For the next installment in my “get discussions going on the ALEPH forum” series, I give you the combat group discussion. I usually like 15-16 orders, not counting impetuous. 20 tends to mean I’ve made too many sacrifices in redundancy and resilience in my experience. I tend to run Steel Phalanx with 13-15 orders because I like Myrmidons and they’re more expensive than most line infantry. They also function well with fewer orders because of the many fireteams. Not to mention that They have some of the only fireteams in the game that I think actually present a sufficient speed bump to slow my opponents down in most cases. In any case I typically do not like to run limited insertion as it often becomes more vulnerable to order loss. Just a few downed models can mean a significant reduction in efficacy and I can quickly find myself unable to accomplish the mission. Not to mention that any hiccups can easily become a drain on orders and I can run out of options. I usually like my second combat group to be filled with sacrificial pieces, one striker, and one objective runner. The idea being that the second group can sustain itself and help me achieve my goals (murder, mayhem, and/or mission) but is also where I want to take my casualties when I have to take any. This means flash pulse bots, warcores, minelayers, cheap warbands, or a Thorakitae fireteam. The first group usually has my core team, a Myrmidon fireteam, my main attackers, and/or at least 2-3 models that will accomplish the mission. Recently, with OSS, I’ve been experimenting with the second group containing my Dakini/Deva/CSU core team and the Apsara. This way, I feel better about leaving them out to ARO because they’re not losing orders from the main pool when the go down. It also incentivizes me to spend the groups orders on them and try to get their points worth. Historically I had been finding that I’d generally just leave the team idle for most of the game and spend the main pool’s orders on solo pieces.