Archonite wrote:
1. Have read some forces are strong up front or strong late campaign type of description. What makes a faction strong early on but not late? What makes something strong late but not early on?
IG vets are strong at the start cause they have relatively cheap bs4 guyz and 3 specialists with access to plazma and heavy flamers. They can get 2 kitted up fighters every next game. However, they're limited to 10 models. so the further the game proceeds the weaker they get cause they're still t3 ld7 guyz with 4+ armor at best. So, i'd say that
ig is quite strong at the start, ok in the mid and weaker by the end - your aim is to rush to victory asap.
Whereas armies like
csm are likely to start with 4-5 marines and will have to spend more resources to get new fighters in, however those fighters are way stronger on 1-on-1 basis than
ig vets. So, you start with a relatively low model count with mediocre damage output but you get a marine dude every other game and eventually you'll end up as a 10-strong team of power-armored fighters with great stats. I'd say that
CSM are weaker at start, ok mid game but pretty good at the end.
And there are harlequins and grey knights that are the strongest mid game cause they have really expensive fighters and limited model count. They're ok at start and weaker later on when other teams get maxed out. It especially shows when you have 6 harlies vs 20 orks. Yep, you get hit on 6-s with ranged attacks but when every of those 20 orks carries a shoota, they're bound to get a couple wounds in. And than they can rush in
cc vs what remains of the space clowns. Yep, 1 on 1 an ork is not likely to survive vs a harlequin or a tyranid warrior. But when there are 3-4 boyz all rushing in same mellee combat it's a whole different story.
Archonite wrote:
2. Spending Prometheum. When the goal of the game is to bank this stuff, is it even a decision to spend them on upgrades or specialists? Early on before the power spikes have hit for certain forces, I can understand other factions wanting to tech up on upgrades sooner to hit their power spikes so adding a special weapon can really swing a game. After the initial tech is it even worth it?
Don't forget that some killteams can't even get new fighters in without spending promethium. Also, it's not a bad idea to properly team up and equip your dudes early on so that you can get more wins and more promethium as a result.
Archonite wrote:
3. Specialist inbalance. I don't know if this is a big issue since I have such little experience in the game, but some specials are disgustingly strong while others seem very underwhelming. The counter argument lots have said is "well option x gives the opponent caches" but this isnt always true. Compare a specialist pick like a
DE Succubus vs
GSC acolyte. Neither give a
PC when taken out while one is literally a
HQ 1 man multiwound monster while the other can barely take on an unarmed marine.
Worse yet, compare a Purestrain Genestealer vs the Succubus. Purestrain forfeits a
PC while Succubus doesnt, and the Succubus brings more of everything to the table
It's like they just took some random infantry models from
40k with total disregard to statline and gave them all an equal cost. Why wouldn't a succubus be toned down? Why wouldn't a Genestealer be ramped up?
Yeah, some of those specialists do seem way weaker than the others.
Up to you.
GSC is fine cause you can get 15 and they have neat special rules. And witches are indeed a bit one-dimensional. And they're definitely tougher to play with than, say, tyranids or harlequins. Simply cause witches are less durable and less choppy. They depend on terrain even more.