PDA

View Full Version : army explanation's



tacoo
28-05-2009, 22:36
Ok i figured i would start a thread that would just list each army, pros and cons, and what they bring to the table so that people trying to decide on a army could just look at this thread so that they dont make a new one. i start off with this

Thanks go to the following: Dr. Clock, htj, Dakkagor

CHAOS DAEMONS
Chaos daemons are the army in 40k that involve the most luck, utilizing the deepstrike to the extreme, the whole army has to deep strike, no matter what type of game you play. unlike Spacemarines, theydont have a safty net so you will have to take deepstrike mishap if you go into enemy models, impassible terrain etc. daemons are a melee based army wich have all good troop choices. this army has units to counter most things, but has a uphill battle against armour at a range. this army can be pretty mobile after they land if you run slaneesh or winged MC's. when this army gets in HtH, it can be extremely brutal, and ranged can still be pretty strong with proper soulgrinder and slaneesh builds.
--------------------------------------------------------------------------------------------------------------------------------------------------
Eldar

Eldar: Essentially the reverse of space-marines. Very few units are versatile against many opponents. Very few have units can withstand sustained attack. Eldar rely on using relatively cheap specialist units in tandem to achieve results. They also benefit from fast and resilient transports. Yet, if they lose the initiative, they perish. The eldar philosophy is one of overwhelming, yet discriminate force. They seek to eradicate small parts of the enemy force until it ceases to operate as a whole. They must commit whole-heartedly to attack or not at all. Patience for the eldar is as important as commitment.

--------------------------------------------------------------------------------------------------------------------------------------------------
dark eldar
--------------------------------------------------------------------------------------------------------------------------------------------------
Imperial guard
--------------------------------------------------------------------------------------------------------------------------------------------------
normal space marines

Space marines: The most forgiving army of the whole bunch. The categoric toughness of all units is the Space Marines' most immediate advantage. Most units can be built with a particular target in mind but will still be somewhat effective against basic units in all armies. This versatility is countered by a lack of low-cost specialist units. Still, the ability to reliably deliver strong and flexible infantry in a variety of manners (pods, infantry, mounted etc.) makes this a fighting force that may attack from any angle and react rapidly to any given threat. Space Marines will attack where the enemy is weakest: outmaneuvering slow enemies, misdirecting or stalling quick enemies, outshooting assault-oriented forces, out-fighting range-dependent opponents.

--------------------------------------------------------------------------------------------------------------------------------------------------
chaos marines
--------------------------------------------------------------------------------------------------------------------------------------------------
Orks
-------------------------------------------------------------------------------------------------------------------------------------------------If you love the idea of throwing a vast horde of models at the problem, orks are the army for you. The basic ork strategy is to apply massive force to an area to ensure everything in that area dies: concentration of firepower and men is key to success. The trick comes from providing an opponent with too many high priority targets to destroy in one go, so high firepower armies like Tau and Imperial Guard will give you problems. However unlike the space marines or Eldar where every unit has a role, a good ork army has massive redundancy: even your tank hunting specialists are ok in a close combat scrap, for instance. Every ork unit should be able to do one thing well and another thing ok, and this redundancy allows you to take casulties on the chin. Take casulties you will, however, as your basic orks have no armour to protect them and will generally have to dare open ground to get into close combat. As an ork player, you must be prepared to sacrifice any unit for victory: no unit, no matter how powerful or expensive, should be considered to valuable to lose
other space marine chapters
--------------------------------------------------------------------------------------------------------------------------------------------------
necrons
--------------------------------------------------------------------------------------------------------------------------------------------------
tyranids
--------------------------------------------------------------------------------------------------------------------------------------------------
sisters of battle

Sisters of Battle: This army excels in a short range fire fight, and can be a very tough army to break. They suffer at range and assaults, their close combat units never performing as well as they look. If you're looking for a competitive list, it's best to go mechanised, building an army out of almost exclusively Sisters of Battle and leaving the more exotic options out. Take plenty of flamers, give everyone that you can the Book of St. Lucius and chuck in a pair of Exorcists for anti-tank and you should have a very hard army to crack. Don't take Sisters Repentia.

--------------------------------------------------------------------------------------------------------------------------------------------------
daemonhunters
--------------------------------------------------------------------------------------------------------------------------------------------------tau

tacoo
28-05-2009, 22:37
ignore this

SimpleSquid
28-05-2009, 22:50
try breaking that wall of text up a bit, seems like a good read, but hard to swallow all mushed up like that :)

tacoo
28-05-2009, 23:23
ok i fixed the top

SimpleSquid
28-05-2009, 23:57
Cool, thats a lot easier to read, nice one.

tacoo
29-05-2009, 23:15
anyone got some ideas on dark eldar or orks?

Lord Cook
29-05-2009, 23:27
You've forgotten Tau in your list. Also I really don't think the alternative Space Marine Chapters should be listed. They aren't separate armies in the same way that Eldar and Necrons are separate armies. By all means make a note that different Chapters have a few different rules, but including them here is just making more work for yourself.

Bonzai
30-05-2009, 06:10
We were working on list of potential lists for each codex in the army tiers thread.

For DE, the lists are wytch cult, web way portal, and Dark lance spam.

mattcollins1986
30-05-2009, 14:18
I think you should class the SM options as Codex Marines and Non Codex Marines. But even then, the non codex marines are too divergent to lump into a catergory. I'm a BA player, but couldnt possibly comment on DA or SW and how they perform.

mike208
30-05-2009, 14:28
This sounds like an awesome Idea. It would really help out new players such as myself. I wish I had more to add, but as I said I am still learning here. So to all the veterans out there, keep up the good work, us noobs really appreciare all your help.

Deetwo
30-05-2009, 14:40
I think you're too caught up in the minor details on that daemons bit.
I commend the effort, but try to analyze playstyle and more bigger picture terms instead of which model has what abilities.

tacoo
01-06-2009, 00:32
ok i tried to make it shorter.

Imperius
01-06-2009, 02:50
tacoo, a suggestion: actually write this on Microsoft Word or something BEFORE you post it onto the forums. That way you get the complete thing on here.
It'll also help with typos, grammar and other random crap that grammar-nazis hate.

Chem-Dog
01-06-2009, 03:07
You've forgotten Tau in your list. Also I really don't think the alternative Space Marine Chapters should be listed. They aren't separate armies in the same way that Eldar and Necrons are separate armies. By all means make a note that different Chapters have a few different rules, but including them here is just making more work for yourself.

Marine players are all using the Vanilla SM Codex at the moment anyway ;)

Dr.Clock
01-06-2009, 05:46
The two armies that I play:

Space marines: The most forgiving army of the whole bunch. The categoric toughness of all units is the Space Marines' most immediate advantage. Most units can be built with a particular target in mind but will still be somewhat effective against basic units in all armies. This versatility is countered by a lack of low-cost specialist units. Still, the ability to reliably deliver strong and flexible infantry in a variety of manners (pods, infantry, mounted etc.) makes this a fighting force that may attack from any angle and react rapidly to any given threat. Space Marines will attack where the enemy is weakest: outmaneuvering slow enemies, misdirecting or stalling quick enemies, outshooting assault-oriented forces, out-fighting range-dependent opponents.

Eldar: Essentially the reverse of space-marines. Very few units are versatile against many opponents. Very few have units can withstand sustained attack. Eldar rely on using relatively cheap specialist units in tandem to achieve results. They also benefit from fast and resilient transports. Yet, if they lose the initiative, they perish. The eldar philosophy is one of overwhelming, yet discriminate force. They seek to eradicate small parts of the enemy force until it ceases to operate as a whole. They must commit whole-heartedly to attack or not at all. Patience for the eldar is as important as commitment.

This is all very general... you can of course make many different list types from any codex... I've tried to get at the crux of each force, though; Space marines: tough and reliable, Eldar: skilled and precise.

Cheers,

The Good Doctor.

Tanner MIrabel
01-06-2009, 11:04
" army explanation's " doesn't tell you what the thread is about. The title should be clearer, should be aimed at your target "market", saying what you're trying to do e.g.:

Choosing a new army: summary thread
Stuck on which army to choose? Look here
Need help deciding on your first army?

Also, lose the apostrophe, it's not necessary there

htj
01-06-2009, 11:21
Sisters of Battle: This army excels in a short range fire fight, and can be a very tough army to break. They suffer at range and assaults, their close combat units never performing as well as they look. If you're looking for a competitive list, it's best to go mechanised, building an army out of almost exclusively Sisters of Battle and leaving the more exotic options out. Take plenty of flamers, give everyone that you can the Book of St. Lucius and chuck in a pair of Exorcists for anti-tank and you should have a very hard army to crack. Don't take Sisters Repentia.

I agree with Tanner, the title could use revising.

tacoo
05-06-2009, 23:05
ok i updated stuff for eldar, space marine, and sisters of battle

Dakkagor
05-06-2009, 23:17
orks:
If you love the idea of throwing a vast horde of models at the problem, orks are the army for you. The basic ork strategy is to apply massive force to an area to ensure everything in that area dies: concentration of firepower and men is key to success. The trick comes from providing an opponent with too many high priority targets to destroy in one go, so high firepower armies like Tau and Imperial Guard will give you problems. However unlike the space marines or Eldar where every unit has a role, a good ork army has massive redundancy: even your tank hunting specialists are ok in a close combat scrap, for instance. Every ork unit should be able to do one thing well and another thing ok, and this redundancy allows you to take casulties on the chin. Take casulties you will, however, as your basic orks have no armour to protect them and will generally have to dare open ground to get into close combat. As an ork player, you must be prepared to sacrifice any unit for victory: no unit, no matter how powerful or expensive, should be considered to valuable to lose.

tacoo
08-06-2009, 23:40
Added Orks thanks to Dakkagor

Max Jet
09-06-2009, 00:01
Space Marines aren't the most forgiving units. Chaos Space marines are, getting exactly the same survivability for a cheaper price.
Comparison to space marines?
Chaos Marines 2 points cheaper
Terminators 10 points cheaper
Land Raider 30 Points cheaper
Can have toughness 5 HQs x 2
Do field Tanks AND monstrous Creatures

Tyranids
Unlike to the first appearance the Tyranids neither excell at Close Combat, nor do they have little options at ranged combat. In fact they perform mediocre at both, shooting and Hand to Hand combat. Effective lists rely on masses of cheap troops, the most basic gaunt, supported by Zoanthropes with an ability called Synapse, little warriors and some tough monstrous creatures. In fact the army has to be supported by creatures providing a "synapse range" to all the other units, or the key role of their bulk of troops will collapse. A unit within Synapse range practically passes all leadership based test, thus making the army almost unstopable in terms of morale.
They are able to field different list, from the feared 8 Monstrous creature list, to the Spine gaunt flood, although the 8 monstrous creatures list won't be able to hold any objectives at the end of the game.
Tyranids have some highly cost effective units, but most of their choices only excell in very few special situations. The army is mediocre mobile, but can throw troops from all sides of the table that can massacre elite units. All in all they can be outperformed in every single speciality, but have one of the most reliable heavy support choices and almost endless possibilities to adapt to their oposing army.

MasterDecoy
09-06-2009, 06:33
hmmm, I think you WAY underestimate the nids capabilitys, and your explanation is WAY off mark.

tacoo
09-06-2009, 11:27
i thought that too, thats why i didnt add it to summarys

Max Jet
09-06-2009, 14:21
Is that better? What did you mean with off the mark?

Tyranids
The Tyranids are a versatile force, being able to field both Hand to Hand specialised units and a decent ranged combat support. Their army list contains cost effective units, especially the resistant monstrous creatures of which they can field the most throughout all the armies if desired. They have one of the cheapest troop choices and are even able to mix their lists with medium sized and Monstrous creatures, the first ones however being a costly choice, considering their resilience.
Additionaly the force needs to work harmonically as some units need to move within synapse range, certain creatures can deploy. Within it, the force practically passes all leadership based test, thus making the force morally immune.
The Tyranids do not only have the possibility of fielding large numbers of troops or tough monstrous creatures, they also are able to surprise enemy forces. Tyranids have no transport possibilites, their army is mediocre mobile, but their troop choices are able to scout if desired, combined with the Close Combat Skills of their units this can foil enemy plans and set ups.
Despite the first glance however, Tyranids are not the best close combat army there is. Their strenght lies in their highly versatile list, being able to adapt to most situations easily.

Awilla the Hun
09-06-2009, 14:42
The Imperial Guard

The Imperial Guard is now an extremely diverse army. Commanders can choose to fly around their foes with Valkyries and Chimeras, disgorging infantry onto objectives covered with the blackened corpses of their foes; or to advance with bayonets fixed and banners flying behind a great wave of tanks; or even just to sit back and pound the enemy into submission with their vast weight of artillery, tank guns, heavy weapons, and volley after lethal volley of lasgunnery. The individual guardsman or tank may not excel, but when delivered en masse, with the correct orders issue, the Imperial Guard is a foe to be feared. With formidably armoured vehicles, often hundreds of infantrymen, and a variety of more bizarre weapons (ranging from squads of psykers to poison gas launching tanks), the Imperial Guard is a deadly opponent if used correctly.

However, it is not without flaws. A guardsman is, on his own, amongst the worst armed and armoured soldiers in the game, with a decidedly average accuracy at range, and even worse proficiency in hand to hand. Without sufficient support, those guardsmen will do a considerable amont of dying for Emperor and Imperium, and not a lot of winning glorious victories. In addition, many guard armies are comparatively lacking in mobility and assault capabilities. This is more than compensated for by heavy weapons, however; and massed guardsmen can be surprisingly effective in assault-if led by Commissars, preferably against a foe depleted by gunfire.

Awilla the Hun
09-06-2009, 21:16
Better summaries can be found here for the Imperial Guard

http://warseer.com/forums/showthread.php?t=187146

Imperius
10-06-2009, 00:12
I was hoping that this thread would die...
Seeing as all the OP does is copy+paste whatever you guys post into the thread I think this is just a lazy response to the fantasy thread for new armies.
(This is excepting Chaos Daemons, I think he wrote that one himself, the first one must have been 1/6 of my screen....) Now its like 1/20.

Here though:

Eldar are an insanely mobile army with deadly aspect warriors that are good at everything no matter what. Your fire dragons have great tank busting abilities, but give them a deepstrike ability and they have excellent close combat especially agaisn't tyranids. You don't need much skill and there is very little finesse about it, because every unit is good at everything and you have no specifics for any. Howling Banshees are great for everything, Striking Scorpions are great for close combat, but also really good at shooting, and many things that are considered 'useless' are because peopel are too lazy to buy them, such as swooping hawks.

Delicious Ron
10-06-2009, 01:28
Space Marines aren't the most forgiving units. Chaos Space marines are, getting exactly the same survivability for a cheaper price.


This would be true if CSM had Atsknf, but they dont.

Reflex
10-06-2009, 01:29
My 2 Cents i guess:

Necrons:
Where to start? What may seem like an unstoppable mass of living metal corpses is infact a fragile harvesting machine for the great living gods. The ability to stand back up after almost any attack may seem like the army can withstand anything, however, the army lacks in close combat abilities. All is not lost, for what the army lacks in punching and kicking makes up for with a gun so deadly even the most basic trooper can hinder any tank in the game, and a rock hard tank to boot.

The lack of decisions in the army list make the army very much one dimensional, however, there are several elites, fast attack and heavy support options to add flavor to your army. The options are there to field a small elite army with supporting monoliths that relies on special teleporting abilities to out manvuer opponents or a walking horde with deadly firepower that would make a terminator shake in their little booties. What ever your style, necrons are a shooty army that excells at massed focus firepower at medium range, and they dont give up easy.

(its hard to say something good about an army when its flaws are so terrible and where it excells it dosnt really excell anymore... :( yet i cant put the army away. silly me )

(Also i didnt want to mention ctan in the army... many many people have gotten into necrons for this reason and have found they dont like the army, thy just liked the idea of fielding a god in there space marine army, if you catch my drift.)

Also nids are very very punishing in close combat. from my epxperience with several different armies once nids hit your line or you hit theirs, either way, they lay down the hurt.

FaztGitz
10-06-2009, 02:32
Deathwing

A sect of the Dark Angels Space Marines that has to include Grand Master Belial as its leader and is able to take Terminators as troops. The main builds include:

3 Landraiders and 3 squads of terminators with belial and a librarian or chaplain, known as Land Raider Rush

Deathwing Spam (Just taking as many Terminators as you can!)

Deathraven (using ravenwing to teleport in Deathwing close to the enemy with their teleport homers)

Seigewing (spamming Terminators and using Vindicators in heavy support)

Knightwing (using Grey Knight Terminators along with your Deathwing)

The Army is a VERY small army and is relatively cheap to buy. The army isn't the most competitive army but can perform very well. It's strength is in its core, the Terminators, being able to mix and match assault and shooting variants of Terminators to bring out the best in the squad. Their weakness is their obvious lack of models and sadly, their old rules and overpriced units. Overall the Army is very fun to play with and feels fluffy. Your army plays reactively to your enemy, making the most of his mistakes and trying to always push your advantage. This army can be forgiving and unforgiving at the same time, losing one unit could mean losing almost 1/4 of your overall firepower, but if the enemy lacks plasma weapons and such, you could be an unstoppable wall of Ceramite.

Some guides include:
http://www.warseer.com/forums/showthread.php?t=153695



Difficulty Rating: 8
Competitive Rating: 6