I think if we really look at why we all play the game it comes down to the models. Take a hard look at this- it can’t be for the rules- 40K rules are really quite buggy, and don’t lend themselves to anything other than beer and pretzel games no matter how hard we try and fit them into a tournament blueprint.
Something about the army you played captured your attention- be it heroic space marines, arrogant Eldar, or relentless Tyranids. Sometimes you like a mix of units, and other times just one unit inspires you to play the game or build an army.
Of course looks and tabletop appeal are all good, but we want to win a few games here and there at the same time- and that’s what we are going to take a look at in this post. You want the most of X unit on the table first, and then a plan to make it work.
Unit themed list usually reflect on the elite or heavy slots of an army since these units are usually really distinct and have some interesting rules, so the first step it to max out those units so you can enjoy them the most on the table. With your remaining points you fill out troops for scoring, and then units to make your themed units work.
Examples?
Let’s say you like lictors since we have been talking about Tyranids lately on the blog. You like the theory of sneaky assassin bugs- first step is to max out three groups of three. On a side note if you have been thinking about this kind of list pic up three boxes of warriors and use them as the basis for your lictors- saves lots of $$$.
Next question is what does the theme do?
Lictors pop in and place, shoot a bit, benefit from cover saves, and are so-so in the assault. With a themed unit, anything they do out of the ordinary is where you want to start thinking about your tactics.
When the lictors arrive I get to place them where I want, which can be used two way right off the top of my head. Place them behind or to the side of tanks to open them up, or as an invisible wall. Either way you are creating an divider to catch your opponent in the middle. When the lictors arrive on turn two (some will) you want something already crashing into your opponent so they just don’t turn and gun the lictors. Fast moving units like gargoyles work as a wave crashing.
So now we have out lictors in reserve, a huge screen of gargoyles and maybe even a Tyrant behind them rushing forward- add some stealers as a follow up wave, and then maybe a lone tervigon as a troop choice.
Gargs rush and get stuck in, lictors pop in and create more havoc, stealers follow up and finish off the stragglers, while the tervigon just burbs out gaunts to sit on objectives as it also does as a monsterous MC.
Yes, I’m simplifying things here, and we would have to refine our tactics down to deal with all the “what-if” an opponent could bring or try and do, but can you see the thought process on how to make nine lictors work in the game?
I’ve done this with my Harlequin list- how could one not play a wargame were clowns are a legal army unit to play? If 40K 6th edition has it’s way and I can shift the FOC chart that means even MORE clowns, especially with a 40% price reduction in Eldar units- send in the clowns, muaahahaha! Getting off topic…
Examine the abilities of the themed units and magnify what that unit does through other models in your list.

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