Epicstravaganza Four: Army Building Chat
Posted: Tue Aug 05, 2014 3:12 am
Hey folks,
It looks like a few people are planning to bring their own armies to the Epic event in September (yay!), so here is a thread where I let all those folks know what I'll need them to prepare, army-list-wise. Feel free to ask questions - it is a bit fiddly in places!
Here's what I'll need you to prepare:
1. A 1000-point list for the intro game in the morning. It should have no formations costing more than 400 points, no aircraft and no spacecraft.
2. A 3000-point list for the "main" game in the afternoon. Anything goes, within the constraints of your army's list.
You'll need to know:
a. Which of your formations are eligible to garrison. This means either:
-Half or more of the units have the "Scout" ability, OR
-No more than one unit has a Speed greater than 15cm AND the formation has no War Engines, OR
-Any of the units have a Speed of 0
(Note that Eldar and, on the off chance anyone is planning on surprising me with them, Necrons, have limitations on which units can garrison, so check your army rules.)
b. Which of your formations are eligible to be held in reserves. This means teleportation, tunneling, aircraft or spacecraft drops, webway portals, that sort of thing. Any special rule that lets you begin the game off the table.
c. For the scenario I've made, you'll need to choose at least half your formations to be "delayed" - they'll become available to use later in the game, like reserves in 40K or Flames of War. If they have special deployment rules (teleportation or tunneling or whatever) they can use that, otherwise they'll be hoofing it, so you may want to choose more mobile formations given the choice. Formations eligible to garrison or to be held in reserves can be delayed.
Also, it will be helpful if you make up an army list printout like I do (there's a link to a google doc in the OP of the main thread). It'll take a couple minutes, but will give you a handy sheet with all relevant info when gametime comes, and also make sure you get a look at what your units' special rules are.
The only real hint I have in terms of army selection is that the biggest weakness in the Epic rules is the fact that having more activations is strictly beneficial, so it's generally better to get as many formations as you can - that means that formation upgrades are usually a sub-optimal choice. But on the other hand, I didn't really make the lists I'm lending people with that in mind, so you can get away with some wiggle there.
It looks like a few people are planning to bring their own armies to the Epic event in September (yay!), so here is a thread where I let all those folks know what I'll need them to prepare, army-list-wise. Feel free to ask questions - it is a bit fiddly in places!
Here's what I'll need you to prepare:
1. A 1000-point list for the intro game in the morning. It should have no formations costing more than 400 points, no aircraft and no spacecraft.
2. A 3000-point list for the "main" game in the afternoon. Anything goes, within the constraints of your army's list.
You'll need to know:
a. Which of your formations are eligible to garrison. This means either:
-Half or more of the units have the "Scout" ability, OR
-No more than one unit has a Speed greater than 15cm AND the formation has no War Engines, OR
-Any of the units have a Speed of 0
(Note that Eldar and, on the off chance anyone is planning on surprising me with them, Necrons, have limitations on which units can garrison, so check your army rules.)
b. Which of your formations are eligible to be held in reserves. This means teleportation, tunneling, aircraft or spacecraft drops, webway portals, that sort of thing. Any special rule that lets you begin the game off the table.
c. For the scenario I've made, you'll need to choose at least half your formations to be "delayed" - they'll become available to use later in the game, like reserves in 40K or Flames of War. If they have special deployment rules (teleportation or tunneling or whatever) they can use that, otherwise they'll be hoofing it, so you may want to choose more mobile formations given the choice. Formations eligible to garrison or to be held in reserves can be delayed.
Also, it will be helpful if you make up an army list printout like I do (there's a link to a google doc in the OP of the main thread). It'll take a couple minutes, but will give you a handy sheet with all relevant info when gametime comes, and also make sure you get a look at what your units' special rules are.
The only real hint I have in terms of army selection is that the biggest weakness in the Epic rules is the fact that having more activations is strictly beneficial, so it's generally better to get as many formations as you can - that means that formation upgrades are usually a sub-optimal choice. But on the other hand, I didn't really make the lists I'm lending people with that in mind, so you can get away with some wiggle there.