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		<title><![CDATA[Latest posts for the thread "Force Organization Charts?"]]></title>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I got into the hobby at the tail end of 9th edition and never actually made an army with those rules, so I found the discussion about Force Organization Charts in the "11th Edition Core Rule Reactions" thread to be fascinating. I don't want to hijack that thread so...<br /> <br /> If you were to use a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> in 11e, what would it look like? Which <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> worked better and why?<br /> <br /> I happen to also think that armies are cooler with more balanced forces, and, after it was mentioned someone on the forum, I looked at the Squat army in the 2e Codex Army List book. There it imposed restrictions on Squat armies of up to 50% characters, up to 50% support, and at least 25% troops. Even that would shake up the composition of my (imagined) armies. I am not trying to propose a rule but consider a mechanism for fluffier armies. If those armies are <i>also</i> more effective, that'd be a nice bonus.<br /> <br /> And how would you decide which units go where? What characteristics make a unit fill a particular role? The initial release of Leagues of Votann units had slots assigned to them in 9e, but everything that came later does not.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2026 20:59:52]]> GMT</pubDate>
				<author><![CDATA[ OldeSword]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ One thing that the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> struggled with is support characters.  A lot of them got punted to elites, which was generally a hotly contested slot.  Which is why in some versions of the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> it got extra space.<br /> <br /> Elites was also one of the more fuzzy slots on what belonged there.<br /> <br /> Troops are for holding ground.<br /> <br /> Fast Attack is mobility<br /> <br /> Heavy Support is generally slow firepower.<br /> <br /> Of course, each faction had different opinions on what when where, and different competitive slots.<br /> <br /> And you had issues with multiple <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span>, faction specific ones, slot swapping, etc.  And the idea evolved over the years.]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2026 21:52:20]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ The idea of the old <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> was to create armies that had a certain composition.<br /> <br /> At its most basic it allowed for more troops than anything else; with most other slots being restricted. You "had" to have a leader and at least 2 troops in a single <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>; after that there were upper limits on all things.<br /> <br /> If you wanted to take 3 landraiders you could' but that would use all your heavy support slots up so you couldn't take any other heavy vehicles.<br /> <br /> <br /> <br /> It attempted to balance the game and also make armies appear a certain "army" way instead of allowing unit spam or such. <br /> <br /> <br /> The issue with the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> was it was made in 2nd-3rd edition and worked ok there. However as armies grew the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> didn't really grow to compensate. So you would up with, as noted above, things like the Elite slot where a LOT of specialist model were put. <br /> Your psychers; snipers; support units; buff and debuf and so forth. <br /> <br /> The issue is that quickly became very limiting. <br /> <br /> For the longest time most armies were one <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>; then I think around 7 or 8th you could take several as standard. This is about when we almost wound up with paint being enforced as a subfaction defining element. Becuase you could take multiple <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> people would take the subfactions that benefitted units and build a close combat <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> for their army with the closecombat subfaction; then their ranged would be in another and so on. So 1 "army" might be 2 or 3 different subfaction armies at once. <br /> <br /> <br /> It got messy and <span class="glossaryitem" onmouseover='gp(50);'>GW</span>, instead of rebuilding a new <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>; did away with it. Eventually introducing the "rule of 3" and a few others as very light limits on unit army composition. This easily helped deal with armies having big and diverse model ranges; but also left the game open to a much wider variety of unit spams. <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Jun 2026 22:30:36]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> sucked when they were first imposed and carried on sucking until they died with 9th edition. Just my opinion but I never liked them. Clunky, restrictive, units being shoe horned into slots, characters being rare and they ended up making rules that broke them. U couldn’t make fun armies they were there to stop competitive types spamming stuff. ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 06:10:53]]> GMT</pubDate>
				<author><![CDATA[ Andykp]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I really liked the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> and thought it was best implemented in 3rd-4th edition. This is for the simple reason that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> designed missions to interact with the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> in those editions, which both made the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> feel more thematic and encouraged balanced armies if playing a variety of missions. There were also <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> variants for particular mission types.<br /> <br /> The example that sticks with me was a White Dwarf battle report with a 3.5th Chaos Iron Warriors list with a lot of heavy support... on the defence in a Bunker Assault mission. The Bunker Assault mission represented an attack on prepared defenses in a previously-quiet area of the frontline. As such, it was initially fairly lightly defended by troops and a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> only, with the heavier hitting units in reserve moving in to stabilise the front.<br /> <br /> The 3.5th Iron Warriors list was very strong in normal symmetrical games at the time. It got dominated in this bunker defense because it was very light on troops, and most of the heavy support units arriving from reserve could not fire the turn they arrived.<br /> <br /> That said, even the standard symmetrical games had units deploying by <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> type in order, slowest first (so heavy support). That meant a force big on heavy units had a deployment disadvantage to one composed of fast units.<br /> <br /> Basically, there was quite a lot of thought into how the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> could be used as both a composition restriction and a thematic element.<br /> <br /> It got watered down from there to become basically irrelevant in later editions.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 06:57:21]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828324.page"><b>Andykp wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(187);'>FOC</span> sucked when they were first imposed and carried on sucking until they died with 9th edition. Just my opinion but I never liked them. Clunky, restrictive, units being shoe horned into slots, characters being rare and they ended up making rules that broke them. U couldn’t make fun armies they were there to stop competitive types spamming stuff. </div></blockquote><br /> <br /> Clearly it did not stop anyone spamming things.<br /> Then <span class="glossaryitem" onmouseover='gp(50);'>GW</span> went & intentionally altered the charts for specific forces.<br /> <br /> As for the 9e charts preventing fun armies?<br /> They did not.  That was the players themselves refusing to spend <span class="glossaryitem" onmouseover='gp(707);'>CP</span> to use the Elite/Fast/Heavy & extra charts.<br /> <br /> And now here we are in 11e & the genius idea is to charge more pts for 3rd (sometimes 2nd) copies of something.<br /> Guess what?  Its not going to work.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 07:07:03]]> GMT</pubDate>
				<author><![CDATA[ ccs]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ It's not like the replacement system to the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> isn't/wasn't also clunky and arbitrarily restrictive.<br /> <br /> You can take anything you want!<br /> Except you can only have three of any particular unit (unless having a different gun arbitrarily makes it a different unit - cry more, xenos!)<br /> Or you can only have two, depending on the points level.<br /> And you can only have two flying units total, regardless of how good they actually are.<br /> Or you can have six if they've been decreed to be 'battleline' (largely unrelated to how common a unit is, or how it was previously classified).<br /> Anything can take a dedicated transport. But you have to deploy inside it, because you're not actually supposed to give anything a dedicated transport.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 07:21:32]]> GMT</pubDate>
				<author><![CDATA[ Lord Damocles]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828324.page"><b>Andykp wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(187);'>FOC</span> sucked when they were first imposed and carried on sucking until they died with 9th edition. Just my opinion but I never liked them. Clunky, restrictive, units being shoe horned into slots, characters being rare and they ended up making rules that broke them. U couldn’t make fun armies they were there to stop competitive types spamming stuff. </div></blockquote><br /> <br /> Characters had nothing to do with the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> that was just a different approach to characters. In earlier edition named characters were basically designed as boutique models. They were given pretty broken stats because they were designed to be broken powerful to really impact the game because they weren't designed to be in regular matches. You played them "with opponents permission" so you both went in knowing that at least one, or both of you, were taking silly overpowered stuff.<br /> <br /> At the time regular leader roles were taken on by regular leader units.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> just shifted characters from outside of regular balance to inside. That just means changing the numbers on them not anything that would have impacted the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>.<br /> <br /> <br /> As for spamming, you could; it was just restricted. For example some units like Leman Russ and Carnifex went from one per slot to being taken in groups. So now you could take 6 carnifex in three pairs. The difference is that it was a measured and controlled increase. Ergo in theory you could balance and check it and know it as an option. Yes you could still spam stuff, but what you could spam was more limited. In theory this improved the balance potential because it reduces variables. In practice it hit the wall that ALL structural systems hit with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s approach to balance. Made worse in earlier editions because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> was much slower at creating codex and back then big updates online weren't really as much of a thing. So a lot of armies could fall out of date for a long while. Back then a new codex nearly always meant a good chunk of new models - as opposed to today where <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is happy to bash out codex much faster and give you just one new leader model and that's it. ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 09:00:05]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I'll echo Haigus, it worked really well in 3e and 4e to have alternate <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> for different missions with attackers and defenders. Instant feeling of narrative from the list planning stage, and different tactical challenges.<br /> <br /> Back then you also just didn't have the absurd unit variety that exists now in the game, so it wasn't as overloaded with choices for the different slots. It was common to have armies that had 3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices including special retinue squads that were taken as part of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 2-3 Troops choices, and then 3-4 Fast Attack, Elites and Heavy Support choices. <br /> <br /> I agree that later on, the Elite slot got overloaded mainly because they wanted to put Walkers in there a lot of the time rather than have them compete with full battle tanks in Heavy Support. <br /> <br /> We did a fun map campaign back in early 4th where different territories on the map allowed for extra slots, I thought it was a lot of fun. And players playing different lists would target specific slots that were good for them - I remember wanting Fast Attack slots to fit more Warbikers into my regular Ork list because they were really good, whereas others wanted more Heavy Support. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> started to strain in 5e when lots of new units started to get introduced and it essentially broke in 6e and 7e as the game continued to balloon outward. I was pretty disgusted by what the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> became by 7e and dropped out of the game in large part due to that. <br /> <br /> With modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> I feel that to have a reasonable <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> based approach you'd need to cull units from armies with really large rosters. Armies with more than 20 units would need to be consolidated down. I don't think this is impossible though - you can combine units by making loadouts options instead of being fixed, but that requires points costs for options and so on. It'd need a thoughtful redesign, which I think 3e was and then 4e was a refinement on that. <br /> <br /> As an aside, I'm not opposed to the percentage based systems either, but I think it works better in Fantasy where "basic troops" is more of a meaningful term. The earlier and last editions of fantasy worked with percentages for characters, regiments and support. The middle editions of Fantasy had a slot based system which allowed more characters than <span class="glossaryitem" onmouseover='gp(3);'>40K</span> usually had, and also demanded more basic troops than in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. It then split units into Special and Rare, and generally you could have 4 Specials and 2 Rares at a standard game size. It allowed them to play around a bit too, small cheap units were often two for one slot, and specialist lists could move things around into different slots to create different army themes. It added a bit of an extra dimension to list building over "What is the most points efficient unit for this role, okay I am taking 3 of them" though of course this still existed to an extent.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 09:23:59]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I liked the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> before formations in 7th. It is a simple mechanic to give structure to an army, which can be altered to enable specific themes.<br /> <br /> I do think, however, that players should not be able to just play with whatever units/models they want to either. Armies should be subject to some kind of comp that at least tries to not break the immersion.<br /> <br /> Personal example:<br /> Having an army only consisting of Guilliman, 3 Captains and 9 Land Raiders is not something you should be able to field in a standard game. (Regardless wether or not the unit composition is problematic or underperforming)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 09:29:03]]> GMT</pubDate>
				<author><![CDATA[ a_typical_hero]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I don't think you need to cull whole chunks of armies to make them work. <br /> <br /> What you just need is a very different <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> that accounts for a larger force diversity in general. That was the main issue with the early one; it was only a few different unit types that got overloaded with too few slots. That the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> tried to remain the same from 2nd to 7th edition just didn't work.<br /> The structure needed a big overhaul. <span class="glossaryitem" onmouseover='gp(50);'>GW</span> however decided to throw the structure out the wall. Considering that they've also tried to throw points out the wall and costed items we are generally seeing them try to simplify the game down a LOT. Mostly to allow more of a casual "take whatever you want" approach; whilst at the same time trying to appease balance people by doing rapid updates; monitoring even win rates and so forth. It's a strange situation. <br /> <br /> <br /> Now I do agree that we are seeing some steady reduction in armies; but its mostly the likes of once toolbox units that had a billion parts to build units that could do any role; being cut down to fit only one or two roles.<br /> <br /> Eg I can see logic in Tyranid Warriors dropping a lot of close combat profiles because there are other close combat medium weight units in the army now. Though of course <span class="glossaryitem" onmouseover='gp(50);'>GW</span> tends to overcompensate and stripped them all out <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4f3fbb082b45cae016d5cf9b9996f323.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828342.page"><b>a_typical_hero wrote:</b></a><br/><br /> I do think, however, that players should not be able to just play with whatever units/models they want to either. Armies should be subject to some kind of comp that at least tries to not break the immersion.<br /> <br /> </div></blockquote><br /> <br /> That's basically what the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> was aiming to do. At the same time limits within squads allowed some degree of twisting on a model by model basis. Eg Tyranids being able to take more Carnifex in elite slots and in groups of two to allow for a "nidzilla" type list. Basically sanctioned spam that allowed thematic forces to be fielded; but always something intentionally put into the army. <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 09:37:41]]> GMT</pubDate>
				<author><![CDATA[ Overread]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e4c1ffcfef7c819fb1c6f7daf71bce72.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828341.page"><b>Da Boss wrote:</b></a><br/>I'll echo Haigus, it worked really well in 3e and 4e to have alternate <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> for different missions with attackers and defenders. Instant feeling of narrative from the list planning stage, and different tactical challenges.</div></blockquote><br /> I think the really key thing is that mission design didn't only interact with the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> through which <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was used.<br /> <br /> As I mentioned above, the Bunker Assault mission only had the Defender deploying <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and Troops, because the mission represented a quiet front coming under sudden attack. Compare to the Blitz mission with an otherwise very similar set up with an attack into prepared defences and a bunker line, and the Defender deployed <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, Troops, and Heavy Support because it was a more expected, major attack, with only Elites and Fast Attack as a mobile reserve. Missions with the Sustained Attack rule allowed the attacker to recycle Troops specifically as the commonest units available to an army being thrown into the assault.<br /> <br /> The standard missions deployed units in the following order: Heavy Support, Troops, Elites, <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, Fast Attack, with units towards the end of deployment therefore getting a slight deployment advantage as they were better able to react to the opponent.<br /> <br /> <blockquote class="uncited"><div>Back then you also just didn't have the absurd unit variety that exists now in the game, so it wasn't as overloaded with choices for the different slots. It was common to have armies that had 3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices including special retinue squads that were taken as part of the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 2-3 Troops choices, and then 3-4 Fast Attack, Elites and Heavy Support choices. <br /> <br /> I agree that later on, the Elite slot got overloaded mainly because they wanted to put Walkers in there a lot of the time rather than have them compete with full battle tanks in Heavy Support. <br /> <br /> We did a fun map campaign back in early 4th where different territories on the map allowed for extra slots, I thought it was a lot of fun. And players playing different lists would target specific slots that were good for them - I remember wanting Fast Attack slots to fit more Warbikers into my regular Ork list because they were really good, whereas others wanted more Heavy Support. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> started to strain in 5e when lots of new units started to get introduced and it essentially broke in 6e and 7e as the game continued to balloon outward. I was pretty disgusted by what the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> became by 7e and dropped out of the game in large part due to that. <br /> <br /> With modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> I feel that to have a reasonable <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> based approach you'd need to cull units from armies with really large rosters. Armies with more than 20 units would need to be consolidated down. I don't think this is impossible though - you can combine units by making loadouts options instead of being fixed, but that requires points costs for options and so on. It'd need a thoughtful redesign, which I think 3e was and then 4e was a refinement on that. <br /> <br /> As an aside, I'm not opposed to the percentage based systems either, but I think it works better in Fantasy where "basic troops" is more of a meaningful term. The earlier and last editions of fantasy worked with percentages for characters, regiments and support. The middle editions of Fantasy had a slot based system which allowed more characters than <span class="glossaryitem" onmouseover='gp(3);'>40K</span> usually had, and also demanded more basic troops than in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>. It then split units into Special and Rare, and generally you could have 4 Specials and 2 Rares at a standard game size. It allowed them to play around a bit too, small cheap units were often two for one slot, and specialist lists could move things around into different slots to create different army themes. It added a bit of an extra dimension to list building over "What is the most points efficient unit for this role, okay I am taking 3 of them" though of course this still existed to an extent.</div></blockquote><br /> I don't think culling is <i>strictly</i> needed if the 3rd edition approach is used. It is actually surprising how many modern units existed in some form in 3rd, only to disappear for several editions to be reintroduced later.<br /> <br /> The reason the army lists didn't usually feel overloaded in 3rd was more due to the fact they were carefully divided up into multiple lists in the same overall faction, with overlap between lists but not full sharing of units.<br /> <br /> For example, the standard Codex: Orks army list represented the common, mixed warband of Orks and the equipment they typically used. This essentially covered standard warbands without a strong clan affiliation and freebooterz. You could take large amounts of infantry, the list had some mechanised elements, it was fairly mobile.<br /> <br /> Then the Speed Freakz army list in Codex: Armageddon adds a variant hyper-focused on those addicted to the Kult of Speed. No infantry that is not mechanised, some units are shifted into new roles (bikes as troops), the slow units are cut, and there are some new units unique to Speed Freakz- notably deffkopters and gun trukks.<br /> <br /> Then Feral Orkz in Chapter Approved added a whole roster of new units, focused mainly around early Ork infantry like huntaz and trappas, with some retained examples like lobba big gun batteries, gretchin, warboss and nobz and so on. Mechanised units are essentially absent with the one example a neutered version of trukk boyz and they are replaced with beasts of burden- boarboyz and squiggoths.<br /> <br /> Finally, Chapter Approved also added 6 variant lists for Ork warbands dedicated to a particular clan, but not  addicted to a particular way of war like the Speed Freakz. These essentially reshuffled the relevance of the units in the main Ork army list, with some becoming troops but compulsory, and others moving to being more restricted. They also added a bit of unique equipment for each clan. The Evil Sunz got a unit from the Speed Freakz list (warboss on bike), and the Snakebites got some units from the feral Orks list (boarboyz, huntas), to show how these two clans tend to align with those specific forms of Orkiness a bit more.<br /> <br /> Overall, you end up with a huge roster of Ork units and available army themes, but no single list is <i>that</i> big in options. Orks are probably the best example alongside Space Marines. Imperial Guard are close behind but moved to the Doctrines system which was a bit freer, and Chaos had similar variations once the 3.5th codex hit. Eldar also had similar, with a basic list, 5 "Craftworld" lists, and the extra Ulthwe list, all of which altered what units were available and added some new units, and you could argue Dark Eldar were an alternative eldar list at this early stage of their development (there was also an experimental Harlequin list in Citadel Journal).<br /> <br /> Third also had restrictions on how often certain units could be taken, which I think also helped to shape lists thematically. I think the key thing is that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> then was not afraid to limit options, and say that, in general, forces use this equipment and organisation, not this other equipment and organisation, or that a particular unit was rare.<br /> <br /> All of this taken together with the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> and mission design pushed lists to be constructed in a way that was more thematic overall. That said, I think the poor internal and external balance, a persistent <span class="glossaryitem" onmouseover='gp(50);'>GW</span> issue, combined with the tendency of many areas to default to a "tournament standard" where they only played the core missions hampered this thematic approach and meant there were a few obviously better lists rather than the true variety available. Also the very inconsistent availability and affordability of models... making a Space Marine variant list was generally fairly easy and relatively cheap, converting a full feral Ork army or unusual Imperial Guard force could be far more expensive, especially if relying on large numbers of metal models.<br /> <br /> Just adding a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> back in now wouldn't work, it was the overall intertwined system that made sense.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 12:07:38]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was a good idea, as it helped encourage a theme to your army.<br /> <br /> But, Codex to Codex and Edition to Edition? Some armies struggled with it.<br /> <br /> The main example that comes to my mind is Tyranids. Sometimes, Warriors were Troops (2-6 slots) and so competed with Termagants and Hormogaunts, and sometimes Genestealers. Other times? They moved to Elites where they rubbed all six shoulders with a <i>lot</i> of other bugs. At the right (wrong?) time, this really forced your hand,<br /> <br /> Essentially. It was all too easy for one or more Categories to be horribly oversubscribed. Add to that Rules and Points Wonk in a given Codex? Some units just never got a look in, and some thematic concepts just couldn’t be satisfyingly realised. And if you were really, really unlucky on an edition change? Your existing preferred army build just couldn’t be fielded under a single <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>.<br /> <br /> So, a nice idea. And compared to 2nd Ed’s much less limited army building rules arguably necessary. But I don’t think they ever really nailed the application of it.<br /> <br /> The main issue was sticking to  a One Size Fits All <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. That is, every Codex and every player had exactly the same slot options (1-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 2-6 Troops, 0-3 Elites, 0-3 Fast Attack and 0-3 Heavy Support). Except, it never did really Fits All. Background wise, some armies have a preponderance of Elite Units. For instance, Middle Sized Tyranids and Aspect Warriors of all stripes. And so the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> offered unfair restrictions on some Codexes.<br /> <br /> Then there was the issue of not all Troops Units being equal in appeal. A Marine Tactical Squad for instance, by design, offered greater utility than say, Guardian Defenders. Space Marine Scouts (the cheaper option) brought more to the table than Grots (the Orks cheaper option).<br /> <br /> This lead to the concept of Tax Units. That means units you only take because <i>something</i> has to fill your Troops slots, and you tried to save your points for the tastier stuff. And by no means did every army consider that a Tax. Space Marines of pretty much any stripe for instance. Whether Scouts, Taccies or <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, you were buying a perfectly capable unit which stood a decent chance of really impacting a game.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I’ve not played since probably 2012 or so, so I can’t and won’t offer an opinion on whether the current Rule of 3 is better or has ever been a partial solution.<br /> <br /> But I do prefer it as a concept. It helps prevent unit spam (as does 11th’s multiple tax), yes. But one suspects the true benefit of that is still tied to the rules in your Codex. But it does at least offer Tyranids and Eldar the thematic options the old <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> all too often denied you.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 12:23:43]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ Ask your opponent nicely to bring some basic grunts for your battles and do the same yourself. Don't build skew lists, if most of your list has T11 or T3 instead of a range of Toughness, you're doing it wrong. This creates gameplay where your army has different weaknesses and strengths and regardless of what you come up against you will be weak to some things and strong against some things. People broke the old system, people break the new system, trying to invent a system is silly if you and your opponent can come to a gentlemans agreement to play a fair game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1e350d0aeddc9c1d7601f6bcafbf8989.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828332.page"><b>Lord Damocles wrote:</b></a><br/>It's not like the replacement system to the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> isn't/wasn't also clunky and arbitrarily restrictive.<br /> <br /> You can take anything you want!<br /> Except you can only have three of any particular unit (unless having a different gun arbitrarily makes it a different unit - cry more, xenos!)<br /> Or you can only have two, depending on the points level.<br /> And you can only have two flying units total, regardless of how good they actually are.<br /> Or you can have six if they've been decreed to be 'battleline' (largely unrelated to how common a unit is, or how it was previously classified).<br /> Anything can take a dedicated transport. But you have to deploy inside it, because you're not actually supposed to give anything a dedicated transport.<br /> </div></blockquote><br /> Rule of 3 is very simple, rule of 2 is not any less simple. Battleline units were troops, if you could take 6 in 5th, you can probably still take 6 now.<br /> <br /> Aircraft create a structural problem for the game, it's not a question of being <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, it's a question of creating bad gameplay. Even if the relatively overcosted ones are spammed, a flying circus in 8th-10th would not be fun to play against because of movement shananigans and not caring about cover.  <br /> <br /> Vehicle units with 1-3 break both the current and former system restricting how many of a unit you can take. 5th edition had units that could borrow slots from other units, not much different than splitting up datasheets to allow spam. But let's remember why datasheets have been split up, it was because of the casual crowd didn't want to do math and loved power level so now everyone has to play power level. <br /> <br /> Dedicated Transports are dumb, but I don't see how that rule has anything to do with the newer editions. It is unecessary now and <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could have had that rule in 5th as well, would have been equally stupid. ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 14:57:32]]> GMT</pubDate>
				<author><![CDATA[ vict0988]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I appreciate everyone chiming in so far. This has given me a lot to think about and is an interesting glimpse into the game's history.<br /> <br /> <blockquote><div><cite>Haighus wrote:</cite>I really liked the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> and thought it was best implemented in 3rd-4th edition. This is for the simple reason that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> designed missions to interact with the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> in those editions, which both made the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> feel more thematic and encouraged balanced armies if playing a variety of missions. There were also <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> variants for particular mission types.</div></blockquote><br /> <blockquote><div><cite>Haighus wrote:</cite>I don't think culling is <i>strictly</i> needed if the 3rd edition approach is used. It is actually surprising how many modern units existed in some form in 3rd, only to disappear for several editions to be reintroduced later.<br /> <br /> The reason the army lists didn't usually feel overloaded in 3rd was more due to the fact they were carefully divided up into multiple lists in the same overall faction, with overlap between lists but not full sharing of units.<br /> </div></blockquote><br /> This sounds really cool, but I am having a hard time finding information about the 3rd-4th edition <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. Would you or someone else be able to point me at some resources?<br /> <br /> <blockquote><div><cite>vict0988 wrote:</cite>Ask your opponent nicely to bring some basic grunts for your battles and do the same yourself. Don't build skew lists, if most of your list has T11 or T3 instead of a range of Toughness, you're doing it wrong. This creates gameplay where your army has different weaknesses and strengths and regardless of what you come up against you will be weak to some things and strong against some things. People broke the old system, people break the new system, trying to invent a system is silly if you and your opponent can come to a gentlemans agreement to play a fair game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.</div></blockquote><br /> This is essentially what I am looking to do and why I didn't post this in Proposed Rules. I'm not trying to make anyone else bring whatever, so not a rule, but I would like to look at <i>my army</i> with some more nuance. <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> seem like a way to do that while tapping into the game's history. I want other people to see what I deploy and say to themselves, "That looks like an army," or even just, "That looks like Warhammer 40,000," instead of a bunch of cheese.<br /> <br /> In some ways, it feels like the current detachment system touches upon the spirit of the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> but without going so far as to actually provide mechanics for it. For example, the <span class="glossaryitem" onmouseover='gp(790);'>LoV</span> codex includes a bit of fluff about Graf01 being "the standard strategic designations employed by kindreds," and "Most kinhosts assemble into oathbands, adaptable formations capable of forging victory in many situations." It roughly outlines structures for oathbands, prospects, harvests, and forgebands. Unfortunately, oathbands, prospects, harvests, and forgebands can generally all bring the same things; what the oathband calls "Einhyr Hearthguard covenenants" the others call "Einhyr bonds." Though I am seeing some differences where not everything mentions Kapricus squadrons, Earthshaker grand batteries, or Steeljacks.<br /> <br /> There are detachments for three oathbands, a prospect, a harvest (Delve Assault Shift), and a forgeband (Hearthfyre Arsenal). All are 2 <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. Then there are three 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachments (one boosts Sagitaurs, one boosts Hernkyn, one boosts Hearthguard) for augmenting those forces, which I figure is analogous to the little detachments in 9e that would add more units. There is one 3 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment, Hearthband, which focuses on elites.<br /> <br /> Maybe it could be as simple as treating each 2 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment like a Battalion from 9e (or a better alternative from an earlier edition) with 2-3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 3-6 troops, 0-6 elites, and 0-3 each of fast attack and heavy support.<br /> The 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachments augment that with 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and 3-6 of the appropriate units. Though Hernkyn do not have what I would consider an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> option.<br /> The 3 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment is like a Brigade with 3-5 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 6-12 troops, 3-8 elites, 3-5 fast attack, and 3-5 heavy support since it's all-encompassing.<br /> <br /> In any case, a common complaint that I am seeing is that nobody brings enough troops to realistically comprise an army, so it sounds like I could go a long way towards a fluffier army by just bringing more Battleline units (Hearthguard Warriors unless I'm running the Delve Assault Shift which makes Beserks battleline) than is common. And I could add some self-imposed restrictions where, for example, a prospect doesn't bring Steeljacks and a harvest doesn't bring Hernkyn.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 18:06:56]]> GMT</pubDate>
				<author><![CDATA[ OldeSword]]></author>
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				<title>Re:Force Organization Charts?</title>
				<description><![CDATA[ <a href="https://www.belloflostsouls.net/wp-content/uploads/2025/07/40k-force-org-3rd-1998.jpg" target="_blank" rel="nofollow">https://www.belloflostsouls.net/wp-content/uploads/2025/07/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>-force-org-3rd-1998.jpg</a><br /> <br /> This is a picture of the chart. How it works is that the army list is broken down into sections for each type of unit. Each unit chosen from that section takes up one slot on the chart. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Usually characters with retinue squad options. Often 3 or so choices per army - Captain, Chaplain, Librarian for example. <br /> Elites - Units that are tougher or do more damage than other units. Usually but not always infantry of some sort. Terminators, Veteran Space Marines, sometimes Dreadnaughts depending on edition.<br /> Troops - Your core units. Space Marine Tactical Squads, Scout squads.<br /> Fast Attack - Highly mobile but usually lightly armoured units. Space Marine bikes, land speeders, assault marines.<br /> Heavy Support - Units with a lot of firepower, often also a lot of armour. Space Marine Devastator squads (marines with heavy weapons), tanks of all kinds.<br /> <br /> If you're looking at Leagues of Votan, they never fit into this scheme so you'd have to assign the units to the relevant sections yourself. It might help to download some old codices if you can find them and look at how they did it for ideas.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 18:13:30]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ Not a fan of the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> and prefer things as they are today. <br /> <br /> With that said I feel Votann would probably be:<br /> <br /> All characters: <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.<br /> Hearthkyn: Troops.<br /> Hearthguard: Elites.<br /> Beserks: Elites.<br /> Melee Steeljacks: Elites<br /> Shooty Steeljacks: Probably Elites as well if we say they are akin to Wraithguard<br /> Yaegirs: Probably Elites. Could arguably be turned into Troops (like Eldar Rangers in certain editions) if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> decided "thy must always include 2-3 units of Hearthkyn to have a legal army" would be too restrictive.) <br /> Pioneers: Fast Attack<br /> Kapricus Defenders: Fast Attack<br /> Hekaton: Heavy Support.<br /> Thunderkyn: Heavy Support<br /> Earthshakers: Heavy Support.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 18:54:39]]> GMT</pubDate>
				<author><![CDATA[ Tyel]]></author>
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				<title>Re:Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e4c1ffcfef7c819fb1c6f7daf71bce72.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828417.page"><b>Da Boss wrote:</b></a><br/>https://www.belloflostsouls.net/wp-content/uploads/2025/07/<span class="glossaryitem" onmouseover='gp(3);'>40k</span>-force-org-3rd-1998.jpg</div></blockquote><br /> <br /> The sacred texts!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 19:03:54]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I, for one, really like the 30k Rites of War system (take an overarching "theme" which allows you to "skew" your list, but outright prevents certain options/forces certain ways of fighting) - it would need to be made bespoke for *every* faction, and would require some pretty hefty penalties, but if people want themed lists which look like what they're trying to display, then I really liked RoW.<br /> <br /> Somewhat controversially, I also really liked Formations. I did not like the buffs and arms race that also came with them. But the idea of "here's these building blocks of how this faction fights, fill them up with cohesive groupings of units which often fight together, there's your army". Again, would require a lot of customisation for each faction, but there's something very cool about actually taking a demi-company of Space Marines, complete with command staff and support elements.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 20:30:16]]> GMT</pubDate>
				<author><![CDATA[ Sgt_Smudge]]></author>
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				<title>Re:Force Organization Charts?</title>
				<description><![CDATA[ That <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> actually looks really similar to the 9e one except the amounts vary. That one sits somewhere between the Patrol Detachment and the Battalion Detachment.<br /> <br /> The initial Leagues of Votann range did have categories assigned to it.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Uthar the Destined, Kahl, Einhyr Champion, Grimnyr, Brokhyr Iron-Master<br /> Troops: Hearthkyn Warriors<br /> Elites: Einhyr Hearthguard, Cthonian Beserks<br /> Fast Attack: Hernkyn Pioneers, Sagitaurs<br /> Heavy Support: Brokhyr Thunderkin, Hekaton Land Fortress<br /> <br /> The new stuff, of course, did not get anything assigned. Tyel's list seems like a good start... but I see what you all mean by some of the categories not fitting well. A Hernkyn Yaegir seems like a very different sort of Elite than a Steeljack; Yaegirs are softer than Hearthkyn Warriors and not very shooty, but they do have some special abilities.<br /> <br /> It seems silly that four of the ten new units are characters, two of them named characters, that would all go into <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. I don't mean characters going into <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is silly. I mean it's silly that the release was that heavily skewed towards characters. That said, in addition to bringing more troops, really clamping down on the number of characters seems like another way to make a fluffier list.<br /> <br /> What makes something a Dedicated Transport? Sagitaurs can carry six infantry models, but they are Fast Attack. Kapricus Carriers can carry five Yaegirs. Unlike a Sagitaur, it has firing deck but no special weapons, and I'm not sure why you would carry one without some Yaegirs to put in it.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 20:33:06]]> GMT</pubDate>
				<author><![CDATA[ OldeSword]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ Generally a dedicated transport is something that is only really good for transporting units and not much else. There's some wiggle room - both Rhinos and Razorbacks are Dedicated Transports even though the Razorback still has decent shooting ability. <br /> <br /> I'm not well informed about League vehicles, but if you're thinking "I'd never take this without a squad to go in it" then it's a dedicated transport. ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 20:39:31]]> GMT</pubDate>
				<author><![CDATA[ Da Boss]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ The Saggitaur falls into that category, and in terms of application is closest to a Razorback. But, you can (or could) take two to cart about a single squad. Whereas I’ve never heard of being able to do that with Razorbacks.<br /> <br /> Also whilst I’m here and citing Votann units?<br /> <br /> I note their vehicle names (Kapricus, Sagitaur) have their roots in Greek mythological words. And being essentially a lost colony of mankind? I’m now convinced it’s a nod to Battlestar Galactica.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 21:07:33]]> GMT</pubDate>
				<author><![CDATA[ Mad Doc Grotsnik]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a00f106df055e9a8133247b13632ffbf.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828445.page"><b>Mad Doc Grotsnik wrote:</b></a><br/>The Saggitaur falls into that category, and in terms of application is closest to a Razorback. But, you can (or could) take two to cart about a single squad. Whereas I’ve never heard of being able to do that with Razorbacks.</div></blockquote><br /> <br /> You can, in the sense that what you describe is what Sagitaurs, Immolators, Archaeopters and so on have because their passengers don't have the Combat Squads rule whereas the Razorback's cargo did. <br /> <br /> Combat Squads came first, the unit-split was an attempt to compensate for not having it, rather than Space Marines lacking the Sagitaur trick.<br /> <br /> Combat Squads are no longer thing, but then, I don't think Razorbacks have much hope in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> either. ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 22:39:14]]> GMT</pubDate>
				<author><![CDATA[ Ashiraya]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ Personally I liked the idea of 7th ed Formations. Like <span class="glossaryitem" onmouseover='gp(281);'>IRL</span> <span class="glossaryitem" onmouseover='gp(421);'>TO</span>&E.  Imagine a company of infantry looking like a company of infantry.  Just its implementation and balance was poor.  Like take three of the best units in your codex and get a power boost. Scrap those.]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 23:04:26]]> GMT</pubDate>
				<author><![CDATA[ Tygre]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828416.page"><b>OldeSword wrote:</b></a><br/><br /> In some ways, it feels like the current detachment system touches upon the spirit of the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> but without going so far as to actually provide mechanics for it. For example, the <span class="glossaryitem" onmouseover='gp(790);'>LoV</span> codex includes a bit of fluff about Graf01 being "the standard strategic designations employed by kindreds," and "Most kinhosts assemble into oathbands, adaptable formations capable of forging victory in many situations." It roughly outlines structures for oathbands, prospects, harvests, and forgebands. Unfortunately, oathbands, prospects, harvests, and forgebands can generally all bring the same things; what the oathband calls "Einhyr Hearthguard covenenants" the others call "Einhyr bonds." Though I am seeing some differences where not everything mentions Kapricus squadrons, Earthshaker grand batteries, or Steeljacks.<br /> <br /> There are detachments for three oathbands, a prospect, a harvest (Delve Assault Shift), and a forgeband (Hearthfyre Arsenal). All are 2 <span class="glossaryitem" onmouseover='gp(262);'>DP</span>. Then there are three 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachments (one boosts Sagitaurs, one boosts Hernkyn, one boosts Hearthguard) for augmenting those forces, which I figure is analogous to the little detachments in 9e that would add more units. There is one 3 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment, Hearthband, which focuses on elites.<br /> <br /> Maybe it could be as simple as treating each 2 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment like a Battalion from 9e (or a better alternative from an earlier edition) with 2-3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 3-6 troops, 0-6 elites, and 0-3 each of fast attack and heavy support.<br /> The 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachments augment that with 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and 3-6 of the appropriate units. Though Hernkyn do not have what I would consider an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> option.<br /> The 3 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> detachment is like a Brigade with 3-5 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 6-12 troops, 3-8 elites, 3-5 fast attack, and 3-5 heavy support since it's all-encompassing.</div></blockquote><br /> What you're describing sorta kinda vaguely sounds like the "decurion" style detachments we had in 7th. (So named for the necron version of this particular form of army building.) In brief, you basically built an army by choosing: <br /> * At least one core formation.  This tended not to have your tastier units and usually required you to bring a lot of troops (aka battleline) units. <br /> * Some number of non-core formations that represented more specialized groupings of units.  <br /> <br /> Each formation gave the units within that formation some benefit or other (vaguely comparable to how detachments work today), and building your army in this way meant that you got whatever your army's "decurion bonus" was on top of the formation-specific benefits. <br /> <br /> So an eldar army might have a core formation that required I take a million guardian units, and then I'd slap an aspect host formation on top of it that let me take a few aspect warrior squads. <br /> <br /> People seemed to kind of like the high concept of this approach.  A lot of codices included somewhat detailed breakdowns of what could go into each of these formations and lore on what a typical force of such and such type looked like, and it did a pretty good job of making you feel like you were defining the core of your army and then appending more specialist forces onto your core. <br /> <br /> This kind of fell down in a few places though: <br /> 1. It was part of 7th edition, which suffered horribly from unclear core rules, poor balance, etc. <br /> 2. Formations themselves were kind of a problem for balance.  They pretty much never came with downsides and didn't really use up an opportunity cost slot the way a 10th edition detachment does. So you were just piling bonus rules onto whatever units you took in the formation. Which then raised the question: do you assign a points cost to that unit under the assumption that it does or does not have the benefits of a formation? For instance, do you charge points for aspect warriors assuming they're hitting on 3s, or assuming they're hitting on 2s in an aspect host? <br /> 3. The charts for army composition just... kind of forgot that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> was usually played at 2,000 points or less.  So you'd have this big chart of all these formations a "typical" in-universe army might be composed of, and then you'd realize you only had enough points to fill out like, half a core detachment and one or two optional detachments.  <br /> <br /> And point 3 is relevant, I think.  Often times when people talk about wanting the army they put on the table to "feel like a real army," I think they end up basing that on their mental image of their entire force on the planet; all the random battle line guys and every bit of support behind them, all in one place. But <span class="glossaryitem" onmouseover='gp(3);'>40k</span> battles are (depending on who you ask) really more of a smaller-scale conflict. Or at most, a zoomed-in portion of a much wider battlefield.  Sure, the Salamanders chapter isn't 90% terminators, but if you're zooming in on the portion of the battlefield where 1st company launched a teleporter assault on the enemy headquarters, you might be looking at mostly terminators with minimal other support. or if you point your camera at the skirmishes happening outside of town, you might see mostly fast attack/elite units that specialize in recon/stealth duking it out.<br /> <br /> It's fine to want your army to have a healthy number of troops and to prefer thinking of your army as one that strives to have a bunch of basic dudes at the heart of every clump of forces. But there's a tendency among some players (not you) to think that troop spam is the one true way to assemble your <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army because, "Well, there are way more troops than specialists!" And I feel like this view really fails to consider the question of exactly what story is being told, where the camera is focusing, etc. <br /> <br /> (It also fails to account for how poorly the old <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> represented certain factions, how the fluff of some factions suggests that certain units should be troops even though they typically aren't, etc. But I've been very good and avoided launching into my usual anti-<span class="glossaryitem" onmouseover='gp(187);'>FOC</span> rant so far, and I'm trying to keep that up. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> )<br /> <br /> In any case, a common complaint that I am seeing is that nobody brings enough troops to realistically comprise an army, so it sounds like I could go a long way towards a fluffier army by just bringing more Battleline units (Hearthguard Warriors unless I'm running the Delve Assault Shift which makes Beserks battleline) than is common. And I could add some self-imposed restrictions where, for example, a prospect doesn't bring Steeljacks and a harvest doesn't bring Hernkyn.</div></blockquote>]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 23:26:40]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ In Force Org editions, I sometimes brought as many as four Daemon Princes. <br /> Now, with no Force Org, I take maximum allotted amount of Plaguebearers and never more than two Princes. With any points reduction making me drop the winged one first thing.<br /> <br /> The goal should be for any given unit to be desirable in its own right.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 20 Jun 2026 23:43:10]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828468.page"><b>JNAProductions wrote:</b></a><br/>In Force Org editions, I sometimes brought as many as four Daemon Princes. <br /> Now, with no Force Org, I take maximum allotted amount of Plaguebearers and never more than two Princes. With any points reduction making me drop the winged one first thing.<br /> <br /> The goal should be for any given unit to be desirable in its own right.<br /> </div></blockquote><br /> <br /> For sure.  Theoretically, force orgs were sort of trying to accomplish a couple of main things: <br /> <br /> A.) Prevent skew.<br /> B.) Prevent spam (semi-distinct from skew in that it's more about taking the same unit a million times whereas skew is more about leaning into a certain type of profile to make it harder to deal with how durable or numerous that profile is.) <br /> C.) Enforce a theme. <br /> <br /> They largely failed at A (at least by the time I started playing in 5th, and continued to fail until the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> went away) because they didn't actually target skew. If your army had a vehicle in more force org slots than not, you could field a skew list.  You just also got screwed if you happened to want to field a bunch of different units that all happened to be Fast Attacks, for instance. <br /> <br /> It technically succeeded at B for the most part (assuming you didn't have a very similar unit in a different force org slot or the ability to turn the unit you want to spam into a troop somehow.) But even so, I'd argue it didn't shut down spam much more successfully than the rule of 3 does. <br /> <br /> It mostly failed at C because it failed to identify what theme it actually wanted to represent, failed to allow a bunch of canonical themes, and also allowed some armies to bend the rules and field their themes just because. Iybraesil fielding banshees as the backbone of their army? Only if you don't want to take literally any other elite slot unit! Saim-Hann wanting to field more than one unit of both vypers and shining spears? How dare you? Marines fielding endless bikes? Sure. Just stick a captain on a bike first, and then you can take you 6 bike squads plus some additional Fast Attack options while you're at it. ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 00:22:24]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ i feel like the later editions of warhammer fantasy had a good solution to the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> issue. it just had its own issues due to <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>'s army building.<br /> <br /> in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> 8th ed, your army building did the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> by % of the total points, with the different categories having upper limits by %. you had to have a minimum number of units for <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and basic troops with the basic troops having a minimum % you had to spend, but had no max number of units in any catagory so long as you didn't exceed the max % limit for their type.<br /> (they broke the army down into lords (1 mandatory, up to 50%), heros (up to 50%), core units (3 mandatory, minimum 25%, no upper limit), special units (up to 50%), and rare units (up to 25%), <br /> <br /> the problem <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> had was they didn't have any upper limits on the individual unit sizes. so you could take a block of infantry and two blocks of cav to meet your minimum, and just cram 200 figures into that infantry block to create a deathstar.<br /> <br /> honestly when <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> 8th came out i expected a similar way of doing the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> would be applied to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> when 6th dropped. where the fact that <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s units had hard limits on the number of figures you could take per unit would have allowed for more flexibility than the 3/6/3/3/3 setup but avoided the "lump everything into one huge unkillable unit" issue <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> had. it would also have let you keep the catagories, you could just tweak the %'s to limit the cheese some.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 00:30:59]]> GMT</pubDate>
				<author><![CDATA[ mithril2098]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ I'm not sure I understand the argument that the greater diversity of models in modern <span class="glossaryitem" onmouseover='gp(3);'>40K</span> is an issue for the force org chart. If you're going to assert that an army should be limited to no more than three tanks, then it shouldn't matter whether the codex has two tanks to pick from or ten.<br /> <br /> Having said that, I've long felt that the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was a clunky solution and I don't think I'd like to see it return, but there were two things it did that I miss.<br /> <br /> First, it helped ensure that any army was 'well-rounded', not all tanks or all bikes or all characters or skipping troops entirely. It was <i>way</i> harder to build a skew list with that limit of three Elites, <span class="glossaryitem" onmouseover='gp(35);'>FA</span>, or <span class="glossaryitem" onmouseover='gp(57);'>HS</span>.<br /> <br /> (<span class="glossaryitem" onmouseover='gp(50);'>GW</span>, in traditional <span class="glossaryitem" onmouseover='gp(50);'>GW</span> fashion, then completely gutted this concept by spreading similar options across multiple slots and adding squadrons. The 5th Ed Guard codex allowing 9 Leman Russes broke the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> as a concept)<br /> <br /> The second was that it allowed <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to provide sanctioned alternatives to that 'well-rounded' archetype while imposing appropriate disadvantages. Armored Company is the classic example, where a list was written that did allow all tanks, but imposed a bunch of drawbacks to try to balance it.<br /> <br /> In years since I have come to prefer something more akin to the <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> model mentioned above, employing a more straightforward concept of how rare a unit is. Backbone units appear in every force, impossibly rare relics don't comprise three quarters of your army. Simple, and <i>very</i> easy to create bespoke exceptions to for specific themes.<br /> <br /> But all of this is now pretty irrelevant because the gameplay context it was created for no longer exists. Skew is less impactful as the former differences between unit types are gone. Missions and objectives have been simplified, homogenized, and streamlined such that it no longer makes sense to have certain units deploying differently or uniquely able to carry out objectives. Army theming is out the window and the idea that you can't bring Gaunt's Ghosts, Death Korps Engineers, and Kasrkin in the same army would be met with uproar.<br /> <br /> So what's the point? There aren't any problems that bringing back the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> would solve- save a nostalgic desire to return to 3rd/4th wholesale.]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 01:29:53]]> GMT</pubDate>
				<author><![CDATA[ catbarf]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ Modern army selection is clunky and random, <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is the true way to make armies from a more sophisticated age. <br /> <br /> Missions determined the kind of <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> you could use, and may or may not change based on whether you were attacker or defender.  <br /> <br /> Many armies had some kind of sub-faction that changed the units available in different <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots, or changed the total number of <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots you could take (deathwing, ravenwing, saim han, etc). <br /> <br /> The system worked, it worked for more than 15 years, it wasn't clunky, it wasn't broken. The only things that were broken were the same things that are broken now, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> pushing sales of new miniatures/kits so they get better points or rules or whatever, old units getting ignored for balancing or updates or more options for that unit because they don't want to sell those minis any more. <br /> <br /> Plus, many units had 0-1 restrictions, or requirements for another unit to be taken, when it made sense.  You didn't have 3 c'tan being spammed, they were 0-1.   You could take 0-1 archon lord, the archon is jealous and won't fight along side other archons, you could have drachons or lesser wyches join you.  <br /> <br /> The system just needed some thought put into how minor characters/support characters needed to be handled, and ironically space wolves had a somewhat good example to be based on that could have been used for other factions, the 3rd edition space wolf codex said you needed to take 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> for each 750 points in your army (i think it was 750 points),  so instead of the normal 1-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> total, the points for your game determined how many <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you had to take, an approach like that for sub-characters could be a good way to start. ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 02:02:42]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828479.page"><b>BanjoJohn wrote:</b></a><br/>Modern army selection is clunky and random, <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is the true way to make armies from a more sophisticated age. <br /> <br /> Missions determined the kind of <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> you could use, and may or may not change based on whether you were attacker or defender.  <br /> <br /> Many armies had some kind of sub-faction that changed the units available in different <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots, or changed the total number of <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots you could take (deathwing, ravenwing, saim han, etc). <br /> <br /> The system worked, it worked for more than 15 years, it wasn't clunky, it wasn't broken. The only things that were broken were the same things that are broken now, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> pushing sales of new miniatures/kits so they get better points or rules or whatever, old units getting ignored for balancing or updates or more options for that unit because they don't want to sell those minis any more. <br /> <br /> Plus, many units had 0-1 restrictions, or requirements for another unit to be taken, when it made sense.  You didn't have 3 c'tan being spammed, they were 0-1.   You could take 0-1 archon lord, the archon is jealous and won't fight along side other archons, you could have drachons or lesser wyches join you.  <br /> <br /> The system just needed some thought put into how minor characters/support characters needed to be handled, and ironically space wolves had a somewhat good example to be based on that could have been used for other factions, the 3rd edition space wolf codex said you needed to take 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> for each 750 points in your army (i think it was 750 points),  so instead of the normal 1-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> total, the points for your game determined how many <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you had to take, an approach like that for sub-characters could be a good way to start. </div></blockquote>I do not agree with this.<br /> <br /> I just made a 2,000 point 11th Edition list, for my Nurgle Daemons. It has...<br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> [Warlord]<br /> Daemon Prince<br /> Six Heralds, one for each Plaguebearer squad<br /> Six units of Plaguebearers<br /> Two units of Nurglings<br /> Three units of Plague Drones<br /> <br /> That feels pretty reasonable to me. Big horde of character-supported Battleline/Troops, two big boys, some boys on bugs, and a couple of Nurglings to taste.<br /> If Nurglings are Troops (as they are Battleline now) I have 8 Troops. That's more than the Force Org allowed.<br /> If Nurglings are Fast Attack, I have 5 <span class="glossaryitem" onmouseover='gp(35);'>FA</span>, since Plague Drones would be too.<br /> I also have 8 total characters-each one would've been an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice in some editions, and I think they most they ever might've gotten was two Heralds per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> pick.<br /> <br /> What is unthematic about this list?]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 02:17:45]]> GMT</pubDate>
				<author><![CDATA[ JNAProductions]]></author>
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			<item>
				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ffeb2357207c1d96231c94eb8e552dbd.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828481.page"><b>JNAProductions wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/819177/11828479.page"><b>BanjoJohn wrote:</b></a><br/>Modern army selection is clunky and random, <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is the true way to make armies from a more sophisticated age. <br /> <br /> Missions determined the kind of <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> you could use, and may or may not change based on whether you were attacker or defender.  <br /> <br /> Many armies had some kind of sub-faction that changed the units available in different <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots, or changed the total number of <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slots you could take (deathwing, ravenwing, saim han, etc). <br /> <br /> The system worked, it worked for more than 15 years, it wasn't clunky, it wasn't broken. The only things that were broken were the same things that are broken now, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> pushing sales of new miniatures/kits so they get better points or rules or whatever, old units getting ignored for balancing or updates or more options for that unit because they don't want to sell those minis any more. <br /> <br /> Plus, many units had 0-1 restrictions, or requirements for another unit to be taken, when it made sense.  You didn't have 3 c'tan being spammed, they were 0-1.   You could take 0-1 archon lord, the archon is jealous and won't fight along side other archons, you could have drachons or lesser wyches join you.  <br /> <br /> The system just needed some thought put into how minor characters/support characters needed to be handled, and ironically space wolves had a somewhat good example to be based on that could have been used for other factions, the 3rd edition space wolf codex said you needed to take 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> for each 750 points in your army (i think it was 750 points),  so instead of the normal 1-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> total, the points for your game determined how many <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you had to take, an approach like that for sub-characters could be a good way to start. </div></blockquote>I do not agree with this.<br /> <br /> I just made a 2,000 point 11th Edition list, for my Nurgle Daemons. It has...<br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> [Warlord]<br /> Daemon Prince<br /> Six Heralds, one for each Plaguebearer squad<br /> Six units of Plaguebearers<br /> Two units of Nurglings<br /> Three units of Plague Drones<br /> <br /> That feels pretty reasonable to me. Big horde of character-supported Battleline/Troops, two big boys, some boys on bugs, and a couple of Nurglings to taste.<br /> If Nurglings are Troops (as they are Battleline now) I have 8 Troops. That's more than the Force Org allowed.<br /> If Nurglings are Fast Attack, I have 5 <span class="glossaryitem" onmouseover='gp(35);'>FA</span>, since Plague Drones would be too.<br /> I also have 8 total characters-each one would've been an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice in some editions, and I think they most they ever might've gotten was two Heralds per <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> pick.<br /> <br /> What is unthematic about this list?</div></blockquote><br /> <br /> Here's the solution, take two <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>'s in your army.  For example, in 3rd edition, one <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was one "detachment" which was part of your army, you needed one minimum detachment, but could have as many as you wanted as long as you met minimum requirements for each detachment. <br /> <br /> GOC leading one detachment, daemon prince leading another detachment, plague drones are fast attack, plague bearers and nurglings are troops, and heralds can be/could be <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, or Elite, or you could have them as unit upgrades (basically like veteran sergeants) for the plague bearers. ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 02:31:17]]> GMT</pubDate>
				<author><![CDATA[ BanjoJohn]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><cite>Da Boss wrote:</cite>Generally a dedicated transport is something that is only really good for transporting units and not much else. There's some wiggle room - both Rhinos and Razorbacks are Dedicated Transports even though the Razorback still has decent shooting ability. <br /> <br /> I'm not well informed about League vehicles, but if you're thinking "I'd never take this without a squad to go in it" then it's a dedicated transport. </div></blockquote><br /> <blockquote><div><cite>Mad Doc Grotsnik wrote:</cite>The Saggitaur falls into that category, and in terms of application is closest to a Razorback. But, you can (or could) take two to cart about a single squad. Whereas I’ve never heard of being able to do that with Razorbacks.</div></blockquote><br /> That is why I asked. I see Sagitaurs as transports, since I wouldn't take them if I didn't have a unit to put in them, yet the 9e codex classified them as Fast Attack and not Dedicated Transports.<br /> <br /> Both Sagitaurs and Kapricus Carriers split the squads that they are carrying into two five-model units. That led to people taking Sagitaurs just to split Hearthkyn Warriors up since that doubled the amount of warrior units that could be used for screening or even farming judgement tokens. It's not my favorite idea. I think that I would prefer it if Sagitaurs came in groups of two and disgorged intact squads.<br /> <br /> <blockquote><div><cite>Wyldhunt wrote:</cite>The charts for army composition just... kind of forgot that <span class="glossaryitem" onmouseover='gp(3);'>40k</span> was usually played at 2,000 points or less.  So you'd have this big chart of all these formations a "typical" in-universe army might be composed of, and then you'd realize you only had enough points to fill out like, half a core detachment and one or two optional detachments.  <br /> <br /> And point 3 is relevant, I think.  Often times when people talk about wanting the army they put on the table to "feel like a real army," I think they end up basing that on their mental image of their entire force on the planet; all the random battle line guys and every bit of support behind them, all in one place. But <span class="glossaryitem" onmouseover='gp(3);'>40k</span> battles are (depending on who you ask) really more of a smaller-scale conflict. Or at most, a zoomed-in portion of a much wider battlefield.  Sure, the Salamanders chapter isn't 90% terminators, but if you're zooming in on the portion of the battlefield where 1st company launched a teleporter assault on the enemy headquarters, you might be looking at mostly terminators with minimal other support. or if you point your camera at the skirmishes happening outside of town, you might see mostly fast attack/elite units that specialize in recon/stealth duking it out.<br /> <br /> It's fine to want your army to have a healthy number of troops and to prefer thinking of your army as one that strives to have a bunch of basic dudes at the heart of every clump of forces. But there's a tendency among some players (not you) to think that troop spam is the one true way to assemble your <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army because, "Well, there are way more troops than specialists!" And I feel like this view really fails to consider the question of exactly what story is being told, where the camera is focusing, etc.</div></blockquote><br /> That is a good point. It raises the question of what is appropriate for that particular force / snapshot. Then again, if this battle is the headquarters assault or the reconnaissance element getting into a skirmish, why is my entire command element here in this one battle? Or maybe you just wave both questions away by saying the miniatures are a representative sample of the actual force because throwing down with an actual company of guys would take way too long.<br /> <br /> I've sometimes thought about another or maybe a related problem: How often would a small unit of Deathwing Knights <i>really</i> show up to boost this random platoon somewhere? Aren't they out there with more important things to do? I would expect to see Deathwing Knights alongside a larger force of Deathwing Terminators.<br /> <br /> <blockquote><div><cite>mithril2098 wrote:</cite>in <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> 8th ed, your army building did the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> by % of the total points, with the different categories having upper limits by %. you had to have a minimum number of units for <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and basic troops with the basic troops having a minimum % you had to spend, but had no max number of units in any catagory so long as you didn't exceed the max % limit for their type.<br /> (they broke the army down into lords (1 mandatory, up to 50%), heros (up to 50%), core units (3 mandatory, minimum 25%, no upper limit), special units (up to 50%), and rare units (up to 25%), <br /> <br /> the problem <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> had was they didn't have any upper limits on the individual unit sizes. so you could take a block of infantry and two blocks of cav to meet your minimum, and just cram 200 figures into that infantry block to create a deathstar.<br /> <br /> honestly when <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> 8th came out i expected a similar way of doing the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> would be applied to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> when 6th dropped. where the fact that <span class="glossaryitem" onmouseover='gp(3);'>40K</span>'s units had hard limits on the number of figures you could take per unit would have allowed for more flexibility than the 3/6/3/3/3 setup but avoided the "lump everything into one huge unkillable unit" issue <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span> had. it would also have let you keep the catagories, you could just tweak the %'s to limit the cheese some.</div></blockquote><br /> That is a really interesting idea too. Is the problem that I have a lot of things that go fast on my reconnaissance force? Or is the problem that what should be special or rare is instead the entire list?<br /> <br /> Using the terminator example again, for a First Company army, terminators would be core units, but Deathwing Knights would be special or rare.<br /> <br /> <blockquote><div><cite>BanjoJohn wrote:</cite>Plus, many units had 0-1 restrictions, or requirements for another unit to be taken, when it made sense.  You didn't have 3 c'tan being spammed, they were 0-1.   You could take 0-1 archon lord, the archon is jealous and won't fight along side other archons, you could have drachons or lesser wyches join you.  <br /> <br /> The system just needed some thought put into how minor characters/support characters needed to be handled, and ironically space wolves had a somewhat good example to be based on that could have been used for other factions, the 3rd edition space wolf codex said you needed to take 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> for each 750 points in your army (i think it was 750 points),  so instead of the normal 1-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> total, the points for your game determined how many <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you had to take, an approach like that for sub-characters could be a good way to start. </div></blockquote><br /> The 0-1 restrictions or requirements speak to the same problem as special and rare units, I think, but with finer-grained controls. Don't bring units that shouldn't mix, and, before you can bring a unit of the really elite guys, you have to commit to some of the more regular guys first.<br /> <br /> This conversation is giving me a lot to consider. I'm going to have to try putting this into practice soon, but it sounds like there are a few things for me to consider to avoid making a funky list:<br /> <br /> 1. More troops/core units than I might otherwise consider. This will probably be battleline with how 11e works.<br /> 2. Don't bring too many characters.<br /> 3. Don't bring a bunch of supposedly rare units. I'll have to think more about what would be considered rare.<br /> 4. Exclude units that are off-theme for my detachments.<br /> <br /> Most of these are constraints, but creativity is born from constraints. I'm already liking how point #4 creates a real difference between an oathband, a prospect, and a harvest.]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 02:47:23]]> GMT</pubDate>
				<author><![CDATA[ OldeSword]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828479.page"><b>BanjoJohn wrote:</b></a><br/><br /> Plus, many units had 0-1 restrictions, or requirements for another unit to be taken, when it made sense.  You didn't have 3 c'tan being spammed, they were 0-1. </div></blockquote><br /> Well, the only playable C'tan back then were named characters, so you could have 2 of them rather than 3.  Today using just the named C'tan you could hit that same number.  I suppose <span class="glossaryitem" onmouseover='gp(50);'>GW</span> could make generic c'tan 0-1 to cut down on the total number, but at that point we're having a wider discussion about how many "rare" units you should be allowed to have in the same army. Which is kind of just a matter of fluff preference.  Some people may love the idea of multiple types of c'tan coordinating together as a sort of joint prison break or as a flex from their 'cron overlord.  <br /> <br /> Similarly, if I want to recreate some of the drukhari battles from the Lukas the Trickster novel, I may want to field multiple archons to represent Maly sand Sliscus. (Ignoring the fact that Malys finally has her own model and has her own rules again today.)<br /> <br /> <blockquote class="uncited"><div>The system just needed some thought put into how minor characters/support characters needed to be handled, and ironically space wolves had a somewhat good example to be based on that could have been used for other factions, the 3rd edition space wolf codex said you needed to take 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> for each 750 points in your army (i think it was 750 points),  so instead of the normal 1-2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> total, the points for your game determined how many <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you had to take, an approach like that for sub-characters could be a good way to start. </div></blockquote><br /> I'm not sure what you're going for here.  If you're opposed to having multiple "rare" units (like archons) in one place, then why would you want to force people to take additional rare units in a given list? Feels like you may have slipped into thinking about a different goal without mentioning it? <br /> <br /> Also, my brain immediately goes to this creating an "<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> tax" for any faction that doesn't have particularly valuable <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> or whose <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> need specific additional units to make them work that you may not be excited about fielding en masse. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828483.page"><b>BanjoJohn wrote:</b></a><br/><br /> Here's the solution, take two <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>'s in your army.  For example, in 3rd edition, one <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was one "detachment" which was part of your army, you needed one minimum detachment, but could have as many as you wanted as long as you met minimum requirements for each detachment. <br /> <br /> GOC leading one detachment, daemon prince leading another detachment, plague drones are fast attack, plague bearers and nurglings are troops, and heralds can be/could be <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, or Elite, or you could have them as unit upgrades (basically like veteran sergeants) for the plague bearers. </div></blockquote><br /> Were you really able to take multiple force orgs back in the day? I don't/ remember that being a thing post-4th edition until 7th edition. <br /> <br /> But also, I feel like this being your solution is kind of telling.  Your solution is to essentially break most of the restrictions of the force org chart, but at the cost of an additional <span class="glossaryitem" onmouseover='gp(56);'>hq</span>/troop tax. Which obviously runs into the problem of screwing over factions with less desirable <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or troop options.  But also consider that you're suggesting a system that sets up limitations, has a workaround to break those limitations, will create new problems (the tax thing), all to facilitate recreating a perfectly fluffy and thematic list that JNA was able to create in the modern rule of 3/rule of 6 rules. In other words, you're creating problems and jumping through hoops just to end up worse off than where we already are. <br /> <br /> <blockquote class="uncited"><div>That is a good point. It raises the question of what is appropriate for that particular force / snapshot. Then again, if this battle is the headquarters assault or the reconnaissance element getting into a skirmish, why is my entire command element here in this one battle? Or maybe you just wave both questions away by saying the miniatures are a representative sample of the actual force because throwing down with an actual company of guys would take way too long.</div></blockquote><br /> It kind of depends on the army in question.  Generally, if you're putting together, say, a 1500 point list and you want it to represent your little recon force, my instinct is to tell you to avoid fielding someone super rare and important.  So if I specifically want my "recon list" to feel like it's a bunch of relative nobodies, maybe I avoid bringing a captain or farseer.  Maybe I stick to lieutenants and warlocks instead. <br /> <br /> But also, this is the grimdark future of the 41st millennium where chainswords and power fists are a surprisingly common weapon for no good reason.  Having important, fancy commander types leading from the front is, to at least <i>some </i>extent, kind of just a conceit of the setting.  The same a guard army will find excuses to have to reclaim cities instead of just glassing the problem from orbit.  <br /> <br /> And also also, a thing that I think about in the context of my phoenix lords a lot, is that named characters shouldn't be everywhere, but they're busy people who are frequently <i>somewhere</i>.  It probably doesn't make sense for a captain to be personally leading a small recon force most of the time, but it might make sense for him to hitch a ride on his way to rejoin the main force he's meant to be leading. But oops! Those pesky orks attacked the recon force as they were trying to sneak their way through hostile territory, and here we are.  <br /> <br /> Taste, when it comes to such things, is on a spectrum.  Some people will look at a triple riptide list and just see something cheesy that takes them out of the narrative.  Some people will field that same list and love how it represents the fluff of their army representing an earth caste facility that was in the process of putting these freshly-manufactured riptides through their initial calibration tests when the enemy attacked. Some people won't care if you have three riptides but will insist that 75% of your list should just be fire warriors and kroot carnivores because "troops." <br /> <br /> Personally, I try to lean away from telling people they're enjoying their army's fluff wrong, at which point the goal becomes finding a way to maximize freedom of list creation while still factoring in balance.  Or alternatively, I swing in the opposite direction and think that if we're going to impose <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s vision of what a "thematic list" is onto the rules, we should really lean into it. Create a bunch of relatively specific detachments each with their own force org chart that allows more of certain thematic units and makes less thematic units harder to field en masse.  Almost Boarding Action style. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 04:21:37]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ In the 3rd ed necron codex at least, the 0-1 applied to ctan in general, not to each ctan specifically.  Your army could only include 1 ctan. Army, Rather than <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. Because they hated each other and don't work together.<br /> <br /> <br /> As for the using multiple <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is a break or work around. That's no more true than the battle line keyword changing how the normal 0-3 units rule works.<br /> <br /> It wasn't a work around it was built into the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> rules in 3rd ed. The only mandatory units were 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and 2 troops in an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. you were told to take multiple <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> if you wanted to.<br /> <br /> As for the idea of a tax - that's like saying the US army has a tax on infantry units rather than just deploying tanks. That's how armies work. There are limited numbers of some units, and there are units that are the core fighting force of the army.<br /> <br /> If there was no limitations on units existing, real armies wouldn't rely on cheap infantry. Army comp free for all is like a general saying his army is just all nukes. <br /> <br /> When the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> interacts with the scenarios being played it also helps outline what the kind of force would actually be involved, rather than whatever composition you came up with.<br /> <br /> <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was a simulation mechanic to reflect that just because you the general may only want to deploy 10 shadow swords, you the general are lucky to get 1 leman Russ to go with your 10,000 conscripts.<br /> <br /> If the logistics of your faction's men and materiel are not part of the army equation, then what are you even playing? <br /> <br /> The fact that space Marines can take 15 captains show how divorced the game is from the setting it's supposedly representing.<br /> <br /> Why would guard ever deploy basic guardsman if their generals could build armies out of whatever they wanted, no logistics limitations, no costs issues. No imperial guard general has the freedom to build an army as absurdly as a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player does, so which guard general are you actually playing then?<br /> <br /> If you are playing the game in a way that none of the leaders running your army ever could, but you can because the rules allow it, well you aren't really playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> at that point.]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 05:12:21]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ No real army ever has taken 2 squads of tax infantry so they can spend their rest of their points in tanks and aircraft.<br /> <br /> Yes real armies have limitations in the numbers and compositions of what they can deploy, but the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> never simulated that. You took your 2 infantry tax and the rest could be ups all dreadnoughts and tanks.]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 06:30:49]]> GMT</pubDate>
				<author><![CDATA[ Tyran]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828490.page"><b>Hellebore wrote:</b></a><br/>In the 3rd ed necron codex at least, the 0-1 applied to ctan in general, not to each ctan specifically.  Your army could only include 1 ctan. Army, Rather than <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. Because they hated each other and don't work together.</div></blockquote><br /> Fair enough! I didn't start playing until 5th and didn't play 'crons until some time after that.<br /> <br /> <blockquote class="uncited"><div>As for the using multiple <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is a break or work around. That's no more true than the battle line keyword changing how the normal 0-3 units rule works.<br /> <br /> It wasn't a work around it was built into the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> rules in 3rd ed. The only mandatory units were 1 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and 2 troops in an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. you were told to take multiple <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> if you wanted to.</div></blockquote><br /> To be clear about what I meant, I was saying that taking multiple <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> "broke" the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> in the sense that having multiples of them essentially removes the cap on having more than 3 of a given unit or more than 3 heavy supports, fast attacks, etc.  Basically, the ability to take multiple force orgs makes it so that you would need to pay the <span class="glossaryitem" onmouseover='gp(56);'>hq</span>/troop tax an extra time, but the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> would essentially stop limiting your ability to spam a bunch of heavy supports or elites or whatever at that point. <br /> <br /> Which, would mean that the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> wasn't really trying to put an actual limit on how many of such units you could take; it was just paywalling them behind the number of <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and Troops you took.  I don't necessarily point that out to condemn it but to ask whether or not limiting the number of units of a certain battlefield role is actually something proponents of the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> want to see, or if they instead simply care about having a certain ratio of troops-to-non-troops.  Which then becomes important if we get into the discussion of what makes something a troop and how troops ought to be designed...<br /> <br /> <blockquote class="uncited"><div>As for the idea of a tax - that's like saying the US army has a tax on infantry units rather than just deploying tanks. That's how armies work. There are limited numbers of some units, and there are units that are the core fighting force of the army.</div></blockquote><br /> So there are a few directions we could go with this point. I'm tired as I write this, so I'll try to be coherent and not ramble too much. <br /> <br /> First, I want to point out that the following are all semi-distinct ideas: <br /> 1. Troops as a "tax" because they're designed in a way that makes them mechanically undesirable compared to other options. <br /> 2. Troops as a "tax" because they don't fit your army's theme and have to be taken to "unlock" the units that actually fit your theme. <br /> 3. The notion that troops should be mandatory in a given <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army. <br /> <br /> In regards to 1, I'd point out that while I pretty much never felt good about taking guardians in editions with an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, I was frequently taking them in index 10th edition because <span class="glossaryitem" onmouseover='gp(50);'>GW</span> gave them a role that made me <i>want </i>to field at least one unit. So ideally, if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> wants us to be spamming certain units (and spending hundreds of dollars on those mandatory units), they should be giving those units rules that encourage and reward us for fielding a bunch of those units.  The way many troops were handled in the past was that they were intentionally designed to be less impressive than the flashier options, and you essentially had to sign on to fielding however many dollars worth of those units in every list if you wanted to play their faction at all. If there's a reason unit X is the most common sight in army Y, give them rules that make you want to fielda  bunch of unit X in most army Y lists.<br /> <br /> <blockquote class="uncited"><div>If there was no limitations on units existing, real armies wouldn't rely on cheap infantry. Army comp free for all is like a general saying his army is just all nukes. </div></blockquote><br /> I feel like talking about "real armies" always ends up leading to unproductive tangents.  One person will say it's more "realistic" for the space army to do X, and then the other person will point out that the space army has wizards and lightning swords, and it ends up way off topic and not particularly helpful.  So I suggest that we steer clear of that, but I'll address the idea that armies should have more than just specialists or tanks or whatever, which I think is the point you were trying to get at. <br /> <br /> Basically, this comes back to the point I made earlier about whether you're framing your list as the entirety of your faction's presence on the planet, or if you're assuming that your list represents a subset of your faction.  As I said earlier, having an entire chapter of terminators would be odd, but having a bunch of your chapter's terminators together in one place for a coordinated teleportation strike on the enemy base? That seems reasonable enough. The game has a pretty long history of encouraging the notion that more specialized forces or forces with unconventional units making up their bulk are valid in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  Your Death Wing type armies can reasonably show up with oops all terminators.  Your white scars can reasonably show up with oops all bikes and not a single scout or tactical marine in sight. Mandatory troops essentially prevent you from fielding armies that tell those stories. Whether or not such armies should be valid and appear on the tabletop is probably getting into its own topic of discussion. <br /> <br /> As for the "oops all nukes" part, that's why I said this: <br /> <blockquote class="uncited"><div>Personally, I try to lean away from telling people they're enjoying their army's fluff wrong, at which point the goal becomes finding a way to maximize freedom of list creation <b>while still factoring in balance</b>.</div></blockquote><br /> I'm probably not going to tell my opponent that their homebrew fluff justifying why they exclusively have nukes is bad/wrong.  However, balancing the all nuke army is probably going to be quite the challenge for the designers. <br /> <br /> <blockquote class="uncited"><div>When the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> interacts with the scenarios being played it also helps outline what the kind of force would actually be involved, rather than whatever composition you came up with.</div></blockquote><br /> Now this is an interesting point and seems to touch on something that was before my time.  Was the norm back in the day to determine which mission you'd play, then write your list based on the restrictions the mission had put in place? Honestly, I'd love that.  But it obviously runs into some issues for both pickup games and players with small collections.<br /> <br /> <blockquote class="uncited"><div><span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was a simulation mechanic to reflect that just because you the general may only want to deploy 10 shadow swords, you the general are lucky to get 1 leman Russ to go with your 10,000 conscripts.</div></blockquote><br /> Kind of covered by what I said above, but my issue with that is that it basically prevents players from running certain thematic armies by trying to make every army fit the same mold. If we did the Boarding Actions thing, you could maybe get around this by having different <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> depending on which theme (detachment) the player had chosen. <br /> <br /> <blockquote class="uncited"><div>If the logistics of your faction's men and materiel are not part of the army equation, then what are you even playing? </div></blockquote><br /> See above about your list on the table not representing the entirety of your force on the planet.  If someone wants to play an armored company list, it doesn't mean that all guard everywhere in the warzone/planet/galaxy exclusively use tanks and no infantry squads. (If you'll excuse the hyperbole.) Rather, it means that the small force the camera is pointing at during the course of your game happens to be a tank company. <br /> <br /> <blockquote class="uncited"><div>The fact that space Marines can take 15 captains show how divorced the game is from the setting it's supposedly representing.</div></blockquote><br /> Well. Partially agree. I'm going to risk muddying the waters here by adding additional subtopics to the discussion.  First, yeah, it's kinda weird that you can do that sort of thing.  And obviously most people aren't fielding 15 captains and 15 captains probably wouldn't be a particularly strong list, but I realize that's not the point you're making.  Triptides are maybe a decent example here.  Supposedly riptides are so rare that seeing three of them in one battlefield should be absolutely bizarre.  And there's probably a case to be made for limiting certain units for narrative reasons.  <br /> <br /> That said... Once upon a time my buddy who had flirted wtih <span class="glossaryitem" onmouseover='gp(3);'>40k</span> off and on over the years bemoaned that what he really wanted to do was just run a whole army of canoness models so that each model could be especially badass. Obviously he didn't actually want to think of each such model as an actual canoness in terms of fluff. He just wanted a movie marines sisters army. All of which is to say, while literal interpretations of what units are can lead to some wonky fluff/crunch dissonance, it's also worth pointing out that your listbuilding options are a toolbox that can be used unconventionally to tell stories sometimes.  Maybe those captains aren't actually captains. Maybe you just want your marines to feel more like movie marines, and you fluff them each as being sergeants or whatever. <br /> <br /> <blockquote class="uncited"><div>Why would guard ever deploy basic guardsman if their generals could build armies out of whatever they wanted, no logistics limitations, no costs issues. No imperial guard general has the freedom to build an army as absurdly as a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> player does, so which guard general are you actually playing then?<br /> <br /> If you are playing the game in a way that none of the leaders running your army ever could, but you can because the rules allow it, well you aren't really playing <span class="glossaryitem" onmouseover='gp(3);'>40k</span> at that point.</div></blockquote><br /> I'm probably repeating myself too much here, but you wouldn't be playing a commander who exclusively has access to whatever units they want; you'd be playing a commander who happens to have access to enough units across the war zone that he could concentrate some of his more lethal assets into one place as part of an important mission. Sure, 99% of his forces on the planet are guardsmen, but he scraped together a bunch of tanks that happened to be helping mixed regiments throughout the area so that he could successfully hold an important bridge or whatever. Not every salamander wears terminator armor, but the captain got a bunch of terminators together for this mission because the intense heat and radiation of this battlefield would have overwhelmed conventional power armor.  The hive fleet invading this planet is full of gaunts and other little gribblies, but the hive mind has called together a force with an unusually high concentration of siege beasts to bust down a wall so that the next wave of bugs have a way to access the hive city.  Etc. Etc. <br /> <br /> Or to shorten all that up, my 1500 list doesn't need to represent the entirety of my faction in microcosm.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f10f6266bdd9d38f53f5b4b4769a539b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828496.page"><b>Tyran wrote:</b></a><br/>No real army ever has taken 2 squads of tax infantry so they can spend their rest of their points in tanks and aircraft.<br /> <br /> Yes real armies have limitations in the numbers and compositions of what they can deploy, but the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> never simulated that. You took your 2 infantry tax and the rest could be ups all dreadnoughts and tanks.</div></blockquote><br /> Also this, yeah.  Even if we agreed that every battle in the galaxy should be fought between forces that are comprised heavily of "troops", the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> didn't really enforce that either.  It kind of just limited what you could spend the first X points of your army on. <br /> <br /> (And made X a higher number for some factions than others depending on how cheap their mandatory units were.) <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 06:42:23]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/819177/11828288.page"><b>OldeSword wrote:</b></a><br/>I got into the hobby at the tail end of 9th edition and never actually made an army with those rules, so I found the discussion about Force Organization Charts in the "11th Edition Core Rule Reactions" thread to be fascinating. I don't want to hijack that thread so...<br /> <br /> If you were to use a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> in 11e, what would it look like? Which <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> worked better and why?<br /> <br /> I happen to also think that armies are cooler with more balanced forces, and, after it was mentioned someone on the forum, I looked at the Squat army in the 2e Codex Army List book. There it imposed restrictions on Squat armies of up to 50% characters, up to 50% support, and at least 25% troops. Even that would shake up the composition of my (imagined) armies. I am not trying to propose a rule but consider a mechanism for fluffier armies. If those armies are <i>also</i> more effective, that'd be a nice bonus.<br /> <br /> And how would you decide which units go where? What characteristics make a unit fill a particular role? The initial release of Leagues of Votann units had slots assigned to them in 9e, but everything that came later does not.</div></blockquote><br /> <br /> The 50/50/50 rule you're talking about was pre-force org.  Sort of.  it was closer to what we have today just more crude and unrefined.  Force Org Charts started with W-X-Y-Z slots.  2 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, a few Elite, a bunch of Troops, a couple fast attack and a couple heavy support.  Basically a Space Marine Company with just a little wiggle room. Towards the end of Force Org 1 you ended up with nested org charts.  As your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you could take this sub-force Org that included a WhositWhatsit, and secondary Whositwhatsists (think one captain  - and the captain could add another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> called a Command Squad for free - plus one lieutenant, and one banner bearer etc)  Then they reset the editions and we went back to just the basic company structure - and it failed  because your Force Org didn't cap Dets, but Dets did give you spending points.  So Imperials "souped" the "Loyal 32"  the bare minumum guard squads and leaders to field a legal Det - and then they bought the army they really wanted to play with in another Det.<br /> <br /> The next iteration had the same Spending Points vs Det Cost problem just reversed.  Everyone started with X points, and had to buy their Dets out of it.  Which punished the people who had to buy more Dets to get more slots because they ran out of slots faster than they ran out of points.  But they DID add more different types of Dets.  There was the Elite Det where you get the 6 extra Elite Slots (made up number for example I don't have the book here), there was the Fast Attack Det where you had 6 <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots and the Heavy Support Det where you had 6 Heavy Support Slots.  There was a Supreme Commander Det that just allowed you to take a Supreme Commander (Primarchs, and a couple few other named super characters)  There was the Super Heavy Auxilliary Det that let you have one Super Heavy (Allied Knights, wraith knights, other giant walkers, thunderhawks, the ginormous Super-Heavy guard tanks,and so on  (there was a separate Det for taking all Knights)  It was a step in the right direction, but still flawed. ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 06:46:19]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/f10f6266bdd9d38f53f5b4b4769a539b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828496.page"><b>Tyran wrote:</b></a><br/>No real army ever has taken 2 squads of tax infantry so they can spend their rest of their points in tanks and aircraft.<br /> <br /> Yes real armies have limitations in the numbers and compositions of what they can deploy, but the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> never simulated that. You took your 2 infantry tax and the rest could be ups all dreadnoughts and tanks.</div></blockquote><br /> <br /> It's a false dichotomy. Of the two designs, the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is closer to modelling army behaviour. Was it perfect? No. Did I claim it was? But it provides a slightly less abstract form of game than the current free for all. And that's all we're doing, comparing the two.<br /> <br /> As for the idea that no real army took. 2 tax squads, well no army is composed of 50 men either. Your complaint is directed at the  part of the game that's true across all versions of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. But the fact that the core units of the army are present is the important bit.<br /> <br /> <br /> I am firmly of the opinion that if you are going to play a game of an IP, then you are agreeing to take the possibilities with the limitations. How those limitations are modelled is less important than that they are. And for some reason people are fine with limitations like space.marine captains can't wear crisis suits, or Orks can't put their spirits in wraithguard, but guard colonels can't just make armies out of sentinels or artillery tanks it suddenly becomes negotiable <br /> <br /> They're all part of the same fiction. You are absolutely telling people they're playing the game wrong when you won't let them use a crisis suit commander as their marine Captain.<br /> <br /> But apparently telling them they can't deploy 15 marine captains and 9 land raiders is just really not on. You're told no about plenty of things, saying no to a free for all army list is no different.<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 07:11:26]]> GMT</pubDate>
				<author><![CDATA[ Hellebore]]></author>
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				<title>Force Organization Charts?</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5a1b93e45f6a82fb4c00a59c5cff15e7.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/819177/11828503.page"><b>Hellebore wrote:</b></a><br/><br /> Of the two designs, the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> is closer to modelling army behaviour.<br /> </div></blockquote><br /> Is it?<br /> <br /> No one is playing around with 15 captains and 9 Land Raiders.<br /> Hell the mission and scoring requirements plus rule of 3 means most armies are a mixed force of Battleline/Troops and specialist units.<br /> <br /> For all the issues modern <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has, spamming Captains and Land Raiders is not one of it even if it is technically possible.]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 07:28:26]]> GMT</pubDate>
				<author><![CDATA[ Tyran]]></author>
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				<title>Re:Force Organization Charts?</title>
				<description><![CDATA[ I think, for clarity, it is probably worth showing some of the <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span> from 3rd and 4th (they remained the same, as did most the missions, more-or-less). These images and descriptions are from 4th, but there isn't much in it.<br /> <br /> This was the standard <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> as posted above, for meeting engagements:<br /> <a href="https://www.dakkadakka.com/gallery/1195371-.html" target="_new" rel="nofollow"><img src="https://images.dakkadakka.com/gallery/2024/7/20/1195371_sm-.png" border="0" /></a><br /> Essentially, it represented a fairly balanced force on manouevre. The associated core missions were Cleanse (sweeping an area of opposing troops), Secure and Control (recovering important things scattered across the battlefield- equipment, wounded comrades etc.), Seek and Destroy (attrition- aiming to kill as many of the enemy as possible), Recon (essentially reconnaissance in strength probing the enemy in prep for a major attack), and Take and Hold (a vanguard trying to secure an important point prior to the arrival of the main force). The central conceit is that both sides were launching a force into no-mans-land at the same time, of roughly equal strength (a fairly rare event in war), because this makes for easy pick-up games.<br /> <br /> The other three missions using this <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> were Rescue (both sides trying to retrieve a key something), Night Fight (basically the same as Cleanse but at night), and Patrol (two patrols encounter each other and bring in reinforcements).<br /> <br /> Then there is the alternative charts:<br /> <a href="https://www.dakkadakka.com/gallery/1195372-.html" target="_new" rel="nofollow"><img src="https://images.dakkadakka.com/gallery/2024/7/20/1195372_sm-.png" border="0" /></a><br /> The associated Battles missions were Bunker Assault (enemy unexpectedly attacks fairly quiet part of fortification line, defender reserves rush to reinforce), Hold at All Costs (similar to Bunker Assault, but no fortifications and focused on a particular objective), and Meat Grinder (attritional assault with large reserves by the attacker outnumbering the defender).<br /> <br /> The Raid missions were Sabotage (attacker sneaks up to important thing to blow it up, defender is on guard duty), Ambush (attacker ambushes the defender travelling in a column, who then has to break through the ambush), and Strongpoint Attack (attacker sneaks up to a fortification line to take out one or more bunkers and break the line).<br /> <br /> The Breakthrough missions were Rearguard (heavily outnumbered defender tries to hold off waves of attackers as long as possible), Blitz (prepared attack trying to break through heavy enemy fortifications), and Breakout (attacker has been trapped in a pocket and is surrounded, objective is to break out of the defenders and escape).<br /> <br /> The main exception to this was the Wild Rider <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> used by Craftworld Eldar bike armies (themed around Saim-Hann, but not limited to them):<br /> <a href="https://www.dakkadakka.com/gallery/1195218-.html" target="_new" rel="nofollow"><img src="https://images.dakkadakka.com/gallery/2024/7/18/1195218_sm-.png" border="0" /></a><br /> They used this in all circumstances because that is how they fought. This was a bit different to other "fast" variants, who got a specific army list shuffling round the options in the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, like Speed Freakz, White Scars, or Ravenwing.<br /> <br /> There were other slight variations, normally on the vein of two extra troops slots (Alaitoc could take two rangers squads as troops extra) or swapping a fast attack for a heavy support and vice versa (Iron Warriors and Night Lords).<br /> <br /> Mid-level characters were not common yet, but they usually had a work-around where either several could be taken for the same slot (Lost and the Damned Aspiring Champions), or they didn't take a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot at all (like Commissars), or were models that were part of a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> retinue (which usually took the same <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot as their commander) that are now separate today. Banner bearers and apothecaries are the clearest example of the latter. Worth noting there were just a lot less mid-level characters, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> realised these sell well awhile ago and really churn them out now. I suspect they are so popular in part as painting exercises for collectors as much as their utility in games.<br /> <br /> Expansions could also add <span class="glossaryitem" onmouseover='gp(187);'>FOCs</span>- this one was from Cities of Death in 4th edition:<br /> <a href="https://www.dakkadakka.com/gallery/1195373-.html" target="_new" rel="nofollow"><img src="https://images.dakkadakka.com/gallery/2024/7/20/1195373_sm-.png" border="0" /></a><br /> It was for an Assassination mission deep behind enemy lines, where the attacker has an elite, hard-hitting force and the target commander just has a bodyguard of mainly basic infantry because they were not expecting an attack on them directly.<br /> <br /> There were other, special missions floating around, and a Combat Patrol mission for beginners with forces of 400pts maximum (which basically had its own <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, but there was no pretty picture of this...).<br /> <br /> I do think the overall goal here was for heavily themed forces for a given mission, with people tailoring their force somewhat for the situation they were fighting in. Unfortunately, that requires forward planning and does not work for pick-up games, so most people just played the core missions. Plus a lot of the extra missions required specific terrain to play, which increased the upfront preparation even more. I think the concept was very sound for a group regularly playing together in campaigns and so on, but never lived up to its potential for the majority of players who only did casual games. For them it then fell more into a chore to be worked around.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Overall, I think this gets to the core of where somebody wants a given wargame to fall on the spectrum from actual military wargaming trying to approximate reality as close as possible to just going pew pew with toy soldiers. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> was from an era trying to be a bit more simulationist in how forces were expected to be structured by the writers than today (and trying to be more simulationist in general to be honest, a lot more is abstracted out now). Special cases were expected to be houseruled for a given narrative if you couldn't fit them into the options above.]]></description>
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				<pubDate><![CDATA[Sun, 21 Jun 2026 07:39:47]]> GMT</pubDate>
				<author><![CDATA[ Haighus]]></author>
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