Why You Have 5 Armies But Only Play One
We need to talk about that shelf. You know the one - packed with miniatures from four different game systems, three of which you haven't touched since 2019. There's roughly $2,000 worth of plastic up there, meticulously assembled, some even painted, and yet every game night you reach for the same army. The one that's seen more tabletop action than a worn d20 at a marathon D&D session.
It's the wargamer's paradox that nobody likes admitting: we're collectors pretending to be players. That starter set for the new faction looked incredible, those limited edition models were too good to pass up, and honestly, building that third army was going to completely change your playstyle. Except it didn't. Because here you are, setting up your trusty main faction for the hundredth time while those other forces gather dust like expensive museum pieces.
The thing is, you're not alone in this. Walk into any gaming store on a Thursday night and you'll spot them - players with massive carry cases containing enough miniatures to recreate historical battles, who somehow always field the exact same 2,000 points. We've watched customers at Hearns debate for hours about starting a new army, knowing full well their terrain collection has already consumed half their garage.
So let's dive into this properly. Why do we do it? What drives perfectly rational adults to accumulate armies like they're preparing for a plastic apocalypse? And more importantly, should you feel guilty about that unopened tank battalion that's been "waiting for assembly" since last Christmas? Spoiler: probably not, but we'll explore why anyway.
Table of Contents
The Psychology of Army Collecting
There's something deeply satisfying about starting a new army. That moment when you crack open a fresh starter set, inhale that new plastic smell, and imagine the glorious victories ahead. It's not just purchasing - it's potential. Each new faction represents a different version of you as a player: the cunning strategist, the aggressive rusher, the defensive mastermind. Never mind that you've been playing the same hammer-and-anvil tactics for five years straight.
The collecting instinct runs deep in tabletop gamers. We're essentially magpies with credit cards, drawn to shiny new releases like moths to a really expensive flame. That new faction with the incredible sculpts? You need it. The limited edition box that's definitely going to sell out? Already in your cart. It's not hoarding if it's a hobby, right? Besides, you'll definitely get around to painting them. Eventually. Maybe.
Psychologists would probably have a field day with us. There's the completionist drive - once you've got three units from a faction, might as well get the whole range. There's FOMO harder than missing a pre-order window. And let's not forget retail therapy disguised as "investing in the hobby." Bad day at work? Nothing a new battle tank won't fix. Relationship troubles? Time to start that evil faction you've been eyeing.
But here's what's really happening: we're not just collecting miniatures, we're collecting possibilities. Each army is a doorway to a different gaming experience, a chance to be the player we imagine ourselves to be. Your shooty army represents your tactical side, the horde faction shows your love of overwhelming force, and that elite army? That's for when you want to feel like every model matters. The fact that you always default to the same playstyle is beside the point entirely.
The Collector's Mindset Checklist
✓ "This army plays completely differently" (It doesn't)
✓ "I'll paint this one properly" (You won't)
✓ "It's an investment" (It's not)
✓ "I need options for different opponents" (You play the same three people)
✓ "They might discontinue this line" (Valid, actually)
✓ "It was on sale" (Still spent $300)
Why Your Main Army Always Wins Out
Your main army is like that comfortable pair of shoes you wear everywhere despite owning twelve other pairs. You know exactly how many inches that unit can move, which dice to grab without looking, and precisely how much damage your average shooting phase delivers. It's muscle memory at this point. You could deploy this force blindfolded and still give your opponent a decent game.
There's genuine comfort in familiarity. When you're tired after work and just want to throw some dice around, the last thing you want is to be checking movement ranges and special rules every five minutes. Your main army flows naturally - you know their strengths, their weaknesses, and exactly which units to sacrifice for the greater good. Those other armies? They require thinking, and honestly, who has energy for that on a Tuesday night?
Plus, let's be real - your main army is painted. Maybe not Golden Demon standard, but at least three colours and based, which is more than can be said for Army Number Four that's still on sprues. There's something deeply satisfying about fielding a coherent-looking force, even if half the paint job was panic-completed the night before a tournament three years ago.
The emotional attachment is real too. This army has been with you through victories and defeats, through rule changes and edition updates. You remember the game where that lone sergeant held an objective for three turns, or when your warlord somehow survived an entire army's shooting phase. These aren't just plastic soldiers - they're veterans with stories. How could you possibly bench them for some johnny-come-lately faction you bought on impulse?
Main Army vs The Others: A Realistic Comparison
| Aspect | Main Army | Other Armies |
|---|---|---|
| Paint Status | Mostly done (ish) | Various shades of grey plastic |
| Rules Knowledge | Could recite in sleep | What's a stratagem again? |
| Storage | Custom foam case | Original boxes... somewhere |
| Games Played | Lost count after 50 | That one time in 2021 |
| Emotional Bond | Would cry if lost | Forgot you owned them |
The Mental Gymnastics of Justifying New Armies
The rationalisations we create for buying new armies deserve their own Olympic category. "This one's for narrative campaigns," you tell yourself, despite not having played a narrative game since 2018. "I need a low-point army for teaching newcomers," you reason, ignoring the fact that nobody's asked you to teach them in years. The mental acrobatics involved would make a gymnast weep.
My personal favourite is the "project army" excuse. This is the force you're going to convert heavily, creating a unique masterpiece that'll wow everyone at the club. You've already bought green stuff, spare bits, and pinned seventeen conversion tutorials. The fact that your last "project" resulted in three half-converted models and a guilt complex is completely irrelevant.
Then there's the "competitive diversity" argument. You need different armies to understand the meta, to know your enemy, to become a better player overall. Never mind that you haven't attended a tournament since before the pandemic. This skirmish-level force will definitely improve your strategic thinking for those hypothetical future competitions you're absolutely going to enter. Definitely. Next year for sure.
Sometimes we don't even pretend it's logical. "They just look so cool" is perfectly valid reasoning at 2 AM when pre-orders go live. That centrepiece model needs an army around it, obviously. And if you're buying the troops, might as well get some elites. Oh, and they've got a special character that buffs those elites... Before you know it, you've assembled another 2,000 points of models destined for shelf decoration.
The Pile of Shame: A Universal Experience
Every wargamer has one - that cupboard, drawer, or increasingly precarious stack of boxes containing the unfulfilled promises of hobby productivity. We call it the Pile of Shame, though honestly, the shame wore off about three armies ago. Now it's more like the Pile of Mild Disappointment, or perhaps the Museum of Good Intentions.
The Pile grows through a fascinating process of hobby accumulation. Black Friday sales, birthday presents, that impulse buy when you were "just browsing" at Hearns, the army swap where you definitely got the better deal (narrator: you didn't). Each addition comes with a mental promise: "I'll start this right after I finish my current project." Except your current project is from 2017 and shows no signs of completion.
What makes it worse is the guilt mathematics we perform. "If I paint just three models a week, I'll be done by Easter." This assumes you'll paint consistently, which you won't, and that you won't buy anything else, which is laughable. The pile isn't just growing faster than you can paint - it's growing exponentially while your painting output remains stubbornly linear.
The real kicker? Opening those boxes reduces their value. So they sit there, pristine in shrink wrap, technically worth what you paid but practically worthless because selling them would mean admitting defeat. It's Schrödinger's army - simultaneously a future project and a monument to procrastination until you actually open the box and commit to one reality or the other.
Stage 1: Optimistic Acquisition
- "Perfect winter project"
- Already planning colour schemes
- Bookmarking painting tutorials
- Genuinely excited
- Timeline: 3 months tops
Stage 2: Reality Sets In
- Still in shrink wrap
- Moved to storage
- "After current project"
- Guilt when noticed
- Timeline: Next year maybe
Stage 3: Acceptance
- Part of the furniture now
- Forgot what's in the box
- Can't sell (sunk cost)
- Kids might want it someday
- Timeline: Heat death of universe
The Financial Reality Nobody Talks About
Let's address the elephant in the room - or rather, the several thousand dollars of elephants occupying your hobby space. Wargaming armies aren't cheap, and having five of them represents an investment that could've funded a decent holiday. Or a car. Or several months of therapy to discuss why you need five armies in the first place.
The financial gymnastics mirror the mental ones. "It's cheaper than golf," we say, conveniently forgetting golfers don't need to buy new clubs every time the edition changes. "Cost per hour of entertainment is actually quite reasonable," we calculate, carefully not dividing by actual playing time versus theoretical playing time. That army that cost $800 and got used twice? Best not to do that maths.
Then there's the auxiliary spending. Each army needs its own paints because the colour scheme is completely different (it's not). They need specific terrain to match their aesthetic. Don't forget the themed dice, measuring tools, and that custom gaming mat that really brings out their backstory. Before you know it, your "spare" army has cost more than your original main force.
The resale value argument is particularly amusing. "Miniatures hold their value," we tell ourselves, ignoring the fact that selling requires effort we'll never muster. Plus, the second-hand market is flooded with other people's abandoned projects, all priced at "I need this gone" rather than "recouping investment." Your pristine, unopened boxes might theoretically be worth 70% of retail, but they're practically worth zero if they never leave your shelf.
Financial Health Warning: Calculating the actual cost of your collection may cause dizziness, nausea, and an overwhelming urge to hide bank statements from partners. Proceed with caution.
Breaking the Cycle (Or Not)
Every January, alongside promises to exercise more and eat better, comes the wargamer's resolution: "No new armies until I finish what I've got." By February, you're watching unboxing videos. By March, you're "just browsing" new releases. By April, well, that limited edition box set was too good to pass up, wasn't it?
Some try the one-in-one-out rule. For every new unit purchased, an old one must be painted or sold. This works about as well as you'd expect - suddenly you're really good at convincing yourself that three colours and a wash counts as "painted," or that listing something for sale at an unrealistic price technically counts as trying to sell it.
Others attempt the project box approach. Everything for one army goes in one box, and you can't open another until that box is empty. Except then you need just one more unit to round out the force, and that limited character would really complete the theme, and before long you need a bigger box. Or two boxes. Look, the system works in theory, alright?
The truth is, most of us don't really want to break the cycle. The collecting is part of the hobby joy. That excitement of a new project, the planning, the potential - it's almost as fun as actually playing. Sometimes more so, because potential armies never lose games or disappoint you with bad dice rolls. They exist in a perfect state of future victory.
Strategies That (Don't) Work
The Spreadsheet: Tracking every purchase to shame yourself into stopping. (You'll stop updating it after week two)
The Pact: Getting hobby buddies to hold you accountable. (They're enablers, not helpers)
The Ban: Avoiding gaming stores entirely. (Online shopping exists, genius)
The Budget: Setting aside specific hobby money. (Everything's hobby money if you're creative enough)
The Reward System: New purchases only after painting milestones. (You'll lower the milestones until breathing counts)
Making Peace with Your Collection
Here's a radical thought: what if having five armies but only playing one is actually fine? What if the joy of owning them, the pleasure of knowing you could field a different force, the simple satisfaction of looking at cool models on your shelf - what if that's enough?
Not every part of a hobby needs to be optimised for maximum efficiency. You're not running a business here (unless you are, in which case, different article entirely). The armies gathering dust aren't failing to fulfil their purpose - they already fulfilled it when they made you happy to buy them. That excitement when you opened the box? That evening spent building them while listening to podcasts? That's value right there.
Besides, tastes change. The army you're ignoring now might become fascinating when new rules drop, or when your regular opponent starts playing something that makes your shelved faction suddenly competitive. Those neglected units are just waiting for their moment, like understudies ready to take the stage when the star calls in sick.
And let's be honest - half the fun of this hobby is the social aspect, and nothing bonds gamers quite like comparing shameful backlogs. "You think five armies is bad? Let me show you my garage..." These collections become part of gaming folklore, conversation starters, and proof that you're a serious hobbyist, not some casual who actually finishes projects like a weirdo.
The Reframe: Collection Benefits
- Instant variety when bored
- Teaching aids for new players
- Trade fodder for future swaps
- Inspiration between projects
- Impressive shelf presence
The Reality: You're Normal
- Everyone does this
- Single-army players are myths
- Backlogs are universal
- Collecting is valid gameplay
- Happiness doesn't require paint
Frequently Asked Questions
How do I know when I have too many armies?
Trick question - there's no such thing as "too many" in this hobby. But realistically, when you can't remember what you own, when storage becomes genuinely problematic, or when it's impacting your finances negatively, it might be time to pause. A good rule of thumb: if you're buying new armies faster than you can even assemble them, let alone paint or play them, maybe slow down. Though honestly, we both know you won't, and that's okay too. The collecting is half the fun of wargaming.
Should I sell armies I don't use?
Depends on your attachment level and storage situation. If they're causing genuine stress (financial or spatial), then yes, consider selling. Check current market prices first though - you might be surprised how much or how little they're worth. But if they're not bothering anyone sitting on that shelf, and you've got the space, keeping them is fine. You might rediscover them in five years and fall in love all over again. Plus, selling requires effort - photographing, listing, packaging, posting. That sounds suspiciously like work.
Is it worth starting another army if I already have several unfinished ones?
Worth is subjective in hobbies. Will it bring you joy? Then probably yes. Will it add to your painting backlog? Also yes. The question isn't really about worth - it's about what you want from the hobby. If collecting and building brings you happiness, then go for it. Just maybe be honest with yourself about when (if ever) it'll see table time. And definitely don't tell yourself this is the one you'll completely finish before starting another. We all know that's not happening, and that's perfectly fine.
How can I motivate myself to paint armies I've already bought?
Lower your standards dramatically. Not every model needs to win painting competitions. Try "battle ready" as your goal - three colours and based. Done. Also, paint in batches while doing something else like watching TV or listening to podcasts. Make it social - painting sessions with mates are way more fun. Set tiny goals like "one squad this month" rather than "entire army by Christmas." Or just accept that grey plastic armies are valid. Some of the best games ever played featured unpainted miniatures, and nobody died from the shame.
Final Thoughts
At the end of the day, having five armies but only playing one is just part of the wargaming experience. We're collectors, dreamers, and eternal optimists who genuinely believe that this time, THIS TIME, we'll finish a project before starting another. We won't, but the hope keeps us going.
Your shelf full of different armies isn't a monument to failure or poor impulse control. It's evidence of enthusiasm, of engagement with the hobby, of being someone who finds joy in miniatures beyond just competitive play. Some people collect stamps, some collect vintage wines - you collect tiny plastic soldiers from different fictional universes. Own it.
So next time you're setting up your main army for the hundredth time while those other forces watch from the shelf, don't feel guilty. They're not abandoned projects - they're future possibilities, conversation pieces, and proof that you're deeply invested in this wonderful, wallet-draining hobby. Besides, you never know when you might need a completely different army for that hypothetical campaign that's definitely happening next year. Definitely.
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