How to Build a Scoring-Focused 10th Edition Army (Faction-Agnostic)
The biggest mindset shift in 10th edition, objectives are the game. Killing models is only useful if it:
- removes a scorer
- clears an objective
- denies a secondary
If your list is built around damage first, you’re working harder than you need to.
Step 1: Start with objectives, not units
Before picking units, answer these questions:
- How do I hold my home objective?
- How do I protect my expansion objective?
- How do I contest midfield objectives on turns 2–4?
- Which units can score while under pressure?
- What happens if I go second?
Write answers first. Units come later.
Step 2: Redundancy beats optimisation
Busy players don’t have time to memorise perfect lines.
Instead of: one amazing scoring unit
Take: two or three good enough scoring units
Redundancy forgives mistakes, bad dice, and fatigue.
Step 3: Mobility is more important than toughness
In 10th edition:
A fast unit that scores twice > a tough unit that scores once
Late-game movement wins more games than early damage
Prioritise:
- advance-and-score units
- deep strike or redeploy options
- small units that can flip objectives late
Step 4: Build for turn 4 and 5
Many games are decided after the flashy units are gone.
Ask yourself:
- What units will I still have on turn 4?
- Can they score without support?
- Can they survive indirect fire or chip damage?
If the answer is “probably not”, adjust the list.
Step 5: Tech pieces — keep it simple
Tech units are useful, but:3 is a liability
Busy-player rule:
If you forget to use it in game one, it doesn’t belong in your list.
Final checklist before locking a list
Before submitting a list or printing it out, check:
✅ One tech piece is good
✅ At least 3 independent scoring units
✅ At least 1 unit that can score late game
✅ At least 1 real threat
If you tick all four, your list will perform better than most.
