Switch Theme:

number of troop units to bring  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Ambitious Space Wolves Initiate





so I know the rule of thumb is 1-troop uint for every 500pts, but in a 2000pts, single FOC game, is 4 really enough anymore? what has everyone else experienced? i was trying to bring 5 in my list, but it does get alittle boring. thoughts?

 
   
Made in us
Daemonic Dreadnought






Depends on the troops unit. GK are the good poster child of why a troops choice per 500 points is a bad question. A troops choice can be anything between 10 terminators including justicar thawn, or a 12 point msu squad of nakid henchmen.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Ambitious Space Wolves Initiate





ok, is 4 Marine units of 10 enough at that point level?

 
   
Made in us
Heroic Senior Officer





Western Kentucky

Might help if you mention what army you have OP. Different armies require vastly different amounts of scoring units. My foot IG armies can easily get 20+ scoring troop units in them if I want them. Obviously, not many other armies can pull off this level of scoring units, but then again, their scoring units don't die just because someone looked at them funny

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

 esolo2200 wrote:
ok, is 4 Marine units of 10 enough at that point level?


If they ride Rhinos and are properly equipped with Special Weapons, that's half your army, so yeah, 40 Tactical Marines would be enough, to me. It's hard to judge in a vacuum, you gotta figure what other killiness you're bringing. Tactical Marines, at least for C:SM, don't bring the killiness as much as versatility, so you better bring some firepower in that other half. Some other troops may particularly excel in one area, such as Space Marine or Eldar Bikes (survivability and speed), or Cultists/Orks (numbers), and when used properly, that advantage can win games. However, clearly they have strong disadvantages too that can be capitalized on, as well.

I admit to being tempted to run the minimum 2 choices to bring awesome killy elite stuff everywhere else, and sometimes that works. But that's a big sometimes, those lists can really fall flat on their faces, too, as the extra stuff you bring might die easily, not hold your objectives, etc. Most the time, I'm not impressed with my lists when I do this. I'd say I wouldn't want to run less than 3 troops at the 2k level, probably more if I can make room. It really can depend on the list.

Past armies 4500 pts, 4000 pts 2000 pts
current armies Space Marines 4000 pts, Eldar 3000 pts
Successful Trades: 4
Swap Shop - CSM/Demons for sale 
   
Made in us
Hurr! Ogryn Bone 'Ead!





WA

Now,with 5/6's of the game being objective base, I think you need to up it just a little more. You said marines, I am going to go ahead and assume vanilla marines. In which case, most likely, you are fielding tactical marines. I recommend a lot. Unless you can successfully table a ton of opponents, you need to consider how important objectives are, and how unforunately squshy tactical marines are.

That being said, I play guard, a single platoon can make up for all the troops I need in a game. Although I do supplement it with vets and ccs's.

It varies, I would rather bring more and need less, then need more and have brought less.

 
   
Made in ch
Boosting Space Marine Biker



The Halo Stars

For my marines, I all ways run 3. Any fewer and I can't hold enough objectives without relying on combat squads. I find that any more isn't necessary because objectives can get contested, so more killing power is actually better.

About 3000 
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

All things said, if you can kill your opponent's Troops, you're game's almost won already (unless you're tabled). With this in mind, designing an army with too few troops is clearly a detriment. The problem with spamming tactical marines is they're expensive; 10 for 170 points barr any costed upgrades, +35 pts for rhinos, if they want them. 5 basic 10 man squads with 3 in rhinos are 955 points. Probably a lot more expensive as you want good gear on them, so ... add in your mandatory 100 pt hq, and you barely have 800-900 points for everything else. That's not much more of everything else.

Past armies 4500 pts, 4000 pts 2000 pts
current armies Space Marines 4000 pts, Eldar 3000 pts
Successful Trades: 4
Swap Shop - CSM/Demons for sale 
   
Made in gb
Member of a Lodge? I Can't Say






In my white scars army of 1,500 points I have 4 troops choices. 2 bike squads, 1 scout squad with snipers and a missile launcher for holding home objectives and a tac squad in a rhino which I use to either zoom off & sit on another objective/help the scouts on the home objective/ combat squad them and do both essentially making 5 scoring units in total. If the bikes survive they can move flat out on turn 5 to capture/contest other objectives.

“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn 
   
 
Forum Index » 40K General Discussion
Go to: