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Hausdorff space
19-10-2007, 12:45
Hi, I don't suppose anyone out there can direct me towards a summary/review of epic. More specifically a review of each factions strengths and weaknesses, playtyles, etc?

Chaos and Evil
19-10-2007, 14:56
I don't think there's a comprehensive list, but I could try bashing some out:

First up, the Marines:

Codex Astartes Space Marines

These guys are the ultimate finesse army. They win their games through careful use of close engagements and by outmanuevering their enemies.

Strengths -

- They are very mobile (Thunderhawk Gunships, Stormbird Landing Craft, Drop Pods, even their Rhinos are fast!).
- They have excelent close combat and firefight abilities.
- Their army list is the most mutable out there, you can make a 'Deathwing' or a 'Ravenwing', or almost any other type of specialised Marine army with the standard Codex list.

Weaknesses -

- They have small formations, and despite their impressive armour saves this means that they will degrade in power pretty quickly if you try to win a battle of attrition.
- They lack long range firepower, even Whirlwinds lack the range to hit the enemy's deployment zone.
- Epic is a simulation style wargame, which means that unless you have a modicum of the tactical acumen posessed by the Space Marines themselves, you won't know how best to take on your opponent.



Feel free to all jump in and write up an army description guys!

Chaos and Evil
19-10-2007, 15:01
Steel Legion Imperial Guard

Massive armies of moderate quality troops and solid battle tanks, backed up by the longest-ranged artillery in the game.

Strengths -

- Numbers! A Steel Legion army will have larger formations than most other armies out there, meaning that they do well in battles of attrition.
- Versatility - You can tailor this army list to give you quite a few different types of force, including artillery, airborne or tank regiments. It won't truly excell at any particular regiment type, but it will be resiliant whatever choice you make.
- Leman Russ Tanks! These are awesome. 'nuff said.
- Deathstrike Missiles - These are cheap and cheerful titan-killing missiles the size of a building. What's not to love?

Weaknesses -

- Low strategy rating and initiative values means that you'll only rarely win the first order in a turn, and your orders will often fail to get through to your troops properly.
- The army is not particularly fast or manueverable.

Patriarch
19-10-2007, 17:39
Eldar Swordwind

Smaller numbers of poorly armoured, but fast hitting and heavy hitting units ("soapbubbles with sledgehammers"). The eldar are very powerful if you use their manouvrability to pick their fights.

Strengths:
Speed & manouvrability - most vehicles are fast skimmers; most infantry are fast themselves or have access to fast skimmer transport.
Firepower - easy access to powerful MW and TK weaponry, much more so than marines.
Elite infantry - specialist aspect warriors which can be superior to space marines in many circumstances.
Hit and run - eldar can move after shooting
Aesthetics - Eldar have the nicest miniatures in the game (IMHO)
Titans - Heavily armed, very fast, protected by holo fields (3+ save)

Weaknesses
Numbers - high points cost means eldar will be outnumbered by Orks and IG.
Poor armour - basic guardians have no save, most aspects and tanks only 5+.
Even titans and SHTs only have 5+RA.
Specialised - Eldar need to work together and pick their fights to win the game. If the opponent dictates when fights occur, the Eldar are in big trouble...

Hausdorff space
24-10-2007, 04:43
what about tyranids and tau and orks????

Chaos and Evil
24-10-2007, 13:31
Tau

A long range, hard punching army, which suffers in close engagements.


Strengths -

- Range and firepower! In a long-range slugging match the Tau are unbeatable, especially with Hammerheads and Broadside suits that can reach out and touch enemy formations right across the board with powerful shots.
- Mobility - The Tau have fast skimming tanks and transports, as well as Orca dropships and Jetpack-equipped Crisis suits... leading to a very fluid playstyle that is hard for the enemy player to bring to close quaters.
- Etherials! These guys make entire formations of infantry fearless, so you can put a formations of Fire Warriors in harms way, fight an engagement, lose the engagement (Whilst inflicting a few casualties in return), but when falling back the Tau will suffer no negative effects of being broken due to the presence of their Etherial.
- Almost unmatchable anti-titan firepower (Either from Morays, Mantas or AX-1-0's).

Weaknesses -

- Engagements. Almost universally the Tau are bad at firefighting and close combats; You will need your Kroot and Vespid allies if you want to stand any chance in an engagement.
- Only moderate armour on their tanks is a weakness if they find themselves pinned down without terrain to take cover behind.
- Tau are slightly overpowered IMHO, so your opponent will call you beardy. :D

J0ker
25-10-2007, 19:24
OK, first post on these forums, if it isnt too presumptuous I thought id give some thoughts on Orks.

Strengths:
-Flexibility: Orks have a very flexible army list that allows many different types of mob to be fielded depending on your tastes or needs.
-Numbers: Ork mobs are very resilient and can effectively ignore blast markers when above 10 units due to Mob Rule and plentiful leaders. Gretchin also act as ablative armour.
-Resiliant war engines: Orks have a variety of very resilient war engines such as gargants, great gargants and super stompas that hit hard and act as great fire sinks.
-Assaults: Many units have a base CC value of 4+, you get initative bonuses for doubling and assaulting and Ork Nobz have 2 3+ CC attacks. There are also a number of fast attack units with good FF an CC values. Whats not to like?
-Macro Weapons: Orks have a great variety of cheap and (mostly) accurate macro weapons.
-Weight of fire: when shooting you can generally assume that you will be rolling lots of attack dice. This has a great psychological effect on opponents.

Weaknesses
-Shooting: Ork units are generally cant hit a titan at ten paces, so its just as wel they roll lots of dice!
-Tactical inflexibility: Their low base initiative makes Orks rather one dimensional; opponents know they will generally be doubling/engaging to get the initiative bonuses and it is often a gamble trying anything else.

Chaos and Evil
28-10-2007, 11:44
Tyranids

Tyranids play almost exactly like they do in 40k, except they are more gribbly in Epic because there's ten times the ammount of models on the table.

Also, they have Bio-Titans.

'nuff said. :D

scratchbuilt
30-10-2007, 20:24
Chaos / Titan legions?

Steve54
30-10-2007, 20:45
Chaos Black Legion

STRENGTHS
- daemon assisted assaults
- useful war engines - Feral titans, death wheels
- ability to use daemons to soak up fire
- good saves - 4+ marines with 4/3+ daemons
- larger numbers compared to marines

WEAKNESSES
- difficult to keep flak coverage - only useful AA is Obliterators which slow down formations as they cannot be transported
- lack of movement - habing AA means ditching rhinos
- susceptible to blast markers as they lack ATSKNF
- no way to deal with war engines bar assaulting them
- bar the war engines little effective shooting

Eater of Small Things
12-03-2008, 21:12
Sorry for bringing back an old thread, but I'm thinking about starting Epic with a Lost & the Damned force and was wondering if anyone is willing to do a write-up on the army's strengths and weaknesses.

Baaltharus
13-03-2008, 01:25
Just a small thing, nobz don't have macroweapons.

J0ker
13-03-2008, 12:32
Quite right, good catch. Was thinking of the warlord. Ill fix that

Chaos and Evil
13-03-2008, 14:09
LOST AND THE DAMNED:


Strengths:

- Flexibility (This list is probably more flexible in style than any other bar perhaps Codex Space Marines).
- Horde-based infantry army.
- A good variety of Chaos Daemon Engines.
- Very strong Daemonic allies.
- Access to the Guard units like Leman Russ and Basilisks

Weaknesses:

- Very few. Perhaps a mild anti-titan weakness, but plenty of armies have that.

Eater of Small Things
13-03-2008, 23:05
Thanks for the write-up, Chaos&Evil. It sounds like a fun army with a variety of units. Any advice on how to procure models to represent cultists, mutants, and plague zombies?

Chaos and Evil
13-03-2008, 23:39
Cultists :

- Either the Chaos plastic sprue (It has Chaos Cultist models on it)
- Or use Imperial Guard models (Perhaps if your theme is traitor guard rather than degenerate cultists)

Mutants:

- The Chaos plastic sprue has chaos beastmen.

Plague Zombies:

- Either the plastic chaos cultist models (Painted suitably zomb-esque)
- Or these: http://www.exoduswars.com/store/product_info.php?cPath=23_26&products_id=72

The picture doesn't work, and they're currently sold out, but those are the best 6mm zombies on the market right now, bar none.

You'll need to supply your own bases though.

Spider
14-03-2008, 00:15
Tyranids

Tyranids play almost exactly like they do in 40k, except they are more gribbly in Epic because there's ten times the ammount of models on the table.

Also, they have Bio-Titans.

'nuff said. :D

Old thread maybe, but very nevertheless.

Might as well post these two questions here..

1/ Where can you find decent rules for Tyranids?

2/ Same question for Imperator titans.

Thanks in advance.:)

torgoch
14-03-2008, 00:50
1/ unless they've changed radically in the last year and a half, i'm not really sure you can, at least not for armageddon. the 'nids are okay in space marine, but that's a vastly inferior game system. E:A, none of proposed iterations have really done it for me. I'm not sure the rules-set really aligns with the army concept.

J0ker
14-03-2008, 02:10
if you want to see the most recent "fan" created Tyranid lists then check: http://www.tacticalwargames.net/cgi-bin/forum/ikonboard.cgi?act=SF;f=21

ps- Torgoch, better not let some of the NetEpic players hear you saying that SM2 was vastly inferior ;) :D

Chaos and Evil
14-03-2008, 11:26
2/ Same question for Imperator titans.

I intend to be dealing with this at some point in the future.

(See Here) (http://www.tacticalwargames.net/cgi-bin/forum/ikonboard.cgi?act=SF;f=22) if you want to join in with the discussions.

Hena
14-03-2008, 14:13
Thanks for the write-up, Chaos&Evil. It sounds like a fun army with a variety of units. Any advice on how to procure models to represent cultists, mutants, and plague zombies?
For Mutants, I've used these as addition to beastmen in the Chaos Sprue.
http://www.darkrealmminiatures.co.uk/store/product.php?productid=154&cat=8&page=1

DRM also has good human infantry which could be used as cultists.

Edit: One thing still. I friend of mine bought 10mm humans to be used as Big Mutants. That and bit of green stuff is quite good idea. And there are a lot of 10mm infantry around, both modern and older stuff.

torgoch
14-03-2008, 14:56
Well, everything has its advocates. I play both systems at the moment. SM2's simplicity means it seems to scales up better for large games, but other than the breadth of unit description, something which does have an appeal of its own, i look on it as something of a beer n' dice game. E:A, on the other hand, is clearly a wargames system.

J0ker
16-03-2008, 02:38
Yeah, in all honesty I completly agree. E:A is a far superior war game :)

Chaos and Evil
16-03-2008, 11:29
We can all agree that Epic is more of a wargame, as compared to 40k which is more of an abstracted game.

Eater of Small Things
16-03-2008, 20:06
I would be interested in hearing you expound on that point if you don't mind.

torgoch
18-03-2008, 00:16
which point? E:A vs SM2, E:A vs 40k, or 40K not being a wargame?

Eater of Small Things
18-03-2008, 04:53
Sorry, I should have been more specific.


We can all agree that Epic is more of a wargame, as compared to 40k which is more of an abstracted game.

I wanted to hear more of this thought. I feel it's still a valid discussion for this thread, as it's a comparison to 40k by contrast. Thanks for your time.

Spider
18-03-2008, 20:54
40k is largely a game whereby two armies run at each other rolling lots of dice.

Not saying that isn't fun, but Epic has always been a system wherin actual tactics need to be used.

Eater of Small Things
19-03-2008, 03:43
Okay, sounds like i'll just need to try it out for myself.

McMullet
19-03-2008, 10:10
Pretty much. ;)

I would say the real difference between 40K and Epic is that with 40K, I generally have one option at every stage in the game, whereas with Epic I'm always having to weigh up several options before I make a decision.