I didn't mean for this section to be three parts, but I didn't know I'd have so much to say...which I'm still not sure is a good thing. I'll post Part II in a couple of days.
Note that I use two terms, Killzone and threat range, somewhat interchangeably. A Space Marine that can move 6" and fire a Bolter 12" has a threat range bubble with and 18" radius. His target is an Ork Slugga Boy. To kill the Ork, the Space Marine needs to start his turn within 18" of the Ork to kill it. So the Ork has a bubble with an 18" radius which is the Killzone for the Space Marine. Once the Space Marine is 18" away, the two words overlap.
Now that I've made the effort to avoid confusion...here's my post.
Reach your Killzone:
Once you have identified the main threats of your opponent's army, you will need to assign those threats as targets to your units. You will then need to use the Movement phase to reach your Killzone or threat range from where you can attack your target. For most units this will mean choosing one of three options
A) Maximizing distance for their long range weapons
B) Minimizing distance for their short range weapons,
C) Setting up the assault
Maximizing Distance:
When you Maximize distance, you assign Killzones to fire support units from where they can attack their target while mitigating the return fire they receive in your opponent's turn. Typically, fire support units have weapons with a range of 36"+, so they can be outside of the range of most your opponent's units. The game of 40K is definitely a game of inches, and a few inches can determine if your opponent's unit can shoot or assault your fire support unit. Remember to use distance as a defence.
Fire support units will either be mobile or static. Mobile fire support units include Eldar Prism Cannons, Imperial Guard Vendettas, Ork Warbuggies, Space Marine Vindicators, etc. The aforementioned units can all move and maintain their optimal offensive output. Keep Mobile units moving, and keep your targets at the maximum range of your weapons. Spend time learning what 24", 36", and 48" look like. Be able to visualize ranges to accurately keep your weapons near the end of their range so you will hopefully be out of range of your opponent. Of course, there will come a time where it makes more tactical sense to give ground to your opponent, but have a specific reason for why you are giving ground--a good reason may be that you need to reach a Killzone to attack a key threat to your chances of winning. Always ask yourself after you move a Mobile fire support unit "What can I hit? What can hit me? Am I in the proper Killzone?" Never just move into a position to get a preferable shot without thinking through how your opponent will react in his turn. That said, sometimes the potential payoff is worth the risk. I just want you to be aware that there is always a risk, and if you can reduce the risk, then do it.
While Mobile units are becoming the norm, Static units are becoming much less common. For static units to reach their desired Killzone, they require long range weapons, good deployment, the opponent moving the Killzone to overlap your threat range, or some combination of the three. Static units would include Space Wolf Long Fangs, Ork Lootas, Imperial Guard Heavy Weapon Teams, etc. These units rely on deployment to mitigate or even nullify the need to move in the Movement phase. I want you to keep in mind three things when you deploy these units to help keep them as efficient as possible. Have a specific firing arc, realize your opponent will move, and don't be afraid to move.
I have seen players set up a Static unit in what they think is a prime firing line only to realize the area is also prime real estate for their tanks, assault units, or other units that block line of sight or offer unnecessary cover saves to the opponent. Sometimes a Static unit can be of great use denying your opponent a flank so the rest of your army can move in the other direction. Other times, you may want your Static unit to peer down the middle of the board, but just be keenly aware of the consequences that will have on the rest of your army.
Realize your opponent will have to move at some point (9 times out of 10). If you're opponent is castled up in the back left corner and you have to choose whether or not to line up on him with your assault units or the Static fire support, then give ground to the assault guys. Rest assured that your opponent will be forced to move his castle. Anticipate your opponent's likely route with his units, and set your Static with prime line of sight of the unoccupied area. You may force your opponent to abandon his plan.
Above all else, realize that your Static units still have the ability to move. Don't simply gloss over the unit in the Movement phase because you figure they are an immobile statue. During the course of the game, the firing lines can get cluttered with wreckage, massive assaults, and undesirable targets. If you are in a near worthless position and can reach a better position in a turn or even two turns of movement, then move. Warhammer 40K is a dynamic game where goals and targets can change with every turn. If your Static fire support unit does not have a good target for the Shooting phase, ask yourself if there is anything else the unit can be doing. Whether it's moving for a better position, moving to contest an objective, or even just staying still, you need to be using the unit in the best way possible every turn.
Basically, Maximizing distance is a defensive approach to fire support. You should be looking for where your Killzones and threat ranges overlap just outside of your opponent's reach so you can make all of the shooting dice rolls and none of the armor saves. If you have to move into your opponent's range for a good shot at a priority target for your fire support, then try to mitigate the risk. If there are simply no good targets, and the risk level is high, then look for ways to move outside your opponent's threat range.
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