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View Full Version : Advice on new army, cc done different



Comrade JC
19-04-2007, 03:35
Well, for some reason I currently have a bunch of ideas rattling around in my head. While I currently play DA, they are just about finished and I am toying with the thought of having a second army to play.

I was looking for something more cc oriented (or totally that way if possible) although I would also like something different from what my friends already have (DA, SM, Armoured Company, Elite Infantry IG, Balanced CC Nids, Balance Eldar). I would also like to stay away from another MEQ army (ie. Chaos)

A couple of thoughts I had:
Dark Eldar - using some sort of webway assault
Nids - need something different, toying with taking as many hormagaunts and warriors as humanly possible

I am open to suggestions so fire away.

Rascal
19-04-2007, 08:20
I have played marines for a while and also wanted something completety different. After watching some movies I thought .. "yeah, all CC nid army". Just like in movies like Starship Troopers and Aliens to name a few.

The change is fantastic. Modelling the Winged Hive Tyrant was great too.

Check out the threads under my name to see the ideas that other people gave to help me build and play.

J

Darnok
19-04-2007, 08:34
If you want to go completely CC, there is no better way to do this than playing World Eaters. It's quite an extreme theme army, so don't expect to win against everybody out there. But you want no MEQs, so that's out...

Tyranids are the other obvious choice. You also get a lot more variety. But again: if you leave out the shooting aspect, you won't perform as good as you could.

Rascal
19-04-2007, 08:38
Wont perform .. true .. but it is fun.

I played a few games with 1000pts CC nid army against Tau and smaller 500pts againast Orks.

I get the impression that it is a 50-50 to win wit ha pretty simple formula.

ie; Nids get to CC = win, Nids get shot to bits and dont get to CC = lose

the1stpip
19-04-2007, 08:43
Wait for the new Ork Codex later this year (hopefully). You won't get a more different army...

505
19-04-2007, 09:38
guard with warrior weapons and ogryns and light infatry

ancient_conflict
19-04-2007, 12:59
Kroot mercs?? okies they have ranged capablities but their strength is in the Close combat arena

Ruroni
19-04-2007, 15:12
kroot are pretty limited, and khorne are still a marine army, I like the suggestions of the Nids and the CC guard (guard being a HARD one to make a cool effective list maybe but goddamn that'd be a cool characterful list)

You can make really really different nid lists, warriors alone have ton of options, could go serpent heavy ravener friendly, winged all over (gargs and flyrants and winged warriors) super stompy with lotsa fexes, genestealer cult/scouting army with tons of stealers, some lictors, maybe some other deepstrikers like raveners and lead by the broodlord (some people hate the Broodlord but I like him)

Lost and the damned are a pretty cool list too. A little limited, but if you limit youself on marine allies, and use lots of zombies, mutants, traitors, big mutants, some daemons, you'll have a pretty cool CC possible army.

Comrade JC
19-04-2007, 18:28
Good suggestions all of them.

I have thought about going the guard route. To add to the two suggested doctries, conscripts and independant commissars perhaps? My cc might not be good, but there are 300 of them:evilgrin: ! Okay, so it would be ineffective but fun for sure. Expensive money wise as well.

Have looked through the ork codex and nothing there really inspired me. Besides, the nid player is already starting up with some orks (slowly though.)

Nids are a possibility, I was thinking of something along the lines of a huge hormagaunt assault as a meat screen for a broodlord, supported by lots of warriors and a gunfex or two.

Okay I did say no MEQ, but World Eaters do look cool. Although I think I need to take another look at a Chaos dex.

Anyone to speak for Dark Eldar?

nooobie 69
19-04-2007, 21:23
if you do a nid army mith hormagaunts use some squads of raveners to back them up with rending. They are as fast as them and what ever you do dont deepstrike raveners!!!
Dark eldar are great at cc a haemonculus can have a weapon that gives him plus 1 attack and always wounding on 2's at only 30 points (in total).Also for dark eldar you could do a wych army which are great for cc but the only problem with them is that thier models arent that good and if you do decide to get them they are getting a new dex nd models soon... hopfully...

jfrazell
19-04-2007, 21:43
LATD: lots of mutants, fast attack hounds, plus access to demons/demonette cavalry and defiler war engines.

Chaos Word Bearer: up to 8 units of troops-all of which can be demons. Yee hah.

Nids: Try all genestealers plus a couple of lictors. Everybody moves fast, everybody rends. Good times.

Nids: The great horde. Max out on gaunts with some warriors for seasoning.

DE: this might be your most interesting bet. Hyperspeed, fragile but deadly.

Feral orks. The other white meat. 200 ork greenskins and multiple squiggoths canít be wrong.

RampagingRavener
19-04-2007, 22:35
Dark Eldar - using some sort of webway assault

Go for them. It'll be a bit of a steep learning curve, and the models arn't great, but Dark Eldar are frighteningly powerful once you get the hang of them and great fun to use. Just be prepared to lose quite a bit when you're starting up, and you'll be fine. Very unforgiving, but very rewarding.

Comrade JC
19-04-2007, 22:56
In all seriousness, I think it is now between the Dark Eldar and the World Eaters.

I have heard about wych cults for DE, can someone point out where the rules are for these (or if my codex is even older than I think it is)?.

Another thought I had on the DE is using some Dark Elf models in place of the Dark Eldar ones (changing the bases of course). Does anyone know if GW will still allow such conversions to be played in store?

As for World Eaters.... completely uncontrolled Daemon Prince running amok through genestealers sounds like fun.

RampagingRavener
19-04-2007, 23:23
I have heard about wych cults for DE, can someone point out where the rules are for these (or if my codex is even older than I think it is)?.

The Dark Eldar codex got a 'semi-update' which added some new rules into them. Basicly a new HQ choice (Archite/Drachite, essentially a Wyche Lord) that reorganised the FoC a little (Warriors and Wyches swap places). There were a few other changes here and there as well. Basicly, you'll just need to drop into GW and take a flick through one of the more recent DE codexes; mine has the update and is has a 'second edition' icon on it.


Another thought I had on the DE is using some Dark Elf models in place of the Dark Eldar ones (changing the bases of course). Does anyone know if GW will still allow such conversions to be played in store?

I don't see why they wouldn't, but it's always best to check.

the1stpip
19-04-2007, 23:24
You need the second edition rulebook (it says second edition on the front cover, if it is).

Wych cult in raiders are very powerful, but very fragile. They have virtually no save against shooting. If you get caught out, you are fried.

I would suggest going with a standard DE army, and then when you have the hang of it, specialise...

the1stpip
19-04-2007, 23:25
And as for the models, as long as it is fluffy, and obvious what is what, there shouldn't be a problem...

RampagingRavener
19-04-2007, 23:26
You need the second edition rulebook (it says second edition on the front cover, if it is).

No, you don't. Dark Eldar were brought into the game in 3rd edition; it means the Second Printing of the thrid edition rules.