tag:blogger.com,1999:blog-6065491601593693979.post68348817704575478..comments2024-03-20T02:13:39.387-04:00Comments on Bringer of Victory: 40k: The Two Meanings of BalancedNikephoroshttp://www.blogger.com/profile/14484058926496438148noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-6065491601593693979.post-12014726299042966052011-02-09T14:53:01.687-05:002011-02-09T14:53:01.687-05:00I don't see it so much as being able to necess...I don't see it so much as being able to necessarily have an ability to make assaults on the enemy and win them, so much as every list needs to have units that can do something with the assault phase. For some shooty armies it could be speed bumps that die in a single phase to slow the enemy down and let you keep shooting them. In other cases it can be tarpits that keep rock units and deathstars locked down for an entire game. It's not so much that you have a need to do something important with that phase, you just need some way to ensure that the opponent can't do anything important during it.<br /><br />On the opposite end, a purely assault focused army needs to have something to keep from being shot up before it can do what it wants. In this regard transports, cover generators and support fire get your guys in faster, help keep them alive and reduce the amount of fire coming at you respectively.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6065491601593693979.post-88061503319194355212011-02-09T12:34:41.312-05:002011-02-09T12:34:41.312-05:00Good point. There are plenty times when it isn...Good point. There are plenty times when it isn't CC that is the answer to being outgunned, like you said. So like you said, what the plan is isn't ultra-important, but just having a good plan for that situation is.Nikephoroshttps://www.blogger.com/profile/14484058926496438148noreply@blogger.comtag:blogger.com,1999:blog-6065491601593693979.post-37229196502728910732011-02-09T12:11:23.021-05:002011-02-09T12:11:23.021-05:00Well, I think I mostly agree with you. I think th...Well, I think I mostly agree with you. I think that some armies will fail when you add too much combat ability. For example, my Guard army is constantly outgunned in a 'mirror match' vs. another Guard army. I remain undefeated (or even undrawn, if that's a word lol) against other IG armies however, because I designed the list with the mindset of tactical flexibility over raw firepower.<br /><br />I don't have any close combat- I think maybe one of my CCS's has a fist sometimes, and that's it. So the point I'm trying to get across is that if you play a shooty army and you're outgunned in a game, you need a different way to win other than only shooting (which you said). Combat is a good replacement, but there are other ways to win as well, such as outflanking, wise use of reserves, misdirection, etc.<br /><br />A guard list who is outgunned and depends on close combat to make the difference for them against another Guard list is still doomed, if you ask me. But for the most part, I agree with you- a truly balanced list needs more than a single way to win.<br /><br />Lol, took me a while to say all that. I'll shut up now.Xaerethhttps://www.blogger.com/profile/15128303819082218339noreply@blogger.com