This is not meant as a full on tactica on deployment, as that would require intimate knowledge of every army and every terrain possibility. Some generalizations can be made, though.
When watching other games, especially those on Vassal, I can usually spot the victor to be simply by looking at the final positions of units after deployment, but before the roll is made for first turn.
There are generally two problems I see.
1. Failure to use the cover available.
2. Failure to appreciate the harm the enemy can do on turn one.
Currently, vehicles and fast vehicles can move and shoot with little to no decrease in output. So, why would you place one in the open in front of a railgun heavy Tau force when there are plenty of lvl-3/los-blocking terrain features in your DZ? Such simple mistakes have cost many players the game before it even began. I just witnessed this same scenario recently. There is no reason to hand your opponent the opportunity on a silver platter. Make your foe EARN the right to target your tanks.
Also, when the enemy has such a thing as B L A S T weapons, why do most gamers insist on packing their foot infantry in nice small little bundles of joy? Even if you believe an almighty 3+ armour save will protect you, why would you risk having to roll more than 3 or 4 dice? Clumping together will force you to roll upward of 10 dice instead. If your foe is packing lots of long range tank killers, keep your tanks where these tank killers cannot see them. If your foe has an obvious corridor of terrain, perfect for covering his assault advance, then make use of this yourself. Either seriously contest this corridor, or leave it to him, allowing him to waste a few turns trying to get to you, only to find that the other portion of his force no longer exists and he now faces overwhelming odds.
Here's one item that might help newer players understand a little bit about the deployment mistakes often seen, and how to avoid them.
During your next game, take a look at the other side's deployment. Head over there and take a look at your own from the other perspective. What would you do to cause hell to your own force using your 'borrowed' new army? What mistakes can you see in your own DZ that you could probably have corrected had you only placed x unit a few inches to the left or right.
Remember, in half of your games, you will NOT go first. Poor deployments mean that in half your games, you risk your army on a single die roll. Going first does not win the game for an army, but going second with a craptacular deployment pretty much guarantees that you will lose, and embarrassingly so.
When watching other games, especially those on Vassal, I can usually spot the victor to be simply by looking at the final positions of units after deployment, but before the roll is made for first turn.
There are generally two problems I see.
1. Failure to use the cover available.
2. Failure to appreciate the harm the enemy can do on turn one.
Currently, vehicles and fast vehicles can move and shoot with little to no decrease in output. So, why would you place one in the open in front of a railgun heavy Tau force when there are plenty of lvl-3/los-blocking terrain features in your DZ? Such simple mistakes have cost many players the game before it even began. I just witnessed this same scenario recently. There is no reason to hand your opponent the opportunity on a silver platter. Make your foe EARN the right to target your tanks.
Also, when the enemy has such a thing as B L A S T weapons, why do most gamers insist on packing their foot infantry in nice small little bundles of joy? Even if you believe an almighty 3+ armour save will protect you, why would you risk having to roll more than 3 or 4 dice? Clumping together will force you to roll upward of 10 dice instead. If your foe is packing lots of long range tank killers, keep your tanks where these tank killers cannot see them. If your foe has an obvious corridor of terrain, perfect for covering his assault advance, then make use of this yourself. Either seriously contest this corridor, or leave it to him, allowing him to waste a few turns trying to get to you, only to find that the other portion of his force no longer exists and he now faces overwhelming odds.
Here's one item that might help newer players understand a little bit about the deployment mistakes often seen, and how to avoid them.
During your next game, take a look at the other side's deployment. Head over there and take a look at your own from the other perspective. What would you do to cause hell to your own force using your 'borrowed' new army? What mistakes can you see in your own DZ that you could probably have corrected had you only placed x unit a few inches to the left or right.
Remember, in half of your games, you will NOT go first. Poor deployments mean that in half your games, you risk your army on a single die roll. Going first does not win the game for an army, but going second with a craptacular deployment pretty much guarantees that you will lose, and embarrassingly so.