I use a variation of the denied flank but usually I have found now that scout and outflanking strategies are just as effective in completing the task.
Ask any guard opponent now after having faced off Marbo and they will tell you they would have probably prefered to have a bunch of tanks coming down the flank as they could have stopped it or at least moved to compensate.
That said, its a good tactic, but its time is done... it works well against new players but any experienced player should be ready for it and have counter deployment strategies already in the mix and also have a stratgey of deployment after looking at the board and the terrain.
Terrain is one of the most under stated and under written about topics that are discussed in 40k. We have all whined I am sure about cover rules, TLOS etc. But there are certain times when I glance at a board when people are deploying and I already know who has won based on their placement of terrain alone. (Not always, but sometimes). If I have an opponent who loves to use the denied flank tactic when setting up terrain I will place some rough or dangerous ground etc right along the sides hampering him/her or forcing them to attempt to deploy on the opposite flank and then have a nasty shock waiting for them.
I have also noticed that the denied flank works so well with IG as players suffer the death valley terrain syndrome of putting the terrainin starting zones leaving the centre a shooting alley or the sides drive up alleys. (You can bait a denied flank player at times using this strategem).
My signature strategy is the Flower Pattern flank or centre attack when using Mechanized forces. I play IG, so for me its chimera's. I run 6 of them which for those of you non guard types is less than 400 points total. (How expensive is a LR now?) and do two rows. The first of 3 is nothing but a screen, run hull to hull. This usually prevents most side on shots for the opening turn. they move forward and are usually empty, the second row contains the goodies of the guard who can all fire happily from AV12 bunkers on the move. (5 can fire, thats usually 3 melta or 3 plasma at least if you have put the right squads in the vehicles). Then its a matter of moving them forward and opening the front rank of the transports like the petals of a flower so the second rank completely unscathed comes through into the heart of the enemy and unleashes str 7 and str 8 multiple shots and follows up with heavy flamer death from AV 12 protection. With storm troopers deep striking, and marbo arriving at the other end to take care of anything thats too pesky or a pie plater.
Works fairly well, especially against small numbered foes, like SM and CSM and if executed properly will take the guts out of a tyranid attack too.
Thats one strategy I use, but its all situational depending on who I am facing, and if they will be to focused on their own plans instead of looking at what I am doing.
A lot of players I have noticed as well, have a plan and stick too it dogmatically and havent considered counter punch units or whats protecting this or that far too often. A lot of basks can be taken out or single vehciles that entire strategies rely on far too much to be effective.
Their are numerous other tricks too...
1. Don't keep staring at what you think they might be going for or what your concerned about.... people pick up on it and look and then may see what you do. Things look very different from 180 degrees of vision.
2. Large nice models attract anti-tank fire to stupid and absurd lengths at times even when their own fire has been completely ineffective.
3. Study your opponents list and learn their armies. If your facing nids, read their codex and learn what they can and can't do... (As dirty harry said... A man has to know his limitations!).
4. If playing against a rules lawyer always check the fine print.... half the time they are wrong.
5. Focus on the game and not your opponents words as you play. Have some faith in yourself. I have stopped certain death of myself by raising an eyebrow during movement phases and smiling and then watching them get cold feet. Bluff is just as important as skill. Even the best of us make stupid errors.
6. Don't let your opponent pick up dice and roll them and say 6 hits, 3 wounds you make 3 saves... in less than 3 seconds. If your not sure, say hey can you show me that.... half the time they have not even calculated it right.
7. Never let your opponent set up the terrain solo.... I always get a third party or place one peice equally at a time. Or even better you do it... be fair with it, but a lot of players will try and do a terrain set up that will allow them an edge. So many big buildings leading from his deployment to yours? good work CC, or large barren areas with zero around it... good work shooting gallery. It has to be a mix to be fair.
8. Have fun.... if the game has degenerated for you that its about winning and not having fun, then its really time to walk away and evaluate whether becoming emotionally involved over plastic space men means that you may have other issues in your life or require some refocus. Been there done it.... I love it, I am happy when I win, but I am also happy when I lose as I then have a new challenge before me to overcome.
Can't think of anything else right at this second....