Episode 74: Deployment
In this episode, we talk about the Deployment phase. We often hear that games are won or lost in the deployment phase, and in many ways it is one of the most important phases in the game. We are going to talk list archetypes and how they want to deploy as well as the timing and placement of units in order to maximize your options while limiting your opponents.
Introduction
Deployment has changed a lot this edition with the introduction of back and forth deployment of units.
Deployment starts when you look over your opponent’s list. What kind of list do you and your opponent have?
- Castle
- Mid Table
- Hordes
- Mixed
In general; what does your opponent need to do? Sit and shoot? Move to mid field? Push forward?
Deployment is about ensuring you can do what you need to while limiting what your opponent can do.
Threat Ranges
Know the threat ranges of your opponents armies
- Ranged Weapons plus movement
- Move plus assault
- Move plus Psychics
Watch for anything that impacts this, examples: Swarm lord with Genestealers, Shinning Spears, etc.
How to counter? Deploy out of range/LOS for shooting, out of range, move blocking, or using terrain to prevent melee.
Reserves, Infiltrators, and Redeployment
What units should you put in reserves? You need to have a plan to put a unit into reserve:
- Defensive; avoid getting killed
- Offensive; get closer to your opponent
- Skirmish; be annoying and a threat to be dealt with, grab objectives
What units will your opponent put in reserves/redeploy?
Deployment Maps
Which ones favor what kind of army?
Picking zones
- What offers you the best defense?
- Your opponent the least defense?
Timing of units
- CP farmer first
- Reserve units/Infiltrators
- Cheap units next
- Wait to place the most important units or units that counter last
Want to see where you opponent puts their units first, especially the scary you need to avoid if possible.
Placement of units
Place units to maximize your threat range and minimize your opponents threat range using range and terrain.
Make sure you don’t deploy so defensively that you take yourself out of threat range.
Make sure you leave yourself room to maneuver your units. Ex. Knights
Going First
Keep track of drops; use transports to manipulate number of drops.
-+1 to go first is important, less than 8 drops is good
When to go first/second?
Hobby Segment with Colin
Buying your first Airbrush.
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