A little too wide open. Start with answering these questions:
1. What army do you like the looks of?
2. Do you want shooty or close combat oriented?
3. Are you experienced gamer or a total newbie?
4. How much money are you looking to invest?
For instance I like the look of CSM and Tau and IG and DE. Lets say I want a CC oriented army - (drop the Tau because they suck at CC). I can still do the other three with IG being a big sucking blanket while DE and CSM can both excell at HTH. Say I am not a grizzled vet, I would then lean on CSM and IG both cheap and resilient. Now say I have a limited budget - sorry there goes the IG as that army can quickly turn into a money pit. So at that point I have made my decision- CSM.
Give me your answers and we should be able to quickly eliminate 10 codexes and get down to 2 or 3 to make a decision on.
Well i went to Games Workshop and watched a battle with one army CC and another with Range, and i liked the look of range troops so I think i am going to go for range.
For a newbie, I would probably suggest space marines.
They are a highly adaptable army, as well as having a range of different units and benefit from being quite easy to play.
Again, look on the GW website for more info.
Elite:
Terminator Squad (Heavy Armour, big guns)
Assualt Terminator Squad (Very well protected, good at H2H)
Sternguard Veterans (Good shooting)
Dreadnought (Walker)
Venderable Dreadnought (Better Walker)
Ironclad Dreadnought (More armoured Walker)
Techmarine (Repairs Vehicles)
Servitors (Helps techmarine)
Legion of the Dammed Squad (Um... Never found a use for these)
Fast Attack:
Assualt Squad (Fast movement, good H2H)
Vanguard Veteran Squad (Better Assault Squad)
Landspeeder Squadron (Fast Skimmers, get guns around quickly)
Bike Squad (Resnobal firepower, can do H2H. Fast)
Scout Bike Squad
Attack Bike Squad (Good guns quickly)
Landspeeder Storm (Transport scouts)
Heavy Support:
Devestator Squad (Carries heavy guns)
Thunderfire Cannon (Big cannon, quite effective)
Land Raider (Heavy Armour, tank buster)
Land Raider Crusader (Heavy Armour, anti infantry)
Land Raider Redeemer(Heavy Armour, flamethrower)
Predator (Multipurpose tank)
Whirlwind (Barrage Missile Launcher)
Vindicator (Very Heavy Gun)
Quick run down of the SM codex, with a few short unit explanations.
Have a look down this list. Most of these are painted as Ultramarines, but you can paint them however you like. (Mine for example, are Black Consuls in black and gold)
Jedend1 wrote:oh, ok i do like the look of SM aswell, what Units do you have?
I would agree that some form of MEQ or TEQ army is the most forgiving. Also, if you are painting it yourself, think of what is going to inspire you.
A couple of suggestions:
- SM based on Pedro Kantor - he allows sternguard to control objectives - nothing says shooty more than Sternguard.
- GK with psicannons - shorter ranged but lethal S5 and S8 firepower within 24".
- Chaos obliterators - the swiss army knife of shooty pick up 9 of these and then fill out your army around them.
- SM based on Vulkan - shorter ranged but twin linking flamers and meltas makes for some lethal short ranged goodness.
- Chaos emporer's children - it may be a bit inefficient but it runs a theme that can easily be added to lash demon princes or sorcerers. ( I have an army of this and it works quite well)
- GK with monkies - sorry I don't remember the name but these are a poor man's obliterator with some additional pluses.
- SW long fangs - the cheapest firepower you can add to an army.
I find SM and CSM the easiest to get motivated to paint and due to the 3+ armor one of the more forgiving armies to build. Also if you come up with a plan and find it doesn't work, it is a cheaper army to experiment with and make some mistakes in your build.
If you want to go TEQ (terminator equivalent) you have the DA deathwing and the Logan SW wing as options. While these can be decent firepower - more on their ability to survive - they tend to mix it up in close combat.
Jedend1 wrote:oh, ok i do like the look of SM aswell, what Units do you have?
I would agree that some form of MEQ or TEQ army is the most forgiving. Also, if you are painting it yourself, think of what is going to inspire you.
A couple of suggestions:
- SM based on Pedro Kantor - he allows sternguard to control objectives - nothing says shooty more than Sternguard.
- GK with psicannons - shorter ranged but lethal S5 and S8 firepower within 24".
- Chaos obliterators - the swiss army knife of shooty pick up 9 of these and then fill out your army around them.
- SM based on Vulkan - shorter ranged but twin linking flamers and meltas makes for some lethal short ranged goodness.
- Chaos emporer's children - it may be a bit inefficient but it runs a theme that can easily be added to lash demon princes or sorcerers. ( I have an army of this and it works quite well)
- GK with monkies - sorry I don't remember the name but these are a poor man's obliterator with some additional pluses.
- SW long fangs - the cheapest firepower you can add to an army.
I find SM and CSM the easiest to get motivated to paint and due to the 3+ armor one of the more forgiving armies to build. Also if you come up with a plan and find it doesn't work, it is a cheaper army to experiment with and make some mistakes in your build.
If you want to go TEQ (terminator equivalent) you have the DA deathwing and the Logan SW wing as options. While these can be decent firepower - more on their ability to survive - they tend to mix it up in close combat.
Thanks for your help I think i will take both yours and Raptors advise. And I think I will be painting it myself, but i will probebly be looking on the Painting forums about the best way to do so. And the SW long fangs, cheap but awsome!
If futuristic is what you want you should stop looking at Space Marines and look over at Dark Eldar, Eldar and Tau (listed in the order of current competitiveness)/.
All of those armies can build strong shooty armies,
Dark Eldar are the most versatile and are capable of fielding vicious assault units, Eldar can field capable assault units, and Tau have no idea what an assault unit even is
These armies are a lot more futuristic looking than Space Marines could ever dream of.
To further emphasize this point, lets look at some of the generic upgrades the units can take. The Rhino comes with... smoke launchers, and a searchlight. It can be upgraded with things like extra armor and dozer blades. Wave Serpent comes with an energy field. And can be upgraded with spirit stones, and scatter lasers. Raiders come with a dark lance and can be upgraded with things like shock prows, flicker fields, and aether sails. and Devilfish come with a burst cannon, and can be upgraded with things like smart missile systems, disruption pods, and targeting arrays.
As you can see, one of these armies is on treads with slightly better than modern tech, and the others are all floating with ridiculously high tech. Take a guess as to which ones are more "futuristic".
The Dark eldar, Eldar and Tau all seem very good and futuristic.
The downside to them 3 is that, for a newbe to 40K and war hammer as a whole, it all sounds technical and more for a player with more knowledge about 40k.
I want an army for a beginer (like me). That is why I am more comfortable going with Space Marines.
Don't start space marines because you feel obligated to do a beginner army. Your first army should be one that you feel most aligned with what you want. I started with eldar because I wanted a high tech sci fi army. And I have at no point ever regretted choosing eldar.
Sure you might lose slightly more starting out, but being punished rather than forgiven for mistakes makes you a better player faster. And dakka has tons of good advice to quickly help with developing tactics for whatever race you choose.
Starting an army only because its "for beginners" is a terrible way to get into the game. Your first army should invariably be your favorite unless you have money coming out the ears.
If you choose space marines it should only be because you love the concept of genetically engineered superhuman fighting for humanity. If you want high tech... space marines are probably not the army you'll be happiest with.
Eliminated:
DA(Dated Codex)
SoB ( Can be done but I feel unless you want Sistas, don't take them)
Black Templars Tyranids
Chaos Demons
Wait.....what? Black Templars are on the excluded list? You mean the army that can field units of three 70 point Land Speeders with Typhoon Launchers and Heavy Bolters? Three units of those are 18 Missiles and 27 Heavy Bolter shots each turn for 630 points which is a hell of a lot of anti-tank and anti-infantry. In addition they can take units of 5 Terminators with a pair of Cyclone Missile Launchers each (4 Missiles) and Tank Hunters (Strength 9), as well as 5 man Crusader Squads with Lascannons for relatively cheap. A guy around my store runs Black Templars at 1,750 and has somewhere around 30 Missiles and 9 Lascannons in his list with 4-5 scoring units. It's insane.
I agree with most everything else though. There aren't many armies out there today that CAN'T do a shooting oriented force, and many specialize at it, so it really comes down to flavor and which book you like most. Note that for Space Marines you can easily run a "counts as" army and paint them whatever color you want, using the rules you like the best. You aren't REQUIRED to paint your army as Blood Angels if you run that codex. They can be painted Ultramarines for all anyone will care as long as you are 100% clear at the start of the game what codex you are actually using.
Hehe, true about BT but the codex is getting on a bit now. I would recommend IG as they have a lot of goodies to choose from and not only can you vary the list (carpark, veteran rush, flyers), but also the look (talarn, mordian, cadian etc.). The main problem with IG is a lot of their stuff is mech and therefore more expensive. The better things like vendettas, hydras, demolishers etc. can really $et you back.
The good thing about space marines is that because so many people play them, you can often find them cheap around the sales forums or ebay. AoBR minis can fill out most of your basic bolter guys and you just have to find the other stuff. Having said that, the better SM lists also have a fair few tanks.
One solution might be a Draigowing palladin army. It's SM but different. In 1750 points you can get away with less than 20 minis. It may be a bit confusing to play with all the wound spreading shenannigans initially, but all armies have a learning curve. Take a look at the minis, they look ace! You can also find older GK termies if you look around that might be cheaper. A Cortez purifier list could also be fun. Good luck with it!
akaean wrote:Don't start space marines because you feel obligated to do a beginner army. Your first army should be one that you feel most aligned with what you want. I started with eldar because I wanted a high tech sci fi army. And I have at no point ever regretted choosing eldar.
Sure you might lose slightly more starting out, but being punished rather than forgiven for mistakes makes you a better player faster. And dakka has tons of good advice to quickly help with developing tactics for whatever race you choose.
Starting an army only because its "for beginners" is a terrible way to get into the game. Your first army should invariably be your favorite unless you have money coming out the ears.
If you choose space marines it should only be because you love the concept of genetically engineered superhuman fighting for humanity. If you want high tech... space marines are probably not the army you'll be happiest with.
I agree with you but I have just borrowed the codex for the Space Marines and I do like them just as much as any other army.
I have plenty of time to choose my army yet but so far I do like the SM
And please post more information about your Eldar, I would love to hear more about them. Pictures are always good aswell
Automatically Appended Next Post:
Aldarionn wrote:
DAaddict wrote:Okay - ranged.
Tau
DE Eldar
Necrons
SM SW IG GK CSM
Eliminated:
DA(Dated Codex)
SoB ( Can be done but I feel unless you want Sistas, don't take them)
Black Templars Tyranids
Chaos Demons
Wait.....what? Black Templars are on the excluded list? You mean the army that can field units of three 70 point Land Speeders with Typhoon Launchers and Heavy Bolters? Three units of those are 18 Missiles and 27 Heavy Bolter shots each turn for 630 points which is a hell of a lot of anti-tank and anti-infantry. In addition they can take units of 5 Terminators with a pair of Cyclone Missile Launchers each (4 Missiles) and Tank Hunters (Strength 9), as well as 5 man Crusader Squads with Lascannons for relatively cheap. A guy around my store runs Black Templars at 1,750 and has somewhere around 30 Missiles and 9 Lascannons in his list with 4-5 scoring units. It's insane.
I agree with most everything else though. There aren't many armies out there today that CAN'T do a shooting oriented force, and many specialize at it, so it really comes down to flavor and which book you like most. Note that for Space Marines you can easily run a "counts as" army and paint them whatever color you want, using the rules you like the best. You aren't REQUIRED to paint your army as Blood Angels if you run that codex. They can be painted Ultramarines for all anyone will care as long as you are 100% clear at the start of the game what codex you are actually using.
Yeah I agree with you on the painted side of things. I probebly won't use a chapter but instead create my own "unique" colour scheme for my army. Thanks
Psycannons are Str7 all the time, idk why that person said that GK Psycannons are str8, they're never str8 even with psybolt ammo.
As for getting started with a shooting army, Chaos or SM are definitely the best choice. SM is pretty much the army that everybody learns to play with, they have good survivability with a 3+ save and are relatively easy to paint as well.
Well the first thing I looked at was the picture because pictures are always good and they are very similar to humans but taller and thinner but are also like elves with there pointy ears.
If i'm right in saying this, weapon wise, they seem to have both good CC and range weapons. I agree with most Eldar fans though that they are very effective with there ranged weaponry and effectiveness. (Weapons can be found at: http://wh40k.lexicanum.com/wiki/Eldar_Weaponry ).
All together the Eldar seem to be a good army to choose but they seem technical to paint and there is a lot to learn about them. Liking these Eldar I think these would be a future army for me but for a begginer I dont think they are suitable for me.
razielsempai wrote:Psycannons are Str7 all the time, idk why that person said that GK Psycannons are str8, they're never str8 even with psybolt ammo.
As for getting started with a shooting army, Chaos or SM are definitely the best choice. SM is pretty much the army that everybody learns to play with, they have good survivability with a 3+ save and are relatively easy to paint as well.
Yeah I totaly agree with you, I have the codex with me so i best get reading about the SM!
RaptorsTallon wrote:If futuristic is what you want, SM are for you.
The IG are much like modern and 20th Century military, where as the SM are much more futuristic.
Yeah I agree I am not to bothered about whether its futuristic or not I just want an army thats easy to play with, rule wise. So for me ATM it's the IG or the SM
Jedend1 wrote:I would like an easy understandable rules army.
The other reason that is stopping me from SM is that MOST people have them :(.
Automatically Appended Next Post: And I agree with you Raptors 3+ is far better than 5+.
If you want s4 t4 and a 3+ save but want an army not a lot of people play, you could get Necrons, they should be coming out with a new codex in october or november, which will improve them quite a bit. They are still a decent army right now as well, and I personally thing they look pretty cool
Go for one of the different types of Space Marines then, if you want to avoid having the same as everyone else. I don't have experience of them myself, but I have heared that Blood Angels are quite good.
RaptorsTallon wrote:Go for one of the different types of Space Marines then, if you want to avoid having the same as everyone else.
I don't have experience of them myself, but I have heared that Blood Angels are quite good.
Oh, I didn't know there were diffrent armys to SM. And that is a good idea. I will look for information about the Blood angels.
Automatically Appended Next Post:
razielsempai wrote:
RaptorsTallon wrote:Go for one of the different types of Space Marines then, if you want to avoid having the same as everyone else.
I don't have experience of them myself, but I have heared that Blood Angels are quite good.
As long as you are choosing space marines because they are your favorite army, and you find their fluff and aethetic more attractive then the other races.
That is all I ask. For you see, I am on a crusade against people mindlessly touting "pick space marines, they are a good beginner army". This would be true of a video game, like Dawn of War, where its better to start with an easier army and branch later, however tabletop gaming is a lot different. You aren't spending untold hours and hundreds of dollars getting your army ready in a video game- painting, modeling all of that stuff takes a ton of time, and cash and you want to make sure that you are using the army you truly want. Even if you pick the most technical and difficult army out there, with Dakka as a recource and the tons of tactical advice available here, you'll quickly catch up anyway.
Anyway, my Eldar.
Well first lets talk about space marines, because they are Games Workshop's flagship army. Genetically engineered super men. Space Marines deploy in battle in 10 man "tactical" squads. These tactical squads are (typically) designed to be able to handle any obstacle the enemy can throw at them.
9 Tactical Space Marines and their Sargent in a Rhino All of the Marines carry a boltgun (small arms gun) and well protected in Power armor for a 3+ save. One of these Marines carries a flamer for dealing with enemies hiding in cover, One of these Marines carries a missile launcher for shooting at tanks The Sargent carries a power fist for close combat situations The Rhino gives them some speed, 12 inch move, and an armored hull to protect against incoming fire
In this sense the squad is capable of handling "theoretically" any situation you can find them in, or need them in. They can shoot at tanks, wipe out infantry, and fight in close combat.
They are also tough. If every model in 40K stripped totally naked Space Marines are by far the toughest infantry models.
Space Marines are an elite force which is capable of being tactically flexible to engage in nearly any situation.
Now lets look over at Eldar.
In general, an Eldar army will be outnumbered even by Space Marines, they will have less fire power overall, inferior in close combat, and their infantry is far less protected.
Eldar win through speed and specialization. Where a Space Marine Rhino can move 12 inches a turn, a Wave Serpent can carry infantry up to 24 inches a turn, and totally ignore any intervening terrain.
Most Eldar armies use this speed in addition to a variety of special abilities- some of them psychic- to focus their fire power on any weak point that they enemy shows and obliterate it. The Eldar army wins by executing focused lightning quick attacks and picking the enemy army apart.
In comparison to the generic space marine troop squad, Eldar troops are extremely specialized. The standard troop squad this 9 Dire Avengers and an Exarch (sargent equivalent) Each one is armed with a small arm gun the Exarch has a power that lets them all fire an additional shot for a turn at the cost of not firing the next turn called bladestorm, and carries two guns.
In terms of Synergy, the Farseer HQ choice can have a variety of psychic powers that can further increase the devestation unleashed by this squad. For instance Guide allows the squad to re roll all of their misses, and Doom allows the squad to re roll all of their wounds against the opposing target. The Wave Serpent Transport can use its speed to deploy this squad where it needs to be to make the best use of this punishing fire power.
By combining the Exarch's special ability with the speed of the Wave Serpent, and the Farseer's psychic powers, the Dire Avenger squad has become a veritable meat grinder capable of turning most infantry squads in the game into paste. In the turn that they can't fire, they simply hop back into their wave serpent, and use the speed to quickly redeploy.
To combat vehicles Eldar can take Fire Dragons. Five guys, all armed with the best anti tank gun in the game- the melta gun. Combined with the speed of the Wave Serpent, it can be nearly impossible for your opponent to prevent them from slagging his biggest and favorite tank.
Space Marines feel like a hammer, Mighty warriors wading through their opponents- relying on their fire power and armor and skill to win the day.
Eldar by comparison feel like a scalpel. Expertly dissecting the opponent's army, and dancing away from counter attacks that they cannot handle.
I'll put my 2000 point eldar army in spoiler tags, I don't have any pictures but if I get some I'll pm you.
Spoiler:
[98] Farseer- Runes of Warding, Singing Spear, Doom [125] Autarch- Warp Jump Generator, Mandiblasters, Power Weapon, Fusion Gun
[180] 5 Fire Dragons : Wave Serpent- tl shuriken cannon [322] 10 Howling Banshees- Exarch, Executioner, War Shout, Acrobatics : Wave Serpent- tl eldar missile launcher, underslung shuriken cannon
Jedend1 wrote:Oh, I didn't know there were diffrent armys to SM. And that is a good idea. I will look for information about the Blood angels.
Automatically Appended Next Post:
razielsempai wrote:
RaptorsTallon wrote:Go for one of the different types of Space Marines then, if you want to avoid having the same as everyone else.
I don't have experience of them myself, but I have heared that Blood Angels are quite good.
I play Blood Angels, they're a great army with a lot of different options as far as play styles go.
Do you have any pictures you could share with us of your blood angels?
Just go to my gallery, I got them painted a custom scheme but Blood Angels look like SM they just have unique special characters and some things like that.
Automatically Appended Next Post: And actually, I'm looking to sell my Blood Angels, I'm a poor college student and I desperately need the money lol. So if you really like my models and want to play Blood Angels let me know and we can maybe work something out.
akaean wrote:As long as you are choosing space marines because they are your favorite army, and you find their fluff and aethetic more attractive then the other races.
That is all I ask. For you see, I am on a crusade against people mindlessly touting "pick space marines, they are a good beginner army". This would be true of a video game, like Dawn of War, where its better to start with an easier army and branch later, however tabletop gaming is a lot different. You aren't spending untold hours and hundreds of dollars getting your army ready in a video game- painting, modeling all of that stuff takes a ton of time, and cash and you want to make sure that you are using the army you truly want. Even if you pick the most technical and difficult army out there, with Dakka as a recource and the tons of tactical advice available here, you'll quickly catch up anyway.
Anyway, my Eldar.
Well first lets talk about space marines, because they are Games Workshop's flagship army. Genetically engineered super men. Space Marines deploy in battle in 10 man "tactical" squads. These tactical squads are (typically) designed to be able to handle any obstacle the enemy can throw at them.
9 Tactical Space Marines and their Sargent in a Rhino
All of the Marines carry a boltgun (small arms gun) and well protected in Power armor for a 3+ save.
One of these Marines carries a flamer for dealing with enemies hiding in cover,
One of these Marines carries a missile launcher for shooting at tanks
The Sargent carries a power fist for close combat situations
The Rhino gives them some speed, 12 inch move, and an armored hull to protect against incoming fire
In this sense the squad is capable of handling "theoretically" any situation you can find them in, or need them in. They can shoot at tanks, wipe out infantry, and fight in close combat.
They are also tough. If every model in 40K stripped totally naked Space Marines are by far the toughest infantry models.
Space Marines are an elite force which is capable of being tactically flexible to engage in nearly any situation.
Now lets look over at Eldar.
In general, an Eldar army will be outnumbered even by Space Marines, they will have less fire power overall, inferior in close combat, and their infantry is far less protected.
Eldar win through speed and specialization. Where a Space Marine Rhino can move 12 inches a turn, a Wave Serpent can carry infantry up to 24 inches a turn, and totally ignore any intervening terrain.
Most Eldar armies use this speed in addition to a variety of special abilities- some of them psychic- to focus their fire power on any weak point that they enemy shows and obliterate it. The Eldar army wins by executing focused lightning quick attacks and picking the enemy army apart.
In comparison to the generic space marine troop squad, Eldar troops are extremely specialized. The standard troop squad this
9 Dire Avengers and an Exarch (sargent equivalent)
Each one is armed with a small arm gun
the Exarch has a power that lets them all fire an additional shot for a turn at the cost of not firing the next turn called bladestorm, and carries two guns.
In terms of Synergy, the Farseer HQ choice can have a variety of psychic powers that can further increase the devestation unleashed by this squad. For instance Guide allows the squad to re roll all of their misses, and Doom allows the squad to re roll all of their wounds against the opposing target. The Wave Serpent Transport can use its speed to deploy this squad where it needs to be to make the best use of this punishing fire power.
By combining the Exarch's special ability with the speed of the Wave Serpent, and the Farseer's psychic powers, the Dire Avenger squad has become a veritable meat grinder capable of turning most infantry squads in the game into paste. In the turn that they can't fire, they simply hop back into their wave serpent, and use the speed to quickly redeploy.
To combat vehicles Eldar can take Fire Dragons. Five guys, all armed with the best anti tank gun in the game- the melta gun. Combined with the speed of the Wave Serpent, it can be nearly impossible for your opponent to prevent them from slagging his biggest and favorite tank.
Space Marines feel like a hammer, Mighty warriors wading through their opponents- relying on their fire power and armor and skill to win the day.
Eldar by comparison feel like a scalpel. Expertly dissecting the opponent's army, and dancing away from counter attacks that they cannot handle.
I'll put my 2000 point eldar army in spoiler tags, I don't have any pictures but if I get some I'll pm you.
Spoiler:
[98] Farseer- Runes of Warding, Singing Spear, Doom
[125] Autarch- Warp Jump Generator, Mandiblasters, Power Weapon, Fusion Gun
[180] 5 Fire Dragons : Wave Serpent- tl shuriken cannon
[322] 10 Howling Banshees- Exarch, Executioner, War Shout, Acrobatics : Wave Serpent- tl eldar missile launcher, underslung shuriken cannon
I agree with on the point that so many people do say but SM because they are good for begginer. I do want an army that has easier rules which many people do say SM are good for. What do you think? Because I have only started learning about 40K I dont know many armies and have just heard about Blood Angels. These seem very similar to the SM look wise but what do you think of them tacticaly and rule wise?
Thanks for more information on the SM. I have seen many images of these but I am now borrowing the SM codex so I will get more inside information about them and good tactics to use on the field!
I'm not to keen on the Eldar TBH but the SM and BA are my top two favorites ATM but I need more information.
You have created YET ANOTHER Space Marine player. I'm seriously considering quitting 40k because all you play against is Space Marines, Space Marines, SPESS MUHREENS 75% of the time. Warhammer Fantasy has much more different armies, I'll try my luck there in a few months...
forruner_mercy wrote:That is another thing: do you want guys who can survive whatever is thrown at them, or massed amounts of troops?
I would prefer an army who can survive what ever is thrown at them .
I BEG YOU, DONT GET SPEES MEWEENS!! Everybody has them. PLEAAASE!!
Eldar are a great army for beginners, my bro got them. And they are VERY surviveble, as you get alot of invunreble saves wich you can reroll (Eldar get soooo many great spells). If i play against eldar, at the end my bro has half his army standing. If it goes against sm, My orks wipe them of the tabe in an instant; last two battles against marines, both times i only left him a battered LR. You just have to use something that ignores armor and they get theyr asses handed over to them on a silver plate.
MrMerlin wrote: If it goes against sm, My orks wipe them of the tabe in an instant; last two battles against marines, both times i only left him a battered LR. You just have to use something that ignores armor and they get theyr asses handed over to them on a silver plate.
Thats interesting....
I play space marines and every time I play orks, I destroy them.
You are right that everyone playes SM, but I don't see a problem with playing BA, BT, DA or SW. Marines have a lot of players because they are versatile and are in the starter set, I don't see a problem with liking Marines and playing either standered marines or, preferably, a marine varient.
RaptorsTallon wrote:Mech is using lots of vehicles.
Descent of Angels is, AFAIK, deep striking.
Thanks. I wouldn't perticulally like an army with lots of vehicles to be honest. I prefer all out infantry. Would you say Blood angels or Space marines had alot of vehicles if so, are they important to have?
And Marzillius, you said all you play against is Space Marines, well not every Space marine player has the EXACT same army... They may have the same units but each SM player will have diffrent sized army or some tactics you have never come across, therefore it can be challenging and is certainly diffrent whenever you play diffrent 40K players.
forruner_mercy wrote:That is another thing: do you want guys who can survive whatever is thrown at them, or massed amounts of troops?
I would prefer an army who can survive what ever is thrown at them .
I BEG YOU, DONT GET SPEES MEWEENS!! Everybody has them. PLEAAASE!!
Eldar are a great army for beginners, my bro got them. And they are VERY surviveble, as you get alot of invunreble saves wich you can reroll (Eldar get soooo many great spells). If i play against eldar, at the end my bro has half his army standing. If it goes against sm, My orks wipe them of the tabe in an instant; last two battles against marines, both times i only left him a battered LR. You just have to use something that ignores armor and they get theyr asses handed over to them on a silver plate.
Indeed, a (as I like to call it) Guided Bladestorm of Doom leaves few to none Space Marines left in the squad they fired at. Dark Reapers absolutley slaughter them. Focussed Shots with a Fire Prism will kill even Terminators (as long as they don't have Storm Shields...).
Automatically Appended Next Post:
Jedend1 wrote:
RaptorsTallon wrote:Mech is using lots of vehicles.
And Marzillius, you said all you play against is Space Marines, well not every Space marine player has the EXACT same army... They may have the same units but each SM player will have diffrent sized army or some tactics you have never come across, therefore it can be challenging and is certainly diffrent whenever you play diffrent 40K players.
Lol, that's funny.
Whenever I face Space Marines at tournaments, clubs or my friends, they always include Tacticals, Assault Terminators, Land Raiders, Dreadnoughts, Captains and then it's "different".
There are armies that have much less choices than Space Marines (I'm looking at you, Necrons...) but the thing is that there are soooooooooooooooo many Space Marine players that it eventually gets extraordinarily boring to face them. And beat them. Everyone knows how the table Space Marines since everyone plays vs. them so much...
RaptorsTallon wrote:Mech is using lots of vehicles.
Descent of Angels is, AFAIK, deep striking.
Thanks. I wouldn't perticulally like an army with lots of vehicles to be honest. I prefer all out infantry. Would you say Blood angels or Space marines had alot of vehicles if so, are they important to have?
And Marzillius, you said all you play against is Space Marines, well not every Space marine player has the EXACT same army... They may have the same units but each SM player will have diffrent sized army or some tactics you have never come across, therefore it can be challenging and is certainly diffrent whenever you play diffrent 40K players.
Space Marines can do both infantry and vehicals well. All depends on how you build them.
Doa is Decent of angels its for blood angels and mech is a heavy mech list alot of tanks.
DoA was and is my first list for warhammer 40k and i love it. its very flexible. anti tank and anti troops. as well as some great support for the troops.
I highly suggest starting slow for an army get a 500-1000 point army.
usually starting players go marines they are very forgiven if you make a mistake.
id go with a basic list like this if you want sm i prefer blood angels codex.
hq: Librarian-100, shield and rage.
elites: Priest-50 points
5x assault marines 1x flamers 1x pf-130
5x assault marines 1x flamer 1x pf-130
2x razorbacks-20 with tl lascannon
thats 500 point even
put libby in one tank and the priest in the other.
stileprojekt wrote:Doa is Decent of angels its for blood angels and mech is a heavy mech list alot of tanks.
DoA was and is my first list for warhammer 40k and i love it. its very flexible. anti tank and anti troops. as well as some great support for the troops.
I highly suggest starting slow for an army get a 500-1000 point army.
usually starting players go marines they are very forgiven if you make a mistake.
id go with a basic list like this if you want sm i prefer blood angels codex.
hq: Librarian-100, shield and rage.
elites: Priest-50 points
5x assault marines 1x flamers 1x pf-130
5x assault marines 1x flamer 1x pf-130
2x razorbacks-20 with tl lascannon
thats 500 point even
put libby in one tank and the priest in the other.
Well i'm choosing between Blood Angels and Space Marines.
I don't know alot about the Blood Angels. Could you post a link of a website where I can get all i need to know about them please?
If I remember rightly, you were going to send me some pictures of some of you DA?
RaptorsTallon wrote:Mech is using lots of vehicles.
Descent of Angels is, AFAIK, deep striking.
Thanks. I wouldn't perticulally like an army with lots of vehicles to be honest. I prefer all out infantry. Would you say Blood angels or Space marines had alot of vehicles if so, are they important to have?
And Marzillius, you said all you play against is Space Marines, well not every Space marine player has the EXACT same army... They may have the same units but each SM player will have diffrent sized army or some tactics you have never come across, therefore it can be challenging and is certainly diffrent whenever you play diffrent 40K players.
Space Marines can do both infantry and vehicals well. All depends on how you build them.
Oh ok, Well I would perhaos buy ine or two tanks if I needed them but I am just getting started as you know.
Perhaps I should give you a little insight into how Space Marines work from an army division standpoint, so you can understand what we mean when we say "Play this Chapter or that Chapter depending on what you like."
Space Marines as a whole are divided into smaller forces called Chapters, and each Chapter has their own flavor. These chapters operate independently, and have their own recruitment structure, their own homeworlds, their own characters, and basically treat eachother as family. Many Space Marine Chapters have their own political structures when it comes to other chapters as well. By-and-large they regard Space Marines from other Chapters as cousins or good friends, and will usually support eachother, but with any family there are rivalries and falling-outs. Some chapters are bitter enemies and will fight one another if they have no common enemy. Most times, if a greater evil is present though, even these rival Chapters will temporarily set aside their differences and work together to overcome the more important foe before going back to their squabbles.
So that begs the question.....what is a Chapter? Originally Space Marines were organized into Legions. Tens of thousands of Space Marines fighting under the command of their Primarchs (Sons of the Emperor), spanning huge portions of the galaxy and fighting against the enemies of man. Horus, one of the Primarchs and favored son of the Emperor, turned to Chaos and took fully half of the Space Marine Legions with him, an event later called the Horus Heresy. In the days immediately following the Horus Heresy, the Space Marine Legions were divided into smaller sections of roughly 1,000 soldiers, called Chapters, and Robute Guillaman, the Primarch for the Ultramarines, wrote the Codex Astartes which described the composition and battle doctrines that all of these Chapters were supposed to follow. This was done to prevent another Horus Heresy from happening. If one Chapter went rogue, they were much smaller and easier to deal with than an entire Legion. Over time, each of the Chapters has taken the Codex Astartes and changed it slightly to fit their unique fighting style, but by-and-large most of them follow it to a reasonable degree. We call these chapters "Codex Chapters" and in game terms those are the ones you will see in Codex: Space Marines. The Ultramarines, the Salamanders, the Imperial Fists, the Crimson Fists, etc...all of them are "Codex Chapters" and they for the most part follow the Codex Astartes and have many similarities with a few minor differences.
There are some Chapters, however, that do not follow the Codex Astartes quite as narrowly. Usually this is due to some genetic mutation that lends itself to a style of fighting that cannot fit completely within the Codex, or a chapter organization that is well outside the norm. These chapters are called "Non-Codex Chapters" and in game terms they have their own Codex and use their own set of rules. They are still Space Marines, and still have many of the same features as standard Space Marines, but often they have a different set of special rules and different weapon/wargear options. These chapters include the Dark Angels, the Blood Angels, the Space Wolves, the Black Templars, and technically the Grey Knights (though strictly speaking the Grey Knights are not listed amongst the Astartes). Each of these "Chapters" has their own unique flavor and style that give you different options for play, but with the exception of the Grey Knights, you can usually use any of the Codices with any collection of Space Marine models. For instance, I play Space Wolves, but I often use my Space Wolves models and the Blood Angels or Vanilla Space Marine codices depending on how I'm feeling. Space Wolves almost never field Terminators because they are just not cost effective, but if I am in the mood to use my Terminator models, I field a Vanilla list using Vulkan and 5 Assault Terminators in a Land Raider, and break out my Vindicators and Dreadnoughts to support them, which I also don't field in most Space Wolves lists.
So if you are interested in playing a durable army with a ton of options and want to be able to play it many different ways, Space Marines are a pretty solid option (This is by design. GW makes most of their money off of sales of Space Marine models, so of course they have the widest selection of rules and models). You can buy a core of infantry and vehicles that will appear in almost all codices, then buy all of the books available and play whichever rules set you want. This works very well if you develop your own paint scheme and aesthetic because you are basically just fielding a "counts-as" army with whatever rules you want to use at any given time. As long as it's clear to your opponent what rules you are using before the game starts, no reasonable player will have a problem with this.
Anyway, sorry for the history lesson, but most new players have no idea what a Chapter is, or why one is different than another so I figured it was best to explain why there are multiple different Space Marine books available but only one of each of the other armies.
wow! Thanks for all that history and I didnt have a clue what a chapter was so all that information has helped me so much, thanks What would you personaly prefer SM or DA? Thanks again
Dark Angles ARE Space Marines. They are simply one Chapter of Space Marines and have their own codex. A friend of mine plays them and they have a good back story, as well as decent rules. Play Dark Angels if you like fielding a lot of Terminators, but if you want a more standard build and just like the Dark Angels Aesthetic, I would say use the Space Marines Codex and paint your models Dark Angels colors. Eventually, when a new Dark Angels codex is released, you can use that codex or stick with the Vanilla Codex.
If you are interested in trying your hand at modeling, it might be worthwhile to look into Chaos Space Marines as well.
As noted by Aldarionn's history lesson these are the Marines who followed Horus and rebelled against the Emperor.
In a lot of ways the Chaos Space Marines are like Vanilla Space Marines + Demonic influence. As a result there are a lot of fun conversion possibilities.
Do your Marines worship Nurgle- the god of pestilence and decay? You now can now model their rotting bodies, and vicious pus stained bodies bursting through their decaying power armor.
Or maybe they worship Slaanesh- the god of pleasure and excess? These marines carry weapons called sonic blasters, and you may not be able to resist modeling them with things that look like Prince's electric guitars.
Strictly speaking, the Chaos Space Marine codex is a bit older than the current Loyalist Marine Codexes, and as a result is not as competitive as they are.
But in general, the chaos legions have much more compelling back stories. Just going through the Black Library books, detailing the stories of how somebody as pure and noble as a Primarch- the children of the God Emperor himself, could become corrupted and eventually turn on their own father. The tales of their falls give the chaos legions deep character, that- despite the best efforts of the authors- the loyalist legions could never hope to achieve. Because quite frankly a story about an unbeatable good guy just isn't as engaging as a tragedy about a fall from grace.
Also the only thing more badass then a genetically engineered superhuman is a genetically engineered superhuman who has ascended into a deamon prince...
ohh I understand, I am looking through tje chapters in the space marine codex but I cannot find the blood angels chapter, is it not in there because there is a seperate codex?
Thanks Akaean for more information on the space marine chapters.
There of alot of armies to choose from here thanks to the dakka forums I will certainly take a look at all the SM chapter which will hopefully help me choose what army i go for along with all your information.
On the painting side of things I will look at, not onlythe chapters but even some other colour schemes.
DA are an older, and therefore less competetive book.
They have a different play style to normal marines, from what I have seen Deathwing is the most popular.
Before choosing an army read the fluff, I'm sorry but how can you hope to make a good SM army if you don't even know what a chapter is.
for the record i started with Daemons, often thought of as the worst army for beginners due to their unpredictability, and i LOVE them. Go read the background look at the models on GW, research their playstyle and make an informed choice yourself. Dont just think 'I build spess Marines!' hope this helped
Yeah, that is the White Dwarf update for the old BA codex.
It is now obsalete because their is a new Codex out.
That was writen in 2007 to update the old BA codex, and a totaly new version was released in 2010.
RaptorsTallon wrote:Mech is using lots of vehicles.
Descent of Angels is, AFAIK, deep striking.
Thanks. I wouldn't perticulally like an army with lots of vehicles to be honest. I prefer all out infantry. Would you say Blood angels or Space marines had alot of vehicles if so, are they important to have?
And Marzillius, you said all you play against is Space Marines, well not every Space marine player has the EXACT same army... They may have the same units but each SM player will have diffrent sized army or some tactics you have never come across, therefore it can be challenging and is certainly diffrent whenever you play diffrent 40K players.
To be honest, if you're thinking of one of the 'variant' Marine chapters, then BA are one of the LEAST shooty ones. Though they can be taken as a shooty army, all their fluff is about being crazy about getting into close combat.
If you're looking at non-standard marine codexes, there are four options.
SPACE WOLVES - Can field pretty much anything, very elite, but also very viking-raaaa-close combat
BLOOD ANGELS - Jump Troops, Fast attack, Vampires, but also very raaa-vampire-close combat
BLACK TEMPLARS - Crusaders. Again, can be built to be shooty, but the rules favour close combat. VERY easy colour scheme for beginners!
DARK ANGELS - The only marine variant whose backstory doesn't favour close combat. Monastic. Stubborn. They have an old codex which was considered very weak until the release of a download FAW, available on the GW site, which has made them much more competitive. However, makes the rules slightly more complex to start with as it's two documents...
Remember, also, that the standard SPACE MARINE codex is very versatile. You can easily build a more 'specialised' army using some of it's special rules. For example, if you take a Master of the Forge as your HW, you can take up to six dreadnoughts, reaulting in a potentially very shooty robot army. Or, if you take a Captain on a Bike, then Bike Squads become Troops, so you can have an entirely bike mounted army. And of course, the various space marine special characters make your army play in different ways...
So would you say BA specialise in close combat? Or are they a mixture of range and CC?
I do like the Jump Troops/Packs with the BA. I'm not to fussy on whether its a shooty army or not but as you say they can be taken as a shooty army.
I have looked at information on the Space Marines but then I realised that so many poeple have then so I thought i might aswell go for sonthing diffrent but similar, like the Blood Angels.
Okay...so, first of all, some of the advice / what direction you seem to be taking it is a little weird.
I'll start from the beginning:
First of all, do you want to play competitively? If not, then honestly just do whatever army you think looks cool, and paint/play as you see fit. Not everyone likes to be competitive with this hobby, and that's fine. Winning is everything, and quite frankly shouldn't be.
If you do want to be competitive, then keep reading.
First off: Warhammer 40k is a shooting game. Yes, some armies can pull off being mostly close combat, but most cannot, and none can ignore it completely and hope to be very competitive. So, it's good that you want a shooty army.
Secondly, to play this game, you have to pick a codex to build your army from. They are:
Space Marines
Blood Angels
Imperial Guard
Space Wolves
Black Templar
Dark Angels
Grey Knights
Chaos Space Marines
Chaos Deamons
Tau
Eldar
Dark Eldar
Tyranids
Orks
Sisters of Battle
You cannot mix these codexes. So, pick one that you like, and go with it. If you want to win a lot of games, i'd suggest choosing from:
SW IG SM GK DE BA DA
Though not necessarily in that order. All of these books are about as good as one another, and a step above the rest in competitiveness. Black Templars are almost in this charagory as well, IMO, but i'm not sure i'd bother with them until they get updated unless i was really in love with their army/fluff/look. And, it isn't that the books not mentioned here are bad, exactly, they are just as new, and not as well designed for the fifth edition. Sad, but true.
Before you pick one of these armies, there are some things you need to understand about this game, and how it works, since they each have different tactics and playstyles.
First of all, in 5th edition 40k (what we're playing), Mech is King. What that means is, mechanized armies with lots of tanks and transports are very very good. Almost all armies should have a large number of tanks, or have a very good reason not to.
IMO, if you do not have a lot of transports, you had better be at least one, and probably a mixture of the following:
Very fast
Very hard to kill
If you are too slow, you will die before you get to the enemy, or can capture objectives. Speed can allow you close the distance soon enough to kill the enemy without dying yourself.
If you are not hard enough to kill, and are not protected by transports, you will get shot to death. Simple as that.
So, i'll try to give you a decent idea of what the different "competitive" codexes can do, and what sort of armies they generally build.
--Space Marines: This codex probably has the most variety of all the others. You can make:
Bike armies: A SM captain on a bike lets you take bikes as troops. Bikes are reasonably hard to kill because they have toughness 5 and can get a 3+ cover when they move over 18". Bike armies don't really need transports because they are fast/tough enough.
Mech Shooty lists. basically a mix of dreadnoughts, devastators, predators, sniper scouts, tac marines, and speeders. Terminators, bikes, and other units can be added as you like, but the basic strategy is to shoot the enemy to death and then take objectives with the tac squads. You will need rhinos/razorbacks for the tac squads/devastators, and need shooty vehicles like dreads and predators. HQs like Vulkan can make these lists better/different by adding their special chapter tactics. Just make sure you build the list around that characters ability (i.e., take meltas with vulkan, etc).
--Space Wolves: Despire their fluff, SW are primarily a shooting army, with good defensive CC elements. They really only have 2 main builds, though there is a lot of room for customization within them.
Mech: Lots of Grey Hunters, lots of Long Fangs, all with rhinos and razorbacks. You probably want a Rune Priest and wolf guard for your grey hunters as well. Besides that, you can choose what goes in your fast attack and elite choices, whether it be thunderwolf cavalry, speeders, scouts, lone wolves, more wolf guard, or dreadnoughts. You will probably need a lot of tanks fot this sort of list. I play SW and have 11 tanks at 2,000 points. It's just how things are.
Loganwing: Logan lets you take wolf guard as troops, which means you can have terminators as troops. Terminators in large numbers are hard to kill, and therefore don't really need vehicles in order to succeed. A logan list usually has 6 or so groups of wolf guard with some guys in terminator armor with cyclone missile launchers, backed by long fangs with more missiles. Then you pretty much pick your elite and fast attack choices however you want.
--Blood angels. Blood angels have 3 main builds: Mech, DoA, and hybrid. Blood angels are the most assault oriented of the space marine books, and can afford to feild a jumppack army because they have easy access to the Feel No Pain ability, which makes them considerably harder to kill. They do shoot, but usually just before they charge in and kill things in CC.
Mech has lots of razorbacks with assault squads in them, usually backed by devistators or predators (baal or otherwise).
DoA involves you taking 50-70+ jump pack troops and either deepstriking on the enemy, or just charging across the board in a tide of marine goodness. A librarian and some sang priests (they give FNP) are usually auto includes. Once you have 50 or so assault marines, you can either bring some vanguard veterans to have more jumpers, or bring devastators to provide fire support. Either one works
pretty good, just depends on the playstyle.
Hybrid BA is a mix of mech units and jump pack troops. Usually something like 50-60 jump troops and some predators or storm ravens.
No matter what, BA are an army with a lot of assault capibilites, and pretty decent shooting with meltas, pistols, predators, razorbacks, and missile launchers, depending on how you build the army.
--Dark Eldar are a primarily mech force, and are probably the hardest of the "competitive" armies to play, because they die pretty easily. You don't seem too interested in these, so i wont say too much about them. Basically, they are very fast, hit very hard, but die pretty easily. they have a few good CC units like beastmaster packs, but are primarily a shooting army.
--Imperial Guard Pretty much have to bring a lot of tanks in order to be any good. I suppose it's possible to pull off an all/mostly infantry list, but i wouldn't suggest it. In general, i good guard list will have 6+ troop units in chimeras with meltaguns, some artillery in the back, and flyers hunting tanks / providing fire support. They obviously have other units that can work as well, but chimeras + flyers + artillery is the norm. Guard are almost exclusively a shooty army.
--Dark Angels have 2 main builds i'd consider to be competitive, and neither one really used any/many vehicles.
Deathwing: You take Belial as your HQ, and he lets you take terminators as your troops. So, then you take 50 of them. 50 terminators are very hard to kill, so this works. Give each terminator group a cyclone missile launcher for firesupport, and charge at the enemy with 50 terminators. Most armies have a very hard time against this sort of list. This army just sort of walks towards the enemy shooting missiles at it, and then beats down whatever it left with hammers and fists.
Multi-Wing: A mix of Terminators and other units from the DA book, most notably speeders, bikes and predators. Having 25-30 or so terminators is still hard to get rid of, and having bikes or speeders with meltas lets you get rid of tanks pretty easily. Predators are cheap and help with the anti-tank and anti-infantry duties. Then the terminators kill whatever is left. This is also a shooty army.
--Grey Knights have 3 main builds, 2 of which pretty much need tanks to be any good.
GK Mech: Lots of strike/purifier (all purifiers if you take crowe) squads with razorbacks, with either purgation squads or dreadnoughts backing them up. The three main things GK have in this sort of list are: lots of S6 Heavy bolters on razorbacks, lots of psycannons on troops, and S8 autocannons on the dreads. This is a lot of firepower that lots of armies have trouble handling. This is a very shooty army.
Coteaz Mech: The HQ choice Coteaz lets you take henchmen, which are basically imperial guardsmen, as troops. This gives you access to melta weapons you didn't have before, and lets you save points on troops in order to take more of the expensive elites and heavy support choices in the GK book. You still want lots of razorbacks, rhinos, or chimeras for this sort of list, and dreadnoughts are usually good to have around as well. This is a very shooty army.
Termy spam: Much like the dark angels, just take 50 terminators and an HQ and call it a day. I like a librarian to go with them as well to buff them. This army doesn't need tanks. If you wanted you could probably take 40 termies and some dreads, or replace some terminators with paladins, but it's really up to you. Some people have also had success with a mix of terminators and vehicles. This is a shooting army, as having 10 or so psycannons and lots of storm bolters puts out a lot of firepower, but you don't have to be afraid of the assault either.
So, thats my summing up of the codexes and their good builds. I'm sure there are other ways that i haven't mentioned, but i think i've got the main ones down, and you don't sound like your familiar enough with everything yet to really understand it all anyway. What it boils down to is, if you don't want a lot of tanks, you need to either do jump pack blood angels, space marine bikes, loganwing, or dark angels. Everything else usually wants something like 8-12 tanks at 2000 points (the regular point value in the US), and about 6-8 at 1500. If you don't like that (which is understandable as transports cost a lot--i know, i have 11 of them), then i'd go with one of the armies i just mentioned. If you think you can handle getting 8 or so tanks, than any of the other builds i mentioned will be good too.
Just as an example, a simple DoA type BA list would look like this at 1000 points:
Librairan, shield of sanguinious + one other spell, jump pack -- 125 points
2 Sang Priests, each with jump pack and hand flamer - 170 points
10 assault marines, 2 meltaguns, 1 powerfist on the sergeant - 235
10 assault marines, 2 meltaguns, 1 powerfist on the sergeant - 235
10 assault marines, 2 meltaguns, 1 powerfist on the sergeant - 235
=1000
Put the librarian in one squad, and the priests in the other 2 squads, and charge everything across the board together at the enemy. The librarian has the shield of sanguinious, which gives everything a 5+ cover save, and the 2 priests give everything Feel No Pain, which lets you ignore most failed armor saves on a roll of a 4+. When they get the enemy, the meltaguns break open enemy transports, and the priests give everyone Furious Charge, which gives you +1 Strength, so you cause more wounds, and +1 Initiative, which lets you hit before a lot of enemies, meaning that a lot of the time you kill them before they even get to hit back. To make this army bigger, i'd probably add another squad of 10 assault marines, take the hand flamers off the priests, and put in two 5 man squads of devastators with 4 missile launchers to help shoot the enemy before your jump packs get there. The list would be 1495 points, just under 1500, so i guess give the librarian or one of the priests meltabombs.
Hope that was somewhat helpful, and no, i don't have any pictures of my army that i can share. Sorry :-P
Wow, that is alot of information to take in there. But that is So So So helpfull, and yes I think I do wan to play competative. I am choosing Blood Angels as you may know from the past few posts above.
And don't worry about the pictures there are plenty on google and dakka
I will be reading your post alot over and over again when I need to so I get all that vital information in my head .
Thanks LOADS for you help!
Automatically Appended Next Post: What colours do you think I should use? The typical red or what do you think about yellow ?
The thing about marines and painting them is that you can pretty much do whatever you want. Pick something you think is cool, and as long as they are WYSIWYG (that is, the models all all have the right weapons and wargear), no one can complain.
In fact, making up you own chapter of marines with their own color scheme makes it easier to move from 1 codex to another if you get bored with one, or just want to try something new.
If you want to go even farther in this line of thought, it is not difficult to magnetize the different weapon options on marines so that you can easily change from one book to another, or one type of army to another.
For example, magnetize the jump packs and regular jetpacks on marines so that they can be either jumpers or regular assault marines for a mech list, or magnetize a bolter on a marine for using the SM book, and a pistol and sword for being BA. It takes some extra time to do, and money to get extra bits and things, and may not be something you want to attempt when first starting the hobby, but in the end it lets you play as more than one army, which can be fun, and is worth keeping in mind IMO.
A shooty BA army can be had using predators, baal predators and razorbacks. This can be quite effective as every BA vehicle is considered fast- translation - they can move 6" and still fire everything. Now this configuration is not a vehicle killy army so you have to figure out how you are going to take down vehicles.
3 Dakka preds - 3 AC and 6 hvy Bolters
3 Baal Preds - 3 TL Assault Cannons and 6 Hvy BOlters
4 or 5 Razorbacks - 4-5 Lascannons and 4-5 TL Plasma
This should do the trick on most opponents and perhaps fit in one DN Librarian or Mephiston. This will keep your army concentrated on shooty but Mephiston is a beast in HTH.
jcd386 wrote:The thing about marines and painting them is that you can pretty much do whatever you want. Pick something you think is cool, and as long as they are WYSIWYG (that is, the models all all have the right weapons and wargear), no one can complain.
In fact, making up you own chapter of marines with their own color scheme makes it easier to move from 1 codex to another if you get bored with one, or just want to try something new.
If you want to go even farther in this line of thought, it is not difficult to magnetize the different weapon options on marines so that you can easily change from one book to another, or one type of army to another.
For example, magnetize the jump packs and regular jetpacks on marines so that they can be either jumpers or regular assault marines for a mech list, or magnetize a bolter on a marine for using the SM book, and a pistol and sword for being BA. It takes some extra time to do, and money to get extra bits and things, and may not be something you want to attempt when first starting the hobby, but in the end it lets you play as more than one army, which can be fun, and is worth keeping in mind IMO.
Oh okay but don't you thnk I should paint my Blood Angels red, as they are suppose to be? It would look better.
If I was getting regular Space Maines I would paint them my own colour but with these Blood Angels I think i should go for fire red?.
Magnetising the Jump packs is a very good idea, i have seen it done. I will keep that thought in mind thanks.
Automatically Appended Next Post:
DAaddict wrote:A shooty BA army can be had using predators, baal predators and razorbacks. This can be quite effective as every BA vehicle is considered fast- translation - they can move 6" and still fire everything. Now this configuration is not a vehicle killy army so you have to figure out how you are going to take down vehicles.
3 Dakka preds - 3 AC and 6 hvy Bolters
3 Baal Preds - 3 TL Assault Cannons and 6 Hvy BOlters
4 or 5 Razorbacks - 4-5 Lascannons and 4-5 TL Plasma
This should do the trick on most opponents and perhaps fit in one DN Librarian or Mephiston. This will keep your army concentrated on shooty but Mephiston is a beast in HTH.
I will defornatily get some tanks but not many because I dont want a tanky army if you know what I mean. The Baal i will certainly get .
If you want to start with Eldar go for it. My recommendation would be to go with a heavy firepower army with Dire Avengers, Fire Dragons in Wave Serpents and then war walkers. It is a fairly forgiving army once you learn when to bring your stuff out. Bring it out too early and you will find your T3 troops will get chewed up but otherwise you have a lot of firepower.
Eldrad
2 Fire dragons (5) in Wave Serpent with TL Scatter LAser
3 or 4 Wave Serpents with 5-10 x DA.
9 x War Walkers with 2 Scatter lasers.
1 x Eldrad.
This means that Eldrad can guide your war walker squadrons so 24 S6 shots hitting 50 % and then with guide another 50% so an average of 18 S6 hits every turn with an average of 15 wounding shots. That should translate into 5 dead marines every turn of firing...