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===Command points=== The best use of command points is saving your nearly dead blobs of warriors/lychguard/immortals from being finished by morale. For example, your opponent shoots and kills 15-19 warriors, any result of a morale check would finish the squad off. However, if you spend 2 command points, you can auto-pass the morale check and subsequently reanimate half of the destroyed models in the squad (assuming you have an obligatory Cryptek.) That or just keep them near your warlord with '''Immortal Pride'''. We also have a few amazing Stratagems listed in their own section, another thing to keep in mind is that the game is about VP, not CP. So don't be cheap when it comes to using the New Orders Stratagem to re-roll your objective cards, if you get one that can't be completed you could set yourself back several VP by not re-rolling, screw those 2.5 average wounds on a D6 damage weapon if you're sacrificing your victory for it. Also note that chapter approved prohibits using re-rolls to determine how many VP you get from an objective. Wound rolls for attacks that cause multiple wounds and only need a 3+ are another good use of CP, as are the number of wounds a weapon causes (if it causes D6 wounds and you rolled a 1,) invulnerable saving throws for multiple wound models against wounds that cause multiple damage, quantum shielding rolls against attacks with a damage of 4 or higher. When conducting your Shooting and Assault phases you should consider when a re-roll might be most effective, re-rolling a wound roll for a Gauss Pylon yields an average of 6.66 additional (often unsavable) wounds. Re-rolling a wound roll for a Doomsday Ark will yield an average of 2.31 (again often unsavable) wounds. Wasting a re-roll to kill that last Chaos Space Marine when you could use that CP to re-roll the number of wounds needed to kill off Magnus would be silly, so shoot with the things that benefit most from re-rolls first. Assault is a lot more complicated, but unless you need to think of other things, such as enemy units possibly making a counter-attack, you should also attack first with the units that benefit most from re-rolls. In general, you want to re-roll as late in the process of doing unsaved wounds as possible. Take Heavy Gauss Cannon for example. Re-rolling a hit roll yields 0.67 hits or 0.5 hits depending on the platform. But re-rolling a wound roll will always yield a hit. Re-rolling a 1 on a D6 is usually always a good idea, number of wounds for a Heavy Gauss Cannon, C'tan Antimatter Meteor or a Doomsday Arks number of shots. You want to use your command points as early in the game as possible without wasting them. If we assume that a command point is worth 20 pts and both players have 6 command points then by turn 4 if one player has used all his CP and his opponent has used 2 he is essentially ahead by 80 pts. The thing about these small advantages early game is that they snowball, so if you manage to destroy just a little more of your opponents army on the first turn than he does of yours, he is going to be having that little bit less to shoot you with next turn. If you keep ahead by using your command points as soon as you have a good use for them and you avoid keeping units in reserve you can make this snowball effect work for you. Those 200 points spiral into 250, then 400 and suddenly you're ahead by 600 pts because you used the forces and assets at your disposal instead of saving them for a rainy day that may never come.
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