Notable Point · 49:36-50:14

Campaign disruption versus a turn's worth of destruction

A fictional force preference leads to a practical distinction between immediate damage and disrupting an enemy's ability to fight.

Notes

A Warhammer argument about the Raven Guard shifts from damage in a single turn to the efficiency of an entire campaign. The proposed approach attacks command, logistics, and observation networks before committing armor. The intended result is an enemy force that cannot function coherently when the armored attack arrives. Another participant measures efficiency by what can be destroyed in one turn. The disagreement uses a fictional example to distinguish immediate battlefield damage from weakening the systems that sustain an enemy force.