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Made in us
Longtime Dakkanaut





1: What size games are you gravitating towards? Why?
2: How much of your points are spent on shooting? Ambushers? Legendaries?
3: About how many stands total do you run?
4: How useful, or otherwise, do you find magic to be?
5: How important, or otherwise, do you find priority to be?
6: How much command do your units get

For me:

1: 2k, this lets us have the most expensive allies if we want them, and give us just one bane or boon each.
2: I spend nothing on shooting, but I have a hefty contingent (roughly a sixth of my points) on Ambushers, and my army is 40% legendary
3: At 2k I run 35 companies
4: Magic seems clutch to me. I wish there was a magic phase, so you could cast a Heroic spell. Mixing it in with music is rough.
5: Priority is mostly clutch for movement. Charging comes down to the coin flip between the heroic charges.
6: I give worthless formations no command, and my good formations get Heroes. I'm thinking about adding standards (seem useful, also otherwise you are a tool in the capture the flags victory condition)

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Longtime Dakkanaut






1: Between 1500 and 2000, because that is about the size of most armies right now.

2: Depends on the army, of course. A Rohan Eored is both a shooting and a close-combat formation. But in general, about two formations of two stands for the bad guys, and three formations of three stands for the good guys- more because that's the models available than for any tactical reason.

3: Around 12 to 16 companies, not counting monsters.

4: Magic can be very useful. There are only a few spells that are really good, but forcing my opponent to use up might points is great.

5. Priority is not that important as long as there are might points available to interrupt the turn, then it becomes very important. Among other things, shooting first means you can reduce his return fire.

6. Every unit gets a Captain, I feel the 2 might, and the ability to call heroic actions (or modify casualty rolls) are worth it. Close combat units also get banners, and cavalry units sometimes get musicians. Orc units always get taskmasters.

He's got a mind like a steel trap. By which I mean it can only hold one idea at a time;
it latches on to the first idea to come along, good or bad; and it takes strenuous effort with a crowbar to make it let go.
 
   
Made in us
Pulsating Possessed Chaos Marine






Pasadena, CA

They are running a tourney at the local con and it's going to be 1000 points.

My flgs is starting a building league. Its starting at 600points and will cap at 2000points.

   
 
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