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WpgWarMachine
12-09-2005, 10:04 PM
I was just wondering how many people actually round off their armies to 100 points and is it worth it? IE when constructing my armies more often than not I can get to 97 points and it's like "hhhhmmmmm what can be used for filler?" For now I have been throwing in the extra unit to round things off, but does it really make that much of a difference in the long run since the filler unit is basic infantry?

King_Ghidorah
12-09-2005, 11:07 PM
Basic infantry can still hold objectives, or at the least be a speed bump in the path of your enemy when he heads to the objective. So yeah :)

tomster
12-09-2005, 11:10 PM
we play both 100 points and big point games

Joisey
12-10-2005, 05:59 AM
I like 300 point armies with 8 maps. Having spent the dough for over 200 units, I want to use 'em, dammit! ;)

BogenBlitz
12-10-2005, 09:06 AM
Our new deal is getting four guys together to team up (2 and 2) to each create a 150 pt. build. We play historical, so typically it would be something like a 300 pt. German army versus a 300 pt. U.S. or U.S./British force. The fun part about this is each person (commander) is in control of his 150 pt. "half army" The house rule is that the team can share ideas, strategy, etc., anytime between turns, but during the actual turn itself, strategy is off limits. This is to eliminate the "you should really move here" or "shoot this one" syndrome that would otherwise be inevitable. It's also fun to throw in mixed initiatives, so you might sometimes have a turn that consists of a movement phase like this: U.S./German/British/German. Good times.

Lotus
12-10-2005, 12:35 PM
A Mauser Kar can shoot too. Why leave a hole? Stick one of these filler pieces in some cover and watch your opponent get frustrated every time an attack only disrupts him.

Yep. For my 2 cents, it matters.

mgwright
12-11-2005, 02:35 PM
Our new deal is getting four guys together to team up (2 and 2) to each create a 150 pt. build. We play historical, so typically it would be something like a 300 pt. German army versus a 300 pt. U.S. or U.S./British force. The fun part about this is each person (commander) is in control of his 150 pt. "half army" The house rule is that the team can share ideas, strategy, etc., anytime between turns, but during the actual turn itself, strategy is off limits. This is to eliminate the "you should really move here" or "shoot this one" syndrome that would otherwise be inevitable. It's also fun to throw in mixed initiatives, so you might sometimes have a turn that consists of a movement phase like this: U.S./German/British/German. Good times.

We've been looking at palying a game like this only 1 person is infantry, and 1 person is tanks. You really start to feel the co-dependence that each has for the other. A tank without infantry is vulnerable to other infantry, and infantry with out tanks is well, up a creek without a paddle.

Fluffy
12-11-2005, 03:53 PM
On my games I've found my mauser-kar to be the best cost/effective units after teh SS-haupt and SS-PG (the panzer IV jsut sucks)

WpgWarMachine
12-15-2005, 05:31 PM
Alright, so looks like rounding off an army seems to be worth it, but how about in this case: I'm building an allied army of tanks, already have a commander and I'm at 98 points. Should I add the single Kuomintang Riflemen to round it off to 100, or just go 98?

NEVjr
12-15-2005, 05:38 PM
i dont see why you wouldnt add it in if you got one, its not hurting you in anyway

Garc
12-15-2005, 05:45 PM
if nothing else, it's advancing fodder that can occupy a longer-range gun dangerous to your tanks. Sure, he can ignore it, but when it's next to an antitank gun & renders that gun ineffective - great use of 2 points.

Garc

WpgWarMachine
12-15-2005, 05:45 PM
i dont see why you wouldnt add it in if you got one, its not hurting you in anyway

Well it can only take one hit and it's toast. Maybe I can use it as a decoy.

VandyFry
12-16-2005, 09:17 AM
Well it can only take one hit and it's toast. Maybe I can use it as a decoy.

He's not likely to act as a very good decoy if stronger things are around him. I'd head him off to the objective and let the big stuff fight out the battles. Who'd expect the k. inf. to be the one to secure the objective point? :)

NewtonCain
12-16-2005, 09:30 AM
Alright, so looks like rounding off an army seems to be worth it, but how about in this case: I'm building an allied army of tanks, already have a commander and I'm at 98 points. Should I add the single Kuomintang Riflemen to round it off to 100, or just go 98?

Well for 2pts you could use one of SSG_Huble's pill boxes he posted last week.

Nylore
12-16-2005, 11:18 AM
Don't worry if he can only take one hit. As long as he gets one shot off, then it was worth it. Think of it this way, if he gets one shot off then he might hit something. If you didn't put him on the board then the unit (2points) won't hit something and are wasted.

Hiro
12-16-2005, 11:30 AM
it is always worth putting a full force into play. Always try to maximize the lead you can put down range and the more bodies you throw out there the better. One shot at a cheaper unit is one less shot a more expensive unit one.

Aussieax3
12-16-2005, 07:04 PM
The real question is 'WHy would you not take an extra unit?'

WpgWarMachine
12-16-2005, 07:52 PM
The real question is 'WHy would you not take an extra unit?'

Good point and everyone here has made valid points. VandyFry and Nylore make some excellent points and suggestions I'll take in to consideration. Thanks for all the input on this.