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Made in us
Ultramarine Chaplain with Hate to Spare






Marines: CPs get spent fast. Usually gone by the end of turn 3, sometimes earlier. Past Chapter Master, they go slowly for re-rolls, Scions of Guilliman, and Sternguard pew-pew if I got em. I just start with very few CPs to begin with.

Tyranids: A lot more CPs are spent a little more evenly on Fire Twice, Move Again, Implant Attack, sometimes Attack Again. If I'm tunneling heavily they get spent faster. Usually I'm out of CPs at the end of 4th turn.

This message was edited 1 time. Last update was at 2018/11/19 18:40:49


And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Monster-Slaying Daemonhunter





Yeah. My guard doesn't really run out of CP's. Both because I get 1 back per round, and because I really only spend it on Overlapping Fields of Fire.

However, my Sisters list does, usually fueling the CP requirements of the non-Sisters units. I like my friend's Blood Angels, actually, a lot more than my own support assets. I'd consider getting some more myself as a more permanent attache, but the joint army runs out of CP on like turn 1.

This message was edited 1 time. Last update was at 2018/11/19 18:49:40


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I'll usually use the extra artefacts stratagem, if only for fun/flavour. If my DE army is using all 3 factions, then I'll use Alliance of Agony.

Those are about the only ones I use consistently. Well, those and rerolling 1s on d6 damage rolls.

 Grimtuff wrote:
Oh yes, it goes like- forget I have them at all, then use the strats I wanted to use on turn 1. Repeat step 1 for much of the rest of the game. Remember I have them at some random point.


So much this.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Fixture of Dakka






With SOB, my 16 CPs are used on my AoF every turn and 2 good stratagems. So i use them slowly

With my DE i use them to protect my units and move them faster, 3-4 every turn so i'm out by turn 3-4

My Nids i use them super fast, (I play Kraken) i use for movements, stratagems, etc.. my thinking is if my army is close enough to you turn 1-2 then i dont need them if i can keep more units/models alive. Sure double attacks is good, but if i can tie up everything i'm fine.

This message was edited 1 time. Last update was at 2018/11/20 06:23:18


   
Made in fi
Hoary Long Fang with Lascannon




Finland

If the other army is not effectively tabled by the end of round three you're running very very casual lists. If not fully tabled, then at least the point difference either way is significant enough to solicit a concession of the losing party. It's not usually very enjoyable to either party to play a game that is already decided.

Ergo you should aim to spend your CPs pre-game and on turns one and two when there still are units to spend them on.

7000+
3500
2000 
   
Made in gb
Longtime Dakkanaut




My Blood Angels usually burn through them by turn 2. It usually doesn't help. Kind of annoying that for Blood Angels to even slightly work as intended you need to burn a huge amount of CP just to get them into combat effectively, leaving you very few left over for a lot of the combat-enhancing ones. My Necrons, by way of contrast, often have CPs quite deep into the game. Their stratagems aren't great outside of Extermination Protocols and the advance and charge for Wraiths and both of the units those stratagems work on tend to be high priority targets for your opponent so you quickly end up with very little to actually spend CPs on.
   
Made in us
Douglas Bader






I play tank-heavy IG, which means most CP are going into a re-roll or two every turn for the entire game. It's hard to burn through the entire CP supply in three turns simply because there aren't enough high-CP stratagems to matter. The good ones are cheap and mostly situational, and the rest of them are just plain bad. And IG can have a bunch of CP without even trying, along with an auto-take relic for even more.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in au
Sneaky Sniper Drone




With my T'au I generally have CP left until round 4 or 5. I spend them pretty steadily throughout the game (Second Relic, Branched Nova Charge, re-rolls, maybe Uplinked Markerlight if I'm close to 5 or Srimulant Injectors if my Riptide gets whacked) and only really sperge on round 2 (where either my Crisis drop or Stealth Suits get in position for double shots).

Of course starting with 14 CP and regenerating a few with the relic tends to help.
   
Made in gb
Freaky Flayed One





Extermination Protocols, re-rolling D6 values and (once in a blue moon) blowing up scarabs.
   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Fast and loose.
In my last 3 games i've blown 10 in my 1st turn without a thought. The game doesn't last long enough to hoarde them.
   
 
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