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Monday, 9 July 2012

99 Problems Cos This Sixth Ain't Fun: Double FoC, Part One

A lot of people talk about the ability to take a double Force Org as though it helps the Xenos Codexes to catch up with the Marines and level out the playing field somewhat.

This is complete and utter nonsense.



Sure, there are some funky things you can do, and some Codexes properly benefit from doubling their Elites (Daemons, Tau, Eldar if you play Harlies as outlined previously) but overall, these Dexes have awful Troops choices, so they're fucked.

THIS is the kind of madness you can have with double FoCs...bear in mind that while the Allies thing has a TRIPLE-whammy of restrictions, double charts have nothing whatsoever beyond meeting the minimum requirements of each.

Logan: 275
Rune Priest;
Chooser, LL, Jaws
Rune Priest;
LL, Chooser, Melta Bombs, Tempest's Wrath
5 WG;
Cyclone/Chainfist, 4w' Stormbolters - 152
5 WG;
Cyclone/Chainfist, 4w' Stormbolters - 152
5 WG;
Cyclone/Chainfist, 4w' Stormbolters - 152
5 WG;
Cyclone/Chainfist, 4w' Stormbolters - 152
5 WG;
Cyclone/Chainfist, 4w' Stormbolters - 152
5 WG;
Cyclone/Chainfist, 4w' Stormbolters - 152
4 LF;
3 ML - 90
4 LF;
3 ML - 90
4 LF;
3 ML - 90
4 LF;
3 ML - 90
4 LF;
3 ML - 90
4 LF;
3 ML - 90


That list still has 48 points to upgrade combi-weapons, or take Melta Bombs, or whatever. If you can find me a Dark Eldar army that would have a prayer against that, I'll be impressed. 30 Missiles and a pair of Lightnings a turn is scary sauce. And that isn't even the best they can do, it's just a quick illustration.


Maybe this will appeal more?

Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, MM, Melta Bombs, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Space Marine Bike Squad;
Attack Bike, Melta Bombs, MM, 2 Meltaguns - 165
Vulkan - 190
Captain;
Bike, MB, Arti Armour, Power Sword - 170
5 Scouts;
Telion, ML, Cloaks - 147
Attack Bike;
MM - 50
Attack Bike;
MM - 50
Attack Bike;
MM - 50
1977
What to spend 23 points on? Who cares, it won't affect how it plays.  Think many Mech lists can deal with that amount of twin-linked, fast moving, mobile Melta?  No, they can't.

Point proved? No? This then:
Master of the Forge;
Beamer - 120
MotF - 120
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Rifleman - 125
Scouts;
ML - 85
Scouts - 85
Scouts - 85
Scouts - 85
Scouts - 85
Scouts - 85

Fancy shit? Nah, just 6 units of Scouts and 10 Riflemen.


Coteaz
Malleus Inquisitor - 25
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
3 Henchmen with Psyback - 62
Psyfleman - 135
Psyfleman - 135
Psyfleman - 135
Psyfleman - 135
Psyfleman - 135
Psyfleman - 135
1679

Points to spare. Beef up the Henchmen, take Purifier, have Venerable Psyflemen, whatever. Scary ass shit, and it proves that Imperials are no less able to benefit from the double-FoC than Xenos...so, no, it can't close the gap. If anything, it widens the gap, and makes MSU more and more important, as armies that can escape the confines of the chart through judicious use of cheap and useful Dedicated Transports can only do so more and more.

Armies don't magically become good just because they get the ability to take twice as much stuff.

This is one of the few ways in which 6th is more reliant on player ability than luck - but here's the rub: They've done it badly.

See, as much as I like to write and discuss army lists and force composition, to point out to people that some armies are terrible and some almost completely useless - in 5th edition, while list-building was an important skill and vital piece of the puzzle, it wasn't that huge a consideration.

In 6th edition, the army you have is FAR more important, as the game, intentionally I can only presume, moves more and more towards paper-scissors-stones.

With literally thousands of potential combinations now, it becomes virtually impossible to reliably cover every base.  This means that more an more players will get lucky and win things with shitty unbalanced, one-trick-pony lists...not that this didn't already happen in 5th because most people who go to tournaments either aren't interested in fully optimizing their lists, or are interested, but prefer to give in to their foibles and put a personal mark on their forces beyond painting and conversion.

I don't, quite frankly, see a point in trying to make and play a balanced list in 6th.  Just like in WFB 8e, there will always be something that is just too good against your one specific army, while being shit otherwise.  Just give in, and play whatever the hell unbalanced crap you feel like - it's what GW wants.  They want to kill tournaments and competitive play, and then no doubt relaunch the concept under their own auspices with the next edition so they can more directly make money from it.  As a business plan I understand and begrudgingly respect it - it's just distasteful to be on the receiving end.
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