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Made in us
Potent Possessed Daemonvessel





Meh, space marine soup is not a big deal. It adds options, but is reallyry no different than taking multiple hive fleets in Nids. The issue with imperium soup is that it adds options that those armies don't inherently have (chaff for marines for example). While I still believe that it would have been nice to have some sort of increasing benefit for faction focus I think part of the issue at this point is that most people are playing at 2k. Recently, I've been making 1500 point lists, and it is significanly more difficult to add in a bunch of detachments because the HQ tax is more significant.
   
Made in us
Dakka Veteran





I think it depends on your army (back to the OP's actual question). Personally I put a lot of value in CP because I play Ynnari with CWE for stratagems. I find the CWE stratagems are very valuable and can really change the game is appropriately applied. As such I do build with the idea of getting the most CPs I can while still attempting to take units I find effective.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The game with CPs reminds me a bit on the WMH where the warcasters/warlocks have a socalled feat. A one-trick pony which can be devastating for the enemy.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Morphing Obliterator





CP have been incredibly useful in my battles, I always run out of them, my SCO tournament list had 7, I reworked it after the tournament to get me up to 9 because I blew through them so quickly. I used to build with them as an afterthought, now they are a primary consideration in army construction. As a force multiplier they are without equal in my opinion.

"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative."  
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





If you have a codex army then CP is pretty useful. I don't necessarily build to maximize it, but I do always include a battalion for the +3 and usually have another +1 somewhere, if I am playing my CSM army. I think a lot of people blow though their CP with re-rolls of dice that are not necessary or important. But if you use the CP to compliment your army it can be really good. CSM "Veteran's of the Long War" is an example of one I use almost every shooting phase.
   
Made in us
Morphing Obliterator





 xeen wrote:
CSM "Veteran's of the Long War" is an example of one I use almost every shooting phase.


Best. Stratagem. Ever. It's like the axle grease for the wheel of death.

"In relating the circumstances which have led to my confinement in this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative."  
   
Made in us
Utilizing Careful Highlighting





Augusta GA

Playing Tyranids, stratagems are very useful to the point of making the list revolve around a brigade detachment. Part of that is due to brigades being easier for Tyranids to bring, but mostly there’s just so many good stratagems that all have a very important part. They’re not especially game-breaking, but they give an edge in clutch moments. Double movement for objective Hail Mary’s, Acid Blood to punish elite units killing your chaff, and Jormungandr deep strikes changing deployment methods entirely all make Tyranids play completely different than they would without stratagems.

   
 
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