Monday, September 15, 2014

40K army checklist

We had a question for our upcoming 40K league that I thought wouldn't be well-answered by a Facebook reply, so I brought it over here:

It appears that this 40K league will have several new or returning players including myself. One of the things I did was a small checklist for army building when involved with the Fantasy league. This question goes out to the more experienced players:  When creating an army list what items or capabilities do you make sure that it has?

There have been some good replies already, and some of this will overlap.  Keep in mind this is for a pretty casual league.  I don't think we'll see super-tough top meta builds or anything like that; the advice is more geared to being sure you have options and aren't blindsided.

So, what should I keep in mind while building a 40K army?  The more you can answer with a yes the better, but you don't necessarily need all of them.  There are multiple ways to do most things, and a single unit can do multiple things, but be careful of relying too much on any one unit.  A lot of things also come down to how you use something, not just the army build itself.  Caveats aside:

  • Can I secure objectives on my side of the table? (Can I have units be there at the end of the game? Can they survive?)
  • Can I secure objectives on the other side of the table/get Linebreaker?
  • Can I get First Blood and protect myself against it?
  • Can I get Slay the Warlord and protect myself against it? (Do you have ways to protect your own Warlord?  Do you have ways to pick out the enemy Warlord?)
  • Can I handle hordes?
  • Can I handle elite infantry (2+ saves)? (either weapons that can bypass the saves or ability to kick out enough wounds they are bound to fail saves)
  • Can I handle high AV vehicles and high Toughness targets? (some things work against both, some only vs one - poison is great against T8 but lousy against AV for example)
  • Do I have a way to ignore cover?
  • Do I have a way to get at somebody hiding? (Fast units, indirect fire)
  • Can I handle flyers? (Skyfire, buckets of dice or ability to weather them?)
  • Is my army fun to play against? (Great point by one of our players, Will!)
  • Is my army fun to play?
A word on flexibility - be sure to take a second look at things that inherently offer extra flexibility.  Things like missile launchers, with different fire modes or psykers that can look at the mission and the opposition before deciding what disciplines to go for.

Other things?  Things you think are more important than others?

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