A New Age Of Small-Unit Leadership

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A New Age Of Small-Unit Leadership

By: Brent Filson

Recent mergers in many industries remind me of a point that Gen. Dwight Eisenhower often made, "Generals move the pins on a map," he would say, "but the front-line troops have to get the job done."

And the key to the job is leadership, small-unit leadership, leadership of the most basic units or teams of an organization.

Without good leadership in front-line units ­ the squad leaders and platoon commanders or their business counterparts, the supervisors and first-level managers ­ organizations stumble, no matter how skillfully the pins are moved on the map.

Yet in bringing leadership programs to many businesses in a variety of industries during the past 20 plus years, I've seen many companies neglecting small-unit leadership.

Time and again, I have seen technologists promoted right off the lab bench to become team leaders; I've seen assembly workers promoted off the line to be supervisors; and salespeople made local managers and yet they were not helped in substantive ways with their leadership skills.

Instead, their employers were focusing on the pins and maps, the re-engineering, acquisitions and divestitures.

Sure, the stocks of those businesses got quick boosts, but I wonder how well-positioned the businesses are to achieve consistent earnings growth over the long haul without skilled, small-unit leadership.

Consistent earnings' growth is linked to consistent top-line growth. Such growth rests on a tripod. One leg is strategy, the pins on the map; the other leg is resources; and the third leg is execution. Small-unit leadership is the execution leg.

So I submit that in the coming years, businesses will come to realize the importance of small-unit leadership to top-line growth and earnings' growth.

In fact, the coming years will reveal an exciting new age in small-unit leadership. Businesses that champion such leadership will be tremendously competitive.

Here are a few ideas on how to make it happen.

First, the CEO and senior executives must recognize the vital importance of small-unit leadership. I'm not talking about their simply paying lip service but having instead a passionate conviction that small-unit leadership is indispensable to growth.

Senior executives must encourage small-unit leaders. Celebrate their achievements. Help them overcome their failures. Measure their leadership performance. Develop compensation that stimulates them to advance as leaders.

The Marine Corps, an organization with a robust tradition of small-unit leadership, has institutionalized high-level commitment to small-unit leaders. For instance, in chow lines in the field, the lowest ranking troops eat first, the highest ranking last.

(How might the cultures of some organizations start to be changed for the better if, for instance, its executives gave small-unit leaders parking perks, while they, the executives, took their chances in the main lot?)

Top leaders who demonstrate commitment to their small-unit leaders will have committed small-unit leaders.

Without top-down commitment, effective small-unit leadership will not flourish through the whole business but instead in relatively ineffective, scattered islands.

But top-level commitment, though necessary, is not sufficient. A passion for small-unit leadership should soak the entire culture of the organization. Everybody must catch the spirit of and contribute to maintaining a culture of small-unit leadership excellence.

The word culture comes from the Latin root meaning "to cultivate." To grow small-unit leaders, everybody in the organization must cultivate them. Spot them early. Bring mentors into their lives. Set their expectations high, not only for themselves but for their colleagues and leaders above them. Encourage them to develop leadership in others.

A successful executive told me that his career was changed by a small-unit leader. At one time, the executive was a high school dropout working on the assembly line.

"During breaks," he said, "I always had people gathered around me. I had this knack of getting them interested in what I had to say. One day, my supervisor told me something that changed my life. He said, 'I've been watching you with people, and you're a natural leader. With more education, you could go far.'"

The executive said, "Until then, I had never looked at myself as a leader. Suddenly, I had a vision in life. I was something I didn't know I was: a leader. I finished high school, went to college, and came back here.

"That supervisor 's passion for leadership defined my career.. He was always spotting potential leaders and helping them become leaders. His teams consistently racked up the numbers because of his leadership. He had me understand that his level of leadership is tremendously important in our company."

Finally, the business that is serious about small-unit leadership must systematically develop them through well-thought-out, comprehensive training programs.

In the coming New Age of Small-Unit Leadership, leadership development people will have extremely important roles to play. They will be seen as some of the most important leaders in the organization, since their interaction with small-unit leaders will be contributing directly to top-line growth, to having people get the job done where ever the generals place their pins in the map.

2005 Copyright The Filson Leadership Group, Inc. All rights reserved.

PERMISSION TO REPUBLISH: This article may be republished in newsletters and on web sites provided attribution is provided to the author, and it appears with the included copyright, resource box and live web site link. Email notice of intent to publish is appreciated but not required: mail to: brent@actionleadership.com

About The Author

The author of 23 books, Brent Filson's recent books are, THE LEADERSHIP TALK: THE GREATEST LEADERSHIP TOOL and 101 WAYS TO GIVE GREAT LEADERSHIP TALKS. He is founder and president of The Filson Leadership Group, Inc. - and has worked with thousands of leaders worldwide during the past 20 years helping them achieve sizable increases in hard, measured results. Sign up for his free leadership ezine and get a free guide, "49 Ways To Turn Action Into Results," at www.actionleadership.com



JackieD 16.07.2009. 02:20

how did rome change into the middle ages? I want to know how the roman army changed into the middle ages? How did it loose it's classical legions and the legionaire with the byzantine empire???
and also, how was it still called the roman empire when it differed the classic roman empire so much.


Admin 16.07.2009. 02:20

The Roman Empire ceased to exist in 476 CE. Rome was taken over by the barbarian Odoacer who changed the name to the Kingdom of Italy. He was eventually replaced by Theodoric, King of the Ostrogoths, who established his own kingdom in Italy.

The only part of the "Roman Empire" that continued was the Eastern Roman Empire, which for the middle ages was referred to as the Byzantine Empire, after the ancient Greek city of Byzantium. It is a continuation of the "Roman Empire" because of the political reforms begun by Diocletian and then by Constantine the Great. In these reforms, the empire split into Eastern and Western halves. The West fell in 476 but the East had better leadership, more big cities, and fewer barbarians threatening its borders. The East likely continued to refer to itself as the Eastern Roman Empire for the rest of its history, until 1453 when Constantinople was captured by the Ottoman Turks. The term Byzantine was actually applied by later historians who wanted to differentiate the "Byzantines" (who by that time spoke Greek) from their Roman forebearers (who spoke Latin), and since Rome was not politically ruled by the Eastern Roman Empire.

The "Holy Roman Empire" was a term created by Charlemange's successors trying to tie in the Christian faith with the legacy of Rome's power. As one man put it, "it is not Roman, it is not christian, nor is it an Empire."

The changes in the "Roman" military began in the last years of the West's existance as an Empire. Between civil wars and foreign invasions, the professional army of the 1st and 2nd centuries dissappeared in the 3rd and 4th centuries. To save costs, the Roman military got rid of the Lorcia Segmentata that is famously depicted in the movie "Gladiator" in favor of chain-mail, which was cheaper to make and just as good in many aspects. Roman influences on the peoples it had conquered in its late Republic to early Imperial history also played a factor in Rome's decline. Rome's military actually rested on its provincials, not on the Italians, and by the late 4th to early 5th centuries, fewer and fewer provincials volunteered to serve. Diocletian created reforms to create local militia units to save the Empire from have to make massive armies spread themselves thin to guard territory, and allowed him to downsize the Roman military.

Diocletians reforms survived his reign and were largely continued by Constantine's successors, but with fewer "Romans" volunteering to serve, the Roman army became a force of hired mercenaries, largely from the Germanic tribes flooding into Roman territories. This helped destroy the Western Roman Empire while the Eastern Roman Empire struggled. After 476, the East began to slowly purge many of the most "anti-Roman" mercenaries out and rebuilding a more centralized army. This was not complete until the reign of Justinian, and even then, the Eastern Roman Army was much smaller then the Roman Army had been in the 1st or 2nd Centuries.

The major tactical change that occured happened after the Battle of Adrianople in which Gothic cavalry played a pivotal role in slaughtering a Roman field army and killing the Emperor. This resulted in the downgrading of infantrymen to support troops and raising of cavalry to vanguard status. The East formed several heavy cavalry units, armed with a spear, sword, shield, a quiver and arrows, and a bow to shoot the arrows, called Caterachts(sp?). In the west, these became the armored "knights". This would not begin to reverse until the Battle of Agincourt during the 100 Years War.


Flora 04.09.2011. 10:36

What good fantasy books for teens are there? My favourites are The Mortal Instruments series, Maximum Ride, and The Hunger Games. What books like these are good? And please no one say Twilight!


Admin 04.09.2011. 10:36

Some great books similar to the Hunger Games are:

The Shore of Monsters by David Nix: Five generations earlier, a horde of monsters nearly obliterated humanity. All males are dead or ruined by a monster plague; words like 'father' and 'romance' have lost meaning. When teenager Sky joins an expedition to the shore that falls apart, she must survive amongst the monsters that roam the ruins. She gets unexpected help from a very surprising source.

Ender's Game by Orson Scott Card - Young Ender Wiggins is recruited for a special academy that trains leaders to fight the aliens that have twice attempted to attack Earth. The training consists of zero-gravity war games between units of children, with the winners advancing up the proficiency ladder. The author tells all with frank brutality. Ender proves to be a master of the training games, and quickly ascends to leadership. The final fantastic twist is jaw dropping, making an outstanding book a classic.

The Forest of Hands and Teeth by Carrie Ryan - Seven generations have passed since the Return, a plague that reanimates dead humans into creatures that feed on the living. Teenager Mary lives inside one of the last enclaves of uninfected, protected by a chain link fence that surrounds her village. When the fence is breached, Mary flees the village with a small band of survivors. Their flight toward an uncertain salvation is both harrowing and revealing, as they try to determine if they are humanity?s last hope.

Uglies by Scott Westerfield - In a future society, a mandatory operation at age 16 wipes out physical differences, turning "Uglies" into "Pretties". The Pretties are allowed freedom to play, while the Uglies jealously await their turn. Ugly Tally has gotten into trouble that may forfeit her operation. The menacing government offers her a way out: find a group of rebel Uglies, infiltrate, and betray them. Tally agrees, but upon finding the rebels comes to understand the terrible price of becoming pretty.


Amaya 26.06.2013. 01:21

How to fix the role I am in with my puppy? Siberian Husky, 2 months, female.? I just recently found out that playing tug-of-war is a no-no. How do I pull away from that habit when that is pretty much all my puppy plays? Also, when I pet her head or rub her belly, she tries to play bite me. She also lunges at my face when she has the chance too. She never growls but she always only wants to play, but with everyone else she goes to them wagging her tail and her ears back in a submissive non threatening kind of way. I'm with her everyday and spend the most time with her. I take her on walks, play with her, feed her, and everything. I don't know if she doesn't respect me or what, and I don't know how to correctly show my dominance with all the contradicting information basically saying either be the bully or don't be the bully. I really want her to respect me and recognize me as a leader and her caretaker. How do I go about this? And is her behavior because she doesn't view me as "top of the totem pole" so to speak. Any questions about this situation you may have in order to help your response please leave them, I will answer them in the additional details. Thank you in advance.


Admin 26.06.2013. 01:21

Stop doing things that you *know* will make her want to bite.

Tug o' war was thought to be a bad game for a while but now it is considered okay again. Just let the dog win at least sometimes. Fetch is a better game. You can find whole books full of games to play with your dog. Try Dogwise, www.dogwise.com and www.amazon.com for these books.

Please forget showing dominance. The whole dominance thing was based on faulty studies of captive, unrelated wolves. The wolves were kept in a small enclosure and felt very much threatened and scared. They fought a lot, did a lot of posturing. REAL wolves in REAL wolf packs are all related (it's a family unit) AND THEY ARE REALLY QUITE PEACEFUL WITH ONE ANOTHER. The terms "alpha male" and "alpha female" have long since been replaced with the more accurate terms "breeding male" and "breeding female" as they are the only wolves in the unit that reproduce. The other wolves in the pack are their cubs/pups of various ages. Young wolves stay in the family unit until they reach sexual maturity and go off to find their own mates.

Furthermore, you need to know that several decades of studies of feral dogs all around the world have been done and in *NO* case was it found that feral dogs EVER formed packs. Wolves form packs. Dogs DO NOT. Please know the facts and stop using those old, outdated dog training theories (they were never facts!) about dominance and pack leadership which are not only wrong about wolves but do not apply to dogs.

Just be a good leader, sort of a parental figure or a good guidance counselor for your dog. Train it gently and carefully. Make learning FUN. You'll get tons of respect as well as a dog that loves to learn and loves to obey you if you can manage to teach yourself clicker training.


Caitlin 21.02.2010. 16:12

A Brief description of the spanish civil war and how it effected Spain's people? I am writing an essy and need just a small description, i simple terms, of what the spanish civil war was (1936-39) and how it effected the population of spain.


Admin 21.02.2010. 16:12

It is a large question.

Condensing it to the essentials:

1...A left-wing government was elected, and abolished the monarchy establishing the 2nd Republic.

2...Reforms were instituted to give more power to the working class. These included reducing the power of the Church, instituting legal divorce, reforming the education system, collectivising industries etc.

3...Here and there things got out of hand. Priests and religious were harassed, sometimes murdered. Churches were looted and burnt.

3...In some places there was outright theft ot property.

4...As has quite often happened in Spain, a group of army officers, thinking that things were getting out of hand, issued a 'pronunciamiento' (proclamation) suspending the civil constitution with the aim of restoring order.

5...The Republic defended itself with armed force. Its supporters formed militias with the aim of maintaining the status quo.

6...The army faction which made the pronunciamiento now invaded from N. Africa. The Navy, mainly, came out for the Republic (murdering any officers suspected of being politically unreliable) - many units of the Army came out for the rebels.

7...There was now civil war between two factions: the Republic (or Government) and the rebels, or Nationalists. Both sides were coalitions of different groups: the Republicans had the Communists, the Anarchists, most of the unions, other left factions, the leftish liberals and some professional and intellectual bodies. The Nationalists had two groups of Royalists (supporting different candidates), most of the Church, the Falange Espanola (a nationalist party with Fascist leanings), most of the business community and the conservatively-inclined liberals. Despite the scornful nicknames their enemies gave both sides, the Republicans were not mainly Communists (or 'Reds'), nor were the Nationalists mainly Fascists - these were only elements in the coalitions.

8...On the Nationalist side, Franco was the leader. He managed to keep his side more or less united, which helped him to win. On the Government side there was much infighting and the leadership of the government changed several times. There was at one point actual fighting between Republican factions.

9...Both sides had help from abroad: the Nationalists had some squadrons from the German air force, while the Government had a little help from the USSR (actually the USSR was a very dubious friend) and many foreign volunteers in the International Brigades.

10...Eventually the Nationalists won. Franco ruled as dictator for the rest of his life.

11...As to how it affected the Spanish people: in the first place, much as any civil war affects the population. Civil wars are usually more bitter than international ones, and this was no exception. Both sides routinely committed atrocities and breached the rules of civilised warfare. Orwell records the use of ambulances to transport munitions and the consequent shelling of them by the Nationalists. He also reports without comment that shooting enemy officers who surrendered was normal. Both sides conscripted men of fighting age, and executed deserters. After the war there was revenge killing by the victors - mainly (but not exclusively) of those involved in earlier murders and other atrocities.

One surprising fact is that the ordinary people of Spain remained, mostly, apolitical and apathetic on both sides. In an ideological war you would normally expect some non-cooperation, sabotage and resistance in the rear of the front line. There would normally be desertions both ways to the side that more nearly represented the soldier's own views. In fact there was very little of this. The population were largely content to live, work and fight in much the same way - and for the side which chance had left them on.

After the war, Spain was economically wrecked. Until the 2WW was over and free movement of tourists and capital again became possible the Spanish suffered actual hunger and hardship - worse than the worst effects of rationing in the UK. Things became better only gradually with the tourist-led recovery starting in the 1950s.

Much more could be said, and I have given some details in earlier answers, which you are welcome to look up.

Good luck!


Gabriel 07.05.2013. 16:08

What is the best way to become an officer?(5 Stars)? I'm going to make 22 years old, and I'm going to enlist in the navy, what is the best way to become an officer? and it's possible to become an officer of another branch? like if I'm enlisted in the navy could I became an officer of the air force or the marines corps? Please don't just come and say that things are impossible, if there's a way or a chance and you know it tell me =D


Admin 07.05.2013. 16:08

There are numbers of ways to become an officer: 1) Service Academy (West Point, AF Academy, U.S. Naval Academy), 2) Reserved Officer Training Corp, 3) Officer candidate school, and 4) Direct Commission.

There is no such thing "best" way to get there. How you get there depends on your circumstance, age, and ability.

For your situation, as 22 years old, no college, and no prior military experience, ROTC is the best way to get there.

If you are 12 to 18, making good grade at school, and are planning on going to a prestige university, then I advise you to try to apply for West Point (Army), Annapolis (Navy), or U.S. Air Force Academy.

If you have prior service experiences, some college (90 hours or more), then you should apply and tryout for Officer Candidate School. If you want to go back to full time college, Green to Gold is a good choice.

If you already have a professional degree (Ph.D., M.D., Doctor of Divinity, or J.D.), you may apply for direct commission and get appointed as an officer.

An officer may also transfer from one branch to another. However, this is a major career killer for many officers because they have to learn everything from ground to up. In additional, not many specialized skills are truly transferable between branch because each branch has their own doctrine.

This is also possible to become a 5 star general (Nothing is impossible, impossible are things that you don't try for). However, it is probably very difficult. Successfully complete the following tasks will increase your chance of getting appointed on the next World War:

1)Complete your college education and get appointed as a 2nd Lieutenant
2)Complete Officer Basic Course
3)Complete Jump school, Air Assault, Ranger School or Special Force
4)Successfully lead a small unit level leadership position (40-50 troops)
5)Complete Captain level military education or Pre-command course
6)Successfully commanded a company size element (100 ? 150 troops)
7)Complete a graduate degree in history, military science, or management
8)Complete a staff position as an Operation Officer
9)Complete Major level military education
10)Successfully commanded a intermediate size unit (800-1000 troops) - Battalion Commander
11)Complete Command Staff College
12)Complete War/Air War/Naval College and receive your 2nd Master Degree in Strategic Study
13)Complete a Brigade Level Command (or a Ship) (3000 troops) (Colonel)
14)Complete a Division Staff Position
15)Appointed to Command a Division (or a Capital Ship) (10000-15000 troops) (1 Star)
16)Complete a Corp level Staff / Joint staff Position
17)Appointed to Command a Corp (a Battle group) (about 60,000 troops) (2 Stars)
18)Complete an Army Staff or Theater staff position
19)Appointed to be a Army group commander (or a Task Force) (about 120,000 troops) (3 Stars)
20)Appointed to be a Regional/Theater commander (or a Fleet) (250,000 troops) (4 Stars)
21)Appointed to be a Chief of Staff (4 Stars)
22)Appointed to Joint Chief of Staff (4 Stars)
23)If needed, you may get appointed to become the General of the Army/Navy/Air Force as a 5 star general to command multi-national force.

The list is not all inclusive, some officers did more while some did less. However, this is the typical road map to get there.

Good luck on embarking your journey of becoming the next supreme commander.


Chris 26.09.2008. 01:25

Thinking of entering the field of law enforcement? I am 13 and know I want to be a cop. I don't really know what appeals to me about it but sometimes you just know.

Anyway i was wondering if there were any programs for young adults who are committed to becoming a police officer?
I live in Seattle if that means anything


Admin 26.09.2008. 01:25

Check out an Explorers Program.

Law Enforcement Explorers Program


The mission of the Seattle Police Law Enforcement Exploring program is to bridge the gap between youth and police by educating and involving them in police operations and to interest them in Law Enforcement.

Exploring is for young men and women 14 to 21 years of age.

Exploring can further each Explorer's education, encourage the Explorer's participation in a rewarding and productive service activity, and enhance the Explorer's preparation for future roles as citizen and community members. Besides gaining a working knowledge of police work, the participants have the opportunity to give of themselves to their community.


Explorers have many opportunities to apply the training they receive at the Academy. For example, members can volunteer at community events doing security work, directing traffic, fingerprinting small children, and helping with Crime Prevention Programs.

Members can also learn first hand how Police Officers do their jobs. Officers and Detectives with special skills are invited to meetings to explain how the Police Department investigates major crimes such as Homicides, Narcotics Violations and Gang Activity. Explorers also make in-person visits to such units as K-9 and Harbor Patrol.


Law enforcement posts conduct a variety of programs and projects featuring safety, training, and service. The following listing is an example of some of the activities and training in which the Explorers may participate.

* The history of law enforcement
* Introduction to law enforcement
* Note taking and study habits
* Patrol procedures
* Traffic control
* Accident investigation and forms
* Criminal investigation
* Crime scene investigation
* Vice and narcotics
* Organized crime
* Homicide
* Crime lab
* Search and arrest procedures
* Defensive weapons
* Custody
* Fingerprint lifting
* Fingerprint classifications
* Domestic complaints
* Crowd control procedures
* Riot control procedures


Being an Explorer offers many opportunities to learn valuable leadership and life skills, make new friends, interact with the public and most of all, have fun! Every year during the summer, the Seattle Police Explorers attend a Regional Law Enforcement Explorer Conference, which is hosted by a different city.


Candidates interested in becoming Explorers must attend two monthly meetings in succession. Upon attending the second meeting, they are given an application. Upon receipt of the completed application, a background check is done on the applicant and a one on one interview is conducted with an Advisor. Finally an oral board is then given by a panel of existing Explorers for a final evaluation. At the successful completion of these procedures, the candidate becomes an Explorer.

There will be a minimum of two meetings per month; one training and one business, in which Explorers are required to attend. In addition to these two meetings, Explorers are required to participate in a minimum of one community event per month. Failure to fulfill these requirements may result in the termination of Explorer standing with the Post.



whitney M 17.05.2007. 01:48

at what age was a medieval serf considered an adult and what would their physical condition be? Array

whitney M

Admin 17.05.2007. 01:48

There was no place for childhood in the medieval world; children were considered small adults.
The literature of the period deals with war and quests, male stories of knights and lords, and not with children or family. Children were a result of the duty of procreation and the necessity to breed laborers.
Loyalty, for king, God, and religion, was the substitute for family attachments; even the guild system with its control over economic and political life caused the family to be second in importance.
Children were prepared at an early age to fulfill their adult role in society as noble, serf, wife or craftsman.
Medieval clothing did not even distinguish child from adult.
The clothing differences that did exist were related to social standing.
From birth, children were regarded as small adults in dress, in work and in play.

When the child was able to live without mother or nanny, he belonged to the adult world.
At about the age of seven, male and female children were put out to service in the houses of people for seven or nine years.
As servants they performed menial tasks such as waiting tables, making beds and helping in the kitchen; at the same time, they learned manners and practical skills.

The Babees Book of 1475, concerning medieval manners for the young, cites some rules for table manners:

Stand before the lord until he bids you sit, and be always ready to serve him with clean hands.

Do not hang your head over your dish, or in any way drink with full mouth.

If you eat with another turn the nicest pieces to him and do not go picking out the finest and largest for yourself.

When you have done, look they that you rise up without laughter, or joking, or boisterous word and go to your lord?s table, and there stand, and pass not from him until grace be said and brought to an end.

Then some of you should go for water, some hold the cloth, and some pour water upon his hands.

The separation from the family did not mean that the parents did not care for their children.
In the medieval family the unit was a moral and social one rather than a sentimental unit.
The family shared the common experiences of daily living, not just from close physical quarters, but from communal working, praying, and playing together.
Family ties remained strong under the leadership of the male parent whose duty was to provide for the family.
Parents were interested and attempted to insure a place for their children in society with the knowledge of a craft or in a marriage by arrangement for possible freedom from serfdom.
Early separation cut across class lines; poor people?s children spent time away from home just as a noble?s child would serve as a page in another castle.


tam71 05.01.2012. 03:03

information on a summer camp in florida? I am looking for some info on a centenarycamp I checked web and their website, but no real good info. I would love to see reviews on this camp it is:
Centenary Camp
371 Centenary Camp Rd.
Quincy, Fl. 32352


Admin 05.01.2012. 03:03

Sure... Check below...

iD Tech Camp....

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Since 1999 over 130,000 students worldwide have immersed in hands-on learning to create iPhone apps, programs with C++ and Java, video games, websites, movies, 3D models, ad designs, robots, films, and photos. Beginner to advanced students ages 7-17 enroll in these fun and challenging, weeklong, day and overnight summer camps held at 60 prestigious universities nationwide (see below).
Small class sizes (max 8:1) are guaranteed and taught by adult-only instructors for personalized 1-on-1 instruction, with Teens, pre-Teens, and younger students separated into different classes. Students learn personalized curriculum with a small group of peers to optimize learning and social experiences. Accredited Continuing Education Units from Stanford or Villanova are also available to help build a portfolio for college.
Many iD alumni have gone on to do something BIG! They?ve done impressive things like sell their iPhone apps to raise money for college, create websites for local businesses, and write programming books. They?ve also gone on to take leadership roles in school, start clubs, and enter competitions with the projects they?ve created. Learn firsthand how you can develop hobbies and interests into so much more. There?s never been a better or more important time to engage in STEM (Science, Technology, Engineering, and Math) education. Check below for special Teen-only Academy programs.
Video Game Design ? Game Development
Programming & Robotics
App Development
3D Game Modding ? 3D Modeling
Web & Graphic Design
Photography & Video Editing
Held at 60 Locations: Summer camps in Florida and nearby: held at the University of Miami, Rollins College, Emory, Vanderbilt, Stanford, , Princeton, Columbia, Northwestern, UCLA and more. Check the website for a complete list of summer programs.
New for 2012, students can complement their summer experience by subscribing to iDTech365.com ? a new online learning community that offers exclusive tutorials, forums, and video lessons. And don?t forget about the FREE monthly online workshops taught by live instructors, available to iD alumni and students registered for the 2012 season.
For two weeks, ages 13-18 immerse in specialized, pre-college, overnight summer programs at iD Gaming Academy, iD Programming Academy, and iD Visual Arts Academy (filmmaking and photography). Summer Teen academies are located at Stanford University, Yale, MIT, and other locations throughout the U.S. Check iDTeenAcademies.com for specific technology courses and university locations.
Visit www.internalDrive.com for more information and to register online (check real-time-up-to-the-minute-availability). Or call 1-888-709-TECH (8324) to speak to a Program Advisor who can recommend a customized summer schedule to develop a student?s interest.

See more... http://www.mysummercamps.com/camps/florida-summer-camps.html

Good luck!


Legion 19.05.2012. 06:59

How can you tell if someone is "elite"? Array


Admin 19.05.2012. 06:59

There are a number of different circumstances in which a group of people can be considered ?elite?, five of the most common of these are the political elite, religious elite, linguistic elite, educational elite and the military elite. The political elite are considered to be a group of relatively small size who have power that is envied by others. When in a position of political power, this elite group put themselves in a position of leadership and are pressured to maintain this leadership position as part of their elite status. Religious elites held a significant influence and power during the Middle Ages and clergymen often held seats of government power. The elite had the power to persecute anyone who disobeyed the church. Religious elite still exists today in the Pope and the Vatican Assembly. Some elite groups distinguish themselves by speaking a language that is not shared by the commonality. For example in Tsarist Russia and Vietnam, the elite would speak French. In the Philippines it is still possible to find linguistic elite groups who speak Spanish. In some countries where the elite do not speak a different language, their accent or dialect ay hold a higher status, e.g. Queen?s English or Received Pronunciation in England. In terms of education, the elite are often considered to be educated to govern rather than to gain knowledge and skills. The elitist approach towards education is that of gearing individuals towards being a leader of some sort or to think at a sophisticated intellectual level that is more advanced than the general population. Within the military, an elite group is a unit of soldiers or recruits. This elite unit will often get benefits that the others do not as well as have a higher status and higher pay and equipment. Nowadays though, because the Latin word ?eligere? means ?best? people like Olympic athletes can be considered ?elite? because they are the ?best? in their chosen field. It doesn?t always been the rich, snobby parliamentary aristocracy that were known mostly in the 1800s to resist parliamentary change e.g. The Duke of Wellington & Lord Liverpool. The phrase now applies to people who are the ?best? in their chosen field, as stated before.

Although, this looks a bit dodgy coming from someone who has been Knighted and therefore called 'Sir'


Big L 12.09.2007. 04:32

Good Warhammer 40K Necron army consists of what ? (I'm gonna start playing)? And how much should I pay for what ?

Big L

Admin 12.09.2007. 04:32

The Necrons are a fun army to play. It is ideal for beginners, just like a Space Marine army is. In addition, it is a great army for veteran players as well because the list can really get tweaked to your playing style. Note that this guide may seem incomplete to you. It won't feature C'tan, or a Monolith. This is because I will only talk about the models that I have and how to use them. When I get the models and gain experience with them, I will update this guide. In the meantime, most of the Necron force is listed below and has some great insight on the army in general..

Lord: You must have at least one. I only take a second lord in larger games. See my Necron army list which can be found on my Necron main page. That is how I tool-up the lords. I make a close combat lord and a supporting lord. I do not yet have Flayed Ones, but when I do the close combat lord will ALWAYS be a part of their squad! I give my CC Lord a Lightning Field, Gaze of Flame, Chronometron, and a Resurrection Orb. Couple that with a unit of Flayed Ones that have the Terrifying Visage rule and the We'll be back rolls and you have a SERIOUS hard hitting and stubborn unit that your opponents will be hard-pressed to kill. In the pre-codex army list, my favorite wargear was the Veil of Darkness. I used to "veil" the lord and many scarabs (they used to be ind. models and not swarms) into the back line of the enemy. I would hope to survive their shooting attacks then tie up the enemy artillery for awhile. Even pre-codex, I was starting to dislike the veil as it would send me into a mountain, or off the board, or double ones; bad mojo. Now my favorite is the Resurrection Orb. I read the Codex wrong and thought that you can only take one. Nope, can take as many as you have lords! Pay for the orb and never leave without it...EVER period. My lord and a host of warriors stood up to Chaos Marines, Space Marine Terminators, etc. for up to 4 rounds of close combat. Why would you ever fail to use the orb? I will eventuall make a converted lord with the platform of an old destroyer model and a lord riding it like a hover-board. (Necron Lord w/Destroyer body). Check out my pictures section for the Lord mounted on a green-inked crystal. I bought the crystal at a new-age store and inked it. I clipped the base off the Lord and painted/varnished it then mounted it on the crystal. I guess that super-glue really will bond to rock and crystal. I may get more for Eldar crystal forests. One more thing to discuss, Pariahs. Take the minimum of 4 and attach it to the close combat lord for a super hard hitting close combat unit; and/or make the lord join or be in close proximity of a unit of Flayed Ones. Read the special rules for Pariahs and Flayed Ones and you will get the picture! Use Scarabs to screen a lord. Don't make the lord join the unit or the scarabs will be slowed down. Place them in a large circle around the lord and keep the lord more than an two inches away for clarity. Use the scarab-screen for counter charges and to screen from any unwanted charges. They are too small to screen from incoming fire.

Warriors: That's it, just Warriors. I'm not complaining. These guys ARE Space Marines with advantages. For 3 points more than a Space Marine, a Warrior gets a lower Initiative, a Leadership 10, KICK ASS Bionics ("We'll be Back"), and the dreaded Gauss Flayer (a bolter that auto-wounds on a 'to wound' roll of 6). They are perfect for your regular, ground pounder, ordinary troops. You can use these guys in lots of ways; screens, holding ground that was taken by stronger allies, counter charge units, and even tank busters! I also play Eldar so I know what those nasty WaveSerpents can do. Well, in one game (turn 1), I destroyed two WaveSerpents and made the cargo walk it in. They walked into a terrible cross fire from my Destroyers and Immortals. Gauss Weapons are great for taking out any tanks. They auto-glance armor on an 'amour penetration' roll of a 6. Now, with 30+ warriors an average of 15 will hit. On an average you can get 7-8 sixes. Out of the 7 to 8 sixes, you can roll on the Glancing table to hopefully flay that tank. I did this against Black Templars. I used turn one to destroy and disable most enemy armor (Demolisher, Whirlwind, two Rhinos, Landraider) Yes, I did, and it was great. Turn two, my foremost unit was in close combat. Well that is just Marine against Marine, and I can get back up and use leadership 10. Take notes kiddies.

Immortals: Immortals are like Super-Necron Warriors. They cost 10 more points a model and get one extra toughness than Warriors. Their Gauss Blaster has reversed stats to the Gauss Flayer. Flayer has S4 AP5, and the Blaster has S5 AP4 plus it is assault 2. So for the extra 10 points a model over the Warriors, you basically pay for the weapon and +1 toughness. The toughness of 5 is pretty good in case you move them out of the range of the Resurrection Orbs, your opponent would need strength 10 weapons to auto-kill them. In close combat, you loose the advantage of the +10 points (basically the shooting weapon). Keep them out of combat. If you can't, then get the Orb in range to bring them back! I think the +10 points are worth it and I bring between 5 and 12 Immortals to the games.

Pariahs: I have 4 Pariahs and will use them like an unofficial Lord body guard. Since I will almost always attach the close combat lord to a unit of Flayed Ones, the Pariahs my join the support lord or just hang around the Flayed One/CC Lord combination. Take a look at the Pariah's Souless rule: "Any enemy unit with a model within 12" of a Pariah counts as having leadership 7, unless it would normally be less than that." Now read the Flayed Ones Terrifying Visage rule and the Close Combat Lord with the Gaze of Flame. Make sure the enemy charges the Flayed Ones and not the Pariahs. The enemy must take a psychology test before attacking the unit (Terrifying Visage) off of a leadership 7 or less if they normally are less (Souless), and subtract one from that score -1 leadership and do not get +1 attacks for charging (Gaze of Flame). If the test was failed then the enemy can only hit your unit on a D6 roll of 6 for each attack that turn. Test every turn in combat too. Couple all of that with the Pariah's and CCLord's Warscythe attacks (no armour save of ANY type) any you can make squishy Space Marine puddles.

Flayed Ones: Two words..."Terrifying Visage"! Attach these to your Close Combat lord. Tool the lord up with the Resurrection Orb, Chronometron, Gaze of Flame, and a Lightning Field. This makes a very wrong close combat unit that even will make Tyranids and Kroot shudder. Enemies that charge this unit will have to make a leadership test and if failed, can only hit the unit on a roll of a 6. The Gaze of Flame reduces the enemies leadership by -1, which is a GREAT combo. The Orb will let you get back up even if you are hit with instant death weapons or power weapons, the Lightning Field will give your enemy a little strength 3 shock for every wound that they deliver to you, and the Chronometron will allow you to roll an extra D6 for pursuit or fleeing. All of the Necron Elites are great, It is hard to choose. I would just choose according to what you may be facing.

Fast Attack:
Destroyers: Destroyers are my favorite. I personally like the older models over the newer ones. When I think 'Necron', I think of the old destroyer model. I picture the photos of the old raiding forces. The old models just stood out. I had to ask, "What are Necrons", and "Is that some sort of Jetbike?"; nostalgic I suppose, but I will be ordering from the GW archives or Ebay. 50pts a model is completly worth it. I usually take 5, but will vary from 3 to 8. The new rules make it harder to make many groups of destroyers, but at least the one large group of 5 can dish out 15 strength 6 ap4 shots. Since they move like jetbikes, they have an effective targeting range of 48" (36" weapon range + 12" movement). That's a healthy sphere of influence. I usually keep them behind a screen of warriors or immortals and go tank-hunting on the first and second turns. By turn three, I usually have to move them into flanking positions and hunt pockets of infantry-type resistance. These models are extremely versatile and can even hold up in close combat. Thanks to the new rules, Destroyers get back up as Destroyers. The old rules made them get up as Warriors. Once again, I apologize to anyone that I played when using them like Eldar Jetbikes. They can't do that. I play both Eldar and Necrons and got confused. The new Necron book states that they move like Jetbikes. Which means 12" movement, difficult terrain checks like Eldar, but the Eldar get the extra movement in the assault phase and the Necrons do not. RoolzBoyz helped me with that one.

Wraiths: I make a very limited use of Wraiths. They are menacing-looking so new opponents who are unfamiliar with Necrons will almost always target these first. It is sort of like Imperial Guard Stormtroopers. Opponents see that they are different, get scared and think that they might be a serious threat and boom, no more storm troopers. Wraiths are good at moving through walls and solid objects. They remind me of Eldar WarpSpiders. If you are familiar with them then use Wraiths the same way. Don't rely on the invulnerable save. These things are only good in close combat. Keep them in cover until the enemy is within your sphere of influence. (18" = 12" movement + 6" assault). Don't forget to support the Wraith's charge with another unit charging, or at least make another unit charge into that same combat the following turn. Wraiths aren't super-uber-machines and will go down. Make them pay for their points by killing the same amount of the opponents points before you allow this to die.

Scarab Swarms: The new army list is great and I have two minor gripes. (Doesn't everyone). GW can't please them all, but this list is just fine. 1) the destroyer unit sizes changed, but they get up as destroyers, good. 2) they just trashed the Scarabs. They made destroyers SO MUCH BETTER, but the Scarabs are no longer fielded in my army. It was great when they were individual models and could blow up. I would move them into close combat and detonate them on the enemies turn. That would open it up to a free turkey shoot for me. Now what Necron commander has failed to use that tactic? Another OLD tactic was to have the Lord join the Scarabs and "veil of darkeness" them into the enemy's back line to tie-up artillery. Those were basic and valuable. Now the Scarabs come in as swarms. I guess swarms are ok, but not my playing style. If you use them, make them tie-up the enemy while you handle more pressing issues, (Demolisher Cannon, Lemann Russ perhaps?). I like the interesting thing GW did with the Tomb Spyders/Scarab Swarms. I use the Tomb Spyders and only will use Scarabs if the TS creates them.

Heavy Support:
Heavy Destroyers: I only use one. No extra write-ups needed for this one. Go tank-hunting or demon busting. See the Destroyers entry. I still use the old model for this one too. The regular cannons are Bilious or Scorpion Green and I make the heavy cannons Ice Blue. Some people simply extended the old model's barrel with tubing.

Tomb Spyders: I have played only a few games with the Tomb Spyder. I learned not only can the TS help you make WBB rolls, but it can also be a PERFECT nuisance to the opponent. In my last game, I charged a Black Templar Dreadnaught with my TS; just to tie it up in combat. Before I made my charge, I created a swarm of scarabs to charge with me. (I checked and found that YES you may create a swarm and then charge it. The Artificer rule stats "...at the begining of the assault phase...") Now the dreadnaught had more stuff to deal with while I took care of more important business at hand, like all of those tanks. In the second round of combat, I made another swarm. They tied up combat until the lord could come over and finish it. I used to think that you may roll 5 dice (any number) and create that many swarms, but If you got two ones the Spyder would die in the process. That no longer seems to be true. After debating the rules awhile, I found that you may only produce one swarm per assault phase, per Spyder. I know, the rules in ANY codex are never very clear. In that last game, the Spyder wasn't needed for any WBB rolls but did keep the Dreadnought off my back for 3 turns until I could get over there and finish it off.

Rigor Mortis(Necron VDR): This was a product of necessity, not out of beardy cheesiness. I built this pre-codex when the Necrons did not have a Heavy Support choice. My heavy destroyer was not considered HEAVY at that time. You can view the picture on the photos section and see the stats on the Army List section. I used an archive Rhino model (wasn't archive at the time), and left out the tank tread parts. I went to the Hobby Lobby and bought small wooden bowls for doll-houses. I inverted the bowls and glued them underneath the chassis for skimmer-jets. The turret is made out of a flight base stalk, ball bearing chassis, and a carved up plastic inhaler, and brass tubing. I modified the front of the Rhino to allow the upper torso of an older model warrior to sit and pilot the craft. I had fun with this and needed it. Now that the new rules are out, I really don't need it but bring it for fun.

Final Thoughts: Try various army compositions that work for you. As I mention in my Eldar strategy guide, bring several army lists to gaming nights and the models to support each list. When you show up and find out who and what your opponent is, briefly scan your collection of army lists and use the appropriate one. You won't need to do this if you know exactly what you will be facing. I try to bring two Necron Lords and tool one up as a close combat lord and one as the support lord. Destroyers make the army. Bring at least three. I take anywhere from 3 to 8 destroyers, depending on agreed points value of the army.

Because of the Phase Out rule, I try to take as many warriors and anything labeled "NECRON" as possible. To clarify, I really only do this in 1000pt battles. In larger battles I may start using the Monolith and more Pariahs.

Here's a link to a store with prices for the figs:


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