So, I have a tendency to win MOST games (about 80% of fun games, and about 70% against the local competitive meta), enough that people pay me to coach them and I'm trying to start a business for it. A brief FREE lesson, so if you want it, keep reading. Plan for second turn always. Always deploy behind cover, or at least put your key units out of los. First players first turn should be a nightmare, as they have to poke out from safety but won't have targets/will have minimal targets. In my games, first player loses far more often than second. Second, deploy all your throw away units FIRST. This way your opponent is more likely to drop key units before you, so you can counter them. Only worry about where he deploys key units, or others that have los. You have a 9" bubble they can't deep strike (most of the time, a few units come in closer) so for screening if you keep units 17" away from each other they can't deep strike in-between them. And the last part of FREE, don't worry about deploying a unit on your home objective if it's not safe, you can't score on it until second turn anyway, so you just need to move to it in your first turn. Bonus tip. Deep strike can be a massive boon, or folly depending on use. New players often use it wrong, hurting their game. Too many units arriving from deep strike/strat res can actually hurt you. Sometimes it's best to start them on the field, move from cover to cover until time to engage. If you aren't good at deep strike, it's not the best idea. If you want to get good at it, start with one unit, don't rapid ingress it, and when you get using it down, add a second, but use rapid ingress on one of them. Once you get two down, you can increase it again, as much as you want, until you hit your limit (half your list).
It's pretty good when it's a slow news day. Makes us focus on painting our existing models instead of collectively fawning on whatever new stuff comes out.
Normally I deploy by-the-book… but after I added Land Raiders to my Black Templars army in 10e, sometimes I’ll deploy my Land Raider first and place it up front as an intimidation tactic. This usually causes my opponent to deploy defensively back in their DZ to keep their units out of range of the Land Raider’s “danger zone” for both its weapons and movement/deploy/charge range: 24” to be safe. If my opponent does deploy defensively, I’ll deploy the rest of my units as far forward as possible and try to take all the midfield objectives in Turn 1, giving me an early lead with primary points, which tends to lure my opponent out. Even if my opponent has heavy-hitters that could statistically destroy a Land Raider in one turn, I’ll risk forward-deploying my Land Raider because odds are good it’ll survive, and fortune favours the bold! Only if my opponent has double the firepower to destroy a Land Raider, like 2 tanks (or the equivalent for other factions), will I be more cautious and deploy my LR further back and behind cover.
Infiltrators + Redeploys - string out your infiltrators to deny the enemy infiltrators, then redeploy them to a better position after all deployment is done!
I find it that hiding some units in Strategic Reserves and bringing them up on your 2nd round within your own deployment zone can be useful occasionally. For example, if you have an Imperial Guard list with 2 Rogal Dorns, some Artillery and a bunch of infantry (along with a few cheap Leman Russ variants), putting all your vehicles out of line of sight can be tricky, and if you go first against a shooty opponent then you have to risk your Rogal Dorns out of hiding or keep them out of sight where they would also contribute nothing to the battle in that round. However, if you put them in Strategic Reserves then you have more room in your DZ to hide the rest of your vehicles, and then you bring them up where you have line of sight to a tasty target. That way they're safe from damage on the first round, and in the second round you can use their ability to save them from the worst attacks.
Ages and ages ago there was a push for blind deployment. Running a divider between the halves of the map and deploying your troops in secret. Played it a few times that way, much more fun. Also played with simultaneous fire or alternating fire. Those changes removed a lot of the core problems with 40K. Right now way too much of the game is determined entirely by the two dice rolls of who deploys first, and who goes first.
It’s so funny to me when people armchair dev. The idea of hidden deployment and alternating shooting sounds fun for maybe one or two games but I can immediately see the flaws. There’s a reason companies don’t let random goobers design their games.
I’ve always wondered if alternating activations would work in 40k. Infinity is a game that uses that mechanic and its a very good game but plays much differently
I had a game recently where my drukhari opponent was worried about my shooting and charge threat, so clumped up his entire deployment into a corner... that was not only within wraith charge range, but they managed to engage about half his army in melee outright in the corner, and then just held them there all game
one thing that has worked for me with world eaters is putting my big punchy units down first. At times it makes the other player put his big punchy units down to counter them. Since i won't have the drops to wait out the others player, i try to bait out his heavy hitters with my own.
hey Auspex, I thought to ask if you could make a video about the stretched toughness in 10th edition? It used to be everyone sorta knew that t8 was analgous to a tank, t7 a light APC and t4 a space marine. Some of those have remained the same but I'd be curious to see how you'd break it down and analyse it. Maybe some mathhammer about how many lascannons, heavy bolters or melta shots it would have taken to kill X unit in 9th compared to 10th? Either way, your hard work on this channel is mightily appreciated.
It's so easy to lose a game during deployment. That's one of two parts where you can lose the game before it begins. List building is harder to lose the game in, but deployment is easy to lose in. Don't depend on getting first turn. Deploy like you will go second everytime. Keep everything tucked away safe, but capable of poking out to take shots. That way if he does go first he moves into your fire, but if you go first you can hopefully get a few targets in los. Sacrificial units should be the only things in your opponents view when he finishes his first move step. Do not depend on durability to weather the storm. Plus, if you go second, rapid ingress gets that much better. Now you can use your rapid ing units in turn 2 instead of turn 3 (can't be brought on turn one, has to be his second move phase end, so if you go first, they aren't gonna do anything until turn 3).
As someone who's only been playing 6ish months this video is super helpful. I play friendly games with a small group in the neighborhood and I tend to get mowed down by shooting t1-t2 before I can do anything. (I play Orks, usually fight Black Templars, death guard or Custodes) Thought it was my list but this helped me learn my deployment has also been garbo. Time to (hopefully) clean up my game haha
If I know I have a scout move a near by cover I'd put a bait squad out at the very edge of my deployment zone. Then after my opponent has committed to board presence over there I simply use that to pull them back. It also worked with Phantasm before the nerf, and can work with Prince Yriel's redeployment ability.
Noob player here, I made the mistake of deploying my ratlings on a midfield objective, thinking they'd be safe out of line of sight. This actually did my opponent a favour as it gave his crusader squad with grimaldus something to charge, giving them free movement. On top of that, after they wiped the squad on the charge they got even more free movement consolidating onto the objective, basically handing them a whole bunch of movement for free that they otherwise wouldn't have had until turn 2. They made the midfield objective in turn 1 as a result and I had to spend the rest of the game scraping them off it.
I suggested you do this a few years back in 9th and I'm happy to see you got around to it. If I were to do it a little differently, I would've maybe worked with your friend Mordian Glory and taken some bird's eye shots of his table with some concrete examples.
@@joheric8886 Well no one with an IQ below 60, although people with sub 70 will tell me they don't care, despite them taking the time to write out the reply.
A mixed bag on the game I played two days ago. On the one hand, getting a Norn in position to T1 claim an objective was good on paper, and keeping the Tyrannofex off the board until knowing where their Exorcist is certainly helped a lot. Nearly destroyed that tank turn one, and the only reason that Norn died so quickly was I forgot how hard his Paragons hit. I should've used the Leapers for a T1 charge on his battle-sisters to deny a sticky, rather than attempt a move-block on his warsuits and get pimp slapped immediately. The other thing I learned was "hard to kill" and "immortal" are two different things. Something as simple as a hormogaunt squad to move up with the Emissary could've charge blocked those warsuits in T1, for some easy first turn scoring at the top of T2. Those two compounded into a single mistake that cost me the game almost as soon as it started, as the loss of the Norn not only gave them them the objective instead, it left a flank open for a rapid sweep across the board. 340 points of warsuits eliminated 1180 points of models due to overconfidence, lol.
My first match of 40k i learned tau more than any faction rely on good deployment for first turn positioning, let's just say we got another match in and my opponent spent the remaining 30 minutes before the store closed explaining how i could have deployed better.
This is off topic but does anyone know what happened to the towering keyword? And also I can’t find the Titanic keyword description anywhere? Sorry for the off topic question but I appreciate any help finding these rules, thanks.
Towering was changed in the September dataslate, so now it just means the model can "toe into" ruins and be able to see through them rather than have to be wholly within. The old rule was that Towering models could see and be seen through all ruins all the time, that is no longer the case. Titanic is a bit more muddled as the rules are scattered over several different sections / updates. My best understanding is that Titanic models can move over enemy models as if they weren't there (except other Titanic models), don't have to test for Desperate Escape, can't use Overwatch, and certain strategems cost more CP for them. For future, check through the core rules, dataslate and faction index using the search function in your pdf viewer of choice, I answer 95% of my own queries that way.
As a new player deployment has caused me so many headaches. Out of the few games I've played I think I'm yet to have a single one where I havent made one of my units practically useless due to poor deployment.
I played my first game last week, and got absolutely demolished. I bought the Tyranid half of Leviathan from a homie, and having only played a couple of Necromunda games so far I'm finally on board witht the maths, now I just need to make some biomass for the Hive
Is a bug player who likes the vanguard detachment and uses a bunch of infiltrators. I would not recommend deploying within range of an objective because of the opponent has secondary that involves taking you off of it. You're giving them free points. Better to set up near it where they can't do anything about you scoring primary or secondary on it. Come turn two
Deployment is often more important than your decisions during battle, one of the aspects i dislike about 40k. @AuspexTactics , can you please do a video about the tactics of going first vs going second?
Wooo deployment, the phase where I know I lost before the game even started
I am so bad at deployment
List building for me. Turns out playing the units you enjoy in a lore friendly way is a recipe for getting repeatedly stomped
@@FortuneFaded2006Don't worry, they've been trying to balance the game for 30 years, they'll get it right eventually
@@utarefson9 It'd be nice if they weren't completely changing the system every 4 years.
So, I have a tendency to win MOST games (about 80% of fun games, and about 70% against the local competitive meta), enough that people pay me to coach them and I'm trying to start a business for it.
A brief FREE lesson, so if you want it, keep reading.
Plan for second turn always. Always deploy behind cover, or at least put your key units out of los. First players first turn should be a nightmare, as they have to poke out from safety but won't have targets/will have minimal targets.
In my games, first player loses far more often than second.
Second, deploy all your throw away units FIRST. This way your opponent is more likely to drop key units before you, so you can counter them. Only worry about where he deploys key units, or others that have los.
You have a 9" bubble they can't deep strike (most of the time, a few units come in closer) so for screening if you keep units 17" away from each other they can't deep strike in-between them.
And the last part of FREE, don't worry about deploying a unit on your home objective if it's not safe, you can't score on it until second turn anyway, so you just need to move to it in your first turn.
Bonus tip. Deep strike can be a massive boon, or folly depending on use. New players often use it wrong, hurting their game. Too many units arriving from deep strike/strat res can actually hurt you. Sometimes it's best to start them on the field, move from cover to cover until time to engage. If you aren't good at deep strike, it's not the best idea. If you want to get good at it, start with one unit, don't rapid ingress it, and when you get using it down, add a second, but use rapid ingress on one of them. Once you get two down, you can increase it again, as much as you want, until you hit your limit (half your list).
I lose most my games on the basis of “I just wanna have a nice fun game of Warhammer” and I play a guy with a Tourny Ready army
You know it's a slow warhammer news day when Auspex Tactics is actually doing a video about tactics.
He used to do more tactics related vids. Our homie is just chasing that bread.
It's a good video. I am a new player, so I appreciate this.
It's pretty good when it's a slow news day. Makes us focus on painting our existing models instead of collectively fawning on whatever new stuff comes out.
Normally I deploy by-the-book… but after I added Land Raiders to my Black Templars army in 10e, sometimes I’ll deploy my Land Raider first and place it up front as an intimidation tactic. This usually causes my opponent to deploy defensively back in their DZ to keep their units out of range of the Land Raider’s “danger zone” for both its weapons and movement/deploy/charge range: 24” to be safe.
If my opponent does deploy defensively, I’ll deploy the rest of my units as far forward as possible and try to take all the midfield objectives in Turn 1, giving me an early lead with primary points, which tends to lure my opponent out.
Even if my opponent has heavy-hitters that could statistically destroy a Land Raider in one turn, I’ll risk forward-deploying my Land Raider because odds are good it’ll survive, and fortune favours the bold!
Only if my opponent has double the firepower to destroy a Land Raider, like 2 tanks (or the equivalent for other factions), will I be more cautious and deploy my LR further back and behind cover.
Infiltrators + Redeploys - string out your infiltrators to deny the enemy infiltrators, then redeploy them to a better position after all deployment is done!
THIS!
Idk why I never thought of this! Thank you for the tip
This screwed me in a game the other day. It’s a great play
we need a video about how to set up a table, or different ways you can set them up
He has a video about that! Go to playlists: how to play: scroll down to the bottom!
@@FirstLegion123 it was an introductory one, we need one more in depth
I find it that hiding some units in Strategic Reserves and bringing them up on your 2nd round within your own deployment zone can be useful occasionally. For example, if you have an Imperial Guard list with 2 Rogal Dorns, some Artillery and a bunch of infantry (along with a few cheap Leman Russ variants), putting all your vehicles out of line of sight can be tricky, and if you go first against a shooty opponent then you have to risk your Rogal Dorns out of hiding or keep them out of sight where they would also contribute nothing to the battle in that round. However, if you put them in Strategic Reserves then you have more room in your DZ to hide the rest of your vehicles, and then you bring them up where you have line of sight to a tasty target. That way they're safe from damage on the first round, and in the second round you can use their ability to save them from the worst attacks.
Ages and ages ago there was a push for blind deployment. Running a divider between the halves of the map and deploying your troops in secret. Played it a few times that way, much more fun. Also played with simultaneous fire or alternating fire. Those changes removed a lot of the core problems with 40K. Right now way too much of the game is determined entirely by the two dice rolls of who deploys first, and who goes first.
Coming from Yugioh, it’s nice to know there’s at least a second dice roll that determines who wins. 😂
It’s so funny to me when people armchair dev.
The idea of hidden deployment and alternating shooting sounds fun for maybe one or two games but I can immediately see the flaws. There’s a reason companies don’t let random goobers design their games.
@Desm0708 you will be able to describe those flaws then?
Oh you mean like an actual war game?
I’ve always wondered if alternating activations would work in 40k. Infinity is a game that uses that mechanic and its a very good game but plays much differently
I had a game recently where my drukhari opponent was worried about my shooting and charge threat, so clumped up his entire deployment into a corner... that was not only within wraith charge range, but they managed to engage about half his army in melee outright in the corner, and then just held them there all game
What army were you playing?
@@elispiller2686Necrons
@@elispiller2686probably a good one
@@elispiller2686at a guess i think he was playing aeldari, cuz he said wraiths
one thing that has worked for me with world eaters is putting my big punchy units down first. At times it makes the other player put his big punchy units down to counter them. Since i won't have the drops to wait out the others player, i try to bait out his heavy hitters with my own.
Me: randomly places models in a big line.
My opponent: measures distances, doesnt deploy on line, takes time to think where to place models.
hey Auspex, I thought to ask if you could make a video about the stretched toughness in 10th edition? It used to be everyone sorta knew that t8 was analgous to a tank, t7 a light APC and t4 a space marine.
Some of those have remained the same but I'd be curious to see how you'd break it down and analyse it. Maybe some mathhammer about how many lascannons, heavy bolters or melta shots it would have taken to kill X unit in 9th compared to 10th?
Either way, your hard work on this channel is mightily appreciated.
Deploy into your bed Auspex! Please!
Did you leave something there for him?
Almost as old and tired as you are. Try again edgelord @@theviewbot
You really got me with that one,@@TheMagicalPinata .
Gotta love it when a new auspex tactics video comes out just as I'm finishing watching another!
I think Auspex may single handedly be teaching me how to play this game lol
It's so easy to lose a game during deployment. That's one of two parts where you can lose the game before it begins. List building is harder to lose the game in, but deployment is easy to lose in.
Don't depend on getting first turn. Deploy like you will go second everytime. Keep everything tucked away safe, but capable of poking out to take shots. That way if he does go first he moves into your fire, but if you go first you can hopefully get a few targets in los. Sacrificial units should be the only things in your opponents view when he finishes his first move step. Do not depend on durability to weather the storm.
Plus, if you go second, rapid ingress gets that much better. Now you can use your rapid ing units in turn 2 instead of turn 3 (can't be brought on turn one, has to be his second move phase end, so if you go first, they aren't gonna do anything until turn 3).
As a newcomer to the hobby, this video is MEGA helpful. Thanks!!
Thanks for this awesome video. I really appreciated this as a new player.
Loving the tactics videos for us newer players! Thanks mate
As someone who's only been playing 6ish months this video is super helpful. I play friendly games with a small group in the neighborhood and I tend to get mowed down by shooting t1-t2 before I can do anything. (I play Orks, usually fight Black Templars, death guard or Custodes)
Thought it was my list but this helped me learn my deployment has also been garbo. Time to (hopefully) clean up my game haha
If they don't have infiltrators, deploy yours last to block key units. If they do have infiltrators deploy yours first for board presence.
Great video. Could you do a tactical defense vs the blink armies, aka Grey knights, or Necrons?
If I know I have a scout move a near by cover I'd put a bait squad out at the very edge of my deployment zone. Then after my opponent has committed to board presence over there I simply use that to pull them back. It also worked with Phantasm before the nerf, and can work with Prince Yriel's redeployment ability.
Most important phase.
Just had my first tournament yesterday where this cost me a couple of games, thanks for putting this out!
Noob player here, I made the mistake of deploying my ratlings on a midfield objective, thinking they'd be safe out of line of sight. This actually did my opponent a favour as it gave his crusader squad with grimaldus something to charge, giving them free movement. On top of that, after they wiped the squad on the charge they got even more free movement consolidating onto the objective, basically handing them a whole bunch of movement for free that they otherwise wouldn't have had until turn 2. They made the midfield objective in turn 1 as a result and I had to spend the rest of the game scraping them off it.
The amount of content you pump out is amazing!
I suggested you do this a few years back in 9th and I'm happy to see you got around to it.
If I were to do it a little differently, I would've maybe worked with your friend Mordian Glory and taken some bird's eye shots of his table with some concrete examples.
Bro, nobody cares what you think.
@@joheric8886 Well no one with an IQ below 60, although people with sub 70 will tell me they don't care, despite them taking the time to write out the reply.
@@joheric8886bro what? He’s just throwing out some criticism. Isn’t that what the comments are for? Chill out my dude
@@Smilomaniac you made an attempt, but it was poor. Try again?
@@Sassafras1777 that's what I thought.....
Auspex always does the best video I need just before games come up😭
A mixed bag on the game I played two days ago. On the one hand, getting a Norn in position to T1 claim an objective was good on paper, and keeping the Tyrannofex off the board until knowing where their Exorcist is certainly helped a lot. Nearly destroyed that tank turn one, and the only reason that Norn died so quickly was I forgot how hard his Paragons hit.
I should've used the Leapers for a T1 charge on his battle-sisters to deny a sticky, rather than attempt a move-block on his warsuits and get pimp slapped immediately. The other thing I learned was "hard to kill" and "immortal" are two different things. Something as simple as a hormogaunt squad to move up with the Emissary could've charge blocked those warsuits in T1, for some easy first turn scoring at the top of T2. Those two compounded into a single mistake that cost me the game almost as soon as it started, as the loss of the Norn not only gave them them the objective instead, it left a flank open for a rapid sweep across the board. 340 points of warsuits eliminated 1180 points of models due to overconfidence, lol.
My first match of 40k i learned tau more than any faction rely on good deployment for first turn positioning, let's just say we got another match in and my opponent spent the remaining 30 minutes before the store closed explaining how i could have deployed better.
Perfect! Just what I needed.
This is off topic but does anyone know what happened to the towering keyword? And also I can’t find the Titanic keyword description anywhere? Sorry for the off topic question but I appreciate any help finding these rules, thanks.
Towering was changed in the September dataslate, so now it just means the model can "toe into" ruins and be able to see through them rather than have to be wholly within. The old rule was that Towering models could see and be seen through all ruins all the time, that is no longer the case.
Titanic is a bit more muddled as the rules are scattered over several different sections / updates. My best understanding is that Titanic models can move over enemy models as if they weren't there (except other Titanic models), don't have to test for Desperate Escape, can't use Overwatch, and certain strategems cost more CP for them.
For future, check through the core rules, dataslate and faction index using the search function in your pdf viewer of choice, I answer 95% of my own queries that way.
@@Jallen1010 thanks
As a new player deployment has caused me so many headaches. Out of the few games I've played I think I'm yet to have a single one where I havent made one of my units practically useless due to poor deployment.
I played my first game last week, and got absolutely demolished. I bought the Tyranid half of Leviathan from a homie, and having only played a couple of Necromunda games so far I'm finally on board witht the maths, now I just need to make some biomass for the Hive
Deployment is the most important part of the game. If you deploy badly you'll lose. Simple as that
Great video!
Wait wait wait I need a plan? Phew this game is hard
Yeah.. It's pretty complex once you get to higher level stuff. Don't even get me started on the list building!
The 3 inch Deepstrike error will be forever known as Folgers Faulty. 😅😅😅
Is a bug player who likes the vanguard detachment and uses a bunch of infiltrators. I would not recommend deploying within range of an objective because of the opponent has secondary that involves taking you off of it. You're giving them free points. Better to set up near it where they can't do anything about you scoring primary or secondary on it. Come turn two
Might try hidden deployment
Uses redeploy ability cause restart button better than being good the first time
10th edition is still insulting to me. Maybe I'll start playing 40k again ( after 30 yrs ) with the 11th edition.
Deployment is often more important than your decisions during battle, one of the aspects i dislike about 40k.
@AuspexTactics , can you please do a video about the tactics of going first vs going second?
The GW system fails on so many levels.
Alms for the algorithm god.
I spend most of my time thinking of deployment...
Comment for the algorithm.
Comment for the comment God.
Finally, someone who isn't crying.
Add a comment...
Wot'chu doin' all da way down 'ere eh?
I disagree the main issue is game balance.
deploying became a joke when they got rid of template weapons.
No?
Almost as much of a joke as you are. Continue crying, it fuels the warp.
What?
@@Akillesursinne yes, not getting punished for cramming you units together behind a building. looks crap on the table as well.
@@cooljoe500 ... Okay? Well, it seems the game is a lot more balanced these days than in the past, looking at win rates.