Conventional wisdom is to have an odd number of TUGs to benefit from the rounding up of breakpoint.
How much difference does it make in practice if to get the extra TUG means sacrificing combat effectiveness of your originally even-TUG army?
An effective army is more important, but all else being equal then it makes sense to go for an odd number of TuGs.
Richard
All else isn't equal, though. You have to give up something to pay for an extra TUG. Or you could lose a TUG.
Or do people just design their armies by selecting an odd number of TUGs first and then cutting their command and SUGs to fit?
Has anyone used an even number of TUGs and with hindsight regretted it?
Usually I just build my army and am pleasantly surprised when it comes out odd numbered.
I usually have a minimum break point in mind when designing an army, which can vary from list to list. As long as I hit that I do not worry about odd or even TUG numbers.
Quote from: nikgaukroger on March 16, 2022, 08:33:23 AM
I usually have a minimum break point in mind when designing an army, which can vary from list to list. As long as I hit that I do not worry about odd or even TUG numbers.
Interesting. How do you decide what your minimum break point will be?
Same as Nik. And I aim for at least a breakpoint of 5, anything over is a bonus, but a high breakpoint means less and less if it is reached with weak units that break easily...
I have played a Parthian army with a break point of 2, but that needs quite a lot of confidence.
Normally a break point of 5 is reasonable. I think some slave revolt armies have reached 10 or more break points, but they don't tend to be particularly effective.
I personally don't pad armies with cheap units to boost the break point, I prefer to have units that can fight.
Richard
Aim for odd usually but the game is won or lost with the main battle troops usually so having 10 to use is better than having 9 to use... usually.
Padding armies is difficult as it weakens your fighting force. Bt weaker troops can form a nice second line. Had that work well a few times. Average break but the poor behind are good enough to kill the worn out winners and even the score.
My lowest BP is 2 for a Parthian and highest 9 in a slave revolt. 5-6 the normal target.
Si