Army-wide limits
The rule
Some limits apply across the whole army rather than one unit: one relic per character, at most a third of your points on a category, only one general, at least two Troops, no more than three of the same unit.
One of X per army
Put a category on the entries that share the limit, then add a constraint on that category set to max N selections in roster. For "one artefact per hero" the constraint sits per hero; for "one general" it is max 1 in the roster.
When the counted entries are nested, tick "and all child selections" so the constraint sees them.
Category slots (minimums and maximums)
Games that build an army from role slots (like 2 to 6 Troops, 0 to 3 Elites, at least 1 HQ) put min and max constraints on the category in the force. A minimum makes the army illegal until it is met; a maximum caps the slot. This is the usual battlefield-role structure.
To keep a slot visible even while it is empty, tick Show tracker
new 2026-07 on the category (or its link in theforce). The builder then always displays the category with its count and limits, so players can see "Troops 0/6" before adding anything.
Cap duplicates (the "rule of three")
To limit how many of the same unit an army may include, put a max N selections in roster constraint on the entry itself. For a limit that spans several units at once, give them a shared category and cap that category in the roster instead.
N per M (ratios)
For "one special weapon per five models" or "one Elite per Troop", start the option at max 0 and add a repeating modifier that raises the max by 1 for every M of the other thing. The repeat is what scales the allowance as the army grows. See also Points that scale per model for the same repeat idea applied to cost.
Percentage caps
For "no more than X% of points on a category", add a percentage constraint on that category in the roster, for example max 50%.
A percentage is measured against one of two things: the points currently spent in the roster, or the roster's cost limit, meaning the game size the player set (1000, 2000, and so on). The constraint's field selects which: each cost type has a limit variant in the field dropdown; pts Limit measures against the cost limit, plain pts measures against current spend.
Use pts Limit. "Max 50% on Elites" means half the game size. With pts it would mean half of whatever is currently in the list, which changes with every unit added. The game-size side always comes from the roster, whatever the constraint's scope; the scope only decides what is counted against it.
The same works for a minimum percentage, such as "at least 25% on Core": use a min percentage constraint against pts Limit.
To make the cap dynamic, for example raised when a particular unit or the general is present, change the limit with a modifier on the category link or root entry, gated on a condition that tests for that unit.
Notes
- A category entry can carry a cost that applies when the category is linked into a force, useful for a per-slot or per-detachment fee.
- Keep army-specific categories in the catalogue and only truly shared ones in the game system. Putting every category in the system file makes limits harder to reason about.
- For constraint mechanics:
automatic, the-1= no-limit value, custom messages; see Constraints. - A limit that should stop an illegal build but still let the player see the entries is usually better as a constraint than as a hide; see Show or hide an option.