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Friday, May 6, 2011

Repetition and Redundancy


You're probably all a bit fed-up of this topic now - sorry. I know there are a couple of posts on 3++ about it (here and here) and there have been some recent posts around the blogosphere about similar subjects such as here on Bringer of Victory and here on The Back 40k. This article is a bit of a response to the one by Spaguatyrine on The Back 40k.

I want to say first of all, I love The Back 40k. I go through phases on the interwebz. When I don't have a great deal of free time I tend to stick to 3++ as it fulfills my hobby 'needs' (note: this doesn't mean I think it's the best blog (although it clearly is *fears the whip*)). When I have more time I get around a bit more and The Back 40k is usually very close to the top of my list of 'to visits'. There are very few posts I don't enjoy, and as many of the authors are in the same gaming group, it gives a 'local' feel that I don't think 3++ has. Anyways... great blog guys, much props to you all.

This article by Spaguatyrine confused me at first, as I just didn't agree with what was being said. After reading it twice I realised I actually agree with what is being said, but we are using different definitions. The main one I think I disagree with is this...



redundancy - repetition of an act needlessly

This may well be a definition of redundancy, but it's not the one that I would apply to the mechanics of 40k list building. That's not to say that I'm right. I'm not a profound 'snowmobiler', so I think I'll just write down my own thoughts and let you all decide if I'm off the track.

List-building is the most common subject of blog posts on the blogosphere (okay, okay, I've started with a statement I can't back-up, but I'm sure it is). It is however - in my opinion - not the most important part of playing 40k. The General is far, far more important. I lose to a good friend of mine almost all the time. We swap lists and he still wins. He's a better general, I accept that. However, a good list is one way in which you can improve your chances of winning. The auto-win list is a fallacy - it doesn't exist.

So how can we improve the chance of winning other than practice, practice, practice? We can optimise our lists. I won't be using any dictionary definitions, but optimisation to me, is making something more fit for purpose. There may or may not be external restrictions on this. I'm a doctor and we use the word optimisation frequently, mainly in association with improving the medical therapy of a patient. This could involve increasing or decreasing doses of tablets, starting new ones or stopping current ones. Sometimes there are limitations of what we can use - patient allergies, hospital policy and national guidance. Taking this to 40k, we can optimise lists by changing squad sizes/choices, add new units or drop current ones. We have limitations such as FoC slots, points costings and dare I say it... personal choice. So, optimisation is making your unit, and on a grander scale, your list more fit for purpose.

New players are aware of this need to optimise but struggle to do it - creating rock type units is one of the more common mistakes (although it's not always a mistake - confusing I know). So we as the blogosphere try to make some simple rules to help people optimise their lists. One of these is redundancy. The easiest way I can explain redundancy is that it's a back-up plan. I have unit a that can deal with my opponent's unit x. But what if unit a dies before it performs it's job? That's where redundancy comes into play... I have unit b which can also perform said function. This is where the dreaded word 'Spam' comes into play. The easiest - not best - way to create redundancy in a list is to repeat units. Meltavets/MM bunkers/Riflemen(or Psyflemen) dreads are all good examples of this. However, repetition is not the only way of achieving redundancy and this is where I had trouble with Spag's article. He takes redundancy and repetition to mean the same thing (I think). Redundancy is having more than one plan to perform a required function. Repetition is to take multiples of the same unit. It just so happens that the commonest form of redundancy is repetition. That's because it's easy.

Spag's other discussion/comparison point is 'utility'. This is a slightly more difficult word to define. In it's basic term it's the use or functioning of a unit. For example, the utility of meltavets is primarily to pop heavy armour. They can however be used for any armour type (AP1 FTW), MCs, Heavy infantry, influence your opponent's movement around the board and many more I'm sure. This leads me on to the term 'utility unit' - another term used by Spaguatyrine. I would say that a 'utility unit' is a unit that has many utilities i.e. many functions. Despite the list of functions that can be carried out by Meltavets, they wouldn't be considered a 'utility unit'. An example of such a unit is Thundewolf Cavalry - Can drop heavy and light armour with Str 10 weapons and rending, can hurt hordes, MCs, heavy infantry. Not disimilar to Meltavets you say. TWC however have so much more - speed, high toughness, better saves, cover providers etc. Utility units tend to be very expensive and tend to create 'rock' type lists, but are great units for providing redundancy in many areas as their functions are so broad-ranging.

Let's look at a few units...

Wolf Scouts (5) - meltagun

Wolfguard (2) - 2 x Combi-melta, 2 x powerfist

Grey hunters (7) - Meltagun, rhino

TWC (3) - PF/SS, SS

Long fangs (5) - 4 missile launchers

That comes in at 666 (eeep). It needs lots of extra bits and bobs, but is a good basis for a list - in my opinion - for low point games. Not amazing, but I'm not a Space Wolf player so :P. It has a lot of the necessary functions and more importantly, it has redundancy of all of these functions.

Light armour - Missiles, TWC, melta teams

Heavy armour - Melta teams, TWC

Horde - TWC, missiles, GHs

MCs - Missiles, TWC (meltas teams at a push - they do have a PF)

Heavy infantry (TEq) - TWC, GHs

Influence enemy movement and deployment - Scouts, TWC

Longevity - TWC, GHs

So... we have not repeated any unit, have covered all bases and worked-in redundancy. This is actually relatively easy at lower point levels. When you get to larger games, you need more units. We've taken the ones we have so far as they're some of the most efficient units in their respective slots (elites, troops, fast attack etc). In some books we only have one choice (BT only have one troop choice), some books only have one SENSIBLE choice, but many books have many different, efficient choices in each slot, so 'spamming' is rarely a necessity, it's just easy.

So Mr Spaguatyrine, I put it to you... you do use redundancy, you just do it with utility units rather than repeating units. Either way, you seem to be pretty good at it, so I look forward to more of your articles.

Farmpunk sums a lot of this up in a much simpler and shorter comment (it's the first one too)...

"With IG and WH, I tend to build mirror lists. There's a lot of bodies to play with, and I typically will take my halves to use for pincer tactics. I suppose I do similar with BA razorspam. It's a lot of small units swarming the board.

I'm finding with GK's, since they're an elite army, it's much tougher for me to make my usual mirror lists. It's a tough habit to break!

It's also tough for me to live with spending 240+ pts on a unit and transport. Like my beloved GKT's with Psycannon and Thawn clocks in at 300pts! And that's just the unit. Then you need a Raven or Raider to get them where they need to go.

Redundancy can also be found not by taking more of the same thing, but by overlapping purposes.
for instance...
an Inquisitorial Warband with 3 meltas is good at close range tank-killing.
A Librarian with Might of Titan is Also pretty good at close range tank killing. Add in a squad, and you're Libby's going to make quick parking lots.

see?
redundancy of purpose, not redundancy of units." Farmpunk

This last sentance is the best and the one I think can most easily be taken away... I would however change it slightly...

Redundancy of purpose, not repetition of units.

If you haven't already, I would go and read Sandwyrm's article on Something His Teacher Once Told Him... it's all about how experience allows you to explore the 'rules' which we follow. It's a good read!

Comments (14)

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Superb post ... what an intelligent article in response to the redundancy/utility/repetition discussion. Well done. I despise repetition in armylist ... sometimes its forced on you, but most of the time it's just easier. This article perfectly sums up what I look for in a llist... there's also an added dimension to this more sophisticated list - yes It's harder to play, but its also harder for the opponent to manage their targetting as there are 'hidden gems' and cross latticed utility in almost every unit. Hitting them with 3 different flavours of anti-tank is actually more challenging than hitting them with three of the same - because that will require 3 identical responses.
1 reply · active 725 weeks ago
Thank you. Aye... diverse units do create more thought for your opponent. The more thought, the more potential for mistakes.
Thanks for the plugs Bro Lo!

You should hear the parking lot talk between SandWyrm and I after game nights. It becomes the basis for a lot of articles. He's got more time for writing than I do.
Part of what I wanted while pulling together theBack40K was a 'local' feel. The group of us all game at about 4-5 stores, and meet up a lot at tourneys. I think it's more interesting to read Batreps and tourney reports with the various personalities we have squaring off against each other.

I almost heavily edited Spag's article. I didn't think it was real clear on it's point. As we often do, we clear up the point of the article in discussion. It's why I made sure I did the first comment post. As I said, I almost included my first comment in the article as an editorial addendum.

anyhow, I think you expand upon the ideas well. I also think some codexes are much easier to find overlapping purpose without repeating the same units. (Space Wolves and IG are probably two of the easiest.) Grey knights can do overlapping purposes, but with little variation between choices (outside GK's vs Henchmen) You end up with different squads using identical tools to do the same things.

Thanks again for you comments! I appreciate 'em!
1 reply · active 725 weeks ago
No probs Farmpunk, it's a pleasure reading the site, so it's all deserved. You've definitely created the 'local' feel which I'm yet to find on any other blog, so well done.

I think it was clear on it's point, but is just difficult to understand because of the definitions used... like I said above really.

I try to not repeat units in the lists I use, but with BT it does tend to be quite difficult. I think the main stimulation for me writing this article is the GK matter you discuss. Almost identical squads using identical tools. There are only so many silver space marines with psycannons one can put up with. Anyways... I won't go any further down that line.

Cheers again!
BTW - Excellent post!

The biggest problem/confusion is due to the definitions and abuse of the two terms. A verb vs an adjective.

Let's look at the definitions:

repetition (verb)- 1. the act or an instance of repeating; reiteration; 2. a thing, word, action, etc, that is repeated; 3. a replica or copy

redunancy (adjective) -1. surplus to requirements; unnecessary or superfluous; 2. verbose or tautological; 3. deprived of one's job because it is no longer necessary for efficient operation: he has been made redundant; 4. (of components, information, etc) duplicated or added as a precaution against failure, error, etc

Repetition is the act of coping "spamming" the same unit over and over.
Redunacy describes the ability to handle the same job.

Your post hits the nail squarely on the head. Whilst building an "all comers" list I take your approach. Having two units that are capable of doing the same job and not carbon copies of each other.

In building a list one should look at the 4th definition of redunancy and choose a unit that is a precaution against failure. I play Eldar and sometimes find it difficult but still manage to not spam the same units.
3 replies · active 725 weeks ago
"Having two units that are capable of doing the same job and not carbon copies of each other. "

That's the winning statement, right there.
If the enemy has a way to kill MM assault bikes before they get close, what benefit do you have in bringing 6 of them?
But if your Melta is split between assault bikes, tanks, deep striking infantry, etc.. it's likely you have something to address the problem.
Well, he may have the spare firepower to kill one squad of the bikes, but three increases your chances of getting through ...?
I love definition 4 in redundancy. That's the one for 40k.

Thanks
my (deceptively strong) army does just this.

Hordes: FC Infantry, LRCrusaider, Vindicator
Light armor: RifleDread, Devestators, Razorback
Heavy Armor: MM attack back, MM on LRC, 4 Meltaguns in assault squads, Infernus Pistol on IC
Elite Infantry: Librarian/Priest/Terminators
MC/Walkers: pretty much everything something to put wounds on these guys in shooting, CC or both
Longevity: FnP bubbles over a majority of a 50+ infantry model army

Playstyles:
I can hold back and counter assault
I can push forward hard and take the center of the table with fast vehicles
I can deepstrike enough units to destroy hiding armor
I can hold a point while still pushing you off yours

Blood Angels have definitely 'fit' my playstyle
Good article BroLo. I too tend to avoid repetition while having redundancy. I think it's a lot of fun to build those lists. And seeing it succeed on the tabletop is very rewarding, due to the extra effort put into coming up with the army.
It's good - spam is arrogant as well as 'spammy' and although it has redundancy its mono-focused in its spammyness.
Thanks for the link Bro Lo.

I don't have a problem with repetition if one choice is clearly superior to the other. If the MM Speeder cost, say, 100pts and the attack bike cost 25pts, it would be difficult to argue that they are interchangable despite having similar roles. Clearly, the internal balance is off and you would be a fool not to take the AB over the speeder every time.

So what about when they are similarly costed? Well, then it comes down to your list. If you have no other vehicles, taking speeders is a terrible idea. If you have no other bikes/foot sloggers, taking AB isn't the smartest idea either. The choice of which to take is highly dependent on the list and codex internal balance.

So yes, there might a codex so balanced, and a list so balanced, that either choice is perfectly equally optimal. But most of the time there IS a relatively clear choice, and hopefully you can recognize it and not play a garbage battleforce list.
Excellent post BroLo :) .
1 reply · active 725 weeks ago

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