives. Forexample, a tactical combat squad deployed in the middle of the board in Dawn ofWar against Tyranids is going to die. It also keeps the Tyranids from putting aTyrant and 50 Gaunts halfway across the board. Likely suicide in pursuit of objectives is far superior to preserving your forces in pursuit of nothing but preservation.

    3) The best armor is to be out of range. Italian ProverbJust because you deploy your forces to be used up to achieve your goals doesnt me

    an you waste them. For example, if your opponent has meltaguns arriving in droppods, deploy your tanks with infantry to keep the pods more than 6 from your tanks. Another example is deploying your long-range shooting to knock out enemy fasttransports. Always deploy looking towards the order you have to kill the enemyforces in to keep them from being effective. Always move to minimize the enemys options to hurt your key units.

    4) Hold out baits to entice the enemy. Feign disorder, and crush him. Sun TzuIf you can get your enemy to commit to a course of action you have prepared for,you stand a better chance of winning. A good example is a Chimera placed so that an Ork Mob can assault them. No matter what happens to the Chimera, the Mob isnow piled up to get burned by Hellhounds. Another good example is a Seer Council. The Council cant win a game, but it can cause your opponent to lose by drawing

    all the fire onto it instead of important targets. Even the best opponent can be enticed if the bait is good enough.

    5) Plans are nothing, planning is everything. EisenhowerUnless youre very lucky, you wont be able to do what you expected to do with everyunit when the game started. However, if you didnt make plans before you placed amodel on the board, youve conceded the initiative to your opponent. Always approach the table with a plan. Then make a new one after you know what youre facing.And then spend every turn during your opponents moves making a new one. Planningeffects every single aspect of the game, from army construction on up.