
You know what, I was going to type a post about the number 7, but as I started writing it, I realized that I may have been wrong about just how magical it was. 7 is a cool number for some things in 40k, but it's not everything I was hyping it up to be.
Still, it's a pretty awesome number. Why? Two words;
Squad Size
People tend to be of a certain philosphy. Either a) go for minimum squad sizes; or b) go for maximum squad sizes. Each has their own pros and cons.
a) minimum squad size; often 5
Pros: Cheaper than 6+, leaves points open for things like transports or other gadgets.
Cons: Vulnerable to concentrated fire, resulting in either dead special weapons, or leadership checks.
b) maximum squad size; often 10
Pros: Survivability, requires that 3 die before a Ld test is necessary, doesn't go to under half strength until 6 die.
Cons: Costly, tougher to transport and thus easier to avoid. Difficult for all members to participate in close combat.
c) squad size 7
Pros:
-Cheaper than size 10, only marginally more expensive than size 5.
-Doesn't become half-strength until 4 die.
-Better protection for special weapons.
-All should participate in close combat.
Cons:
-Like size 5, still requires Ld test after 2 die.
A major part of this is that people will place the squad in the idea that it's 5 models strong - and thus 3 casualties would normally bring it under half-strength. Rather, squad size 7 makes them have to think and remember. More often than not, your rather small squad is still viable for claiming objectives. Squad size 8 is great for this too, as your opponent must kill 5 models to bring it under half strength, which really, really confuses them.
Multiples of 7 also work well;
14 Hormagaunts
14 or 21 Orks
14 Guardians
The reasons are the same, plus some extra. With Hormagaunts, the minimum squad size of 8 is much too vulnerable to being wiped out. However, 14 can survive a lot of fire and keep running forward. Two squads of 14 Hormagaunts is always better than one big squad of 28.
With Orks, 14 is good since it takes at least 4 to die before the first test is even necessary! And even then, you have Ld10 for your Mob Test. 21 is even better, since until 10 die - you are essentially Fearless!
With Guardians, it's sort of the same as Hormagaunts, except that the Guardians are shooting. 8 Guardians are grossly vulnerable to running away, but 14, as with Orks, require 4 deaths before testing.
For squad sizes, the number 7 is a powerful number, as is 8. Try to remember that the next time you make a list, and watch how much your army improves!