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Made in ch
Potent Possessed Daemonvessel





 Excommunicatus wrote:
Further to the playstyles listed already, if you get bored of having a competent army with decent rules then 'Guard' can also play as Renegades & Heretics.


well on the positive side, you learn to play.
As in manouvre etc.

No that's the only positivie side


Automatically Appended Next Post:
Breton wrote:
Not Online!!! wrote:


but you may verywell field 100 Tacs or CSM and proceed to annoy your enemy with 3+ saves.


at the same points level you've got 100 Tacs, the horde armies have 400 guardsmen or better or 600 grots.


I am not talking about just 100, i am more talking about 100 + 50 recycled ones for free.

This message was edited 1 time. Last update was at 2019/07/29 17:03:09


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page

A Mostly Renegades and Heretics blog.
_______________________________

Who would win:
10'000 + years of veterancy, or some raidy Boys?
(Not Online in regards to the new Red Corsair battalion CP boost.) 
   
Made in us
Scuttling Genestealer




North Carolina

Spoletta wrote:
It's a toss up between guards and nids.

Nids have many more ways to play the melee game (monsters, ultra fast, ultra durable, all deep strike...etc).



What do Nids have that's "ultra durable"??
   
Made in it
Dakka Veteran




 Gene St. Ealer wrote:
Spoletta wrote:
It's a toss up between guards and nids.

Nids have many more ways to play the melee game (monsters, ultra fast, ultra durable, all deep strike...etc).



What do Nids have that's "ultra durable"??


Nothing at all. And 4/5 playstyles are ultrash!t this edition
   
Made in us
Regular Dakkanaut




I have to vote Nids here. Nids can do small bug shooting, small bug horde, small bug melee horde, monster shooting, monster melee, pysker horde, and gunline. (Warrior and devilgaunt spam, Termagant/Hormagant spam, genestealer + Hormagants, devourer Carnifexes/Tyrants, Tyrant/Carnifex/Trygons, Neurothrope + Zoanthropes, and Hive Guard/Biovore/Exocrines).

Eatch one of those armies is going to play in a distict, different manner. Sure, there will be overlap, but 200 Termigants will have a different approach that 90 Genestealers. Of those builds, the melee monsters and the pyskers are the only ones I wouldn't expect a decent player to go 50% with at a major event. Nothing Nids have is strong enough to regularly make top 10 at GTs with, but they have a wide range of playable styles and builds.
   
Made in us
Pulsating Possessed Chaos Marine




The Void

Chaos Marines:
- Daemon Engine Spam
- Cultist Spam with Abby or IW
- Forgeworld Dread spam
- Alpha Legion Zerker rush + havocs (very popular early 8th, now not so much)
- A huge variety of B tier lists that aren't really competitive due to Meqs dying too easily.

Most of these would include a Red Corsair CP battalion, but that'd be in support of the core list. Many would also include multiple Princes.

Any others for pure Codex CSM?

This message was edited 1 time. Last update was at 2019/07/30 02:53:44


Always 1 on the crazed roll. 
   
Made in us
Regular Dakkanaut




 Gene St. Ealer wrote:
What do Nids have that's "ultra durable"??


I'm guessing the Carnifex, hit at -1 thanks to Spore Cysts, with eight T7 wounds, and a 2+ save thanks to Jormungandr. You can take nine of them while abiding by RO3, and still have 1000pts to spend on other toys. Sounds pretty durable to me, YMMV.
   
Made in ch
Potent Possessed Daemonvessel





 Drudge Dreadnought wrote:
Chaos Marines:
- Daemon Engine Spam
- Cultist Spam with Abby or IW
- Forgeworld Dread spam
- Alpha Legion Zerker rush + havocs (very popular early 8th, now not so much)
- A huge variety of B tier lists that aren't really competitive due to Meqs dying too easily.

Most of these would include a Red Corsair CP battalion, but that'd be in support of the core list. Many would also include multiple Princes.

Any others for pure Codex CSM?


Daemonkin (bad),

Daemonkin machine spam (okish if you feed it enough CP),

Daemonkin machine spam with the brazen blablablas (very bad, due to no psyckers allowed.),

The i field 100 RC corsairs and recycle each turn aswell as slaanesh cacophony each turn insaneperson (nobody tried it to my knowledge, could work or not. Hillarity would ensue if such a list would win. Sidenote 3 battalions can be made out of them genereating casual 24 CP + 3 for existing.)

Scourged MSU high damage weapons list. (there are better gunline options, also no slaanesh soooooo)

Purge ( See above)

RC Rush, (might work, might not, certainly has a focus on regular CSM though so okish)

Word Bearers summoning swiss army knive style (bad, WB suck hard, the multitool effect is not good enough, other lists can do it better)

World Eaters (All melee army with lacking mobility due to no psykers, take a guess)

EC classic ( a surprisingly OK gunline army with some surprisng melee power, however the trait is only working in melee, whilest the focus is dakka, well or techno of any drug induced kind ok to goodish depending on souping in CP)

Alpha Legion gunline. ( it can work. it does work, it's ok to goodish)


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page

A Mostly Renegades and Heretics blog.
_______________________________

Who would win:
10'000 + years of veterancy, or some raidy Boys?
(Not Online in regards to the new Red Corsair battalion CP boost.) 
   
Made in gb
Crazed Spirit of the Defiler





Yorkshire

I'd vote for CSM as well.

There are two different versions of turn 1 charge lists with daemonengienes and troops like possessed and zerkers using AL strat and warptime.

There are static gunlines full of mark of slanesh havocs FW dreads and various mechanised units.

You can go for hoardes of black legion cultists and Abbadon.

You can play massive deepstrike lists full of combi plas Terminators, warptalons and oblitorators.

You can have masses of screening and then mele beatsticks like daemon princes and lords.

You can have recycling lists like red cosair marines and tide of traitors cultists.

You can summon in loads of daemon allies, some lists only having 1200 points on the board.

You can even have silly lists that aim to boost up one unit like a FW falchion, black legion with 2 or 3 sorcerers and a dark apostle.
   
Made in ch
Potent Possessed Daemonvessel






You can have recycling lists like red cosair marines and tide of traitors cultists.


Granted we have not seen anything yet, but i'd imagine that it is also a good gunline.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page

A Mostly Renegades and Heretics blog.
_______________________________

Who would win:
10'000 + years of veterancy, or some raidy Boys?
(Not Online in regards to the new Red Corsair battalion CP boost.) 
   
Made in gb
Horrific Howling Banshee




 small_gods wrote:
I'd vote for CSM as well.

There are two different versions of turn 1 charge lists with daemonengienes and troops like possessed and zerkers using AL strat and warptime.

There are static gunlines full of mark of slanesh havocs FW dreads and various mechanised units.

You can go for hoardes of black legion cultists and Abbadon.

You can play massive deepstrike lists full of combi plas Terminators, warptalons and oblitorators.

You can have masses of screening and then mele beatsticks like daemon princes and lords.

You can have recycling lists like red cosair marines and tide of traitors cultists.

You can summon in loads of daemon allies, some lists only having 1200 points on the board.

You can even have silly lists that aim to boost up one unit like a FW falchion, black legion with 2 or 3 sorcerers and a dark apostle.


Yeah, at first I was going to chuck my lot in with Eldar/Tyranids but IG and Chaos Space Marines really do have a ton of unique potential army layouts.
   
Made in gb
Longtime Dakkanaut






Current top 3 count on this thread:

Orks: 12 builds
CSM: 11 builds
Eldar: 10 builds


still 12 to beat

4th Edition Orks in 7th, W/D/L 5/0/0 
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





I seriously doubt the 12 styles though.

You basically have green tide, dakka orks, speed freaks and dread mob right now.
There also is battlewagon bash and trukk boyz, but neither works well under the current rules.
All other things are just variants of the above.

What orks do have is a huge amount of choices within these styles, there is pretty much no cookie-cutter build for any of them, which is pretty awesome all by itself.
But vastly different play styles? Quite a few, but not 12.

Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in us
Regular Dakkanaut






No idea how many builds CWE has, but I saw a warlock skyrunner conclave deathstar place highly at an event a few months back and there's a part of me that's really itching to play it. You take a max warlock skyrunner conclave and a few extra bikelocks and bikeseers. You pop seer council and cast enhance, empower, conceal, protect, fortune, doom, jinx, and guide. You throw a biketarch in the middle to negate overwatch. You quicken/embolden/way of asuryan/lightning fast reflexes if necessary.

Then you go around charging stuff from 36" away with your ~30+ wounds of 2+/3++/5+++, -2 to hit, 20x WS2 rerolling, always wounds on 2s rerolling, -1 to save roll, D3 damage attacks.

The CWE book definitely allows for some really fun stuff...

   
Made in us
Dominating Dominatrix






 Jidmah wrote:
I seriously doubt the 12 styles though.

You basically have green tide, dakka orks, speed freaks and dread mob right now.
There also is battlewagon bash and trukk boyz, but neither works well under the current rules.
All other things are just variants of the above.

What orks do have is a huge amount of choices within these styles, there is pretty much no cookie-cutter build for any of them, which is pretty awesome all by itself.
But vastly different play styles? Quite a few, but not 12.


Agreed. I vote nids still. Every hive fleet is viable with at least one build and most are viable with closer to 3-4. There are even strong arguments for several different hive fleets to compete for the best in a given style.

Nids can be pretty damn durable, fast, melee focus, shooting focus, deepstrike heavy, guns line, Psyker focus, or mix all those elements together. They can be a horde army. A Monster mash with almost all monsters (what other armies would call a tank list). They can have almost everything flying. And within each of those you have enough viable options for dealing with different threats that you could build a TAC list.

If Nids have anything against them it's that they are so well balanced internally and externally that they just end up a cut or 2 bellow the cheese. They by no means do poorly. They just can't cheese everything like a few others csn.

This message was edited 1 time. Last update was at 2019/07/30 12:57:00



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.

 JohnHwangDD wrote:

The Nazis were right. It's better to be a Nazi than a fan.

Thank you for getting me on the side of Milo and the Nazis.

 
   
Made in ie
Norn Queen






Dublin, Ireland

Nids for me too.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






 Jidmah wrote:
I seriously doubt the 12 styles though.

You basically have green tide, dakka orks, speed freaks and dread mob right now.
There also is battlewagon bash and trukk boyz, but neither works well under the current rules.
All other things are just variants of the above.

What orks do have is a huge amount of choices within these styles, there is pretty much no cookie-cutter build for any of them, which is pretty awesome all by itself.
But vastly different play styles? Quite a few, but not 12.


agree with the not 12, though I think BW saturation works but its more of a counter meta way. leave the trukks at home and saturate with high toughness. its the same way pure knights can still do good against a take all comers list, waste the anti infantry shots for several turns.. It takes 6 BW though. I am using ~900 points in BW in my most wining list. 3 bone breakers, 3 battlewagons 3x5 nobz with dual choppas, 3x20 boys, warboss w/ pk, boss zag, and 2 warboss on a bike (stay safe from being surrounded by BW and character plus small wnough that BW can block LOS) plus 15 gretchin (extra wounds for explotions and wrecks, and hiding objective grabbers)

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Fixture of Dakka





There's also how different the builds are.

Green Tide vs DaJump hordes or Bikes vs Speed Freaks are different. But only so different.

An Aspect Warrior Warhost plays nothing like a Black Guardian Warhost or any of their other builds.
   
Made in gb
Sinewy Scourge




 slave.entity wrote:
No idea how many builds CWE has, but I saw a warlock skyrunner conclave deathstar place highly at an event a few months back and there's a part of me that's really itching to play it. You take a max warlock skyrunner conclave and a few extra bikelocks and bikeseers. You pop seer council and cast enhance, empower, conceal, protect, fortune, doom, jinx, and guide. You throw a biketarch in the middle to negate overwatch. You quicken/embolden/way of asuryan/lightning fast reflexes if necessary.

Then you go around charging stuff from 36" away with your ~30+ wounds of 2+/3++/5+++, -2 to hit, 20x WS2 rerolling, always wounds on 2s rerolling, -1 to save roll, D3 damage attacks.

The CWE book definitely allows for some really fun stuff...


This is a build I play a lot. You don't need empower (you already always wound on a 2+), Guide is handy for shooting, but not super necessary as the Biketarch gives reroll 1s if you're taking him and Warriors of the Raging Winds (which you are probably using anyway) lets you reroll 1s if there is no Autarch around, Doom is a nice to have, but not essential as wounding on a 2+ is usually plenty especially if you combine it with Supreme Disdain (for extra attacks on 5+ to hit) and/or Ambush of Blades (for an extra AP-1 on a 5+ to hit). This means you can run the build successfully with Protect/Jinx, Enhance/Drain, Quicken/Restrain, Conceal/Reveal, Fortune and whichever other Farseer power you like (I normally pick doom). This gives you a minimal build of Council, Bikelock, Bikeseer, Footlock (Quicken), which is a cheaper buy in.

Not really the topic of the thread, but thought I'd mention it.
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





Bharring wrote:
There's also how different the builds are.

Green Tide vs DaJump hordes or Bikes vs Speed Freaks are different. But only so different.

An Aspect Warrior Warhost plays nothing like a Black Guardian Warhost or any of their other builds.


Da Jump horde is not a play style. Green tide armies make great use of Da Jump, as does any ork army running boyz.
Bikes and speed freaks is the same army. The traditional bike army died with the removal of Wazzdakka and Ro3

This message was edited 1 time. Last update was at 2019/07/30 14:11:28


Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in us
Fixture of Dakka





I saw Green Tide and Da Jump mentinoned seperately earlier.

I've seen Speed Freaks be referred to guys in transports as opposed to just bikes.

I do think Orkz have a couple legitimately different ways to play. I just don't think they have anywhere close to the diversity CWE has. Whether we're talking competitively, casually, or thematically.
   
Made in us
Regular Dakkanaut






Drager wrote:
 slave.entity wrote:
No idea how many builds CWE has, but I saw a warlock skyrunner conclave deathstar place highly at an event a few months back and there's a part of me that's really itching to play it. You take a max warlock skyrunner conclave and a few extra bikelocks and bikeseers. You pop seer council and cast enhance, empower, conceal, protect, fortune, doom, jinx, and guide. You throw a biketarch in the middle to negate overwatch. You quicken/embolden/way of asuryan/lightning fast reflexes if necessary.

Then you go around charging stuff from 36" away with your ~30+ wounds of 2+/3++/5+++, -2 to hit, 20x WS2 rerolling, always wounds on 2s rerolling, -1 to save roll, D3 damage attacks.

The CWE book definitely allows for some really fun stuff...


This is a build I play a lot. You don't need empower (you already always wound on a 2+), Guide is handy for shooting, but not super necessary as the Biketarch gives reroll 1s if you're taking him and Warriors of the Raging Winds (which you are probably using anyway) lets you reroll 1s if there is no Autarch around, Doom is a nice to have, but not essential as wounding on a 2+ is usually plenty especially if you combine it with Supreme Disdain (for extra attacks on 5+ to hit) and/or Ambush of Blades (for an extra AP-1 on a 5+ to hit). This means you can run the build successfully with Protect/Jinx, Enhance/Drain, Quicken/Restrain, Conceal/Reveal, Fortune and whichever other Farseer power you like (I normally pick doom). This gives you a minimal build of Council, Bikelock, Bikeseer, Footlock (Quicken), which is a cheaper buy in.

Not really the topic of the thread, but thought I'd mention it.


Thanks for the tips! Now to find a way to obtain 10 bikelocks...

...anyway +1 playstyle for CWE

   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





Bharring wrote:
I saw Green Tide and Da Jump mentinoned seperately earlier.

Yeah, I was addressing that post earlier, and it was artificially inflating the number of builds by naming certain things twice with different names, archetypes from previous editions or invented ones.

I've seen Speed Freaks be referred to guys in transports as opposed to just bikes.

A mix of bikes and transports used to be referred to as Kult of Speed, though that name has now been taken by a specialist detachment buffing speed freaks. Right now Speed Freaks quite clearly refers to an army whose signature units are bikes, koptas and buggies - they even have SPEED FREAKS as a keyword and stratagems attached to that.
Mech orks would either be battlewagon bash or trukk spam, neither of which works well right now - but I guess you can pull it off if you really want to (see G00fy's post above).

I do think Orkz have a couple legitimately different ways to play. I just don't think they have anywhere close to the diversity CWE has. Whether we're talking competitively, casually, or thematically.

They do:

You basically have green tide, dakka orks, speed freaks and dread mob right now.
There also is battlewagon bash and trukk boyz, but neither works well under the current rules.

Six builds is pretty awesome, and I'm not complaining at all.

Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in it
Longtime Dakkanaut




KurtAngle2 wrote:
 Gene St. Ealer wrote:
Spoletta wrote:
It's a toss up between guards and nids.

Nids have many more ways to play the melee game (monsters, ultra fast, ultra durable, all deep strike...etc).



What do Nids have that's "ultra durable"??


Nothing at all. And 4/5 playstyles are ultrash!t this edition


Do you consider a list with 300 guards in it durable? I do.
Nids can do that for the same points, just more durable (but not nearly as powerful in offensive output). By the way, it is also a GT winning tier list.

This message was edited 1 time. Last update was at 2019/07/30 15:09:24


 
   
Made in gb
Sinewy Scourge




 slave.entity wrote:
Drager wrote:
 slave.entity wrote:
No idea how many builds CWE has, but I saw a warlock skyrunner conclave deathstar place highly at an event a few months back and there's a part of me that's really itching to play it. You take a max warlock skyrunner conclave and a few extra bikelocks and bikeseers. You pop seer council and cast enhance, empower, conceal, protect, fortune, doom, jinx, and guide. You throw a biketarch in the middle to negate overwatch. You quicken/embolden/way of asuryan/lightning fast reflexes if necessary.

Then you go around charging stuff from 36" away with your ~30+ wounds of 2+/3++/5+++, -2 to hit, 20x WS2 rerolling, always wounds on 2s rerolling, -1 to save roll, D3 damage attacks.

The CWE book definitely allows for some really fun stuff...


This is a build I play a lot. You don't need empower (you already always wound on a 2+), Guide is handy for shooting, but not super necessary as the Biketarch gives reroll 1s if you're taking him and Warriors of the Raging Winds (which you are probably using anyway) lets you reroll 1s if there is no Autarch around, Doom is a nice to have, but not essential as wounding on a 2+ is usually plenty especially if you combine it with Supreme Disdain (for extra attacks on 5+ to hit) and/or Ambush of Blades (for an extra AP-1 on a 5+ to hit). This means you can run the build successfully with Protect/Jinx, Enhance/Drain, Quicken/Restrain, Conceal/Reveal, Fortune and whichever other Farseer power you like (I normally pick doom). This gives you a minimal build of Council, Bikelock, Bikeseer, Footlock (Quicken), which is a cheaper buy in.

Not really the topic of the thread, but thought I'd mention it.


Thanks for the tips! Now to find a way to obtain 10 bikelocks...

...anyway +1 playstyle for CWE


I used Windriders and weapons swapped ar arm with Melusai Blood Sisters spear arms. I used the rest of the snake lady kits to kitbash some nice looking Sslyth! These are legal at Caledonian, LGT and Games Workshop run events (I've used them at all of the above with TO permission).

This message was edited 1 time. Last update was at 2019/07/30 16:42:05


 
   
Made in nl
Brainy Zoanthrope





Got to go with Nids, they have a option for everything but transports.

Yust a Carnifex can be build in so many ways you could build one for anny tank role you want and have a different playstule for it.

They wont be top 10 lists but will almost all perform well in regular games.

   
Made in gb
Longtime Dakkanaut







Bharring wrote:There's also how different the builds are.

Green Tide vs DaJump hordes or Bikes vs Speed Freaks are different. But only so different.

An Aspect Warrior Warhost plays nothing like a Black Guardian Warhost or any of their other builds.


True, but the requirement was for them to be different builds, not really different builds. as you say, it's about changine how the army plays (EG guard + chimeras plays differently to guard + russes, though it contains same/similar units).

Jidmah wrote:I seriously doubt the 12 styles though.

You basically have green tide, dakka orks, speed freaks and dread mob right now.
There also is battlewagon bash and trukk boyz, but neither works well under the current rules.
All other things are just variants of the above.

What orks do have is a huge amount of choices within these styles, there is pretty much no cookie-cutter build for any of them, which is pretty awesome all by itself.
But vastly different play styles? Quite a few, but not 12.


Now you've got me doubting myself. I shall go through them in more detail! (fully prepared to be proven wrong under scrutiny!)

 some bloke wrote:
Orks can do:

Green Tide (all the boys)
Grot Horde (MSU gretchin, everywhere!)
Dreadbash
Battlewagon Bash
Trukk Rush
Gunline (lootas, mek guns, flash gitz)
biker bash
orkzilla (squiggoths and gargantuan squiggoths)
Speed Freek (buggies, bikes, trukks and stormboys)
Flyboys (all the fliers, with minimal support to make them fit in)
Bully Boys (all elites - 'ard boys, skar boys, Meganobs and nobs)
and of course, a mix of any of the above. I'm sure there're ones I haven't mentioned, as well!

12 to beat! bring it on, 'oomies!


to avoid being pedantic I'll ignore the sluggas vs shootas aspect and how it will effectively double the playstyles.

DISCLAIMER!!! - I'm not saying these are all any good. this is about different playstyles, not effective ones.

Green Tide
As many boys as possible, running and da-jumping at the enemy to shoot or punch 'em. That's 1.
Grot Horde
as many individual units of gretchin to hide, deny movement, take objectives and generally be as infuriatingly annoying as possible. Survival through MSU. very different to green tide, so that's 2.
Dread Bash
deff dreads, meka-dreads, killa kans, gorkamorkanaughts, with minimal troops to add taste and hold those annoying objectives. effectively being ultra-elite heavy armour, I'd say this is very distinct from 1 & 2, so that's 3.
Battlewagon Bash
Whether it's transports, bonebreakers or gunwagons, that aim of the game is to have mobile heavy vehicles to deny anti-infantry weapons and punch through the enemy line turn 2. massed shooting from inside (curtsey of open topped) makes this a mobile shooting list with a focus on high-toughness. That's 4.
trukk rush
As many trukks, as cheaply as possible, hurtling towards the enemy. Support with a deffkilla to move-advance-assault turn 1. This is super-quick MSU to try and throw the opponent into disarray. This plays very differently to Battlewagon Bash, as it focusses on getting small units into combat quickly, rather than out-surviving the enemy long enough to eliminate their anti-infantry, so that's 5.
Gunline
As above, as much stationary guns as possible, with shootaboys as a charge buffer and grots to shield & grab objectives. Being another distinct one, as you're not running at the enemy, this is good t owrongfoot an opponent expecting "orky" orks. That's 6.
Biker Bash
First off- bikers are shooting units. So the aim here is run & gun, try to out-manoeuver the enemy and stay alive. I gather this one's quite crap this edition. lots of bikers probably falls into the speed-freeks playstyle, to be fair, so let's write this one off.
Orkzilla
Squiggly-beasts! this one's definitely unique. Thatks to the howdah, your aim is to get the squiggoth in combat, but fill it with shooting units, and count on them shooting all the time. Tankbustas do well here. That's 7.
speed freeks
Generally this is fast and shooty. Speed freek lists are less focussed on getting stuck into CC, as the majority of buggies, bikes and the like are shooty. Stormboys excepted. This rolls up with bikers for number 8.
Flyboys
Realistically, this is part & parcel of the above. Fast and shooty, just harder to manoeuver. I'll write this off too.
Bully Boys
This one is 50/50 on whether it constitutes a different playstyle - it's kind of another version of several of the above (trukk rush, but elites. Battlewagons, but elites). I'm adding it as another as it can make several of the above into different playstyles - you have to use elite orks differently to disposable ones boys. So that's 9.

So for distinct playstyles (obviously you can do mixes which adds more, but that's much blurrier) I'm now saying orks have 9.

Not familiar with Eldar and Chaos so much, so I'll take peoples word for the amounts. Guess this puts orks 3rd!

This message was edited 1 time. Last update was at 2019/07/31 10:54:14


4th Edition Orks in 7th, W/D/L 5/0/0 
   
Made in de
Big Mek in Kustom Dragster with Soopa-Gun





 some bloke wrote:
Green Tide
As many boys as possible, running and da-jumping at the enemy to shoot or punch 'em. That's 1.

Agree.

Grot Horde
as many individual units of gretchin to hide, deny movement, take objectives and generally be as infuriatingly annoying as possible. Survival through MSU. very different to green tide, so that's 2.

That's not a play style. The only time a pile of gretchin is being anything but troll move is when you back it up with mek guns, lootas and planes. At which point this is just dakka orks without boyz.

Dread Bash
deff dreads, meka-dreads, killa kans, gorkamorkanaughts, with minimal troops to add taste and hold those annoying objectives. effectively being ultra-elite heavy armour, I'd say this is very distinct from 1 & 2, so that's 3.

Agree, though currently this achetype usually centers around deep-striking three nauts. "minimal troops" is not a thing in any style though, the weird 32 are all but mandatory for a successful ork army, so you are probably running 6 troops no matter what.

Battlewagon Bash
Whether it's transports, bonebreakers or gunwagons, that aim of the game is to have mobile heavy vehicles to deny anti-infantry weapons and punch through the enemy line turn 2. massed shooting from inside (curtsey of open topped) makes this a mobile shooting list with a focus on high-toughness. That's 4.

Yep, another one. Mind you that only battlewagons are open topped, and you don't actually deny anti-infantry weapons since they can pop the wagon and kill what's inside. Losing 2 BW/turn is pretty much expected.

trukk rush
As many trukks, as cheaply as possible, hurtling towards the enemy. Support with a deffkilla to move-advance-assault turn 1. This is super-quick MSU to try and throw the opponent into disarray. This plays very differently to Battlewagon Bash, as it focusses on getting small units into combat quickly, rather than out-surviving the enemy long enough to eliminate their anti-infantry, so that's 5.

Yes, another archetype. Mostly suffers from trukkboyz being useless though.

Gunline
As above, as much stationary guns as possible, with shootaboys as a charge buffer and grots to shield & grab objectives. Being another distinct one, as you're not running at the enemy, this is good t owrongfoot an opponent expecting "orky" orks. That's 6.

It's called dakka orks, because gunline isn't actually what this archetype is about. You cannot afford to stand and shoot with your entire army. Dakka orks use powerful shooting options like SSAG, lootaz, mek guns and blanes to take out targets that endanger the other part of your army comming in from reserves/getting jumped which is in charge of scoring VP or exploiting weak flanks. That part can be boyz, gretchin, kommandoz, flash gits or even MANz. Whatever you chose, the army plays very similar.

Biker Bash
First off- bikers are shooting units. So the aim here is run & gun, try to out-manoeuver the enemy and stay alive. I gather this one's quite crap this edition. lots of bikers probably falls into the speed-freeks playstyle, to be fair, so let's write this one off.

This used to be a play style when you could field bikes as troops. With a maximum of 3x12 bikes, you will be hard pressed to make an army that does not fall into one of the other playstyles.

Orkzilla
Squiggly-beasts! this one's definitely unique. Thatks to the howdah, your aim is to get the squiggoth in combat, but fill it with shooting units, and count on them shooting all the time. Tankbustas do well here. That's 7.

That's the same army as battlwagon bash and suffers from the same weaknesses. A deff rolla wagon is basically a better squiggoth.
Also keep in mind that you are usually limited to 3 squiggoths.

speed freeks
Generally this is fast and shooty. Speed freek lists are less focussed on getting stuck into CC, as the majority of buggies, bikes and the like are shooty. Stormboys excepted. This rolls up with bikers for number 8.

Agree. Battlewagons also fit well here, but playing freeks feels very different from battlewagon bash.

Flyboys
Realistically, this is part & parcel of the above. Fast and shooty, just harder to manoeuver. I'll write this off too.

You also lose the game when your ground troops are taken out, which is ridiculously easy for orks, plus you'll run in trouble with spaces to place your planes on a board with decent terrain.

Bully Boys
This one is 50/50 on whether it constitutes a different playstyle - it's kind of another version of several of the above (trukk rush, but elites. Battlewagons, but elites). I'm adding it as another as it can make several of the above into different playstyles - you have to use elite orks differently to disposable ones boys. So that's 9.

Bully boyz or deff wing have been a play style through many editions, not in 8th though. You cannot field an army that massively invests in elites without either making it dakka orks or battlewagon bash.

So for distinct playstyles (obviously you can do mixes which adds more, but that's much blurrier) I'm now saying orks have 9.

I'd still say six, as gretchin, nidzilla and bully boyz aren't actual play styles, unless you consider getting a thematic army blown off the table within two turns a play style.


Automatically Appended Next Post:
 some bloke wrote:
Not familiar with Eldar and Chaos so much, so I'll take peoples word for the amounts. Guess this puts orks 3rd!

I wouldn't worry too much - they are stretching their builds just as thin as you are

This message was edited 1 time. Last update was at 2019/07/31 12:06:14


Drager wrote:
I'd heard there would be a clatter, then perhaps a hiss, but that's not what it's like. We'd all been told that these things lurked in vents and crevices, that they could sneak up on a man no matter how alert, but that just wasn't what happened. We saw them coming, well, we heard them first, an ear-splitting boom as they accelerated across the plain. They must have been 2 miles away when we heard the crack, but we barely had time to lift our weapons before they were on us and then... past us. Running faster than I could follow. They didn't attack, didn't even try and it was then, as the whole platoon stared after them that a dread crept through me and I turned to see that which they had been running from.

-Infantryman Collins, 5th Umbra Rifles
 
   
Made in ch
Potent Possessed Daemonvessel





I wouldn't worry too much - they are stretching their builds just as thin as you are

considering this is just CSM and neither DG nor TS it still is somewhat impressive.

Altough as seen in my contribution, mostly ranges in the meh department.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page

A Mostly Renegades and Heretics blog.
_______________________________

Who would win:
10'000 + years of veterancy, or some raidy Boys?
(Not Online in regards to the new Red Corsair battalion CP boost.) 
   
Made in us
Fixture of Dakka





Guardian Warhost
Aspect Warhost (Diversified)
Shining Spear Deathstar (or MSU spam)
Reaper Deathstar (or MSU spam)
Spectre Deathstar
Spider Spam
Serpent Spam
Mechdar (Mechanized infantry - as in, Guardians/Aspects in serpents not just serpents)
Eldar Skimmer Spam (Various CWE tanks)
Wraith Host
WK Centerpiece (with any trim - Guardians, Aspects, or Wraiths)
Air Wing
Ranger Warhost + support
Avatar Rush
Seer Council

CWE has way more.
   
Made in us
Sinewy Scourge




Bharring wrote:
Guardian Warhost
Aspect Warhost (Diversified)
Shining Spear Deathstar (or MSU spam)
Reaper Deathstar (or MSU spam)
Spectre Deathstar
Spider Spam
Serpent Spam
Mechdar (Mechanized infantry - as in, Guardians/Aspects in serpents not just serpents)
Eldar Skimmer Spam (Various CWE tanks)
Wraith Host
WK Centerpiece (with any trim - Guardians, Aspects, or Wraiths)
Air Wing
Ranger Warhost + support
Avatar Rush
Seer Council

CWE has way more.
I'm not sure all of these are that distinct. Most of the deathstars play in a similar way, just with a different central unit.
   
 
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