Insectum7 wrote: Wyldhunt wrote:
Thinking on it a bit more, I think a big part of it comes down to whether or not I can picture this army moving from one battlefield to the next. Like, if you have a bunch of vehicles, do you also have a way for your infantry to keep up with them, or is your army moving awkwardly slowly? In the avatar, night spinner, etc. example, it's tough for me to picture them marching in any kind of formation or moving around as a cohesive whole. Whereas throwing a few more wraith units into the mix not only helps reinforce the idea that this is a wraith army, but it also becomes easier to picture the main force walking steadily forward together. The faster elements could break off to do something else if needed or at least don't feel as bad about moving slowly because they're sticking near enough slow units for it to feel justified.
^I have a similar sentiment when I design my own armies. I like to envision how it moves in between battles and whether or not the mixture of units makes sense.
May have mentioned this before in a different thread, but our campaign maps facilitate both Kill Team and Crusade games using units from the same Order of Battle, and if you look at the background info for a Kill Team, a lot of times transports are the
KT's Base of Operations. Kroot
KT's I think have both a Great Knarloc Herd and a Devilfish Transport option; Drukhari have Skimmers, etc.
Which means someone at
GW thinks like we do. You just need to play both games from the same roster to see it in action.
It's off topic, but gestalt profiles are cool. I mean, a lot of book keeping, but if you're an old-school pen and paper RPGer like this beardy guy, book keeping is part of the fun. The way a gestalt profile works is that any unit which can be used in both
40k and
KT has a card for both Crusade and Spec ops, but only one XP track which can be increased by playing either game. Obviously, you only use the card for the game you're playing- Crusade advances don't affect Spec Ops games... But fluff wise, experience is experience, whether you get it in a skirmish or a battle.
If you do it, I recommend having a
GM and picking advances (subject to
GM approval of your
RP justification for your choice). Really builds a sense of "my dudes" even in an edition with limited equipment options. In fact, it's literally the only reason why 10th's limited load out didn't autoforce a rage quit for me.