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I wanted to mention a couple of easy systems I use to help me evaluate my army in a quick and simple fashion. I would love to hear other people's army list methods or thoughts on my own ideas. Here goes...
1: Points Ranges.
For every unit that you select calculate the mimimum number of points and the maximum number of points that could be spent on that unit. So for example take the value of 6 Tau firewarrriors without further equipment and then compare it with 10 fully loaded Firewarriors in a fully upgraded Devilfish with all of the goodies. This gives you a points range. Draw a horiontal line and write the small number on the left and the enormous number on the right. If you have done it right you should have written down... 60 and wait for it... 413.
I am sure you have noticed that this is a huge difference. What you do next is simple. You work out what kind of squad you would like, let's say 10 basic FWs and a Devil Fish with no extras. On the line you then mark out 180 points. Write next to this the short details of the squad you have chosen. Repeat this for all of the configurations you would like to field. If you are smart ad have drawn the line to scale you will then have a proportionate representation of how these units relate to each other in points value. You can then consider the effectiveness of each unit selection against the other choices available.
This may lead you to think things like. Well choice A would be better but B is almost as good and costs just over 1/2 the points. If you make little scales like this, something that doesn't take too long after you have done one, then you will be much better prepared to choose your forces. Think about it, before you read this article did you realise that a single Fire Warrior squad could set you back a whopping 413 points?
2: Enemy Estimation Points Sliders.
These are the next crucial step. So far we have calculated how many points a unit is worth in game points. But as many goo players know what you are really looking for in 40K is a disproportionate reaction from your opponent. This will hamper his play and allow you to act in your games while he is concerned only with reacting to you.
So how do you calculate EEP? Simple. Look at the models you actually get and estimate from what you can see. Most people know that FWs are about 10 points each. So if you put 10 on the table the EEP is 100. Crucially the EEP is also 100 for 10 FWs with both type of grenade and a team leader who has a black sun filter and a target lock. This means that the EEP in the second squad is about 48 points out. You get the idea? An understanding of EEP, which everyone has to some extent, (Think about how an opponent reacts to Broadsides...) can really help you to develop an army which can start beating your opponent from the moment you put it on the table. Not by deceiving him but by directing the way he evaluates the risk he faces from each of your units.
Apply these principles to yourself too. Do you really need to fire at that Wraithlord or should you be finishing off those Dire Avengers with your heavy weapons this turn? It may seem easy to answer but by understanding EEP you can realise that what seems simple may not be as simple as you think. Victory Points determine this game, not how scary or impressive a unit appears to be.
That's enough for a first installment.
What do you think?
This sounds really interesting, I will defiantly have to try it out tomorrow! Reps for you!
Last edited by Jakester; February 12th, 2007 at 08:03.
I play my 40k with friendly fire.
Finally fixed the link!
Interesting theory, but you also leave things out. Like an enemy with assaulters, or more reliable cover would assess the situation differently. For example, a squad of broadsides out in the open (stupid I know) would cost more than a full squad of firewarriors under cover within its rapid fire range. It changes standard EEP [Unless I read it wrong, sorry if I did]
You'll probably be answering things like this anyway. Interesting so far. I do something similar to your 1st part, but I do the cheapest, most costly, and most effective of a squad. I do that with every squad and end up with multiple pages of every squad type. I do this when i can't sleep, and as it turns out thats when I'm most productive. Then when it comes time to create squad lists, I round up each squad up to a solid points cost (231=235), then put together a list from this, adding extra equiptment to whom I choose.
This isn't necessarily a Tau forum topic. Unless you sway this to tau only, it'll probably be moved.
Sleeping, not dead.
Removed by the moderators.
You may be right about this not being a strongly Tay forum but let me state my
Tau units are some of the most customisable units in the game. The level of wargear available to a battlesuit is unbelievable. Even if most do seem to opt for fairly standard set ups that have led to the nicknaming so common in Tau forums.
EEP is a good way to estimate your opponents impression of units as they are deployed. Not when the battle is underway. I am sure everyone will agree that when one unit starts ripping yur whole line to shreds no matter how dangerous you thought it was before you are going to take the unit out fast. Rikimaru pointed out that many people underestimate the SkyRay. He is right and you can bet your bottom dollar that if you put a RailHead and a SkyRay on the table your opponent will set up his Anti-Armour to pop the Hammerhead first.
Knowing the EEP allows you to plan your deployment and use surprise effectively. Especially when the ignored skyray launches a salvo at his assault squad with the help of soe path finders and hits then with 5-6 seeker missiles on the first turn... Er that would be 2s then 2s and no armour saves...
The burst cannon / SMS / Gun Drones on a Rail head are unlikely to damage such a strong anti-tau unit so easily and so you quickly gain an advantage.