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Throttling Back For those of you that don't know, I'm a martial artist. A couple of years back, I was at a big national competition. One of the segments of our competition was sparring (point-contact punching and kicking) and I knew that last year's World Champion and the new World Champion were both competing in my ring. I knew the level of competition would be fierce and I pumped myself up to get ready for it. When I got called to the ring for my first match, my opponent looked a little confused, like he didn't quite know what to expect. I just chalked it up to nerves and got ready to spar. The center judge said go and I whipped a kick upside my opponent's head. Honestly, I'd expected him to block it, but he seemed to be moving really slowly. I was awarded the points for my kick and the center judge said go again. My opponent's reactions were really kind of bothering me at that point. It was like beating up on a 5th grader or something. I decided to just spar defensively from then on. It doesn't matter if you win by 1 point or by 5 points, it's just a win, so I just played defensively and sparred at his pace for the rest of the time. I didn't want to embarrass him, and I certainly wasn't going to get anything out of skunking him 5-0, so I didn't. This, incidentally, is the problem with Battle Points in 40k tournaments, they encourage people to try for the largest margin of victory possible, which means they encourage you to club baby seals and table every opponent with extreme prejudice. If you just need to win by a little, you can take a more relaxed attitude to it and you don't have to pull out all the stops unless it's against someone of similar skill level. Enter the New Guy Teaching Games Pulling your Punches Another way to avoid capitalizing as much on your successes is by avoiding forking or skewering. Forking is when you've got a unit that can have two separate targets. (For example, your devastators can shoot at that rhino or at the landspeeder. If another unit takes out the rhino first, the devastators are free to take out the landspeeder.) You would normally want to take advantage of forking by having the units with the fewest targets attack first, leaving the others free to either keep hitting the first target if it is still around, or to attack another target when the first is destroyed. Skewering is the same idea, but it involves a unit that can attack more than one unit in the same direction. (Perhaps your assault marines can assault the chaos marines right in front of them or, if another unit wipes those out with shooting, they can reach the Obliterators behind the chaos marines.) If you choose to have your forking or skewering units shoot first, they may take out targets that were the only thing some of your other units could damage. This is a very good way of limiting your effectiveness and it's very unlikely your opponent will notice you doing it. You can also pull back on certain rules. For example, let's say you've got a unit of 5 models, with 3 separate groups for wound purposes. (call it 2xMelta, 2xBolter, Pistol/CCW.) They get hit with 3 Rending wounds and 3 normal wounds. With more wounds than models in the unit, you could put all 3 Rends on the Bolter guys, and a normal wound on each of the others. On the other talon, you could choose to put the rends on separate wound types (1 Bolter, 1 Melta, CCW/Pistol) and kill off most of the squad. You don't have to use the Wound rules to your advantage, which will help you avoid crushing the other guy. Another thing you can do is to get in your own way. Move tanks so that they block or partially block each other's lines of sight or get in the way of stationary units. Put stationary units like devastators in areas with limited line of sight, or put other infantry units in their way to give the opposing army cover. Similarly, you can bottleneck your assault units, either with each other or with vehicles. Finally, you can make suggestions (in a teaching game) or make pointed questions in a game where you want to soften your win. For example, you could tell the other guy, "If you move your Captain onto the ridge there, my Lascannon will have a clear shot at him." Or in a "soft" game, as he moves the captain, you might say, "Does my Lascannon have line of sight to there?" (knowing full well that it does, but making it clear to him in the process.) You can also suggest alternate targets that would be better. "That missile launcher won't do much to my LandRaider, but it will do nasty things to my Rhinos, while your Meltas have a much better chance against my LandRaider." If it's not a teaching game, don't use too many of these direct suggestions, or it will start to become apparent that you are trying to help them. On the other hand, if you say things like, "Shoot, I just can't get out of sight of those Lascannons, but I need to get my Terminators over there. I guess I'll have to chance it," it'll clue them in to your plans and their potential counters without being totally obvious. The Rising Tide Lifts all Ships If you enjoyed this, email me and let me know |