This
is a rather basic list building theory article, but I think with the launch of
6th Edition it’s a good time for it since everyone is back to square
one with list building ideas.
The beginning of every good project is an Excel spreadsheet |
My
initial thought rests on the following premise: in a tournament setting the
only safe assumption you can make is that your opponents will be better players
than you. By operating on this
assumption, you avoid making plans that will only payoff if your opponent makes
a mistake. Assuming the opposite, that
your opponent is going to make a mistake, is a great way to lose the game.
So
if we are starting from the premise that our opponents are at least as skilled
as we are, we have to look for places to gain advantage wherever possible. If we were using identical lists, this would
be a very difficult challenge. However,
we have the luxury of stacking the deck so to speak: we can bring whatever list
we want.
Warhammer
40,000, despite the occasional potential alpha strike first turn blow out, is an
attrition game when played by skilled, experienced players. Killing a unit here, losing a unit there,
trying to gain incremental advantage until by the end game you have an
insurmountable lead.
But
that’s a 50/50 split, at best. You need
to build into your list a way to get advantage that will compensate for your
potential play mistakes or a few turns of sub-average rolls. Where do you start?
Like
most wargames, 40k is a game of threats and responses. Your units are both threats and responses to
your opponent’s threats. This is
important to remember. To gain an edge,
you have to answer your opponent’s threats, while having your threats go
unanswered. There are a few common
methods of doing achieving this in list building…
1. Points efficiency. If your units are identical to your
opponent’s, but yours are 5% cheaper across the board you have a decided
edge. Since our units are not identical (despite the cries of
Xenos players!) we have to make sure the units we do select are as points
efficient as possible. Always compare
the potential damage output from a unit vs. the points it costs against units
of a similar role within your book. Yes,
Black Templars get cheaper Land Speeder Typhoons than Ultramarines, but that
doesn’t mean that Typhoons are an inefficient unit for Ultramarines. We cannot control external balance except by
playing a different codex, so you should keep your comparisons internal.
2. Multi-purpose units. Auto-cannons and missiles are good at killing
vehicles and infantry. Lascannons are
only really good at killing vehicles.
Heavy bolters are only really good at killing infantry. Therefore, your best bet is brining
significantly more auto-cannons and missiles than either lascannons or heavy
bolters. Multi-purpose units allow you
to answer a greater range of your opponent’s threats. It prevents your list from having a single
point of failure. If all your
anti-infantry is a set of Devastators with 4x Heavy Bolters, all your opponent
need do is kill them, and his infantry go unanswered. The important lesson is spread your answers
and threats out over multiple units, and bring units that can threaten multiple
types. When 6th launched lots
of people proclaimed lascannons as “back.”
I wouldn’t be so sure about that.
3. Difficult to answer threats. Like the others, this is
self-explanatory. If your opponent has
no answers to your threats, you will probably end up winning. Let’s look at Nob Bikerz again. By the end of 5th they were hardly
a threat, because they stopped being difficult to answer. When every army had 20+ missiles per turn,
these lost their mojo. Now with 6th,
that particular answer is not an answer at all, and the Nob Bikerz are now a
difficult to answer threat. Land Raiders
are also difficult to answer for people without melta. There is a fine line between brining
difficult to answer threats and bringing an imbalanced list. If you sacrifice too much of your list in
bringing rocks/deathstars etc then you run the risk of not having enough
multi-purpose units.
4. Isolate a short-coming in answers. Spamming vehicles, or running hordes of
infantry isn’t in and of itself a great strategy. They are the brute force way of isolating a
shortage of answers, and not the sort of thing us creative types want to
do. Take a look at BA Jumpers. People realized that jumpers with priests
took advantage of a lack of efficient answers.
Nobody was bringing plasmaguns in large numbers, and nobody was bringing
Vindicators. So nobody had enough guns
to shoot the FNP 3+ armor jumpers off the board with ease. They took advantage of a ‘hole in the
metagame.’ Nobody is bringing Plasma
weapons? Bring an army that can only be
stopped by lot’s of plasma. This seems
obvious, like saying, “if nobody plays scissors, play paper.” But it really isn’t because 40k is infinitely
more complex than RPS. Most people gear
their lists to beat Marines, Rhinos, hordes of cheap infantry, and Land
Raiders. Attack them in a way that
differs from all of those things (like BA Jumpers) and you can gain huge
advantage. Fliers and allies allow these
types of out of the box threats to see a lot more play, and I think Timmah does
a good job of breaking down the concept for 6th in his post here.
Again,
this stuff sounds like pretty basic stuff, but we are all in uncharted
territory and a back to basics approach is a productive way to go.
Thoughts? Comments?
Questions?
Should there be a link to Timmah's post near the end? Moused around and couldn't find it.
ReplyDeleteFixed it, my mistake.
DeleteThanks :)
DeleteI never managed to win games with my DoA BA. Maybe my opponents had all the answers or maybe I just plainly sucked at playing them :P
ReplyDeleteWhat you are saying here along with Timmahs post is actually pretty close to my initial thoughts on what a good 6th ed list should look like. Thus the Necron/Ork list I showed you, lots of fast scoring units in flyers and a Nob Biker deathstar.
My fear is that as new codices come out, answers to deathstars and fliers will be everywhere and gimmick builds like that will have been a big waste of your money and time.
DeleteWell, answers to the Fortitude psychic powers, and GK all having power weapons are already good indicators that they're looking to smooth much of this out. :)
DeleteYeah basically if you already have the models for a gimmick build, knock yourself out. But I would feel bad sending someone out to buy 11 fliers only to have an FAQ saying all missile launchers have flakk missiles come out. Buy a balanced army and you won't ever be let too far down.
DeleteI know what you mean, been a few times that just a simple FAQ invalidated a whole army build. Well I got most of the models so I am not making a huge investment or anything. We'll see how it goes. Thanks!
DeleteGood post. I haven't played 40k for years (my Orks and Eldar are still stuck in the early days of 4th edition) so this is a good primer to get me thinking about getting up to speed with 6th.
ReplyDeleteBAs Jumpers is an army I am anxious to watch. I really enjoy playing mine, as BAs were the first army I really collected to play (way back when they first got their 25-page 'supplement' book). All-jumpers is NOT a competitive army, but that doesn't make it a horrible army, like Green Tide or... anything CSMs. I contend that the shift to include more AP2 weapons will not affect its wildcard-esque appeal, now that FNP is only ignored by instant death.
ReplyDelete