Hey guys, BroLo here! Thanks to Kirby for giving me a stage on which to humiliate myself. For some reason he's invited me (well, I think forced is probably the most accurate term) to post something on his blog. I'm not sure what to be honest, but I'm always up for a challenge.
Anybody that knows me should know I'm still lacking experience in 40k 5e. I played briefly in 3rd, skipped all of 4th and only started playing again just under a year ago. I've been pretty fortunate having some good players at my local club and I was lucky to be directed to some of the more 'enlightened' sources on the Internet - props to Messanger of Death - keep it up big-guy!
I've been interested in doing something similar to the 'Basics' articles posted here on 3++, but taking it even further 'back-to-basics'. Broader concepts are extremely important but the execution of a strategy also requires much finer detail. I'm going to attempt a series of posts that are aimed at people coming into the game and trying to develop from the most basic level.
My first is going to be on model placement. This is relevant to all of the phases of in the game as model movement is involved, as well as deployment. I'll try and use examples where I can, as I'm pretty terrible at explaining myself.
Okay... I'm a big fan of snooker and pool because of the incredible amount of forethought involved. 40k takes this to a whole new level, as your opponent will always have a go in-between yours. You may say this is more like chess, but as chess is boring (read: I'm bad at it) I'm going to stick with snooker. It is vital that you are always thinking ahead. Moving your stuff so you have line of sight is probably the most obvious example of this, but you also need to prepare yourself for your opponent's turn and your own next turn (etc etc.). Model placement is vital for this.
My first example is something I saw on Vassal a few weeks back. A unit of foot harlequins were deployed within 6" of Eldrad ready to be fortuned at the beginning of their turn (going 2nd). It just so happened that the Shadowseer was placed furthest away from Eldrad. When some wolves started dropping shots into the unit, wounds were placed on the regular Harlies and were removed from the Eldrad end - maintaining coherency. Come the Footdar turn, the Harlequins were no longer in range for Fortune. No biggie, the player realised the mistake immediately and I'm sure we've all made a similar mistake at some point. But there is a pretty simple way around this. If the Shadowseer had been placed next to Eldrad, it would never have happened. There are not many units that can put sufficient wounds on the squad in shooting to force you to place one on the Shadowseer, so the chances are, he'll be there next turn. Yes it doesn't matter if you do make the mistake, remove whichever models you please (you don't have to maintain coherency when taking wounds/removing models), but if you are taken out of coherency, your movement is forced in the next turn and if a bottle test forces you to 'Fall Back', you'll find yourself out of coherency and unable to attempt to rally.
As we all know the order of movement is...
2. Closest to closest (rolling for difficult/dangerous terrain) using shortest possible route
3. As many models into BtB with unengaged models
4. As many models into BtB with already engaged models
5. As many within 2" of a friendly model within BtB with an enemy model
6. Defenders react
That brings an end to this first instalment. Thanks for getting this far. Please add anything you please, or tell me if my logic is incorrect. Fancy another dose of the 'basic' medication?

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