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Made in us
Longtime Dakkanaut






After a game today, I decided to write up a few tips that have helped me in 40k. I'm not the best 40k player but I'm not the worst. I've been playing 40k now for 18 years, and I do tend to win more games than I lose. That said, some of these tips are well known, some may be novel, and they are mostly meant for the casual player wanting to improve their game. Most roughandtumble tourney folks are probably all well-familiar with these tips, and for them this will be far less helpful.

1. Relax and shut up.

If you've been playing for long enough, I'm sure at one point or another you've made a comment that clued an opponent into your intentions and cost you a unit, an assault, or even a game. If you're trying to win, calm down, and let your opponent make their own mistakes. In your turn, telling your opponent what you're doing is enough, and you aren't obligated to tell them why. Basically, the thinking out loud, where you tell your opponent your entire thought process, is probably counterproductive.

2. Understand why certain matchups are bad, and why certain matchups are good.

This is really one half gameplay and one half list building.

Certain armies rely on psychic powers. Certain armies have psychic defense and some don't. Sometimes, a bad matchup can be turned into a favorable matchup by killing off one specific enemy unit. A good example of this type of army is Eldar. Eldar relies heavily on psychic support. The same bastard providing psychic support is also nerfing YOUR psykers. You kill the Farseer, you solve a lot of your problems.

Certain builds in specific armies have strengths that should be taken into account during list building when you consider matchups in your Metagame. A Dark Lance or Bright Lance kills AV14 just as easily as AV12, so spamming Chimeras or Rhinos in a Lance-heavy meta is beneficial to running Raiders. Conversely, if you have a Missile Launcher-heavy meta, AV14 is particularly effective.

3. Target Prioritization.

This should be fairly obvious, but here it is:

For shooting at vehicles, shaken/stunned is enough. Otherwise, shoot to maximize the effectiveness of your shooting against the broad range of the opponent's army, reducing effectiveness where it's easiest. The most dangerous unit may not be where you want to focus fire on turn one, if it won't be a real threat for a couple turns.

4. Deployment usually decides the game.

Knowing when to choose sides and deploy first, should you win the dice roll, is essential. As a general rule, in Dawn of War you want to go second, and vs. Alpha-striking armies want to go first. Deployment also influences movement so know what types of deployment force certain armies into certain positions. General enough? Here's an example: Pitched Battle allows you to spread out while Spearhead forces you to cluster together. After the first turn, you and your opponent will likely spread out so if you're relying on lots of Ordnance or Blast weapons with long range, you probably want to go first and hit 'em while they're clustered up.

Another issue that most people don't know is that in Spearhead, your Reserves come on along your long table edge, not just the half on which you deployed. So if you want to minimize your exposure, perhaps reserving units and bringing them on closer to the enemy is a good option.

5. Know units' vulnerabilities

Some of the toughest nuts to crack fall the hardest to certain attacks. Most of the really tough Deathstars aren't actually fearless. A good example is Twolf Cav deathstars incorporating Wolf Lords on Thunderwolves. They're very vulnerable to LD-style attacks, so hit 'em with Weaken Resolve from a PBS and shoot them, Lash them, Fear the Darkness them, pin them, etc. And if they do run, then escort them off the board with one of your own units!

Nids have some really nasty T6 5 or 6 whatever wound Monstrous Creatures. You can deal with them via multiassault: Assault the MC AND a nearby unit of weaker infantry like Gaunts. Put one model into the MC and everything else into the Gaunts, wipe them, and force the MC to take a ton of saves. Ouch!

6. Know how to control an opponent's movement.

How meaning, through what methodology, but also meaning in what way you want them to behave.

This can be either via influence, such as during deployment and territory denial, or by means such as tank shocks, assaults, psychic powers, etc.

If they want to come to you, then maximize the distance. If they want to deep strike on top of you, maximize the likelihood of mishap. If you don't want the enemy in a certain portion of the map, then babysit it with nasty high S low AP powerhouses like Demolishers and Vindicators or ugly counterassault elements.

If you want to bunch up enemy units for templates, or want to move them closer to you, then force them to displace via tankshock. Typically this clusters the unit, so if they have a nasty IC, try to shock the unit in a way that clusters him in (more on this later). Basically, force the squad to displace off to one side of the vehicle. For more on how to do this, read the Tank Shock rules in the BRB.

7. Read the rules

Seriously. There are some game-changing little gems in there. Here are a few things that most casual players don't know, IME.

A) Death or Glory vs. Tank Shocks. Only a model in the vehicle's path can attempt to Death or Glory. So if you tank shock a unit, avoid the Power Klaw or Meltagun and run over some random Broseph.
B) When shooting at a vehicle, if the model can't see the facing which he occupies (ie: he can only see the front of the tank, but he's in the side arc) it receives a 3+ coversave.
C) ICs in assaults move immediately after the first model so if you don't want them to be involved in an assault, position your models so that your IC is boxed in after the first assaulting model moves. If you do want him to be in the assault, then put him in a position to make b2b.

8. Go in with a gameplan and play to it

If you need to assault your opponent, you need to know how many turns it'll take for you to get there. If you're playing for time, then sacrifice units to force opponents to make choices or tarpit their units. If you NEED psychic support or defense then protect your psykers. If you know what makes an army "tick", then you know how to beat it. For example, Kan Walls rely on proximity of the Kans to the KFF Mek. If you split your army in two, there's no way that all the kans can remain in close proximity to a single mek.

9. Force your opponent to make decisions

Recent psychology research has shown that people do not respond well to being presented with many different choices. People can process around 5-7 choices, and after that, it becomes quagmire. If you force your opponent to make choices, they will make mistakes, and they will hang themselves with these mistakes.

10. Remember what you're fighting for.

This isn't some patriotic statement, it's about Mission Type. If you're playing Cap N Control or Seize Ground, then don't worry about blasting the crap out of everything that moves. I've won many a game because my opponent got caught up in trying to kill certain annoying units. Lash Sorcerors make great Objects of Hatred for this purpose, by the way.




Hope you found this interesting or entertaining, and if you have anything to add please chime in.

This message was edited 1 time. Last update was at 2011/05/22 01:52:07


Tier 1 is the new Tactical.

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Made in ca
Excellent Exalted Champion of Chaos






Grim Forgotten Nihilist Forest.

All of these are sound decisions.

Know yourself and know your enemy and you will always win.

..Provided the die treat you well.

I've sold so many armies. :(
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Growlin' Guntrukk Driver with Killacannon





North Jersey

Wow, very nice! I am going to try and actively use these in my next match.

-cgmckenzie


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Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Shadowbrand wrote:All of these are sound decisions.

Know yourself and know your enemy and you will always win.

..Provided the die treat you well.



How about, Know yourself and Know your enemy and you will always do your best?

It IS a game of the dice gods at the end of the day. All you can really do is struggle against those chuckling suckers.

Part of the OP touched on what I hate about 2v2 or 3v3 player 40k. Your allies go to do something that's not the best idea. But everyone is partial to there particular mangs on the field full of mangs, and want to do what they want to do, not whats going to help win the game. When you say "no, theres something else you could do thats probably alot better", they stand there, with their mini's, going "you must tell me why I should do what you want to do instead of what I want to do. Right at the table.

Even if they don't physically do it, you can see the 2-3 people you are playing with lean in as they say that. "what is this guy going to do? tell us his plan for beating us...in front of him? surely this will be an entertaining thing to listen to!"

Don't tell your opponent what your doing. Let him figure it out!



   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Nice article/thread/suggestions OP, all sound advice IMHO; another one I'd recommend that's briefly mentioned is 'know your enemy', even from just reading stuff in forums, watching them play or even owning/reading the codices, you can benefit A LOT from know your opponents army properly.

As I said though, great advice man.

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Feel free to send me messages with points and what style you play restrictions and i will happily construct compettitive lists for you  
   
Made in us
Slaanesh Veteran Marine with Tentacles





Mpls, MN

I feel like knowing the rules is one of biggest problems many players have. Esp the smaller rules, like assaulting multiple units. Like the OP stated with the Nid Tyrants.

One of my favorite things to do is make people read the rules, including myself. I spend alot of my opponents turns just standing there paging through the rulebook. This works in two ways. For me it just keeps everything fresh in my mind, it also makes me look like i don't know what i'm doing. And by making my opponents re-read certian rules they usually start to question everything about their game plan. I love screwing with peoples heads when it comes to this.
Following this logic, while this might be off topic, is painting/presentation of your models. I have spent alot of time on painting my Rhinos, making them look really cool. I've also painted up my land raider not as flashy. And for some odd reason its paid off. I can't count how many times people have over looked my LR because I've got a couple of flashy Rhinos rushing at them.

REPENT for tommorrow you DIE!!!!

Chaos


I am Red/Black
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Painting Within the Lines





Poole Dorset UK

This is good, i've played about a dozen games so far and only won 1 game. I am playing against experienced gamers though so it's no biggy.

I've found it's a very steep learning curve, so thanks for the pointers and if any more occur to you, bang em up.

Thanks

Hang

FOW: Soviet - Tankovy
Infinity: Aleph

 
   
Made in us
Longtime Dakkanaut






Just Dave wrote:Nice article/thread/suggestions OP, all sound advice IMHO; another one I'd recommend that's briefly mentioned is 'know your enemy', even from just reading stuff in forums, watching them play or even owning/reading the codices, you can benefit A LOT from know your opponents army properly.

As I said though, great advice man.


Thanks bro. Glad you liked it!

Yeah, I have to admit that I don't know every army's rules perfectly. I do know that most armies' heavy weapons function at specific distances (Eldar / DE: 36" and closer, Guard variable, Marines 48", etc.), and if there are any questions, I ALWAYS ask before the game. Also ask about specific rules.

There are a few questions I always ask before games:

"Please give me a quick breakdown on the ranges' of your weapons and special rules for charge distances, fleet, etc."
"Please let me know what type of special rules you have for omitting damage on your units" (Invuls, vehicle upgrades like Eldar and DE typically have, etc.)
"Do you have any units that confer special rules regarding deployment, reserves, etc.?"

This way, there are no surprises.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in us
Slaanesh Veteran Marine with Tentacles





Mpls, MN

Making sure you know all the special rules for everything is hard, even for your own army. Everyone always likes to have an ace up there sleeve. Thats why I always make sure to know, esp from my opponent, what exactly everyting is. There are so many psychic powers to remember, its the most annoying thing to keep in mind when formulating a battle plan. Just so you don't assault a unit with a T6 MC and then have it turn out they have Hammerhand AND Might of Titan!

REPENT for tommorrow you DIE!!!!

Chaos


I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in gb
Been Around the Block





Great advice thanks

I'm really lucky in that the guys i play against are happy to give us a quick overview..

My favourite to date "Now, before you start against Tau, i promise you this is not cheating.. we really do ignore most of the rules such as cover.. moving outside the moving phase and many others"

If they give you a quick overview of the weird stuff beforehand, lets you plan better and speeds up gameplay rather than going "What the smeg are you putting 36 counters on my unit for? Your ignoring cover? Your doing WHAT to your to hit? wait.. but i'm in a building and you can shoot me??!!" etc

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