This is a guide for how to properly play the TCS game, as well as a few tips from my own personal experiences.
About this creation
A lot of people have had trouble placing baseplates on super heavy units. The best way to do this is to find place on the model that the baseplate will be centered. If something (like a turret) is in the way, remove it for the time being, then replace it at the end. Use transparent pieces to make the baseplate at the forefront of the model, meaning it will be able to move up ramps. When the baseplate is where it should be, delete the transparent pieces. (Note: later you will learn how to move units without grouping them, so don't worry about the baseplate not being attached to the model.)
When adding baseplates to ground units, find the approximate center of the unit (usually easy to find). Then put one or two small plates underneath it, then add the baseplate. Finally, delete the spacer plate(s). Andrew's Tips: For hoverunits, I like to use two spacer plates...
...and for groundunits I use one spacer plate.
Moving Units Without Grouping Them
While for a while a good strategy, grouping units to move them is, in the long run, a bad idea as it adds to the complexity of the model and makes destroying the unit difficult. An alternative to grouping units is the disconnected baseplate method, as demonstrated below.
Step #1: Take the Select Connected tool from the toolbar.
Step #2: Select the unit, NOT the baseplate.
Step #3: Take the Select Additional tool from the toolbar.
Step #4: Select only the baseplate.
Step #5: Click and drag from any part of the selected pieces. This should allow you to move the model and control its landing point with relative ease.
By the way, if you're having trouble finding the baseplate piece, you can find it in the picture above.
Making Good Explosions
Undeniably, explosions are hard to get right. They're even harder in mini-scale (at least for me). However, there are a few tips that helped me and might help you. Above you see the Basilisk Super Heavy Mobile Turret. Below are the steps to a good 'splosion. Note: make sure you've positioned the gun in the direction it is going to go before trying this.
Step #1: Add a transparent four-way brick. I cannot stress enough how helpful these things are. Add them however it fits on the gun barrel, you're going to need it.
Step #2: Add detail bricks on the four sides of the four-way. These are totally up to you, but personally, I like to use 1x1 flat rounds or 1x1 flat studs. Also, 1x1 cones are good for superheavy gunfire.
Step #3: Delete the four-way brick and add main detailing bricks. These would include 1x1 rounds and the Stick/Aerial piece as shown in the above picture.
Note: Don't feel constrained by the above mentioned pieces. They are purely my preferences, you can do whatever you want. Andrew's Tips: Pick a color and design for your gunfire and stick with it. Units shouldn't have two different gunfire designs unless they have multiple guns. More Andrew's Tips: Make the explosion equivalent to your unit. A light shouldn't have a huge fireball coming from it, and a Super Heavy shouldn't have something like a firecracker as an explosion.
Correct Movement/Range Expression of Units
This battlescene will show you how to correctly express movement and range in a battlefield environment.
For starters, movement bricks are shown as light blue, as pointed out in this color pallet.
Next, move the unit one 2x2 plate ahead. Then take the 2x2 flat round plate and place it where the unit was.
Finally, move the unit to the desired spot. Then take the 2x2 flat plate and plot the movement from the 2x2 flat round plate. Note: they must reach from the starter plate to the baseplate under the unit.
Range can be difficult to get right, but it shouldn't be hard after you understand it. The color of range blocks should be transparent red, as shown in the above picture.
Use the 4x1 flat plates and 2x1 flat plates to represent range. Remember that they should connect baseplate to baseplate, not unit to unit. Note: always have the plates connected fully, not by corners.
Andrew, I found a flaw that I'm pretty sure is unintentional this time. Your hovertank starts on an illegal space (not on a single grid plate) and I think you should also add the placing of the unit on a grid square as part of the tutorial. Near the top of this page is my reference [http://www.mocpages.com/moc.php/266825].
Nice trick to avoid the grouping tool. After I suggested it in the first place I found that I could use it because of the size of the model. I failz. And also in the last pic one end of the attack isn't touching the baseplate.