指揮點經濟學 Command Point Economy

CP 管理是真正的隱形技能
CP management is the hidden skill
為什麼這頁重要?Why this matters: 10e 每場你只有 約 6 CP,能發動 4-5 次 Stratagem。菜鳥在第 1 回合浪費 CP,職業玩家到第 5 回合仍有餘糧翻盤。CP 管理是你能學到最有效的技能,比擲骰技巧更重要。 You get roughly 6 CP per game, enough for 4–5 Stratagems. Beginners waste CP in turn 1; veterans still have juice in turn 5 to swing the game. CP management is the single most impactful skill you can learn — more than dice luck.

整場 CP 預算Full-Game CP Budget

Turn 1
1+1 start
1 用 / 1 存
1 spend / 1 save
Turn 2
+1
1 用 / 存
Spend 1 / save
Turn 3
+1
關鍵爆點 1-2 用
Peak: spend 1–2
Turn 4
+1
1-2 用
Spend 1–2
Turn 5
+1
全出清
Drain to 0
總計:1 (開局) + 5 (每回合) = 6 CP 最低
實際常有 +1-3 來自 Detachment / Enhancement / 失敗檢定
預期:8–9 CP,可發動 4-6 次 Stratagem
Total: 1 (start) + 5 (per turn) = 6 CP minimum
Usually +1-3 from Detachment / Enhancement / failed tests
Expected: 8–9 CP, enough for 4–6 Stratagems

CP 產生來源Sources of CP

開場 1 CPStarting CP+1

部署結束後,雙方各自獲得 1 CPBoth players get 1 CP at the start of the game after deployment.

指揮 相位 +1Command Phase +1+1/turn

你的回合開始 獲得 1 CP。5 回合 = 5 CP。Your Command Phase grants 1 CP. 5 turns = 5 CP.

強化:學者\'s 洞察 類Enhancement: CP-generators+0~2

某些 強化 讓你每 指揮 相位 擲 5+ 或 6+ 獲 1 CP。長期下來可能多 1-2 CP。Some Enhancements let you roll 5+ or 6+ in Command Phase for extra CP. Typically yields 1–2 bonus CP per game.

分遣隊 獨家機制Detachment-specificvaries

少數 分遣隊 有 CP 相關能力 (例如 Alpha 軍團「偷 CP」、世界 吞噬者 的 Blood 什一稅)。先讀你的 分遣隊 細則。A few Detachments have CP mechanics (Alpha Legion can steal CP, World Eaters have Blood Tithe). Check your Detachment\'s fine print.

CP 花用優先級CP Spending Priority

如果你只有 1 CP 要決定花或不花,按這個順序判斷:

If you\'re debating whether to spend your last CP, check this order:

防止整個殺手隊死亡Prevent your Hammer from dying 煙幕、英雄 介入、Go to 地面Smokescreen, Heroic Intervention, Go to Ground
1-2 CP
反擊 反擊Counter-Offensive 被衝鋒時你的殺手可以先打Your Hammer fights back out of turn
2 CP
快速突入 提前入場Rapid Ingress 把 深擊 提前一回合Deep Strike arrives a turn early
1 CP
戰術 分數卡Tactical secondary card 能即時完成 5 分 次要任務 時When a 5-VP Secondary is one Strat away
1 CP
傷害放大 (致命/持續命中 提升)Damage boost Stratagems 把射擊爆發力最大化Maximize an offensive burst
1-2 CP
指揮重擲Command Re-roll 「這顆骰決定勝負」才用Only when one die decides the game
1 CP
其他 戰術指令Anything else 還有 CP 才考慮Only if CP is left over
varies

每回合花用策略Turn-by-Turn Strategy

回合 1:保守Turn 1: Conservative

你有 2 CP (1 start + 1 Command)。最多花 1 CP──Rapid Ingress 是最值得的。避免 Command Re-roll 等無關緊要的用途。 You have 2 CP (1 start + 1 Command). Spend max 1 — Rapid Ingress is best. Avoid Command Re-roll for minor fluffs.

回合 2:關鍵接觸Turn 2: First Contact

雙方單位開始互射。保留至少 2 CP 備用 反擊 或 煙幕。 First shooting exchanges. Keep ≥2 CP for Counter-Offensive or Smokescreen emergencies.

回合 3:爆點Turn 3: Peak Moment

戰鬥的中軸。你的累積 CP 最多 (~4-5 CP)。敢花!Detachment Stratagem + Oath 都用──這一回合定勝負。 The fulcrum of the game. Your CP bank peaks (~4-5). Spend aggressively! Detachment Strats + Oath together — this turn decides the match.

回合 4:收網Turn 4: Closing

繼續花。如果對方已弱勢,你的 CP 投入能放大勝利。如果落後,CP 全部用在搶分。 Keep spending. If winning, CP amplifies victory. If losing, burn everything on scoring.

回合 5:歸零Turn 5: Empty the Tank

最後一回合 不要留 CP。全部花光。存到遊戲結束的 CP = 浪費。最後回合就是「能花就花」。 Last turn — never end with CP unspent. Leftover CP = wasted. "Use it or lose it" is the iron rule.

新手常見 CP 陷阱Common CP Pitfalls

1. 前兩回合燒光Burning CP in turns 1–2

Turn 1 用 2 CP + Turn 2 用 2 CP = 你 Turn 3 只剩 1 CP 可用,剛好在最重要的一回合沒牌可打。 2 CP in T1 + 2 in T2 = 1 CP left for T3 — you hit the decisive turn with no cards to play.

2. 整場死守 指揮重擲Hoarding for Command Re-rolls

指揮重擲 只影響 1 顆骰。為它存 3 CP 不划算。用 3 CP 發動 反擊 能改變戰局。 Command Re-roll affects 1 die. Saving 3 CP for it is bad value. Those 3 CP could have fired Counter-Offensive and won a fight.

3. 遊戲結束還剩 CPEnding with unspent CP

最常見的新手錯誤。Turn 5 結束還有 3 CP = 你浪費了等於 3 個 Stratagem 的價值 The single most common newbie mistake. Ending T5 with 3 CP = you wasted three Stratagems\' worth of value.

4. 不看對方 CPIgnoring opponent\'s CP

對方有 3 CP 時你的 鎚陣 衝鋒要小心 反擊。對方 0 CP 你就沒後顧之憂。 If opponent has 3 CP, your Hammer\'s charge must plan for Counter-Offensive. If they have 0, you can swing freely.

5. 買錯 強化Wrong Enhancement choice

有些 強化 產生 CP (每回合擲 5+ 給 1 CP)。沒這個你整場 CP 就少 1-2,等於少 1 個 戰術指令。 Some Enhancements generate CP (roll 5+ for 1 CP each Command phase). Skipping them costs 1–2 CP over a game = 1 fewer Stratagem.

6. 花 CP 在輸了的戰況Spending on lost fights

你的單位已經要死了,花 2 CP 讓它多打一回合──通常不值得。把 CP 留給存活的單位。 Unit about to die? Burning 2 CP to squeeze one more activation rarely pays off. Save CP for still-living units.

追蹤對方的 CPTracking Opponent CP

進階技巧:比賽老手會實時追蹤對方 CP 剩多少。知道對方 CP 讓你能預測他們能做什麼。

Advanced: Veterans constantly track opponent CP. Knowing their pool lets you predict what they can do.

對方 0-1 CP:隨便衝Opponent 0–1 CP: charge freely

沒 CP 就沒 反擊、沒 英雄 介入、沒 煙幕。你可以大膽推進。 No CP means no Counter-Offensive, no Heroic Intervention, no Smokescreen. Push hard.

對方 2-3 CP:要小心Opponent 2–3 CP: careful

Counter-Offensive 射程還在。你的 Hammer 衝鋒要確保一擊致命 (否則會被反擊)。 Counter-Offensive is in range. Your Hammer\'s charge must be a one-shot kill or expect retaliation.

對方 4+ CP:高壓Opponent 4+ CP: huge threat

可能有連續 2-3 個 Stratagem 反制你。這時你要 主動花自己的 CP 消耗他們的反應時機。 They could chain 2–3 Strats to counter you. Time to spend your own CP aggressively to force their reactive ones out.

禮儀提示Etiquette

詢問對方 CP 剩多少是完全可以接受的──在任何時候都能問。他們發動 Stratagem 時也必須告知 CP 消耗。 Asking the opponent their current CP is completely fine — they must also announce CP cost when using a Strat.

5 個黃金守則5 Golden Rules

回合 5 結束必須 0 CPEnd Turn 5 at 0 CP 留下就是浪費。Anything left is wasted.
反應型 > 主動型Reactive > Proactive 煙幕/反擊 優於 指揮重擲。Smokescreen & Counter-Offensive beat Command Re-roll.
把 CP 花在「贏的單位」上Spend CP on winners, not losers 補強強勢單位,不是救將死的。Reinforce strength; don\'t patch weakness.
回合 3 是爆點Turn 3 is peak 存的 CP 就是為了這一回合。All your saved CP exists for this turn.
追蹤對方 CP 如追蹤自己Track opponent CP like your own 心算對方能做什麼,減少驚喜。Predict their plays, reduce surprises.