Canew
January 12th, 2008, 16:53
Ok, this is my first ever attempt at anything like this, so please be gentle, and understand right up front that I don't claim to be an expert, and welcome corrections.
As a newbie to these forums, the one thing that drove my batty was when people said I needed a "balanced" list, and when I asked what that meant, I got a ton of different answers.
Since then, I've come to understand the concept, but for those who don't, here's a rundown of what I wish I knew when I started out about "balance."
The Zen of the Balanced List
Basically, it means what it sounds like: making sure your list is not too strong in one area or another. The real question is, which areas are we talking about? Basically it comes down to several pairs of competing areas: A vs. B conflicts, if you will.
Below are the most common such conflicts, which the new player would do well to remember to achieve that all-hallowed "balance." In each, I try to point out unit types to illustrate, but the examples are by no means an exhaustive list.
1) Gun-heavy (aka, "shooty"), vs. Close Combat-heavy (aka "assaulty"):
Is your army going to shoot the enemy or hack him up into little pieces? Including units which are good with guns and other units with big sticks/swords/whatever are never a bad idea.
For "shooty" units, look through your codex and keep an eye on the BS skill. Anything with a low one will probably not be an integral part of the gunline, but you should also look at the weapons. Often the standard loadout is telling. A unit that carries a gun with a higher strength than normal ("normal" often defined as "what the regular troops carry") could be useful as a potential "shooty" unit. Examples: Space Marine devastators, Eldar dark reapers, necron destroyers, Tau crisis suits. Also, don't forget the regulars! In a "shooty" army, standard "troops" units en masse can lay down a lot of firepower.
"Assault" units will sometimes have a helpful clue in their title (Space Marine "Assault Marines" for example), but look for higher WS, higher initiative, and higher numbers of attacks. Many of these units will carry multiple weapons on them, or have the option available for that. Some units (i.e., Tyranid genestealers, Necron wraiths) will carry no guns at all. That's a big clue as to what's a good "assaulty" unit.
2) Anti-tank vs. Anti-horde/infantry:
More or less a "Big guns vs. Small guns" discussion. Do you want to poke a small number of very big holes in the enemy, or lots and lots of itty bitty ones?
"Anti-tank" means just what it sounds like: Big, big guns. Look through your codex summary and find anything with an obscenely low AP or high strength compared to the rest of your army's available guns. Yep, those are the anti-tank weapons. Lascannons, dark lances, zzzap guns, and missiles of all kinds can be used to take out armour. It should also be noted, however, that several hand-to-hand weapons will work against tanks too. Meltabombs, power fists, demo charges and other deceptively small items can really mess up a vehicle. Anti-tank examples: Necron heavy destroyers, Ork tankbustas, Chaos havocs.
"Anti-horde" means anything that doles out a LOT of hits at once. Infantry units with a lot of bodies, all using more than one attack are good, but the typical anti-infantry stuff involves guns that either put out lots of low-to-medium strength shots (i.e., heavy bolters, shuriken cannons) or area effects (mortars, ordinance weapons, particle whips, etc.) Common anti-horde units: IG mortar squads, anything with a frag missile, vehicles with lots of heavy bolter sponsons.
3) Stationary (aka "static") vs. Mobile (aka "mech" or "mechanized"):
Dig in or run and gun? This section describes how to both.
"Static" armies sit still and dare you to come after them. Most man-portable heavy weapons simply require you to sit still, or you won't be able to use them. Any infantry squad that relies on heavy weapons is a "static" unit. Ditto for vehicles laden down with heavy weapons. They look cool, but remember that the rules state that multiple "big" guns cannot be fired if the vehicle moves. Therefore, it becomes a pillbox. Example units: Imperial Guard heavy weapon support teams, Space Marine devastators, Predator annihilator with lascannon sponsons.
"Mech" units are often light and speedy. Like sharks, they tend to have a nasty bite, but if they sit still for long, they die. The term "mech" refers to some sort of armoured unit, like a tank or transport. Therefore, any unit packed into a vehicle is technically a "mech" unit, but it should be noted that high-speed units don't always need vehicles. The tyranid army, for example, has no vehicles, but with the fleet rule, they don't need them to get across the battlefield quickly. While it's true that armoured units often remain static (see predator reference above), I still find most "mech" units like to move around. A good example is the Tau crisis suit. Squads of these move VERY fast, and carry a lot of firepower. The Dark Eldar are also worth noting here. They are also very quick, but tend to lean more toward close combat. Other "mech" examples: Imperial Guard infantry in a chimera, Orks in Trukks.
4) "Godzilla" vs. "horde":
The term "Godzilla" list came from the Tyranids. It's an army that fields an enormous number of Carnifexes, one of the most fearsome monsters in the game. They are Monstrous Creatures, and other armies have them too (Daemon Princes, Wraithlords, Tomb Spyders), and the term has come to refer to any army that fields a number of single-model units with heavy armour and weapons, backed up by a VERY small amount of actual infantry. The Imperial Guard Armoured Company is also worth mentioning here. Such an army is almost certain to be outnumbered by the opponent, but then, you might not find that a problem with two-story monsters on your side!
"Horde" armies are just the opposite, fielding HUGE numbers of "throwaway" units like Guardsmen, gaunts, or other "weak" units. The idea here is to run the enemy over and drown him in bodies.
Do you need a balanced list?
The answer depends largely on your experience. If you're new to the game, you probably will, which means making sure you don't do too much of anything. Make sure there's plenty of all of the above. This will ensure that no matter what your opponent throws at you, you'll have something to fight back with.
An "unbalanced" list is not uncommon, however, and is a nice challenge for those who have been around the block a few times. Try leaving the tanks at home, or don't take ANY infantry, and see what happens. This will often offer a built-in disadvantage, but a good general compensates, right? :D
As a newbie to these forums, the one thing that drove my batty was when people said I needed a "balanced" list, and when I asked what that meant, I got a ton of different answers.
Since then, I've come to understand the concept, but for those who don't, here's a rundown of what I wish I knew when I started out about "balance."
The Zen of the Balanced List
Basically, it means what it sounds like: making sure your list is not too strong in one area or another. The real question is, which areas are we talking about? Basically it comes down to several pairs of competing areas: A vs. B conflicts, if you will.
Below are the most common such conflicts, which the new player would do well to remember to achieve that all-hallowed "balance." In each, I try to point out unit types to illustrate, but the examples are by no means an exhaustive list.
1) Gun-heavy (aka, "shooty"), vs. Close Combat-heavy (aka "assaulty"):
Is your army going to shoot the enemy or hack him up into little pieces? Including units which are good with guns and other units with big sticks/swords/whatever are never a bad idea.
For "shooty" units, look through your codex and keep an eye on the BS skill. Anything with a low one will probably not be an integral part of the gunline, but you should also look at the weapons. Often the standard loadout is telling. A unit that carries a gun with a higher strength than normal ("normal" often defined as "what the regular troops carry") could be useful as a potential "shooty" unit. Examples: Space Marine devastators, Eldar dark reapers, necron destroyers, Tau crisis suits. Also, don't forget the regulars! In a "shooty" army, standard "troops" units en masse can lay down a lot of firepower.
"Assault" units will sometimes have a helpful clue in their title (Space Marine "Assault Marines" for example), but look for higher WS, higher initiative, and higher numbers of attacks. Many of these units will carry multiple weapons on them, or have the option available for that. Some units (i.e., Tyranid genestealers, Necron wraiths) will carry no guns at all. That's a big clue as to what's a good "assaulty" unit.
2) Anti-tank vs. Anti-horde/infantry:
More or less a "Big guns vs. Small guns" discussion. Do you want to poke a small number of very big holes in the enemy, or lots and lots of itty bitty ones?
"Anti-tank" means just what it sounds like: Big, big guns. Look through your codex summary and find anything with an obscenely low AP or high strength compared to the rest of your army's available guns. Yep, those are the anti-tank weapons. Lascannons, dark lances, zzzap guns, and missiles of all kinds can be used to take out armour. It should also be noted, however, that several hand-to-hand weapons will work against tanks too. Meltabombs, power fists, demo charges and other deceptively small items can really mess up a vehicle. Anti-tank examples: Necron heavy destroyers, Ork tankbustas, Chaos havocs.
"Anti-horde" means anything that doles out a LOT of hits at once. Infantry units with a lot of bodies, all using more than one attack are good, but the typical anti-infantry stuff involves guns that either put out lots of low-to-medium strength shots (i.e., heavy bolters, shuriken cannons) or area effects (mortars, ordinance weapons, particle whips, etc.) Common anti-horde units: IG mortar squads, anything with a frag missile, vehicles with lots of heavy bolter sponsons.
3) Stationary (aka "static") vs. Mobile (aka "mech" or "mechanized"):
Dig in or run and gun? This section describes how to both.
"Static" armies sit still and dare you to come after them. Most man-portable heavy weapons simply require you to sit still, or you won't be able to use them. Any infantry squad that relies on heavy weapons is a "static" unit. Ditto for vehicles laden down with heavy weapons. They look cool, but remember that the rules state that multiple "big" guns cannot be fired if the vehicle moves. Therefore, it becomes a pillbox. Example units: Imperial Guard heavy weapon support teams, Space Marine devastators, Predator annihilator with lascannon sponsons.
"Mech" units are often light and speedy. Like sharks, they tend to have a nasty bite, but if they sit still for long, they die. The term "mech" refers to some sort of armoured unit, like a tank or transport. Therefore, any unit packed into a vehicle is technically a "mech" unit, but it should be noted that high-speed units don't always need vehicles. The tyranid army, for example, has no vehicles, but with the fleet rule, they don't need them to get across the battlefield quickly. While it's true that armoured units often remain static (see predator reference above), I still find most "mech" units like to move around. A good example is the Tau crisis suit. Squads of these move VERY fast, and carry a lot of firepower. The Dark Eldar are also worth noting here. They are also very quick, but tend to lean more toward close combat. Other "mech" examples: Imperial Guard infantry in a chimera, Orks in Trukks.
4) "Godzilla" vs. "horde":
The term "Godzilla" list came from the Tyranids. It's an army that fields an enormous number of Carnifexes, one of the most fearsome monsters in the game. They are Monstrous Creatures, and other armies have them too (Daemon Princes, Wraithlords, Tomb Spyders), and the term has come to refer to any army that fields a number of single-model units with heavy armour and weapons, backed up by a VERY small amount of actual infantry. The Imperial Guard Armoured Company is also worth mentioning here. Such an army is almost certain to be outnumbered by the opponent, but then, you might not find that a problem with two-story monsters on your side!
"Horde" armies are just the opposite, fielding HUGE numbers of "throwaway" units like Guardsmen, gaunts, or other "weak" units. The idea here is to run the enemy over and drown him in bodies.
Do you need a balanced list?
The answer depends largely on your experience. If you're new to the game, you probably will, which means making sure you don't do too much of anything. Make sure there's plenty of all of the above. This will ensure that no matter what your opponent throws at you, you'll have something to fight back with.
An "unbalanced" list is not uncommon, however, and is a nice challenge for those who have been around the block a few times. Try leaving the tanks at home, or don't take ANY infantry, and see what happens. This will often offer a built-in disadvantage, but a good general compensates, right? :D