Fundamentals of a Balanced Army List
1. Knowing How Large a Unit Should Be
The ideal unit size depends on its role and point efficiency.
Infantry
Elite Infantry (e.g., Sword Masters, Temple Guard, Chaos Warriors)
✅ 10–20 models → Efficient in small units, high offensive output.
❌ Too large → Becomes an expensive target for spells and shooting.
Example: Sword Masters (15) → Enough to deal damage before losing effectiveness.
Ranked Infantry (e.g., Spears, Skeletons, Orcs, Rat-at-Arms)
✅ 25–40 models → Strong in static combat, benefits from steadfast.
❌ Too small → Dies too fast, loses rank bonus.
Example: Goblins (40) → Ranks provide static combat resolution.
Cavalry
Heavy Cavalry (e.g., Knights, Shock Cavalry, Monstrous Cavalry)
✅ 5–12 models → Hits hard on charge, good durability.
❌ Too large → Hard to maneuver, overkill on charge.
Example: 8 Knights of Rymâ → Keeps damage output high while staying mobile.
Light Cavalry / Chaff (e.g., Reavers, Dire Wolves, Gargoyles)
✅ 5–8 models → Maneuverable, good for redirection.
❌ Too large → Becomes a waste of points if it’s only meant to die.
Example: 5 Erlein Reavers → Cheap, fast, and can redirect enemy units.
Monsters & Artillery
Monsters (e.g., Dragons, Phoenixes, Great Green Idol)
✅ 1 model → Centerpiece of an army, needs support.
❌ Too many → Reduces scoring and tactical flexibility.
Example: 1 Frost Phoenix → Support role without overinvesting.
Artillery (e.g., Cannons, Bolt Throwers, Catapults)
✅ 1–3 models → Good for area denial.
❌ Too many → Too defensive, loses map control.
Example: 2 Elven Bolt Throwers → Enough shooting without relying on them.
Takeaway:
Big blocks for ranks and steadfast.
Small elite units to avoid overkill.
Monsters and artillery should be limited and supported.
2. Knowing a Unit's Strengths and Weaknesses
Every unit has a role; its effectiveness comes from how well it plays that role.
Unit Type | Strengths | Weaknesses | Best Used For |
|---|---|---|---|
Anvil Units | High durability, Steadfast, Static combat resolution | Low offensive output, slow movement | Holding objectives, tying up enemies |
Hammer Units | High damage, Fast, Strong charge bonuses | Needs support, Weak in prolonged combat | Breaking enemy lines, Flanking |
Chaff Units | Cheap, Fast, Disruptive | Dies easily, No staying power | Redirecting, Blocking enemy movement |
Shooting Units | Ranged threat, Good against low-armor targets | Weak in melee, Can be neutralized by fast units | Softening enemy ranks, Eliminating chaff |
Magic Users | Battlefield control, Buffs/Debuffs | Vulnerable, Needs magic dice investment | Support role, Countering weaknesses |
Takeaway:
A good army has a mix of unit types that cover weaknesses.
E.g., Don’t take all heavy cavalry—bring some infantry to hold objectives!
3. Knowing if a Unit Justifies Its Point Cost
Every unit should earn its keep by either:
Inflicting more damage than it costs
Holding the enemy long enough to win objectives
Providing strategic benefits (disruption, magic support, etc.)
Key Questions to Ask:
✅ Does this unit have a defined role? (Or is it just filling space?)
✅ Does it perform better than a cheaper alternative?
✅ Can I get the same effect for fewer points elsewhere?
✅ How does it contribute to winning the game?
Example Analysis:
Sword Masters (15 models, 330 pts)
High damage output, but dies to ranged attacks.
✅ Justifies cost if well-protected and reaches combat.
❌ Might not be worth it if enemy has strong shooting.
Flame Wardens (15 models, 360 pts)
Durable (Aegis 4+), but less damage output.
✅ Justifies cost if used to hold objectives.
❌ Not worth it if the army already has too many defensive units.
Takeaway:
Every unit should earn back its points through effectiveness.
Units that do nothing all game are wasted points.
4. Knowing Which Army Categories to Max Out vs. Only Filling the Minimum
Some army categories should be maximized, while others only need to meet the requirement.
Max Out:
✅ Characters (if they enhance the army’s playstyle)
If characters provide leadership, magic dominance, or combat power, investing in them is worth it.
Example: A Vampire Lord in a Vampire Covenant list is worth maxing out.
✅ Special (if it contains your best units)
Elite infantry, shock cavalry, or war machines often come from Special choices.
Example: Knights of Rymâ bring mobility and damage—worth filling up Special slots.
✅ Shooting (if your army benefits from ranged pressure)
If your army is not built for melee dominance, investing in shooting units makes sense.
Example: Sylvan Elves max out shooting because they rely on ranged attacks.
Only Meet Minimum Requirement:
❌ Core (usually not the best units in the army)
Core units are often weaker, so spend just enough points to meet the minimum.
Example: 25 Skeletons might be needed, but more points are better spent on vampires or monsters.
❌ Ancient Allies (if monsters don’t fit your strategy)
Some armies don’t need dragons or phoenixes to win.
Takeaway:
Max out categories that offer your strongest units.
Minimize investment in weak categories (Core), unless they provide essential roles.
Final Thoughts:
✅ A balanced list has:
Scoring Units (For objectives and holding ground)
Damage Dealers (For eliminating enemy threats)
Support Elements (Magic, shooting, and disruption)
Chaff & Counters (For maneuvering and disrupting enemy plans)
✅ Ask yourself:
Do my units cover each other’s weaknesses?
Can my army handle multiple threats?
Does every unit contribute to winning?
How Wide Should You Field Units?
Unit Type | Formation | Reason |
|---|---|---|
Anvils (Skeletons, Dwarves, Goblins) | 5 Wide × Deep | Max Ranks → More Combat Resolution + Steadfast |
Hammers (Sword Masters, Chaos Warriors, Longhorns) | 7+ Wide | Maximize Attacks → More Damage |
Cavalry (Knights, Lancers, Boar Riders) | 5 Wide | Full Rank Bonus for Charges |
Chaff (Reavers, Dire Wolves) | 3–5 Wide | Small footprint, good maneuverability |
Monstrous Infantry (Minotaurs, Ogres, Trolls) | 3–4 Wide | Enough for attacks while keeping ranks |