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Foreword and Introduction
In this thread, cold, hard math and facts reign supreme. Opinions, feelings, emotions, fluff, and accusations of taking the fun out of the game (aka "cheese") have no place here, so leave those kinds of things at the door (please turn your sarcasm detectors on). The intent and purpose of this article is to give players a better understanding of what makes any given army list effective and competitive.
In an ideal setting, you and your opponent would have perfectly evenly-matched forces and luck would not play a role. Only sound strategies, tactics, and decisions would lead you to victory. This is not the case in Warhammer 40k.
During a competitive game, there are many important things that you simply do not have control over. A referee/moderator will have chosen how much and what kind of terrain you are going to play with. Although you can roughly predict the outcome of dice rolls with averages and so forth, in the end they are still random. You also do not have any control over your opponent's list, and enemy action will change how you play and affect the decisions you make in-game.
But, there is one element that you have complete control over before the game even starts, and that is your own army list. Any given army list has several innate values associated with it. These values include the amount of damage that the list can put out in one turn (such as how many enemy transports it can reliably disable), how much damage it can recieve, what its average effective range is, how far it can move its troops, et cetera. What we are trying to do is maximize these to give ourselves quite a significant edge during the game.
To illustrate how to do this, I will go through my own thought process when I created my current army list. I play Imperial Guard, and they are a very straight-forward and easy to understand army. I play 2500pt games all the time, and that is the points value of the 'Ard Boyz national tournament, which many hold to be the golden standard of competitive wargaming.
The Core of the List
The strongest part of a properly built list is its core. This includes, but is not limited to, the compulsory 1 HQ and 2 Troops. In recent times, the most competitive types of lists have been of the well-rounded "take all comers" flavor, being able to effectively handle any threat thrown at it. So, let us begin. The best place to start is with your compulsory force, because you MUST take them. This can usually be done in under 500 points. You want these 3 units to be able to work together and support each other.
HQ:
CCS - 4x plasma guns 110
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
This is a very strong compulsory force for 475 points, and a great start for a larger list. It can handle both light and heavy vehicles, monstrous creatures, TEQs, MEQs, hordes, and has good mobility to capture objectives. Now, before we continue to build up our core, we must consider something called redundancy. From a list-building perspective, this means taking multiples of the same unit to help ensure that these units' tasks are completed, if, for instance, one of them gets destroyed, tied up in close combat, or is otherwise unable to do what it was supposed to. So, with that in mind, lets add a little bit of this redundancy:
HQ:
CCS - 4x plasma guns 110
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
We are starting to kick out some serious killing power while still maintaining our ability to capture objectives. These units would travel together on the battlefield to provide overlapping fire zones (or charge zones in the case of a close combat-oriented list). What this basically does, is create a "bubble" around your units. In this case, this bubble would have a 36 inch radius from the Chimeras. Any enemy unit that is inside this radius is in danger, and the closer they get, the more dire their situation becomes. Once they are within 12 inches, they are in serious danger of being obliterated by concentrated high strength, low AP weapons.
This 12-inch bubble is our range of maximum effect. We can cause the most damage when the enemy is within one foot. 12 inches is indeed quite close-ranged, though, which is the weakness of our core. We need something with great range to force our enemies to close in, which is where our auxiliary units come in.
Auxiliary Units
These units usually fall under the Elites, Fast Attack, and Heavy Support categories. They are taken to help the core of the list accomplish its goals, whether it be taking objectives, drawing fire away from them, or causing raw damage. Redundancy is still as important as ever. There are very few instances where taking just one of something is a good idea, as it will usually get focus fired and destroyed. We know that our core right now is very strong, but short ranged, so we need to add something with good reach and killing power:
HQ:
CCS - 4x plasma guns, Astropath 140
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Infantry Platoon
Command Squad - 4x flamers 50
Heavy Weapon Team - autocannons 75
Heavy Weapon Team - autocannons 75
Infantry Squad - 50
Infantry Squad - 50
Infantry Squad - 50
Fast Attack:
Vendetta - 130
Vendetta - 130
Vendetta - 130
Now we have a long-range, high strength, low AP punch with great mobility and accuracy. An infantry platoon was added to increase the list's scoring ability even more and add some more bodies and autocannon saturation. Now our long ranged firepower can also score and/or drop off their squads to rapid fire enemy squads that might be sitting on their target objective. In a pinch, the naked Infantry Squads can also be used to bubble wrap any of the vehicles against assault threats. They are just simply a bunch of cheap scoring meatshields and are to be used as sacrifices without hesitation. We now have all of our niches filled except one; extreme resilience. We need something that can really take a licking and keep on ticking. That is where our heavy support choices come into play. They also just happen to pack some devastating weapons:
HQ:
CCS - 4x plasma guns, Astropath 140
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Infantry Platoon
Command Squad - 4x flamers 50
Heavy Weapon Team - autocannons 75
Heavy Weapon Team - autocannons 75
Infantry Squad - 50
Infantry Squad - 50
Infantry Squad - 50
Fast Attack:
Vendetta - 130
Vendetta - 130
Vendetta - 130
Heavy Support:
Demolisher Squadron x2 - hull lascannons 360
Demolisher Squadron x2 - hull lascannons 360
All that is left is to fill in the niches with more units that do the same job. The Demolishers that were added are short-ranged and like to shoot at hard targets, so let's add something with long range that likes to shoot at softer targets.
HQ:
CCS - 4x plasma guns, Astropath 140
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Infantry Platoon
Command Squad - 4x flamers 50
Heavy Weapon Team - autocannons 75
Heavy Weapon Team - autocannons 75
Infantry Squad - 50
Infantry Squad - 50
Infantry Squad - 50
Fast Attack:
Vendetta - 130
Vendetta - 130
Vendetta - 130
Heavy Support:
Hydra Squadron x3 - hull heavy bolters 225
Demolisher Squadron x2 - hull lascannons 360
Demolisher Squadron x2 - hull lascannons 360
With the addition of the Hydras and Demolishers, we have a list with overwhelming, overlapping fire zones. An enemy caught in the open has no chance against this kind of firepower, and an enemy cowering in cover will be advanced upon and crushed. There is nowhere to run and nowhere to hide from this list! Great job!
I would like to conclude by pointing out something very important. In many of the lists that I see posted here, there are people still trying to gear out their units to take on multiple types of targets. While this can work, it is not the most efficient way to make your army versatile. Instead of giving each individual unit a mix of weapons to handle anything (for instance, a Veteran squad with a flamer, plasma gun, and melta gun) specialize them to do only one or two things very well. If you specialize everything, you waste nothing. Instead of having an army made of "jacks of all trades, masters of none", try to shoot for an army made up of units that are masters of one trade, effectively making your army as a whole a master of all trades.
In this thread, cold, hard math and facts reign supreme. Opinions, feelings, emotions, fluff, and accusations of taking the fun out of the game (aka "cheese") have no place here, so leave those kinds of things at the door (please turn your sarcasm detectors on). The intent and purpose of this article is to give players a better understanding of what makes any given army list effective and competitive.
In an ideal setting, you and your opponent would have perfectly evenly-matched forces and luck would not play a role. Only sound strategies, tactics, and decisions would lead you to victory. This is not the case in Warhammer 40k.
During a competitive game, there are many important things that you simply do not have control over. A referee/moderator will have chosen how much and what kind of terrain you are going to play with. Although you can roughly predict the outcome of dice rolls with averages and so forth, in the end they are still random. You also do not have any control over your opponent's list, and enemy action will change how you play and affect the decisions you make in-game.
But, there is one element that you have complete control over before the game even starts, and that is your own army list. Any given army list has several innate values associated with it. These values include the amount of damage that the list can put out in one turn (such as how many enemy transports it can reliably disable), how much damage it can recieve, what its average effective range is, how far it can move its troops, et cetera. What we are trying to do is maximize these to give ourselves quite a significant edge during the game.
To illustrate how to do this, I will go through my own thought process when I created my current army list. I play Imperial Guard, and they are a very straight-forward and easy to understand army. I play 2500pt games all the time, and that is the points value of the 'Ard Boyz national tournament, which many hold to be the golden standard of competitive wargaming.
The Core of the List
The strongest part of a properly built list is its core. This includes, but is not limited to, the compulsory 1 HQ and 2 Troops. In recent times, the most competitive types of lists have been of the well-rounded "take all comers" flavor, being able to effectively handle any threat thrown at it. So, let us begin. The best place to start is with your compulsory force, because you MUST take them. This can usually be done in under 500 points. You want these 3 units to be able to work together and support each other.
HQ:
CCS - 4x plasma guns 110
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
This is a very strong compulsory force for 475 points, and a great start for a larger list. It can handle both light and heavy vehicles, monstrous creatures, TEQs, MEQs, hordes, and has good mobility to capture objectives. Now, before we continue to build up our core, we must consider something called redundancy. From a list-building perspective, this means taking multiples of the same unit to help ensure that these units' tasks are completed, if, for instance, one of them gets destroyed, tied up in close combat, or is otherwise unable to do what it was supposed to. So, with that in mind, lets add a little bit of this redundancy:
HQ:
CCS - 4x plasma guns 110
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
We are starting to kick out some serious killing power while still maintaining our ability to capture objectives. These units would travel together on the battlefield to provide overlapping fire zones (or charge zones in the case of a close combat-oriented list). What this basically does, is create a "bubble" around your units. In this case, this bubble would have a 36 inch radius from the Chimeras. Any enemy unit that is inside this radius is in danger, and the closer they get, the more dire their situation becomes. Once they are within 12 inches, they are in serious danger of being obliterated by concentrated high strength, low AP weapons.
This 12-inch bubble is our range of maximum effect. We can cause the most damage when the enemy is within one foot. 12 inches is indeed quite close-ranged, though, which is the weakness of our core. We need something with great range to force our enemies to close in, which is where our auxiliary units come in.
Auxiliary Units
These units usually fall under the Elites, Fast Attack, and Heavy Support categories. They are taken to help the core of the list accomplish its goals, whether it be taking objectives, drawing fire away from them, or causing raw damage. Redundancy is still as important as ever. There are very few instances where taking just one of something is a good idea, as it will usually get focus fired and destroyed. We know that our core right now is very strong, but short ranged, so we need to add something with good reach and killing power:
HQ:
CCS - 4x plasma guns, Astropath 140
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Infantry Platoon
Command Squad - 4x flamers 50
Heavy Weapon Team - autocannons 75
Heavy Weapon Team - autocannons 75
Infantry Squad - 50
Infantry Squad - 50
Infantry Squad - 50
Fast Attack:
Vendetta - 130
Vendetta - 130
Vendetta - 130
Now we have a long-range, high strength, low AP punch with great mobility and accuracy. An infantry platoon was added to increase the list's scoring ability even more and add some more bodies and autocannon saturation. Now our long ranged firepower can also score and/or drop off their squads to rapid fire enemy squads that might be sitting on their target objective. In a pinch, the naked Infantry Squads can also be used to bubble wrap any of the vehicles against assault threats. They are just simply a bunch of cheap scoring meatshields and are to be used as sacrifices without hesitation. We now have all of our niches filled except one; extreme resilience. We need something that can really take a licking and keep on ticking. That is where our heavy support choices come into play. They also just happen to pack some devastating weapons:
HQ:
CCS - 4x plasma guns, Astropath 140
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Infantry Platoon
Command Squad - 4x flamers 50
Heavy Weapon Team - autocannons 75
Heavy Weapon Team - autocannons 75
Infantry Squad - 50
Infantry Squad - 50
Infantry Squad - 50
Fast Attack:
Vendetta - 130
Vendetta - 130
Vendetta - 130
Heavy Support:
Demolisher Squadron x2 - hull lascannons 360
Demolisher Squadron x2 - hull lascannons 360
All that is left is to fill in the niches with more units that do the same job. The Demolishers that were added are short-ranged and like to shoot at hard targets, so let's add something with long range that likes to shoot at softer targets.
HQ:
CCS - 4x plasma guns, Astropath 140
Chimera - ML/HF 55
Troops:
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Veteran Squad - 3x melta guns 100
Chimera - ML/HF 55
Infantry Platoon
Command Squad - 4x flamers 50
Heavy Weapon Team - autocannons 75
Heavy Weapon Team - autocannons 75
Infantry Squad - 50
Infantry Squad - 50
Infantry Squad - 50
Fast Attack:
Vendetta - 130
Vendetta - 130
Vendetta - 130
Heavy Support:
Hydra Squadron x3 - hull heavy bolters 225
Demolisher Squadron x2 - hull lascannons 360
Demolisher Squadron x2 - hull lascannons 360
With the addition of the Hydras and Demolishers, we have a list with overwhelming, overlapping fire zones. An enemy caught in the open has no chance against this kind of firepower, and an enemy cowering in cover will be advanced upon and crushed. There is nowhere to run and nowhere to hide from this list! Great job!
I would like to conclude by pointing out something very important. In many of the lists that I see posted here, there are people still trying to gear out their units to take on multiple types of targets. While this can work, it is not the most efficient way to make your army versatile. Instead of giving each individual unit a mix of weapons to handle anything (for instance, a Veteran squad with a flamer, plasma gun, and melta gun) specialize them to do only one or two things very well. If you specialize everything, you waste nothing. Instead of having an army made of "jacks of all trades, masters of none", try to shoot for an army made up of units that are masters of one trade, effectively making your army as a whole a master of all trades.