INTO the EYE 
An investigation into the deepest and darkest nooks of the GW Universe
By Mike Brandon [June 2006]
Welcome to the second volume of ‘Into the Eye’, a look into the finer parts of the GW
hobby.  
What’s the Rush?
A look back into tactical articles in past White Dwarves see’s constant mention
of ‘taking your time’, and the classic sign of being a good player is to walk
around the table and view the battlefield action from the opponents side. Yep,
take it nice and slow and make no mistakes…..
Well, this here piece is going to tell you why that attitude isn’t a winner. First and
foremost, the best way to play is to keep any plan you have as loose as possible, that way
your reacting to the board, and not some notes on paper that have little to no bearing on
the way things pan out by the start of the second turn. The second part to being a good
player is instinct, understand and love your troops and you’ll know when to hit cover and
when to hit the enemy. Master these two parts and then you can utilise the real
killer…time.
If you understand your army and the table layout – ‘clock’ this when deploying, you can
begin to use the tactics that really mark out a good player. During your turn you should
be as fast as possible, drop your troops here you want them immediately, don’t get
harassed checking enemy positions, your just showing your opponent what your
intentions are. If you can throw out a turn fast, and with good instinct you should be able
to do it without mistakes, your opponent will have no time in which to respond to you
and make plans. Don’t worry about having a big army and taking longer than a smaller
one, its all relative, the more troops you have the more plans your opponent will have to
make so it evens out.
If you achieve this, during your opponents turn you can throw off weaker players, harass
them, complain about the time it takes – you’ll have the right to. In general a player can
only take about 50% longer than their opponent, and this can completely throw off less
skilled players. Next, learn to plan all your next moves during your opponents turn,
instinct will tell you what you need to hit and then you can throw out your turn even
quicker and really put your opponent on the ropes. Like football, pace can really win out
as long as you have the ability to utilise it.
So that’s it in brief, conclusion being that there is a physical factor in 40k, and that’s
pace. Your own ability to move stuff fast, and use your brain fast  can give you the games
momentum and can put players really on the run. And even if it all falls apart, you’ll
probably have made time for another game or an extra 30 min in the pub!    
Strange Visions
New creatures for the battlefields of the 41st Millennium
Solid Snake 
This month, the master of Stealth and the perfect soldier, of
Metal Gear fame…
Solid Snake can feature in a 40k army using the same guidelines
for choosing a standard Assassin.
Troop Type
M
WS
BS
S
T
A
LD
Save
Points
Solid Snake
4
8
8
4
4
4
8
3
10
6+/5+
300
Weapons – Socom (Bolt Pistol w/ Silencer & Red-Dot Laser), FAMAS (Move & Fire Heavy
Stubber)
, Missile Launcher w/ Nikita missiles – Frag missiles that can target any model within 18”
even if it cannot be seen
& Stinger Missiles (Krak Missiles), PSG-1 (Needle Rifle) & Frag and
Smoke grenades
Armour Flak Armour
Wargear – Solid Snake carries a Soliton Radar (Bio-Scanner), a Grapnel, Infra-Red  
Goggles, Rations (auto. has effects of a Medi-Pack in each rally phase), and a Concealed Blade   
Special Infiltrate & Immune to Psychology.  Solid Snake also has the following
repertoire of skills – Catfall, Quickdraw, Combat master, Ambush, Dive, Escape Artist, Infiltration,
Sneak Up, Hurl Opponent, Crack Shot, Hip Shooting, Marksman
For special equipment and skills, see the Necromunda rulebook
If I were a Space Marine….
Over the years many people have asked me, ‘what would I take in a Space Marine
army?’ Here for you is the army list I’d use, but what would I do with it? Well, maybe
one day I’ll make it and you can find out :-p
 
Commander –  Chaplain Hero w/ Jump Pack
94 points
Hero’s – 
Company Standard w/ Plasma Gun
63 points
Techmarine w/ Jump Pack & Power Axe
50 points
Squads - 
Tactical Squad w/ Heavy Bolter
315 points
Veteran Tactical Squad w/ Heavy Bolter
345 points
Tactical Combat Squad w/ Plasma Gun
158 points
Assault Combat Squad w/ Jump Packs & 20 points wargear
195 points
Devastator Combat Squad w/ Heavy Plasma & Lascannon
235 points
Support - 
Predator w/ Twin Lascannon and sponson Heavy Bolters
150 points
Dreadnought w/ Assault Cannon & Power Fist
175 points
Attack Bikes X 2 w/ Multi-Melta’s
230 points
Total
2,000 points
Scry the Stars….
This I hope will kick off a Q & A section on 40k which I will answer in
subsequent ‘Into the Eye’s’, so if you have a Question on anything from background to
points values in 40k 2nd edition email me at brandon@ogc.org.uk
Finally…..2 former 40k Champions go Anglo Saxon….