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Made in us
Ambitious Space Wolves Initiate



Cumberland, MD

I'm new to the game (I've only ever played once) and I have what may be a dumb question about 40k. Generally speaking is it more beneficial to have more or less units? A basic example: I can have a unit of 5 - 10 Grey Hunters. If we are talking bare bones, no upgrades would it be better to have two units of 5? or one of 10?

I know a lot factors into it such as if you are running with transports or if you are taking bonuses (like the free weapon at 10 GHs) but just in a general sense is it better to have two smaller units or one larger unit?

Also can you tell me if you are answering based just on your personal preference or if it is commonly agreed that one way is better than the other. Thanks for any help!
   
Made in ca
Bane Lord Tartar Sauce




There isn't really one right answer. It is part of what makes combat squad such a powerful rule, as it allows you to deploy in large or small units depending on what you need.

In general, small units have several advantages. The first is that, assuming that they are a troops choice, 2 smaller units can capture 2 objectives, whereas an equally expensive large unit can only capture 1. The second relates to overkill. By having multiple small units, you are able to more precisely control how many bullets are shot at what. For example, if you have 2 squads of 5 grey hunters, they can fire at some target if they are both in range. Lets say that the first squad manages to kill all the enemy models, thats great, as the second squad can now fire at something else. If you were using one full sized squad however, you would still kill the squad, but the second 5 Grey Hunters shots would essentially be wasted on the target. The third is the inverse of the second, survivability. While MSU allows you to more readily prevent yourself from overkilling the enemy, it also makes the enemy more likely to overkill you. If an enemy shoots a squad of 10 Grey Hunters and inflicts 7 unsaved wounds, you loose 7 Grey Hunters. However, the same squad shooting at 2 groups of 5 GH will still net 7 unsaved wounds, but you'll only loose 5 GHs, as the remaining wounds will be lost to overkill. The forth advantage is you get more specialization out of your small squads. While more relevant with regular marines, who get 1 heavy and 1 special rather than 2 specials, combat squads allow a group of 5 marines to focus on one goal. For example, if you combat squad your GH so that 2 meltaguns are in one squad, you've created a decent anti-armor squad, and have 5 bolter marines who can act separately to deal with targets they can actually damage.

However, MSU also have several disadvantages. The first is that they are easier to kill, and thus make it easier for your opponents to get first blood (which has a large influence in many game types). The second is that while MSU have an easier time capturing objectives due to their ability to spread out, their small size makes it harder for them to hold them. Another disadvantage is morale tests. Although more noticeable for low-leadership armies, it is easier to force a smaller squad to take a morale check, which could take them out of the game for at least a turn, if not longer. A fourth disadvantage is that in KP games (1/6), MSU yields more KP. Additionally, squad size has several implications in combat. When you charge, you get a larger bonus for large squads since you now only get the +1 attack for the first squad to charge, and you also have more bodies to survive overwatch, meaning it is more likely that the charge will succeed. On the defense, more bodies means a more effective overwatch. Once in combat, having numbers means that you inflict more wounds, meaning that you will cause more casualties making it so that you are more likely to win the combat (that being said, sometimes in a shooty army you just want your charged unit to die so that you can shoot the enemy to death during your next turn).

So in short, there are reasons to take both MSU and single large units. Generally speaking, melee units want to be larger, while shooty mobile units want to be smaller, but there are exceptions. Assuming you play space wolves (since you mentioned them in your post) you will generally want to combat squad in every mission type except for Relic and the KP mission, or when you are playing one of the few armies where you are going to charge your opponents rather than wait for them to charge you (I'm thinking Codex Marines, some Necron builds, Tau, and maybe DA).
   
Made in us
Douglas Bader






SW can't combat squad.

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 ca
Guarded Grey Knight Terminator





Calgary, Alberta

For Wolves specifically, the best determinator of unit size is whether or not you intend to mechanize them or attach a Wolf Guard to stiffen their leadership. 5 Grey Hunters and a Wolf Guard neatly fit inside a Razorback, and can carry a special and a combi-weapon, while a fullsize GH unit cannot have a WG attached and fit in anything, but can have double specials to fire out of a Rhino's back hatch. But the moment they lose their ride, they're relying on that mildly shaky Ld8. On foot they can easily hang out with a Wolf Guard and walk around firing double plasma guns at people, while having the bodies to soak up casualties or a charge.

In a general sense, there is no correct answer to the question of unit size. It will vary by unit, army, and list design.

One unbreakable shield against the coming darkness, One last blade forged in defiance of fate.
 
   
 
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