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Definitive List of Pros and Cons (Need Your Help in Building it)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in sa
Regular Dakkanaut





I have read some pros and cons, but they seem to need some ironing out. I have come up with a template to paint a clearer picture regarding each army, and helps us and newcomers to make better decisions on what to choose. Here's the template:

* Army Name:
* Ease of play: how easy is it to learn the rules and play? 1 being a piece of cake and 10 being frustratingly complex. Assume basic understanding of the main rule book and nothing else.

Preparation

* Ease of assembly: how easy is it to remove models from the sprues and assemble them? 1 being a cakewalk and 10 being almost certainly making a mess and possibly breaking/losing some pieces.
* Ease of painting: how easy and fun is it to paint the models? 1 being that all parts are easily accessible and 10 being that you'll probably need a magnifying glass during the process and a shoulder rub after.
* Variety of models: Is the army based on one type of models, or a whole lot of them? Some people like to streamline their armies while others revel in variety.

Going through the Phases

* Effectiveness in movement phase: Are there any special rules that affect general movement of this army overall? 1 being standard and 10 being they can zoom all the way to the opposite side of the table in turn one.
* Effectiveness in shooting phase: How much fire power does the army potentially have? 0 being absolutely no guns and 10 being HOLY gak WHAT IS THAT?
* Effectiveness in psychic phase: How much psychic power does the army potentially have? 0 being none and 10 being breaks the game potentially.
* Effectiveness in combat phase: How devastating are they in close combat? 0 being they should avoid all combat and 10 being the enemy should avoid all combat with you.
* Staying power: Assuming the army is played with basic tactical know-how, how likely is it that an army can survive an enemy onslaught? 0 being tissue paper and 10 being a brick wall.

Units (Optional)

* Variety/effectiveness of HQ:
* Variety/effectiveness of basic troops:
* Variety/effectiveness of Elites:
* Variety/effectiveness of vehicles:
* Variety/effectiveness of monstrous creatures:
* Variety/effectiveness of support units:

Formations and Tactics

* Variety of formations: Is there only a handful, or are there plenty to pick and choose from?
* Effectiveness of formations: How good are the formations overall? Do they give necessary buffs to make the army barely playable or does it break the game and make others rage quit?
* Adaptability: How effectively can they adapt and recover if they suffer losses early in the game? 0 for "you're screwed" and 10 for "losses are acceptable, failure is not"
* Dice rolls: Do you have to be exceptionally lucky and/or your opponent exceptionally unlucky to win? 1 for "you have to roll perfectly to stand a chance" and 10 for "unless you roll all ones, you're good."

This message was edited 1 time. Last update was at 2016/02/18 14:00:23


 
   
Made in ca
Journeyman Inquisitor with Visions of the Warp




I would remove the section on individual units. You're trying to paint a broad picture, so don't get too hung up on finer details.
   
Made in ro
Regular Dakkanaut





Yoyoyo wrote:
I would remove the section on individual units. You're trying to paint a broad picture, so don't get too hung up on finer details.
I added that in hopes of covering more details but you're right, it is not necessary. I made it optional.

 
   
 
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