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Power Effectiveness Generally the way to achieve more effectiveness is to find the best weapon or unit for a particular task, then give it any improvements that it needs to work better. The example above of the triple-las Predator is a straightforward use of this. Another example might be the laser tank I came up with for the game Centurion (Grav Tank combat game.) Looking through the rules, I realized that every weapon had limited range except for the laser. It was only limited by line of sight. I then found that a grav tank in high hover mode had almost unlimited line of sight. Finally, I found that a grav tank in high hover mode could only be hit on the turret and underside armor. My idea was born: a high-hovering grav tank with armor concentrated on the underside and turret and the maximum number of lasers that I could fit. It would have line of sight to almost anything on the board and could hit anything it could see, and those lasers would punch through most armor very, very quickly. In addition, if I deployed it correctly, very few enemy tanks on the board would be able to fire back (since I would be out of range of almost everything except other lasers.) Efficiency Efficiency can also involve using the least possible force to take something out. For example, using a lighter weapon to stun a tank so that you can free up a heavier weapon to take out a different target. Another example might be using a small squad to tie up a unit for a turn, rather than trying to crush it with several squads. If you less force to take out one target, you'll have more available to strike another target or even multiple targets. A razorspam army is a great example of the first kind of efficiency. Pick a couple of weapons that are the best at what they do (Lascannon for ranged antitank, meltas for short-range antitank.) Then find the least expensive ways to get them (Razorbacks are about as cheap as lascannons come, plus they offer some armored protection and the potential for mobility.) Similarly, back when I played the old FASA Battletech, I looked at the list of weapons and decided that the PPC had the best combination of range and damage available. I then played around with the numbers and found that I could fit 2 onto a medium 'Mech along with the maximum armor and enough heat sinks to fire them continuously. It made for a slow, powerful 'Mech with the firepower of much larger 'Mechs. A single PPC would fit on a light 'Mech, but you'd be wasting too much on the 'Mech itself. 3 PPCs would fit on a heavy 'Mech, but to get enough heat sinks, it would cost you armor. 2 on a 50-tonner worked much more efficiently. A Rifleman Dreadnaught is a great example of the second sort of efficiency. It has 2 Twin-linked Autocannons, so it hits with about 3 shots per turn at S7, which will do bad things to light transports. It is fairly inexpensive and can bang away at light transports from long range all game, freeing up your heavier weapons to hunt the big tanks. Utility Some of the best utility units are ones that can easily have their multitasking ability built right in from the outset. An easy example would be a squad of Dark Eldar Trueborn in a Venom. They can get multiple Blasters for antitank duty and the Venom has twin Splinter Cannon to handle any infantry that fall out of the tanks or otherwise get in the way. Other units can have some utility given to them through various wargear options (a power weapon or a combiflamer on a sergeant, for example. It might not give them a huge capability for their second mission, but simply having the option makes a difference.) Another way to add utility to a unit is to add a character. The most obvious version of this is in close combat, where most characters excel, but other characters will provide important additional options to a unit as well. (An Archon with a Blast Pistol and Haywire grenades can give decent antitank to a unit that is otherwise anti-infantry, for example.) Another thing to consider for utility is mobility. The best unit in the world can only make a difference in the battle if it can get to the target. In addition to being able to shoot or assault things in battle, units with mobility can be used to delay, funnel or block off opposing units, sometimes without firing a shot. Units with inherent mobility, such as Tau Battlesuits or Assault Marines are particularly valuable, as they cannot have their mobility removed without wiping out the whole unit. On the other hand, even just adding a transport to a unit makes a big difference in it's utility. The further a unit can move, the easier it is to get it to the right place at the right time. How to determine that right place and time and what to do when you get there will be the subject of a follow-up article on tactics. When I have written that article, you may find it here If you enjoyed this, email me and let me know |