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Made in nl
Regular Dakkanaut





Leuven, Belgium

I have some succes with fluffy guard aswell tbh. I use several Leman Russ tanks, with manticore support and a mix of platoons and vet squads in chimera's. I've had some decent success aswell. Don't see how playing anything other than Vet spam would not be a valid choice. It does take some getting used to as your infantry is squishy as hell but then again, they are supposed to be. I gladly send a platoon to die if it means I can achieve an objective, that's how Guard play. Which seems quite fluffy to me tbh.
   
Made in us
Heroic Senior Officer





Western Kentucky

 blood guard26 wrote:
orks=fire pointlessly into the air, should be 3 6's to hit and t'shirts dont stop bullets

all marines= adimantanium plaredd armour/ 2/3 chance to block a flimsy knife, 2 hearts/ one wound

guard=you said it yourself

the eldars, nids ans daemons are pretty fluffy

oh yeah, and tau, definately tau.

Sounds like somebody has been losing to orks lately

And with as many shots as we're firing, we're bound to hit something. That's pretty much the only reason IG can hit anything too to be honest, at least with my luck that is

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Quick-fingered Warlord Moderatus




Surprised that Chaos Marines don't even get a mention so far. I've not played the new codex, take it that it doesn't really support the fluff too well?


Generally speaking, no. I think you can do a Nurgle only list that performs "properly", but an undivided list has some issues and the other mono-god lists don't work right either. With some of the nw entries in the heavy slot you could probably do a decent Iron Warriors army, but other than that and Nurgle, I would say that the codex runs counter to most of the fluff. Even the new DA entry is absolutely NOTHING like the Dark Apostles in the fluff and it's nearly impossible to do a proper renegade legion.


As far as armies that DO play like the fluff, I would agree with the Dark Eldar. They have a variety of potential builds and all of them operate on the table very similar to how they do in the fluff. They are currently my favorite army to use (even though I frequently get curb stomped with 'em lol).

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

As I understand it, Dark Eldar are much more fluffy in 5th/6th edition than they were in 3rd edition. Back then one of the best tactics was to jump out of a transport, do a "handbrake turn" so it was 90 degrees to the front of your troops, and then let it get shot down so it crashed and became a makeshift fortification to advance into the cover it provided.

Finding a good tactic to use with that army was basically like polishing a turd.

This message was edited 1 time. Last update was at 2012/12/12 02:42:59




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

I feel like WS bike lists got less fluffy, but DP UM got more fluffy (and more nasty) in 6th ed.

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Made in gb
Longtime Dakkanaut





jdjamesdean@mail.com wrote:
Chaos Daemons ^^

They come from nowhere and are generally a pain to get rid of.

You mean a centuries old demon lord with a realm of his own on the immortal plane being destroyed by a hedge is accurate in the fluff? Awesome

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

Comparing the big sprawling battles shown in fluff pictures to actual tabletop battles only Orks really even get close.

5000
 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

I would have to agree with many previous posters, Orks play most similar to what they are presented. My problems come from how every other army works with fluff to table top representation.

Imp Guard: The ratios of everything seem way off. Almost never enough bodies per tank, too many vets running around, too many special high tech weapons, their vehicles seem off kilter with fluff representation, etc. They aren't fiscally feasible to play towards their fluff of mass numbers with support.

Space Marines: Hard to build an effective fluffy army. Usually you end up with too many tanks, dreads, first company or special units (long fangs and the like) and not enough actual marines. Also marines are rather easy to kill as the game is designed around killing marines, a super soldier in few number, rather than say guardsmen, far more numerous and common opponent.

Eldar/Dark Eldar: in general, similar complaints as to marines in terms of fluff and unit ratios. Generally, not as skilled as they should be (looks at guardians).

Necrons: Some of the builds actually come quite close to fluff (warrior spam). Others just abuse their force org rampantly. WBB is well implemented. A closish second.

Grey Knights: Nope. Draigowing, Coteaz and Purifier spams killed any hope of this codex being fluffy. Chowder's strike squad spam was possibly the most fluffy list I've heard of.

Tau: Almost no allies, as few firewarriors as possible and as many suits and vehicles you can cram in. Also with new 6th ed, vehicles can be damn near impossible to actually hit. They shoot a lot, but that's about it.

Tyranids: Too many choices are mandatory or drastically underpowered. Over all, the codex is shabby. Tend more towards shooty units than nibblers which is a little inconsistent with fluff to say the least. Venom cannons... need I say more about these stupid useless things?

Orks: Usually hordes of boys, may be in trucks, may be on bikes. Choppy and shooty. WS and BS are about right considering. I think they're fairly well in step with their fluff for the most part.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

I think the problem with Tyranids is they push the sales of the big models. Just today I saw a battle report with 3 Trygons, 2 Flyrants, Swarmlord and some warriors composing the whole 'swarm'. A far cry from the image of masses of giant insects teeming towards their prey.

5000
 
   
Made in gb
Hard-Wired Sentinel Pilot




Nr London

 Testify wrote:
jdjamesdean@mail.com wrote:
Chaos Daemons ^^

They come from nowhere and are generally a pain to get rid of.

You mean a centuries old demon lord with a realm of his own on the immortal plane being destroyed by a hedge is accurate in the fluff? Awesome


This made me laugh for the first time today (been projectile vomiting most of it).
   
Made in us
Bloodthirsty Chaos Knight





Las Vegas

 Testify wrote:
jdjamesdean@mail.com wrote:
Chaos Daemons ^^

They come from nowhere and are generally a pain to get rid of.

You mean a centuries old demon lord with a realm of his own on the immortal plane being destroyed by a hedge is accurate in the fluff? Awesome


I kind of want to model an innocent-looking hedge with a bloody stump of a demon's limb poking out of it at some random angle as a terrain piece.

   
Made in us
Calm Celestian




Florida, USA

As was mentioned before, Sisters of Battle play fairly similarly to their fluff. They are all about getting into close range to the witch/heretic/enemy and making sure the job gets done right with blessed Promethium, Bolter fire, and Melta. About the least un-fluffy thing about how SoB play on the TT nowadays is the presence of a Living Saint at pretty much every single battle. Every. Single. Battle. But that's not going to stop me from running her.

There is a fine line between genius and insanity and I colored it in with crayon. 
   
Made in us
Long-Range Land Speeder Pilot





IMO, Space Marines in drop pods play to their fluff pretty well, but they have to maximize on the surprise of their entry or they could be overwhelmed.

Space Marines, Orks, Imperial Guard, Chaos, Tau, Necrons, Germans (LW), Protectorate of Menoth

 
   
 
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