madd0ct0r wrote:
Yeah, for a 3+ army, you'll need LOTS of formations. crush the opponent under a tide of dice sort of thing.
Another option is formations that can be expected to perform something reasonably effective on a Hold action. Those kinds of situations allow a player to still exercise control over their forces. It doesn't feel completely unfair. Whether that is a function of the unit abilities, the individual formation or the overall army list org is not terribly important.
Ork formations (especially units with Zzaps and Soopagunz) can reasonably try to Sustain Fire because on a Hold action, the target is still in sight and they still get to shoot. Who hasn't seen a Gargant attempt to Sustain on a 4+ (3+, -1 for BMs)?
Scout formations can use Hold moves to harass with their ZoC.
Failing a Marshall action is bad, but the most important part is usually the Regroup, which can still happen under a Hold action.
In contrast, an artillery formation that fails to activate is pretty much useless. 3+ on them would just suck.
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Another consideration is that you have to watch out for point reductions, lest you create a situation that relies too much on luck. Sure, you could theoretically put a point cost on 3 formations that average 2 activations. However, a run of luck could diverge seriously from those averages.
With 2+ Initiative, 6 activations averages 5 successes. +/- 1 activation is a 20% difference and the max increase possible is +1. With 3+ Initiative, 6 activations averages 4 successes. +/- 1 activation is 25% difference and you can get up +2 for a +50% boost.
A substantial point drop based on the average, combined with a couple lucky rolls that blow the curve could be a big deal.