Every unit has a role within the army lists that we create. Back in 3rd it was a much different game, that you could rely upon your troop units to be the efficient killers in the game, and I for one (right or wrong) professed it. I claimed back then, that the strength of the army was found in your troop choices, and that the other selections were simply in support of them. I was fond of 6 troop selections in every army I made, minimized with a heavy and transport if possible.

How things have changed for the better. Lets look at 5th edition only, ignoring 4th edition codex's.

Troops: Are the backbone of your 5th edition army. You need them to score, be durable and flexible. Speed is important, but not everything, as you need them to claim objectives in 2/3 of the games you games you play. I prefer to make them efficient, flexible, and not high priority targets on the field. If they are targets, they had better be protected in armor, or you must have lots of them. Holding objectives is the most important job of your troops.

Elites: These are the specialized killers in your army. They should strike fear into your opponent, and should be capable doing some serious damage. Tactically, these units should be able to go forth, kill and maim, and contest opponents objectives.

Fast Attack: Here is the speed and flanking aspect of your FOC. With these units, you should be able to surprise the enemy, flank with blinding speed. They often have special rules that allow scout, outflank, deepstrike. I find that these are often your wildcard in your army lists. Fast flexible units, that can reach out and touch someone, but are often quick to perish if not handled properly.

Heavy Support: The big guns. Heavy fire support is often vital to soften up targets, blow up their transports, and basically keep the opponent in cover. Doing this allows your elites and fast attack choices to do their job efficiently. Your heavy choices should be effecting your opponents movement, as he checks your heavies line of sight every time he moves, and should cringe when its their turn to fire.

HQ: This is a control or army changing choice. In general, they are able to give bonus's to other units, making them stronger, more durable, fire more, etc. In this role, its often vital to keep them alive. Often though, some selections are monsters in their own right. Mephiston for instance. Know the role of your hq, what you choose here in 5th edition often effects how your army plays, and sometimes its very subtle.
 
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