I play guard and I can count on all of my fingers and toes how many games I lost because I screwed up deployment. I always have more units (sometimes by double) than most of my peeps at the club so I always try my best to plan on going second. Here's some stuff I've figured out:
1. Start by deploying your trash first. Like infantry squads, etc. In one game I had a ruin in a corner and one of my first couple of drops saw me castling up in the ruin for a +1 to may save...followed by more dark reapers than you can shake a stick at lining up to take out all 4 manticores. My other option was the other corner out in the open but there was the
NOVA line of sight blocking pieces of terrain. If I feigned castling up with some infantry with lascannons and a unit of mortars he might have take the bait and my manticores could have gotten off for a couple of turns basically unmolested.
2. Facing doesn't mean anything. Used to be if you wanted your tanks to hit something they had to be facing the target plus your armor was usually better in the front. So did I take advantage and push my tanks up against the board edge to maximize how far someone would have to charge/move? No of course not I faced them straight at the enemy for no apparent in-game reason.
3. Remember to separate your screens by 4 inches. Screwed that on up and had
GSC in my face turn 1 - wiped out TWO 20 man units of conscripts in one turn. Basically all of my screens for my 750pt list. Was left with nothing but 3 russes and an astropath. While I still managed to win (thanks you Pask!) it was a little bit of nail biter and in this instance going second worked for me because I had a chance to shoot his guys off objectives if it came to that.
So those are my take aways for avoiding the alpha strike through good deployment