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Monday, October 10, 2011

Warhammer 40,000 - Playing at different point levels


This stems from this thread where Raziel asked if we could put a further emphasis on 1750 point lists. This is a general reply to most of the comments regarding 1500. It is my general opinion that 40k works best between the point levels of 1750 and 2000. Whilst 40k may be play-tested at the 1500 level or not (or may even be designed for that), the greatest balance I find is between 1750-2000 points and I prefer to play my games in that range. I will address why I believe this is the case and some misconceptions about list building at 1500 and 2000. I will preface this by saying I’m not saying 1750-2000 points is the right and only way to play 40k – I just believe the system works more appropriately at this level (regardless of whether or not GW intended for this to be the case).



We’ll start with why I believe 40k is best played between 1750-2000 and it’s a simple answer – it unlocks the most balanced builds. Think of it like a normal population curve with 1750 and 2000 points being within half a standard deviation of the average and 1500 and 2500 being more than a standard deviation away. There is balance at those levels but there is a lesser degree of balance. As I said in the previous post, what I generally mean by this is it’s easier to build a list at those point levels that can take advantage of your opponent. Again, in extreme cases such as 500 or 1000 points, taking something like ten tanks or 100 infantry is going to be impossible for some armies to deal with, whilst a cinch for others (who will have issues dealing with the opposite number). This is where rock-paper-scissors comes into play as well as an actual metagame – you can’t build balanced lists whilst you can at the 1750-2000 range.

Let’s look back at the Force Organisation Chart. The vast majority of lists many authors on this site build max out the FoC between the 1750-2000 range. Some armies such as Imperial Guard are ridiculously good at maxing out the FoC and then improving their army (thanks vehicle squadrons and Infantry Platoons) but most other armies max their FoC and stop scaling well. This is personal opinion but to me that’s good game design. The rules give you a set of parameters and a vast majority of good lists reach those parameters between a set points limit. To me that indicates that points limit (which is generally between 1750-2000) is where you want to play your games. Again, this isn’t to say DO NOT PLAY OUTSIDE OF THIS RANGE but rather that 40k works best at this level. Obviously if you don’t believe in the type of list design the majority of us do here at 3++ you’ll find lists don’t max out the FoC until very high point levels but a combination of MSU and larger squads will generally see you nearing full FoC by 2000 points if not earlier (see my Mech Marines again).

Again, at the 1500 level this concept of balance is still possible, but to a lesser extent than the 1750-2000 points range and you can see this in how different point levels affect different list types. For example, rock lists become much more “win big or lose big” at 1500 because you cannot double up the rock. Take a double TH/SS + Land Raider list. The basic premise of the list (10 Terminators, Librarian, 2x Land Raiders) takes up over 1000 points of your army. At 1500 this leaves you just under 500 points for support and Troops – not going to work. Even at 1750 this isn’t really going to work. At 2000 points this leaves you with just under 1000 points for support and Troops – workable. This is where list scaling comes in and whilst some lists can move up and down point levels quite easily, some cannot and you’ll find the vast majority work at the 1750-2000 point range.

This brings me to a point I’d like to counter in that “building lists is harder at 1500 as you have less options.” Not really. It’s harder to build certain lists, such as rocks, and build them well but this can be said of any point level in reference to specific builds. If I max out the Force Organisation Chart at 1500, how am I supposed to build that list at 1750 or 2000? Same with maxing the FoC at 1750 in relation to 2000? If I’m taking nine Carnifexes and five Tervigons at 2500 and looking to overwhelm my opponent with T6 monsters and lots of little gribblies and simply forego shooting, how am I to scale this down? Otherwise it’s pretty much the same concepts applied differently or with difference weightings. Let’s take my 1750 Mech Marines for example. A very easy list to scale down – drop a Dread, Pred and Speeder and you’re at 1470 points with your Elite, Fast Attack and Heavy Support choices being dropped from 3/3 allowances to 2/3 allowances used but you've maintained your Troop numbers. Scaling up on the other hand – well that’s more difficult as you only have extra Troops and an HQ slot to fill. You can expand the Speeder squadrons or grab another Tactical squad and that’s about it so you generally have to make some changes (i.e. Devastator squad in place of a Predator, Terminators in place of a Dreadnought). What about my 1750 T6’R’Us Tyranids? Drop a T-Fex and bang – 1485 points and hell, it’s probably a better list at that level as the Tyranids have only lost one MC whilst most lists will have to lose a fair amount of lascannons/missile launchers which hurt Nids a lot.

Yes you have to be frugal at 1500 and have less toys but the same can be said of higher point levels. You can’t have every goodie in the codex or you just get a bad list. At 2000 points for example I can say I’ll have three of those, three of those, three of those, one or two HQs and however many Troops I want (the more, generally the better). At 1500 I say the exact same thing but replace the number three with two. Yes this is way over simplified and anyone who builds a list like that should be spanked but I hope you get the gist. The major difference between 1500 and 2000 points in terms of list building is taking less optimal units has a greater impact upon your table-top play and sometimes you cannot build a list - you just don't have the points to do so (the most common concept here being rock lists generally just aren't viable at lower points as they are expensive units).

And this brings us to another point I’d like to counter. “1500 is more tactical.” No, just because you have less units doesn’t make the game more tactical. You may have less units to do certain roles but your opponent also has less units and therefore less targets and in return, less units which can hurt you. Yes tactical mistakes can have bigger impacts (i.e. you lose a squad) as killing whole squads/vehicles at that level is more difficult at higher point levels but at the same time, at higher point levels the opponent has more units with which to punish your tactical mistakes. Certainly you also have to maximise your usage of those units more so than at 2000 but not maximising your usage of units at 2000 points is just bad play. It’s an endless tug of war in relation to how things interact on the tabletop and the simple fact of the matter is – you’re playing the same game, it doesn't become more tactical at lower points. You may have a greater safety net and/or ability to recover at higher point levels but that doesn't make the game less tactical - in fact you could argue it's more tactical as your opponent has more chances to recover and thus force the issue more readily (and here we go back to the endless tug-of-war between the two).

Furthermore, there are some design constraints which are not changed between 1500 and 2500 such as board size (6’x4’) and missions. At 1500 6’x4’ is pretty damn big whilst at 2500 it’s pretty damn small. 1750-2000? Seems to fit better! Five objective missions at 1500? Many objectives are left all alone whilst at 2500 it can be hard to clear a space around any single objective. 1750-2000? Seems to fit a little bit more – there’s enough units to potentially hold all five objectives and enough units to contest objectives whilst not overwhelming the tabletop. This is particularly true of NOVA style missions and whilst they aren’t canon Games Workshop, they were certainly designed with a higher points total in mind.

All in all we get a system where design constraints such as the FoC, board size, missions, codex design (which leads to army design), etc. seem to encourage play at the 1750-2000 level. That's not to say playing at 1500 is bad (though I do believe anything below that really starts to get skewwy unless everyone is looking to take balanced lists) or even at higher points but rather I think a combination of factors end up making 40k games work the best between 1750 and 2000 points. That being said, I will try and place more emphasis on 1500 during my list building exercises and ensure I add in my 1750 thoughts. Even on lists which don't scale, I'll at least mention this and why and see if I (or someone else) cannot do list building exercises at 1500 and then work up, etc.

Comments (55)

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at my club we prefer to play 1500pt games because they dont take up as much time, but yeah, you obviously do have more options and thus more flexibility in list the bigger the game is
thats, like, basic maths
3 replies · active 703 weeks ago
InfinitysEnd's avatar

InfinitysEnd · 703 weeks ago

i dont really think time is a huge issue for players who play tournaments lots but ya, casual or local game sbeing at small points makes sense. not sure if u are agreeing with the article or not with your last comment though? do you mean that more options makes list building easier or more options means more choices and more difficult? basic math tells us generally speaking the more variables there are the harder the equation
the bigger the game the more stuff you can have
And therein lies our problem with 2k+ games Scuzgob.
I think 1500 pts is the best because the older Dexes don't get exposed.

It is clear that C :S W > C:Orks. The smaller the points value, the less that extra powa! in C :S W has a chance get its arms free to swing.

Winning 40K has certain ingredients:
Luck.
List building.
Codex strength.
Player skill [in game]
Terrain.
Understanding of your local scene [ie, are dudes still playing Foot, etc]

By not having >1.5K for each side, list building doesn't get as big a chance to dominate, which keeps weaker list builders playing. It also stops the powa! gap having its way.

That means the game comes down more to player skill and the dice, rather than me visiting 3++ and dominating my opponent because I hang out online with sharper people, and stops those "evil" bandwagoners from simply winning because they have chosen a flash Dex. As a disclaimer, I am not against bandwagoning for whatever reason :)

Also, smaller than 1.5K becomes too much of a luck-fest. Whereas larger games can absorb a certain amount of dice abnormalities, games can be easily won or lost due to dice in a micro game.

All these things are why I like 1.5K the best.

And it is reasonably quick.

:)
1 reply · active 703 weeks ago
The fix if something sucks is to make it better, not to beat everything up so that everything does.

For casual games, sure, it's better, but it shows that 40k isn't yet designed well for casual. It's doable, but not perfect.
Kirby wrote: "No, just because you have less units doesn’t make the game less tactical."

I think you meant, "...doesn't make the game MORE tactical"

or am I mistaken?
6 replies · active 703 weeks ago
Lurking Horror's avatar

Lurking Horror · 703 weeks ago

I believe so. Less units doesn't make the game suddenly more tactically critical, its just potentially less forgiving of mistakes and bad dice rolls.
A less forgiving game is by nature more tactical; if you can't afford to make mistakes then having the right goal, plan and execution becomes more critically important - and the last time I checked a tactic is "a plan, procedure, or expedient for promoting a desired end or result."
On the other end of that, mistakes being less forgiving makes the game less tactical. At a low-point game, if you can outplay your opponent once or twice, he can't recover. At a high-point game, if you can outplay your opponent once or twice, he can recover so you have to outplay him more and luck is reduced. With less luck involved the better general is able to shine, which means that tactical ability plays a greater part.
Your opponent rolling a 6 three times in a row isn't really a "mistake" on your part, though. Smaller games are less forgiving of both luck AND mistakes.
I think he meant what he wrote, i.e. just because you have less units, and thereby less options, does not mean you are playing a less tactical game.

Actually, I think it's one step further than that, the less units you have, the more tactical the game becomes.
Ya fixed, thanks for catching that.
Im beginning to prefer 1750 these days, due to the increasing number of high point characters (GK GM = 275???) but Im not silly enough to mistake that as anything other than GW smarts.

Before high point characters could be ignored / swamped / avoided as melee / 1gun doesnt justify the increasing points. Now - unlocking troops makes them almost required in some armies - even at mad points.

GW - "lets raise the points and get more games where 4 - 6 troops choices are filled with dedicated transports = win".

I fondly remember this skirmish game being viable for near all armies at 1500, but it is increasingly hard to do.

I prefer 1500 on a Tuesday night session where I attend from 1900 hours to 2200 hours. On a gaming Sunday - I prefer 1750 these days...
Good article, rock lists can be tricky whatever the points total however, either through being able to create redundancy or, at lower points levels, the player simply not having enough to shoot at them but I certainly agree with you at lower levels its go big or go home and it really only tends to work with killpoints. 2500 certainly leaves some armies struggling, everyones least favourite, Space Wolves I believe actually really struggle here as once you've added on the obligatory long fangs pack really its only Thunderwolves that are worth taking. AV11 razorbacks are just balls of fire waiting to happen at that kind of points level.

I'm definitely not convinced smaller games make for a more tactical experience, so much can hinge on a single assault or dice roll at that level, they're certainly much more tense but not necessarily the sign of a 'better' player.
Damn. This will be in 2 posts as it is too long...

I have to disagree with Kirby, 1500 points is a different game than 2000 points. For exactly the point he raises in the article itself. You can not build the same lists and play the same way and expect to win.

Maxing out the FOC, MSU, 1+1 - however you want to state it, these kinds of lists are "the best way to play the game" right now. Why? Because they are the most effective kinds of lists... at 1750-2000 points. Some armies can do this very effectively, some can not (affecting Codex rankings). Once you get to smaller point levels, as Kirby pointed out, you have to sacrifice things. What does that do? It makes the game different. Certain kinds of lists, like the mentioned Double Rock, can fail dramatically - which means they are not good lists at that point level.

What does that mean? It means that a person building/playing a 1500 point game must design their list differently, and play differently, than someone playing at 2000 points. As many of the commentators have stated on the previous article, they usually ignore the 2000 point list articles because they do not help them. You obviously can not translate the exact same design theory between high point games, mid point games and low point games and expect it to work. Kirby states that himself.

Some of this is the false balance we see between codexes in the Tournament scene. As many have already pointed out, tournaments are not what GW designed the game for. Can it be played like that? Of course, but to do so well you must abuse the system beyond what it was designed for. Why? Because of what a Tournament demands of a player. A Tournament list must be designed to be able to handle every single other Codex as an opponent, if it wants to win consistantly (or at least all the "major" ones). Lists which do well at the Tournament level show this plainly. In order to win consistantly, it needs an entire tool drawer of options - something which can only be brought along at higher point levels. As Kirby points out, lower point lists lack of depth in certain areas means they would likely fail against certain lists - which is a problem at Tournaments, but not when simply playing the game.

Continued...
13 replies · active 702 weeks ago
So what? It means that there is are two interesting possibilities here. One, that GW - presuposing they design/test for 1500 - balanced the game to not fill the FOC lists (as they actually mention in the BR B) and by us doing so are bending the game over the table and having our way with it... and in the process playing a very different game than they had in mind. The "balance" we see between Codexes is a false balance. One created by min/maxing the system at a scale which the designers didn't take into account when they built it (partially a failure on their part, really). Kind of like taking street legal cars, souping them up and racing them.

Two - there is an untapped player base longing for representation on the Interwebz. With the plethora of Blogs out there, I'm sure there are some which focus on low-mid point games and list designs. But the major ones focus on the high end of players/games/tournaments... which means they focus on the 1750-2000 point level. This is interesting to some who wish to challenge those players and want to learn their tactics. To compete for that audience other blogs have to write about the same. But what if that is a false preconception? There are the peons out there who will never go to a tournament (or become a baby seal if they do). And because of the preponderance in the blogosphere of tournament-tournament-tournament these visitors to the blogs which are not interested in that are left hanging. Who is writing to them? Who is creating lists for them? Who is writing about tactics for them? *nudge* *nudge*

To a degree, this debate is another piece of the Tournament game vs Home game debate. Tournament play needs the higher point limits in order to make effective and consistant all-comers lists. Home games do not need that. If you are playing the same people all the time (your local "meta") then you will change your personal list to make your army better against them - regardless if that might make it worse against some other Codex you never face.

In conclusion, I think there are two different game scales. 1500 points is the typical home game level. They are played with (gasp) tailored lists for your opponents, which you more than likely know very well. Since you do not have the same depth possible in higher points you have to be more frugal and careful - which many people interpret to being more Tactical. You can also not fit as many "game-breaking" combos in a lower point game (There are only 40 Purifiers in the galaxy). 2000 points is the typical Tournament game level. They are played against all-comers without alteration. You can min/max your army, and in order to succeed you typically must do so. Using the cheesiest combos and/or only the best/optimal units is necessary against your opponent's cheesiness. How do you learn these combos (Hint: You're doing it now)?

Which is better? Neither. Tournament players need more research, and thus demand more blogosphere coverage about the successes and failures at other Tournaments, which lists are predominant, which tactics are predominant and the effect of the newest Codexes tricks on the "meta". This is necessary in order to "guarantee" success, at least in their minds. Know thine enemy. Meanwhile, the non-Tournament players (who are still competative) don't really care about what the national "meta" is doing, just what effect it might have on their local gaming scene. They might pick up a combo or two, but unless they are playing at the higher point levels - those combos likely won't work. As stated above, dual Rock lists don't work well without the necessary support. Once they realize this, those kinds of lists get tuned out.

What both sides actually need (which I must say Kirby does supply on this site but isn't common) is discussion of general tactics on a unit by unit basis. And synergies discussions. Things that both Tournament and non-Tournament players can use at any points level. Things that are learnt by *using* those units in games of various sizes. Posting specific lists for either point level will be useless for those who don't play at that level. Posting tactics/suggestions about how to employ specific units in different situations will be useful for both.

I hope more the interwebz are listening...
Thanks! I'm right there with you. Most of the games I play are against very out-of-fasion codices like Eldar, Nids, Tau and Vanilla Marines... at lower points levels. While this site and some of the other competitively-focused sites have been eye-opening for me, I'm constantly needing to translate to my own needs and playtest to see what works (or not).
This was really well written! I've recently become interested in smaller points totals (1000-1500), primarily for time reasons but also because I'm not good at 2000 point games. I know you won't be able to make the sort of balanced, all-comers lists at the lower totals than you would at the higher totals, but that doesn't really affect me since I won't be going to tournaments and hence won't need an all-comers list. I basically want some cool lists to play against friends, no need to prepare for everything.

Thus, I support Mark's call for articles on strategies, units, combos, tactics, etc. One article series that I was really impressed with was Xaereth's "Rediscovering Blood Angels." I know it was on Jawaballs' blog, but it may also be on his own (Dellusions of Grandeur?). He went unit by unit through the BA codex and stated typical configurations and strategies for each unit. This is exactly the sort of thing I'd like to see more of, especially for codexes I don't play (or that I don't play well).
Hang on a second, you're saying that wargamers that only play lower-point games with a small group of friends tailor to each other? Okay, fine. Now I know where all the hate for certain Codices comes from. Here's a conundrum for you, if a group was only two players, one played Tyranids and the other played Space Wolves, who do you think would win more? Either the better general, or the Space Wolves, and the Tyranid player would have to be much better than the Space Wolf player. Tyranids already have a hard time against balanced Space Wolves, but against a list that is designed to beat them? Replace Space Wolves with Grey Knights if you want, the idea is still the same.

Also, given your description of these home-gamers, they don't have a representation on the Internet for another reason. The tips/unit strategies that they need aren't general ones, they are specific. They don't want to learn how Assault Marines perform and should be used in general any more than they want to know a list performs and should be used, they want to know how Assault Marines perform and should be used in their army against army X using list Y. What if they only fight Tau/Imperial Guard opponents? That changes what they're looking for than if they only fight Orks/Tyranids.

Now, you're describing people who want to play competitively, but will get beaten badly in a tournament, and go to the internet looking for help in defeating their opponents. If they stop playing to their local meta, they can become more capable of doing well at a tournament. If they tap the vast volume of information the internet has to offer (such as this blog among others), then they can do well at a tournament. They want to play well, but only against their opponent. And we should cater to that. They sound like jerks. Those that aren't jerks don't sound like their numerous enough to be specifically catered to.

You seem to think that these players will benefit from non-list articles such as ones specific to units. But they will only benefit when it can be directly applied to them, against their opponents, around the time they read it. Unless they are specifically given advice that won't happen any more than when a list article will and a list article can be used to demonstrate how different units work together as well as in a list. What will help them are articles that generally improve their understanding of how the mechanics work and what makes a good list, which they can then apply to their current situation. Such articles are available, and articles devoted to units won't really help them.
I like your reply, though I do want to point out how much I hate the idea of tailoring lists, especially when you know your oppoent's and their armies. 'Oh, here comes nids, better get the flamers, autocannons, and other anti-horde weapons'. Just... ugh. Stupid, stupid, stupid. There is nothing more aggravating then a person claiming skill at beating you when you know he took everything in your book that is hyper effective against your specific build.
Leszek Cyfer's avatar

Leszek Cyfer · 702 weeks ago

I wonder what would a marine sergeant say if he heard you. "We aren't imbeciles you know, That's what intel is for. Know your enemy and prepare to cleanse him with the best tools The Emperor has given us! To go blind into fight? Just... ugh. Stupid, stupid, stupid."
Antebellum's avatar

Antebellum · 703 weeks ago

One thing I would like to add though, is that the player who is playing 1500 points non-competitively just with friends to have a good time, is likely 1) not on the internet searching for tactics and lists and/or 2) is playing with what they own/like/have painted and would not necessarily follow the advice anyway.
First of all, I'm gonna have to take exception to tournaments "abusing the system beyond what it's designed for." That sort of thinking is one of the main reasons I find so many of the casual/non-competitive rants to be so annoying, because they imply that any kind of attempt to play the game competitively is a gross violation of nature.

>You obviously can not translate the exact same design theory between high point games, mid point games and low point games and expect it to work.

No, you actually can. You won't use the same METHODS, but you'll use the same theory. You still want to have flexible options (but you'll purchase them differently because you have different amounts of points available and different potential threats.) You still want to overload your opponent's guns with specific types of targets (but how many you need and can afford will be different.) You still want mobility, firepower, resilience, etc; none of those GOALS change, only the way you achieve them.

>Who is writing to them? Who is creating lists for them? Who is writing about tactics for them?

Quite a lot of people? You seem to be conflating "people who play the game casually" with "people who only play the game at 1500 or less"; they aren't the same at all. Casual players can use the same advice as tournament players in terms of finding effective units/builds, they just have more leeway in terms of what they can include; thus, there is no need to specifically write advice for them because the same advice about good gameplay and list design applies equally to both crowds.

>1500 points is the typical home game level.

You're going to have to provide more support for that than just stating it and assuming you are right. People play at a wide variety of levels depending on where they live and what is popular in their area/store; "1500 is the standard for casual" is no more true than "2000 is the standard for tournaments." And, if you look in the previous thread, there were a LOT of people chiming in saying they didn't play 2K for tournaments.

>You can also not fit as many "game-breaking" combos in a lower point game (There are only 40 Purifiers in the galaxy)

For crying out loud, a 40-Purifier army isn't even good, and the codex only gives a vague estimate about how many there are. If it offends your delicate sensibilities so much then just don't play against the damn army.
I actually said that the casual home players are also competative. It is simply to a different degree - they're not playing for any prizes other than crowing rights... or maybe beer. It is a game which has winners and losers, which means that by default it is a competition.

What I was discussing was that Tournament play puts different stresses on the game. Having to make a list which is good against every other codex - at the same time - is not something which is built into the game. That is why there *are* options to the units and not just standard loadouts. The game is built around the premise that you can tailor your list to your opponent. That you can take it and build a list to face ALL your opponents theoretically at the same time is impressive, really.

But having to make a list to face everybody at the same time isn't how the game is usually played - thus by requiring it, we are taking the system to levels it isn't usually taken to... thus the anaolgy with the table.

And yes, general game theory doesn't change at different point levels - you are correct. But how to achieve your goals obviously does - and most lists posted and advice given does not take that into account. Spending lots of points on Land Raiders makes sense when you have lots to spare. Doing the same when you have less points makes less sense. In general, the goals stay the same but the methods must change.

If you read the comments here, and on the previous article, the majority spoke of playing at 1500 points or lower. And the majority of those spoke of playing mostly in their local area, not at Tournaments. And the majority of them spoke of ignoring the Tournament lists and advice exactly because they *don't* translate very well from Tournaments to non-Tournaments. So I have some data to back up my points about 1500 being the typical "home game". And the comments from those same articles also spoke how 1750-2000 was the typical Tournament level (with the majority being 1850-2000). As do the other Blogs and Tournaments. One of the few major Tournaments I know of that is at 1500 points is Astronomi-con... at least in North America. It would be interesting to figure out the exact average - but it is much more likely to be closer to 2000 than 1500. Once you leave our continent, the standard quickly shifts downwards towards 1500, even at Tournaments.

So I didn't arbitrarily pick those numbers - there is plenty of other commentators and blogs which also break the division down in that fashion.

As for the 40 purifier rebuttal (and what I've read of most of the rest of your comments on this article in particular) - do you troll professionally? Or is it just a hobby?
>Having to make a list which is good against every other codex - at the same time - is not something which is built into the game.

How do you know? This seems like just sort of an opinion that's utterly unsupportable, because neither of us actually know the designers' intentions. I say they did, you say they didn't, we get nowhere with the argument. From my perspective, unit options aren't there to tailor your list against specific opponents, they're there so you can have a variety of units fill a variety of rolls as the list requires- in other words, to build a balanced list.

>But having to make a list to face everybody at the same time isn't how the game is usually played

Again, you're making this assertion about the way that YOU play and just sort of assuming it's correct. Rather a lot of people don't list-tailor; in fact, quite a lot of them, competitive or not, find it rather abhorrent. I'm not going to tell you you're a bad person for wanting to play that way, because honestly I _can_ see the appeal to it and I think it could be interesting, but there are other things I'm more interested in.

>And yes, general game theory doesn't change at different point levels - you are correct. But how to achieve your goals obviously does - and most lists posted and advice given does not take that into account.

Most all of the advice we give is sound from 1500-2000pts, and more often than not down as far as 1000 and up to 2500. When we talk about strategies in the absence of points values, it's usually because the strategy is valid across many different values.

>If you read the comments here, and on the previous article, the majority spoke of playing at 1500 points or lower. And the majority of those spoke of playing mostly in their local area, not at Tournaments. And the majority of them spoke of ignoring the Tournament lists and advice exactly because they *don't* translate very well from Tournaments to non-Tournaments.

Most of the lists I am sent for comments are 1500-2000. About 1/3 of them (roughly) mention being for a tournament, either immediately or eventually. If we're just taking data points as our evidence, I bet I've gotten more emails than there were posts in that thread about particular point levels.

>Once you leave our continent, the standard quickly shifts downwards towards 1500

In Europe, certainly. From what I've heard talking to the Aussies, games of 1750+ are pretty common there, and of all the tournaments I've seen mentioned in Ausland, none have been 1500 or lower. Can't really say for anywhere outside of that, but you seem to be implying "everywhere but the U.S." when it's really closer to "this one other place."

>As for the 40 purifier rebuttal (and what I've read of most of the rest of your comments on this article in particular) - do you troll professionally? Or is it just a hobby?

You're close, I actually get paid to _accuse_ people of being trolls professionally.

Troll.

That will be $50, please. And try to remember that smart, polite people know how to leave a tip, sir.
Because, if you read the fluff - I know, not a good indicator but its what we've got - they talk about equipping themselves to face the enemy they are fighting. Tyranids evolve to get the appropriate weapons, Marines pluck the Flamer off the rack instead of the melta gun, Long Fangs pick Lascannon over Plasmacannon, etc, etc. If you are going to go fight in the jungle, you take different weapons than if you're going to fight on an open plain.

And no - if you're going to a public place and playing, you can't tailor your lists. Because you don't know what you are facing. But if you are playing amongst friends consistantly, you do - unless you want to lose all the time because your friend has a unit which makes yours cry. Its an arms race. If he keeps bringing Land Raiders and you don't switch to Melta guns/Lascannons, you're screwed.

And yes, there is a notion that tailoring is bad - mainly because if your opponent does it and you don't, you are at a disadvantage immediately. It's "bad form". Except in a "real" battle, of course you'd tailor your loadouts to your opponents. In fact, if both players tailor it would probably make for a more interesting battle.

And yes, I'm doing what you (and other blog authors) normally do - make blanket assumptions about how people play based on the information they have available. We're both "guilty" of that, criticizing one another for that would be pointless. We both have different experience, obviously, so have come to different conclusions. You have your experience leading to your opinion, I have mine. Don't waste time attempting to disprove my points because they don't fit your experience - if we both had the same experience we'd likely have the same opinions. We don't. As long as there is evidence available for both sides - both our opinions are valid opinions (at least). Are they the truth? Maybe not. But that's why we debate things.

Here's your tip: Be more open to constructive criticism. Your comment writing style is quite combative and antagonistic, which makes you come across as stiff, unyielding and somewhat of a jerk. That may be a completely false statement, but opinions like that are generated from the experience one has with something. If you want people to pay attention to your opinions, no matter how "correct" you might think they are, giving them out with less harsh language will likely yield better results.
Leszek Cyfer's avatar

Leszek Cyfer · 702 weeks ago

Try to read the last paragraph looking at a mirror. You might get a surprise.
Smaller points levels does make it more rock paper scissors. You really can't have as good of a spread of units to cover others' weak points.
I will say a point too-infrequently addressed in the discussion of point values is their relation to time limits at tournaments. It is my considered opinion that the trend toward higher points values in tournaments warps the game inasmuch as the percentage of games which end due to time rather than due to the natural course of random game length is (IME) unacceptably high.
6 replies · active 703 weeks ago
John Regul (Yakface from Dakka) had a fantastic suggestion some time ago, for TOs to gather data on this. Each result sheet should ask "How many turns did this game go?" and "Did it end due to random game length or due to time limit?". I'm a very experienced tournament player, and play fast, but I still occasionally run into time limits, particularly with slower players or people running armies with higher model count/high numbers of shots/attacks. At Battle for Salvation this weekend, IIRC only two of my six games allowed us to roll random game length. 4/6 games ended due to time. I believe this is a consequence of the time allowed combined with the 2k points limit. Some TOs (like Mike Brandt) report that despite having large points level games, only a small number of games actually end due to time. This is contrary to my experience, and I think it would be very valuable data for them to gather, so they can really see how common it is or isn't, and have that information to help them decide whether the points levl or time limit for their event could use adjustment.
Further, I believe this phenomenon contributes to the "MarineHammer" trend we've been seeing in tournaments, and reinforces the (largely self-fulfilling) idea that codices like Orks and Tyranids are not competitive. Because of the time factor, fewer people play these more time-intensive armies. Because fewer people bring them, fewer people can possibly do well with them. Because they are underrepresented in the top slots, fewer people bother to bring them, in a vicious cycle.

I quite like 1750, and enjoy 1500 and 2000 as well. But IMO the nature of tournament time limits (expecially if you're trying to do the 6 or 8 round win/loss format) makes 1750 or lower far preferable and far more suited to the best and most balanced game, because time limits are less likely to cheat the game (and the players) of its natural conclusion and end-game tactical decisions.
Actually, almost any mechanized army can play quickly- so DE, Tau, and Eldar are just as well off as Marines in that respect. With my Tyranid army, I'm more than capable of keeping up with most Marine players in terms of speed, unless they are likewise unusually fast (or I'm running an "all Tervigons all the time" list.)

Time limits are not a limit on model-intensive armies; those generals simply need to learn to play more quickly. It's one of the skills involved with being using them, and it really isn't all that hard.
It's not "simply" a matter of playing more quickly. That's certainly a factor, and the best, and most experienced players of the more model- and dice-intensive armies can and will still finish games. But it's work to do it, and most players are simply not up to that standard. Even at the more competitive events, most of the attendees simply aren't capable; at least not without devoting much more effort and practice than they want to invest. And hence they play armies which are quicker to playl they leave their hordes at home and bring moar mareenz.
Part of that will be a difference in player skills- experienced generals can play faster, end of story. I can easily believe that players at NOVA mostly all finished their games on time while a random selection of other players would be less likely to do so.

Time limits are worth considering, though, especially for one-day events; when you're running two days, there tends to be less of a constraint in that respect.
Less of one, but still constraints. When two day events are pushing to squeeze in more and more games, there is a natural clash between round length and game size. Six games in two days? Plenty of time to play. Eight games in two days? Long-ass days and a good quantity of people not finishing.

Now, exactly how bad the problem is is hard to say. Maybe Brandt's right that it wasn't a large percentage of people who weren't able to finish. But maybe a lot of of those folks just got in five turns and so didn't bother complaining. Hard to say without actusl numbers, which is why Yak's idea is such a good one.
I disagree with :"For example, rock lists become much more “win big or lose big” at 1500 because you cannot double up the rock. Take a double TH/SS + Land Raider list."

You cannot double rock - but why the heck would you be double rocking at 1500? It's better to make a balanced list. Also at 1500 and *gasp* below you have to cut some things out. This avoids lists being quite *same-y* as we find in competitive play. EG Venom spam isn't as optimal at 1500 or at 1250 as you need more scoring units and 3 blasterborn in a venom isn't actually that good at that points level. You're better off having something that's more flexible.
1 reply · active 703 weeks ago
You double up on the rock because if you don't, it's just a shitty list, at both 1500 and 2000. One Land Raider is a target; two are a threat.

Also, Venom-heavy armies work just fine at 1500, I don't know what you're talking about. DE, thanks to an abundance of cheap, efficient units that can scale up or down easily, perform quite well at lower points levels. Unlike other armies, they are not forced to sink large numbers of points on their troops or HQ if they don't want to.
oldmanhardcore's avatar

oldmanhardcore · 703 weeks ago

Been playing this game for 23+ years and in those 23 years I've been into hundreds of tournaments. This is what I see when I break it down to simple elements. Anything higher than 1500 point Tournament Games (1750 or higher) means that you have to pick an army that is you have to tailor to the time constraints of that given tournament. I have a nice Ork Army. It never goes into a higher level tournament because of those time constraints, So I go with my MEQ ones. After Awhile this is no fun for me because it becomes a Meta game style and the luck of the dice when all skills are equal.

At 1500 points to me it becomes a more tactical game because it is a less forgiving game as you have to make choices on how what you put into your army list. You also see more variance of armies being played. I have also played in Europe and will be going back in the near future. 1500 points seems to be the standard there. In the US it seems that the mentality is for the higher game point levels with the lack of Comp/Painting/Sportsmanship components. I also think that this mentality is what is helping in the decline of the game as a whole. It costs too much money in cost now these days for new comers to get into the hobby and stay in the hobby. If the mind-set of the hobby states that higher level games are the norm, you are going to start losing your general customer base.

I also run tournaments on my spare time. I specialize in lower game point tournaments (1500 points and lower), with quality terrain and with prize support. The most recent was a 500 point modified combat patrol for 5ED. Six player free for all on a 6 x 4 table. This was done at a request from the manager my local GW store. And the reason it was played is to show that you can have a lot of fun playing a small point tactical game, with the right set rules, scenarios and time allotment. And the end of the day everybody had fun as they learned that you can add "the Spirit of the Game" and still be competitive in a local Tournament.
2 replies · active 703 weeks ago
Hi! Would you mind providing the details of the modified combat patrol you ran? Did you make any adjustments other than raising the point total to 500 and having a six player free-for-all?
oldmanhardcore's avatar

oldmanhardcore · 703 weeks ago

I'm still deciding of doing a blog site that would stand out from the hundreds of sites that are available on the interwebs. I am leaning strongly on a site that has ideas on how to create terrain for people on a budget as well as to learn the basic aspects of all parts of the hobby. Be it painting, playing, terrain building, and modified rules that I have found useful in running tournaments. These aspects will be budget conscious in its origin. I will then recommend sites to take your hobby skills a bit further. Though I still play 40K I'm going to be looking at other games as well and the terrain building will reflect that.

There are plenty of sites that people are incredibly skillful in their hobby, but hardly a few that are created for the beginner in this hobby.

If I find that I am unable to do this blogging site I'll release the details to the masses on a General Web site (such as Dakka).

The reason I initially posted on this site is my view-point on this topic at hand. 3++ is a good site to get information and different viewpoints
Totally agree w this Kirbs on all levels. Generally with new players I slowly build up to 1500-1750. 1750-2k is by far my fav. Gets you a little bit of everything and not a total CF like that above 2k.

-Oki
I still think the whole slot-based "Force Organization Chart" is one of the sillier design choices of 3rd through 5th Edtion WH40K, and would much prefer a return to simple percentages... no one has ever explained to my satisfaction what would be overpowering about running seven, eight, or even ten *gasp* Troop unit choices.
2 replies · active 703 weeks ago
It isn't. Well, perhaps 10 Grey Hunter squads would be... Or 50 Termagaunts and 5 Tervigons.

Force Org more tries to limit Elite, Fast Attack, Heavy Support and specifically HQ. 2nd Ed was much more Hero-40k than later versions. Going to a Force Org limited your HQs and other powerful units in the other Force Org locations - and still does. The latest versions of the Codexes are moving more towards breaking the FOC chart via unlocking HQs. If 6th Ed does away with FOC then many of those HQs lose their special-ness so don't expect a change soon.

The percentage system is fine in Fantasy because it isn't a true military organization representation. 40k is attempting to portray a proper military system (to a degree). Some codexes more than others. The Rare, Special and Core system wouldn't represent that as well as Force Org does.
I certainly think changing the FoC could help certain armies though (cough Xenos cough). Maybe make it army specific rather than game specific...*shrug*.
Fascinating. Thanks for the post Kirby, I have to say that you almost sound like you are on a soap box there, or perhaps feeling like you have to defend a perspective. I think that, well, while you have some good points, some people are still going to have different perspectives.

Here are some of my perspectives.
"“building lists is harder at 1500 as you have less options.”"
It is not that you always have less options, its that you may have less points beyond the necessary elements to customize a list.
Now, more modern codexes have a lot more flexibility, but most of the older ones do not.
I think this comes from the thinking that a list needs key elements first, then optional or synergistic units.
If you key elements (good scoring units, mobility, anti-tank, anti-infantry, etc.) are 1200 points, then at 1500 you only have 300 points left to play with. At 2000, you have a lot more room. Or you might not have room for certain force multipliers...(skyray, swarmlord) at lower points games, due to their cost (note, those two are just examples, yes, they could suck).

Actually, I agree 100% with this:
The major difference between 1500 and 2000 points in terms of list building is taking less optimal units has a greater impact upon your table-top play and sometimes you cannot build a list - you just don't have the points to do so (the most common concept here being rock lists generally just aren't viable at lower points as they are expensive units).
Maybe I want to take a deathleaper, or sniper drones or a tomb spider....in 1500, you have no room for less-optimal units. Which leads me directly into the next topic...

" “1500 is more tactical.”"
How about this; its less forgiving.
As a player who plays several armies (as do you) I can clearly see that some armies are more forgiving than others (I can make a lot more mistakes with my GK or Nids, than I can with my tau). Likewise, losing a key unit at 2000 points is not as game affecting as losing one at 1500, as you have more redundancy at higher point values. In some ways, I agree - I think bigger games are MORE tactical, as you have more pieces to plan and consider. Its more that in 1500...your tactics better be really good, because if you do make a mistake, you have less units to lose, and less to respond with, etc. Its a more brutal fight.

Personally, I LOVE 1750/1850. It allows for more choices (I can include a sub-optimal unit and still be competitive) but games can get done a bit quicker. Speed of play is a HUGE deal. I am a decent player, and I try to go quickly. However, there are MANY players out there that play much faster than I do...they are either smarter or more likely more experienced. For me, two hours is VERY tight for a 2k game. There are also tons of players out there MUCH slower than I...for them, two hours would be very tight for a 1500 point game.

thank you for the post, and while I agree with your perspective, not everyone may, or it may just not suit their style.

I look forward to more lists in the future that at least have some 1500 point perspectives.

Regards,

Dave
We play 1750 around here since introduction of 5th. Before, it was 1500 with only occasional 1750. But 4th had so many differences concerning codices and rules that it doesn't compare that good. 1750 is what we play casual as well as on tournaments, it's about 2 to 2,5 h playing time and it's rare that I don't finish within this when I'm at tournaments. We have all huge armies here as we play for more than ten years by now, but 2000 was never a level we cared about playing. If we go big, we go apocalypse. I don't know why, but 1750 seems just to sit perfectly with us. Maybe just a matter of what you're used to.

Concerning the FOC... I think it works, maybe percentages would be more flexible but that's it. I personally like the FoW-approach better but 40k is a scifi-fantasy game so it doesn't need to resemble reality.
Raziel here. For what it's worth, I agree with Kirby's initial point - that the game is better balanced around 2000pts than it is at lower points levels. I've thought this since 3rd edition, for basically the same reasons davethegamer described - at 2000pts, you can have a solid core to carry your army while having some points left to indulge in what I used to think of as "luxury" units - units that were neat but not necessarily the smartest expenditure of points. Or, as dtg put it, you can have the force multipliers.

I've also found that some armies do low-point games a lot better than others. My current IG list is a mere 1000pts, but that gets me a pretty meaty Infantry Platoon with a Chimera for the PCS, a Chimeltavets squad, and a pair of Leman Russes. So, that's 70ish guys, 2 AV12 tanks, and 2 AV14 tanks. With Marines, that same 1000pts will get you maybe 30 guys, a couple Rhinos and a Predator. Much less satisfying.
Anyhow, I disagree with Kirby's premise that you can easily scale down a 2000pt list to a 1500pt list just by taking a few things out. I find this can disrupt the synergies you built into the list in the first place, and leave you lacking in areas you can't afford to. Also, it's just not very satisfying to take points out of a list. I think it's better to do the opposite - have 1500pt lists, and add stuff to them when you have the luxury of doing so. I think adding points to a smaller list works much better than taking points out of a larger list.

Finally, just to point out something in particular - the double THSS+LR Rock list Kirby said you can't do well at 1500? (cough)Deathwing(cough) ;)
2 replies · active 703 weeks ago
PiranhaBurger's avatar

PiranhaBurger · 703 weeks ago

Deathwing are unique simply because they can pick and mix their weapons, so you can have a fairly balanced (as far as such an army will ever be) force - it minimises your weakness to what essentially amount to double hard counters.

Normal TH/Ss and LR at 1500 simply evaporates to DE whereas deathwing make it harder for the DE player since the terminators are actually a threat.
Some 2000 point lists scale down, many do not. My Mech Marine list is an example of a great list which scales down from 1750 but without changes, doesn't scale up well. Scaling up is certainly easier but I'd often recommend having the points you want in mind and then seeing if the list can scale up or down which is what I'll try to do more with my list building posts.
One of my more recent, tournament capable lists is a 6 Dread C: SM list, using 3 regular dreads and 3 Ironclads, no pods. It works quite well against 90% of armies out there at 1500. It does decently at 1750 and 1850, because that's still a lot of armor coming at you, but there are definitely lists out there that can handle it. At 2000 it really doesn't work very well, because I'm maxing my FOC and not getting enough return, and it's downright infeasible at anything higher than 2000 without modification, because the opportunity cost of not taking other, more powerful units is too high.

As a note, I can modify it to be MotF, 2 Tac squads, and 4 Dreads at 1000 points. That's a lot for most other 1000 point lists to handle.
It seems to me that 1500 would be more balanced precisely because it's before the point where most Armies are routinely maxing out the FOC. At 1500, the main balancing factor in the Game is Points, and the FOC simply serves to limit extreme builds that try to break the Game by skewing too hard in one direction or another. You get much above that, and the balance starts to break down because the FOC becomes an extremely hard limit on some forces (Nids with their overloaded Elites come to mind) while others can still stretch comfortably (IG being the most obvious choice, able to put something like 2.5K into a single Troops Choice. SW are another good example, because they have good options in every FOC area, so have to max out all the slots before they run out of useful places to spend Points).
1 reply · active 703 weeks ago
Whether or not they're maxing the FoC at 1500 depends a lot on the army- and doing so isn't necessarily a sign of that being the "ideal points level," because if the FoC is never a limitation, why does it even exist?

The problem with Tyranids isn't playing too large of games, it's that the codex is poorly designed for almost ANY points level. Larger games just exacerbate this problem.

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