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===Building a Successful 40k Army=== "Good players build a list to deal with whatever may come their way. Bad players build a list [[WAAC|hoping their opponent cannot counter it.]]" In theory, two people can attempt to build armies to out-tailor and out-counter each others' hard counters, but in practice, it's easier to attempt to strive for something resembling a "Takes-All Comers" (TAC) army; if nothing else, sticking with the same army and gradually making adjustments to it as you learn what works and what doesn't work, will improve your skill as a player, compared to going [[That Guy|"Fool, you think your Wraithknight can save you next time. I shall return with 20 lascannons!"]]. It will also save you money in the long run, since skewed lists built around [[Cheese]] tend to get hit pretty hard by the [[Nerf|Nerfbat]] of the FAQ's and [[Chapter Approved]]. So, what makes a TAC list anyway? What with fliers, and psykers, big tanks and giant robots, what *can* we include to make our army safe and sane? Although these are not fundamentals, in many cases, the following are safe bets: *'''Strength 8+, D6 damage''' Generally, a good starting point for your army is to include enough models that can deal effectively with Toughness 7/8, 10+ wound enemies. Lascannons, brightlances, meltaguns, battle cannons, thunder hammers. Anything with strength 8 or more and dealing either 3+ or D6 damage is good. Whilst even a lasgun or boltgun can wound a battle tank with some lucky rolls, this is so ineffective that you can't rely on them to finish off a tank save in very large numbers (and if you have that many they should be shooting targets they're more likely to wound anyway). Strength 6 or 7 is not enough to reliably threaten Toughness 7 or 8 and typically only do 1 damage, but they can be used to supplement the above-mentioned weapons if needed. *'''Anti-infantry''' You will need something to take out massed infantry. Either units with weapons that can pick off infantry at long range of lasguns/shuriken/bolters, weapons with a lot of shots like burst cannons or assault cannons, or good assault units with a lot of attacks like Gaunts, berzerkers or ork mobs. Having AP on it is nice, but anything higher than AP-2 is overkill unless your opponent's troops are all MEQs at minimum. *'''"Plasma"-equivalent weapons''' Plasma and similar weapons (strength 6-8, 2 or D3 damage) are reasonably effective against both big units (tanks and monsters) and against infantry. However, they are never as effective as dedicated anti-tank weapons against tanks, or anti-infantry weapons against infantry. While plasma has its place as a multi-functional weapon, it is best used alongside decent anti-infantry and anti-tank weapons as a sort of middle-ground, so it can respond to your opponent's composition. If he has a lot of tanks, it can be used as additional anti-tank firepower and serve quite well. If he has a lot of infantry, it is better at killing infantry than a lascannon (for the points you spend on it). However, its favored targets by far are heavy infantry units with 2+ wounds and high armor saves that are too tough to be reliably taken out by more common anti-infantry weaponry but aren't tough enough to justify the use of anti-vehicle weapons against them in normal circumstances- Terminators of all kinds, Tyranid Warriors, Ork Nobz, and so on. * '''Take only the HQ you need:''' Many HQs have historically been overcosted while not contributing to your army as a whole. There are many notable exceptions to this rule, but for many armies, an HQ is an expensive tax you build into your army's cost. 8E has made this even more prominent: as compulsory troops do not exist in some of the alternate FOC types, HQs fill the role of compulsory units instead. In general, the two extremes for HQ units are: a pure beatstick, or a pure buff dealer. Most will fall somewhere to one side of the spectrum. **When choosing buff-HQ's, you should make the most of their buffs. Look at the buff and see what units benefit the most from this so you can make good combinations. For example: Re-rolling hit rolls is a nice buff. But it's better on units with worse WS since they'll have a larger increase in the damage they do compared to high WS units. Pay attention to keywords as well, as something may work only on infantry, and bikers may not be infantry. Also, pay close attention to if the rules mention 'model within 6" ' or 'unit within 6" ' as this can make a major difference in how you need to place the units on the field. For detachments with multiple buffing HQs, try to make their buffs synergize with each other: a good example of this is pairing a Space Marine Ancient (which allows slain infantry units near him to make one last shooting or melee attack when they die) with an Apothecary (which has a chance of bringing the slain infantry back to life again). * '''Command points or, "build an army, not a CP battery":''' In matched play and narrative play, Command Points give you access to Stratagems. These 'super-powers' for your army can make a big difference in how your army works, especially if you've designed your army with specific stratagems in mind. HOWEVER: having a lot of command points is NO substitute for a good army. Having a lot of command points may seem a good idea, and some armies have options to recover or steal more command points during the game to get even more. But what use are 10 command points if you only need 3 for your super stratagem and the rest are used on some non-critical re-rolls? If you end the battle with command points left over, you've got too many. If you think in turn 4 "I wish I still had command points for a re-roll", ask yourself what parts of your army you would have to give up to get more command points and if that sacrifice will have improved your army. **Use your command points wisely. Most command point abilities are very potent and will more often than not make the difference between who wins and who loses. Even two Brigade Detachments likely won't allow you to just waste them. A bad player could use 10 command points or more a turn. The smart thing is to use special abilities for your army as sparingly as you can. Make sure you know what stratagems are good options for your army and save your command points for these. Better to have CPs and not use them than to need them for your 'mega ultra killy combo' but run out the turn before. **Following the second Big FAQ, only 1 CP can be gained or refunded per Battle Round unless using specific rules like the Tallyman's Seven-Fold Chant. * '''Know your Point Level:''' A 2000-point game is *not* a 1000-point game with 1000 points tacked onto it. As your games grow in size, you need to make sure you have a unit to cover every need that might crop up during a game. Support characters with auras suddenly become more viable when they have 5 units within their aura instead of just 1. General point-levels for 40k include: **'''200-500ish points:''' Rock-paper-scissors level. At this level you're fielding an HQ and one or 2 units, so making a TAC list is very difficult. **'''1000 points:''' Kitchen table level. Common for new players testing a few units out. **'''1500 points:''' This is generally considered the smallest point level for tournaments. **'''1750 points:''' While generally not the most popular format, it provides players more time to complete their rounds. It is being used in some GW-run tournaments after allegations of some dicks abusing the time limit on rounds. **'''2000 points:''' Most popular game size for 8th edition, used in most of the biggest tournaments. **'''2500 and Beyonddddd''': ''WHEEEEEEEEEEEEEEE!!!!!'' '''Ahem''': This point level generally lends itself to an entirely different kind of play. Here you're not worried about composition, so much as sheer firepower. Spamming Titanic units, and units with extreme range will get you much farther here than 6 troop choices all kitted out. Remember that Eldar Rifle that has a range of 160"? Here's where you can actually shoot from one corner to the other of a Double-Lengthwise Table that's the staple of 6000 point games. Chapter Approved 2017 gives more information on how to run these kinds of games, although it strongly suggests that you just use Open Play to do so. ====General Advice==== *'''Cicadas and you!''': Cicadas follow an evolutionary stratagem known as "Predator satiation", other wise known as "The predators can't eat all of us!". I mention this because it's something to keep in mind. While it's true that pure armies like the archetypes listed below take effort to use successfully, there is something to be said in running lots of something, since you know your opponent can't kill them all. It's OK to have a strong theme and have a predominance of one type of unit since you know your opponent can't wipe you out the majority of your army fast enough with the dedicated weapons they have, just don't use it mindlessly and grab nothing but Gaunts or Terminators or something. As ever balance is key, it can be an imbalance, just so long as there is some balance. This balance is mostly in the weapons you yourself can bring. Often specialising on one type of unit severely limits the types of weapons you can bring yourself (see Gaunts). If you can bring enough different Anti-infantry, Anti-tank and long and short-ranged firepower by taking one type of unit, you can make it work. This doesn't work for every unit, as for example terminators can be dealt with effectively by both anti-tank weapons and massed anti-infantry shooting. *'''Build an Army, not a Mob:''' Remember that your units should support each other. Generally, you want to avoid "Pure" armies, or gravitating towards one extreme of list-building. While running a pure foot horde may look aesthetically appealing, it will suffer against players running mass mechanized vehicles (plus it will be a major chore to paint, and your turns will take forever...). While running a small elite squad may play quicker (and be cheaper), each casualty *hurts*. Notable "Pure" armies that can work with some luck and effort: **'''The Scuttling Swarm:''' Aka "Horde" Tyranids; Tyranids in theory can drown an opponent in bodies and win (This also works for Guard). Key word is "in theory." Hell, this is even more plausible with 8e letting everything wound on a 6 no matter their toughness. The issue is, most of those attacks will be single damage so will take ages to chip off points from beefy models (but on the bright side, it also makes tarpits into a potential death of a thousand cuts for even dedicated melee units/characters). Also, the aforementioned issue of your turn taking forever. On the other hand, Objective Secured has been replaced with "whoever had the most models on the objective controls it", which means a large enough horde can make an objective nigh impossible for an opponent to take. While Objective Secured is in Chapter Approved and each Codex released has added an equivalent rule to its corresponding army, that won't mean much if the swarm outnumbers the opponent's Troops, or if the opponent is relying on FOCs with few Troops slots. Also, the amount of units with the FLY special rule in some armies (looking at you T'AU) means tarpitting won't work all the time. **'''Aspect armies:''' Eldar aspect warriors fall into this category, as do primaris marine armies. You have elite units, generally with good saves, but still weak against specific weapons. Each type of unit has its own role to play, and if your opponent takes out the two units that are a threat to him, you may suffer. Coordination and hiding your units behind terrain are key strategies to these armies as they don't always stand up to a straight shoot-out with most armies. When playing these elite armies, it is very important to be aware of what your army is weak against, and prevent your opponent from using his most effective units against you. Plus, with all of your units being so specialized, it only takes the loss of one squad to leave the rest of the force all but unable to handle a given type of opponent. *'''Successful tournament armies generally have a few things in common:''' **Hard-hitting units. Things with high strength and either a large number of attacks/shots or multiple damage per wound (3, D6, or similar). Dark reapers, dreadnoughts, Manticores, death company with thunder hammers, crisis suit commanders with 4 fusion guns, etc. **Mobility. Whilst any unit can walk around and still shoot, successful armies have a way of getting a unit where they need it fast. Options include fast units like bikes, jump pack infantry, tanks or 'deep striking' units, whether normally or with some stratagems. **Resilience. In 8th edition, you need to be able to survive an opponents first turn with your key units intact. Either by fielding multiple key units, so your enemy can't take them out all at once, or by using transports or reserves/deep strike to keep them out of the way. Other options include penalties to hit for enemies, line of sight blockers or fortifications or characters that grant bonuses to defense. More detailed specifics will are found in the "Individual Army Tactics" of course. '''Small units or big units''': Utilizing multiple small units (MSU) has both advantages and disadvantages in 8th. Advantages: *Small units don't suffer as much from morale. Either the unit is dead entirely, or you will have a good chance of passing the morale test. *Enemies will score overkill more quickly, wasting firepower because you have no more models to remove. An enemy may score 10 wounds on a 10-man unit, or split fire and score 7 and 3 wounds on 2 five-man units, leaving you with 2 living dudes. *You fill detachments faster with smaller units, granting more command points. *Its easier to find cover or block line of sight to a small unit. *When shooting, it's better to shoot with 2 five-man units than 1 10-man unit, because you can see how the first five do before deciding what to shoot at with the other five, preventing overkill. *Sergeants/leaders/etc. A unit often comes with a leader for free, with better stats. By taking multiple small units you get more leader-models for the same price. *Small units offer more flexibility in movement and can be used as speed bumps more effectively. Disadvantages: *Small units are more prone to dying from overwatch *Small units don't fire overwatch as effectively as larger units *Big units are more resilient to being charged, as they have a good chance of surviving to strike back. *Big units have more attacks in combat so are more likely to cause significant casualties. *Stratagems. A lot of stratagems let a unit do something special, like shoot or attack an extra time. However, you can only use each one once a turn so these are much more effective on bigger units. If you have stratagems in mind that you think you might want to use, keep these in mind when deciding how many guys your unit will include. *Scoring is done by counting the 'most models within 3" of the objective", so more models give you a better chance of capturing an objective, but not all models need to be a single unit. *The player with fewer(!) individual units will have a good chance of getting the first turn. With the new Chapter Approved released, each unit in the 'Troops-Slot' gains an objective secured special rule, allowing to take an objective even if the enemy has more models in range of the objective marker, as long as those models are not Troops themselves. This makes MSU built of Troops even more playable.
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