Tagboard Wizard wrote:for a more reliable tactic, a "one-white-Fireball' (for you M:TG player out there) unit can do wonders. in Magic, a Grand Tour player noted that by having a sub-optimal creature did something weird to the game... no one wanted to 'waste' their good cards on his sun-tail hawk. he averaged 5 damage with the bird, which is a quarter of the game. Having an out of place unit when saturated with better targets, they can pop shots off relatively untouched.
This is a good tip, to a degree. As soon as a unit starts doing really well your opponent
will start shooting it. The idea is to do enough to be worthwhile, but not enough to be hailed public enemy 1, 2 and 3. I've found scourges fill this position quite adequately, as with haywire blasters they do little damage, but have great utility. The enemy will likely attack your harder hitting units - ravagers, incubi etc - but all the time there vehicles will be almost entirely useless thanks to the scourges.
This in itself is a good psychological tactic - harass key units (if your codex allows for it). Things like immobilising tanks, pinning squads and causing retreats are really important, but often forsaken for attempting to destroy squads entirely. If you can immobilise one unit so your big guns can focus on other threats then you should take that opportunity.