Tuesday, 31 July 2012

40k Philosophy: Improving your themed army.

We all have moments in out gaming lives where we just can't seem to win. I recently have been experiencing this, probably more than most. I play, as you know, Chaos Space Marines, an army that is on the old side, and is in serious need of an upgrade (thankfully, its coming very soon). On top of this, I play Thousand Sons. One of the least competetive units in one of the least competetive books. Now, it is a personal choice, as I love the models and theme. But even I have to admit its not working in its current incarnation. But how can people keep a great theme, but have a better chance in game? Heres a few ideas on how:

Count-as

Count-as has been with us as long as the hobby itself. For those who don't know, it is all about using other or custom models to represent an existing unit. For example, Using tiny tanks as Ork Killa Kans, heavily augmented bionic Iron Warriors as Plague Marines, or Death Company as Sternguard. Usually anything goes, as long at it is made very clear what it counts as. It's important that the count-as model is of similar or the same size as the unit it represents, and has the same weapons (or it's made clear what the weapons are): so no buggy Battlewagons guys. Using my army as an example, I could use disc riders to represent either Raptors or Bikers (with added twin bolters), and I've seen very convincing count-as defilers using Tomb King Necrosphixes (Sphinxii?).

Allies

The new allied rules are a great chance to utilise other models, and also help plug inherent weaknesses. My Thousand Sons are notorious for being outnumbered, so a big blob of guardsmen can really help in my situation. Allies can easily be modelled to fit tin with your theme. For me, I can make them appear to be fanatic cultists. Arm them with lasguns, and they make a perfect guardsman. Other ideas might be Guardmen being used as the Ultramar Defence Force, Bloodaxe orks allied with Tau, utilising their weaponry and armour, or possibly Necrorks (necron styled orks, which would make great count as orks with cybork bodies).

Experimenting with combinations/unit sizes

You may find that its not the units that are affecting you, its what combination you take them in. It may be that you have more luck with bigger or smaller units. For me, a larger unit of raptors will be the way forward. Whilst five did well for me in their first game, they died just too quickly. doubling the unit size will make them more survivable. If you're downsizing units, you may find that you can make more use of transports, increasing mobility. Inversely, bigger units will be great for holding objectives and fighting in close combat. Either way, your theme remains, since you are utilising the same models, just in varying quantities.

Forgeworld units

Forgeworld also offers gamers the chance to field new, unusual and rarely seen units in your games. Units such as the Decimator, Tauros, Avenger and Contemptor are available for armies, and can give you a chance to boost the capabilities your force. The new Flyers book also gives all armies a chance to utilise air support (which is particularly useful for Chaos, who don't have flyers in their codex). Of course, people claim that Forgeworld units are either over or under-pointed, and not as well tested, but I've found that they're about as balanced as current units. Also, not everyone will let you use the units. But, from experience, it seems more people are fine with people using Forgeworld.

Hopefully, these tips will help you develop and flourish with your cool themed army. I'm also going to practice what I preach, and inform you all of the changes it's made to my gaming. Check out on the Facebook page by clicking the Bonus Content Button/


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