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The Battle Plan Sheet
Why's that? Because I've known for quite some time that when it comes to playing 40K, I don't improvise very well. If I can draw up a plan ahead of time (and manage to stick to it during a game), I'll almost always win. But if I'm forced to "wing it," I'll often lose--usually very badly. For a perfect example of what I'm talking about, take a look at the ass-whippings I recently received using the "Stripey Phalanx of Death" against Tyranids and Iron Warriors. I've also known for quite some time that my downfall is usually deployment. I can pick armies fairly well (though I have a penchant for "themed" armies long on style but short on effectiveness), and I have a halfway decent grasp of tactics (mostly thanks to my pals Paul Hill and Ken Lacy), but it's gotten to the point where I can usually tell if I'm going to win or lose a game before Turn 1 even begins. Recently, the thought occurred to me that I should maximize my strengths by attempting to plan out, as much as possible, every facet of a 40K game that I could hope to control. My goal was to identify those facets and create a form that would allow me to plan ahead as much as possible, minimizing the need to improvise. Here's what I came up with: the Battle Plan Sheet (BPS). Setting up is
Half--or More--of the Battle
The first part of the BPS is dedicated to strategy. The strategy element begins by listing the mission objective, then determining a mission strategy for success. The mission strategy will influence my deployment strategy, which guides my thinking on how to set-up (and will, hopefully, alleviate my weaknesses). The execution strategy is my basic plan of attack. In the example below, I was preparing to play my friend Pat in a "Fire Sweep" mission from Codex: Cityfight. As the battle was part of a campaign using the same army lists for each game, I knew ahead of time what I'd be up against. Battle Plan Sheet
As you can see, I tried to apply the K.I.S.S. principle (Keep It Simple, Stupid) to minimize confusion during the game. The second part of the BPS is dedicated to notes about deployment. While I can't always control the terrain set-up, at least I can think about how the mission parameters affect deployment and plan accordingly. Even if I don't know the mission ahead of time, I know what units I have in my army, so I can sketch out how they will assemble and work together. The first aspect to consider is in what sort of terrain do I prefer to deploy. The next thing to consider is whether I prefer to deploy first or second. And the final aspect is to decide in what order to deploy units, where they should be placed, and why they should be placed there. In the example
below,
the only things I knew ahead of time were the the table would to be 4'
x 4' and that Pat would set up the terrain beforehand (as we have been
doing during the campaign). "Fire Sweep" has rather stringent rules on
deployment, so I had to bear those in mind when planning.
The third part of the BPS is dedicated to notes about executing the plan: you know, actually fighting the battle. At this phase, the only choices you seem to have left are whether you prefer to go first or second and whom to attack with what units. For each unit, I've determined a primary objective, a secondary objective (in case the primary objective is accomplished or must be abandoned), and a list of units that will be working with them to achieve their objectives. Thus, before the battle begins, each unit has its "marching orders" and its reinforcements. Though objectives
are usually attacking and defeating enemy squads, they don't have to be.
In the example below, you'll notice that my Haemonculus was
tasked to 1) open a webway portal to allow reserves to appear in
the center of the board, and 2) to occupy a building at the end of the
game and thus gain 100 bonus Victory Points.
"No Plan Survives
Contact with the Enemy"
Also bear in mind that some games will not allow the level of pre-planning that I demonstrated here. Before a tournament, you probably won't know what foes you'll face, what units their armies will have, or even what missions you'll play. In cases like this, you'll need to develop very vague, flexible battle plans, such as: "The primary objective for Tactical Squad A is to shoot enemy Fast Attack units." No, just because you have an BPS written out before the game doesn't mean you'll win. But it's allowed me to improve my play. With the Battle Plan Sheet, I'm more confident, I deploy faster, and I can make better decisions when I'm forced to improvise: because I've planned out as much as I could beforehand, I can relax and concentrate on finding a solution to the problem at hand. The BPS isn't a "silver bullet," and I'm certain I will revise it over time, but so far, I've been very pleased with it. If you'd like to give the Battle Plan Sheet a try, you can download a Word version of it here. I hope it works as well for you as it does for me. Related
Pages
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