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Made in ca
Dangerous Duet






So hi, I thought it would be cool if we did a brief summary of the tactics and caracteristics of each army to help new players to choose their army. However, since the only codex I have are CSM and Daemons, I can only talk for them So this is why I call to all players to try to make a brif summary that you think represent the armies you know of. So here's an example for me :

-Chaos Space Marines :
+Variety
+Durability
+Troops
Unit with great armor save (MeQ's). Most of the units can have fearless. Transport Vehicle is necessary. Units are versatile and can be ranged or melee focused. Units have moderate melee combat skill. Lot of option choices. Options are not so great. Only a couple builds are competitive, and have simple counters. CSM sports arguably one of the best pound for pound HQ in the game, Abaddon.


-Daemons of Chaos :
All units have invulnerable save. All units are daemons and fearless. All units must deepstrike in (good for strategic strikes, afterwards not so mobile). One vehicule, no transport. Units are single focused. Most units focus on melee combat. Some on ranged combat, other on literally taking hits. All are extremely efficient in their unique purpose. HQ are incredibly powerful. Few options. Excellent options. Not many builds can be competitive, especially Mono-God armies. All daemons are eternal warriors and are a such immune to instant death.

-Orks :
+Variety
+/- Speed
+Combat
+Numbers
-Durability
+Troops
-Anti Tank
+Anti Infantry
++Volume of Fire
Orks feature 3 major builds, Green Tide, Speed Freaks, and Kan Walls. Greemn Tides feature lots of 30 strong units of boys, Speed Freaks tend to take small units, in return for Trukks and Batltlewagons for getting close quickly.
All 3 work well with the popular combonation of a pair of KFF Big Meks in HQ, and this generates the Kan Wall. 2 Deff Dreads in troops( you can taker 1 dread as troops for every Big Mek), and Killa Kans in Heavy Support.
Orks offer a lot of conversion ideas, giving their nature to loot and steaql. If fact the Looted Wagon does not have a model, forcing players to use other models. Leman Russ models are common because their Battle Cannon is the same as the Wagon's Boom Gun.
Orks are a CC army, mainl;y because of all round poor ashooting accruacy.
They have 2 Troops, Boys and Gretchin. Grectchin are normally taken in small units so the boys can get close and not have to hold objectives.

-Space Wolves :
Variant Space Marine Codex that excels in close quarters (24") and being able to adapt to all situations. A powerful, recent Codex that can be very forgiving to the player on account of it's versatility and (probably too much so) cheap Grey Hunters, arguably the best troop choice in the game. Space Wolves are able to perform at range and close combat, allowing a lot of options in gameplay and army lists, as well as being more forgiving for the player, but ultimately this also lends itself to their close-quarters optimisation. That Space Wolves are a long-ranged or close-combat army is a bit of a misnomer IMO.
They follow all the usual abilities of Space Marines as well as improved ability in close combat, no combat tactics and less long-range options. Their typical competitive builds consist of massed Missile Launcher Long Fangs, alongside Rune Priests and Grey Hunters (their 3 best units), adding Razorbacks as necessary. It's worth noting however that this kind of gameplay/list isn't really original or fluffy (IMHO at the very least) and so I wouldn't recommend it for friendly/casual play, but it is very competitive on account of the impressive long ranged firepower and close combat ability.
There are very few poor options in the Codex and a lot of very viable units in every FoC slot, giving the player a lot of options for a competitive, themed and original list

Tau:
+Mobility
+Firepower
--Combat
--Troops
++ Anti Tank
+ Anti Infantry
- Durability
-Variety
Currently considered one of the most uncompetitive armies in 5th edition. They have some extremely effective units, as well as some that are extremely ineffective. Most lists revolve around as many XV8 suits (elite choice) as possible, with multiple XV88 broadside suits (heavy support choice) to destroy tanks. Everything else in the list is meant to either "speedbump" for the suits (slow down enemy units by dying), or hold objectives. While considered uncompetitive, Tau can perform well in a friendly environment, however are very much in need of a new codex.
Aesthetically, they are Asian inspired, and many consider the battle suits to be modeled on the Gundam anime franchise.
the tau's main issue is two fold
1 troops are so dedicated that they lack any option for duality(a tactical nightmare) while its elites offer endless duality. To have a force ready for any situation you need as many crisis suits as possible. otherwise you need to design your entire army to force your opponent into a situation that your dedicated units can excell however
2 these units cost to much. It costs 60 pts for one piranha. wtf. I use them. i need them. they play a vital role but feth me do they cost to much. Meanwhile devilfish are 80. In a meta where the majority of players pass up 35 pt transports in favor of more slogging lascannons how is one supposed to even try to compete with an 80pt boat.

Dark Eldar
+Anti Tank
++Speed
--Durability
--Difficulty
+Tanks
Fast army, kills tanks fast, not very good for beginners.
Dark eldar. Hard army. All offense no defense. Good speed and good shooting. Don't pick

Grey Knights
++Psykers
+Durability
+Firepower
-Anti Tank
+Combat
-Tanks
++Troops
--Numbers
The Grey Knights are a space marine variant that has a vast selection of highly effective, but somewhat expensive unit choices; the matter of whether or not the codex is 'overpowered' compared to other space marine codices commonly debated, but most new players will find that grey knights are competitive at any point cost and effective against every other army. The codex provides a variety of options for playing either small elite armies or large mechanized lists of highly effective models in well armed vehicles. As a starter army, a new grey knights player can field a competetive 1850 point list that consists of between 18-25 models, such as the Draigowing list that took second place in the recent Nova Invitational, making it a very appealing starting faction for new players who are apprehensive about throwing huge buckets of money at games workshop.
This space marine variant benefits from the most recent and arguably most competitive codex. Highly versatile, and boasting a selection of some of the most powerful basic units in the game. All Grey Knights, aside from having the generous stats of space marines, also come standard with weapons that allow them to excel in close combat.
While the force organization of GK reflects that of the space marine codex, they have a large selection of unique abilities and superior armaments that makes them exceptional among space marines, ostensibly to give them the edge against armies that contain psykers or daemons, but the actual result is that they are significantly more powerful and only slightly more costly, point wise, than other space marine variants.
In practical use Grey Knights have an effective shooting range of 24", and typically field smaller squads than other space marine variants, they lack weapons available to most space marines such as rocket launchers and melta guns, but their primary upgrade weapon, the Psycannon, is an excellent alternative. Additionally, competitive grey knights lists usually include dreadnoughts commonly referred to as psyflenoughts or psyfleman dreadnoughts to cover long range high strength shooting.
The Grey Knights benefit from their ability to field both small elite armies of high powered units and also to build large mechanized armies that exploit the secondary aspect of the grey knights codex, the inclusion of The Inquisition. By selecting Coteaz, a unique character, as an HQ choice, the GK player can choose to field a large number of relatively inexpensive 'inquisitorial henchmen' to fill his force organization chart; and each unit of henchmen has the ability to select a well armed light vehicle as a dedicated transport.
The most common competitive builds utilizing the GK include one of three options; either a very small army of elite units (the Draigo-wing build), a median sized 'MSU' army consisting of power armored grey knights, or a large mechanized army of inquisitorial henchmen. Inevitably, each of these lists is accompanied by between 3-6 dreadnoughts.

Eldar
-Difficulty
+/-Specialization
+Troops
-Numbers
+Combat
-Durability
++Psykers
Though it's a somewhat outdated codex, dedicated eldar players insist that the Eldar are competitive at any point cost. A highly mobile army with a large selection of highly specialized units, the eldar require a firm grasp of strategy and are very unforgiving to poor play, but can be exceptionally powerful when used intelligently. The eldar have a unit for every 'job', be it killing infantry, destroying vehicles, slowing down advancing hordes, or challenging giant monstrous creatures to streetfights; but they do not take punishment well, and will crumble if you allow your opponent to dictate the battle.

Codex : Space Marine
+Variety
+Durability
+Troops
Often referred to as 'vanilla' space marines, the SM Codex is intended to represent the Ultramarines and the thousands of various chapters of Space Marines that haven't earned their own codex. Highly versatile, competitive, and intended to be the middle-of-the-road army, the Space Marines are an incredibly modular army, capable of deploying strong mechanized lists, powerful alpha strike lists, highly mobile elite lists, and powerful heavy infantry lists. Comparatively weak at very low point costs, Space marines thrive at 1500-2500 points, and benefit from a number of special rules that make them effective both at shooting and in close combat. If the Ultramarines were a Teenage Mutant Ninja Turtle, they'd be leonardo. If they were an author, they'd be John Steinbeck.

Imperial Guard :
++Troops
--Durability
++Tanks
+Anti Tank
-Durability
-Combat
+Numbers
-Speed
Imperial Guard are your average human in a universe of things that can rip them apart. It's only through supperior numbers and a sheer will to survive that these guys are still around. They have a few competitive builds and a lot of fluff in their codex. Imperial Guard are mostly a hoard/shooting army with the basic premis being get LOTS of guys and stand back and shoot as long as you can. To aid in this they do have the most different types of tanks in the game (although most of them are the same tank with different guns) and you can even pull off a fully armored list wich can be very competitive. The comanders are able to issue orders to the troops giving them various bonuses for the turn which is a nice bonus and the ability to combine squads to make a single larger squad helps survivability when it comes to close combat. These guys will not be able to go toe to toe with a true close combat oriented squad like Korn Beserkers or a 30 man ork squad at full strength but to make up for this is their ability to lay down enough fire that those squads should be much smaller by the time they can get into combat with the guardsmen.

Black Templars
A Space Marine variant, the Black Templars are a close-quarters, but not close combat, army themed on the Teutonic Knightly Order (Not the Knights Templar). Although quite old it has several advantages over the standard Space Marine codex. Firstly it has several special rules that make it very different to other Space Marines, The Vows, Righteous Zeal, and The Emperor's Champion. To simplify things, The Vows are a bonus that can be bought before a battle, the only one worth mentioning, Accept Any Challenge No Matter The Odds, is part of the reason why they are mistaken as a close-combat army, this vow makes all members of the army somewhat better in close combat, but it does not mean you're an assault army. Righteous Zeal means that units who have taken shooting casualties must pass a leadership test and if passed will advance towards their attackers during your opponent's turn, again this causes people to think they're an assault army, what these rules mean is that BTs can get close very quickly, into rapid fire range where they can shoot their enemies down to a smaller unit and then they can assault for the win. The Emperor's Champion is a special HQ unit that must be taken except in very, very small battles. He provides a nice thematic touch to the army and means that one does not need to think up a HQ that fits with their build and doesn't take up points. He is pretty decent in close combat, but again this causes people to mistake the army for a close combat army. The Black Templars as a whole have lots of other rules that relate to leadership, although one or more are not valid in this edition.
The army itself has a unique ability to take a Crusader squad for its only Troops choice, a mixed unit of Initiates (Tactical Marines) and Neophytes (Scouts) that allow abuse of Righteous Zeal by killing off scouts to push the unit further up the board, as well as the ability to make a large unit of troops assault early in the game. Whilst it is optimal to make this assault based, its not the centrepiece of the whole army, and by instead focusing on close quarters firepower you can overwhelm units quickly, forcing your opponent to weigh up either trying to shoot the unit down or assault it with models that are not dedicated close combat units.
Other units are similar to Space Marine counterparts although there are no Thunderfire Cannons, Sternguard, Vanguard, Landraider Redeemers as they are recent, and no Librarians at all because BTs detest witchcraft, Veteran skills exist to provide buffs to certain units, including giving "Tank Hunter" to Dreadnoughts and some other units, providing excellent anti-tank options. It should be noted that the Assault Squad is very effective compared to the one in the Space Marine codex thanks to the Vow and Zeal, and Assault Terminators have been brought in line with the other codices, making BT assault terminators one of the best melee units in game.
In a nutshell:
Zealots with and up close combat focus, but able to play at a distance, access to buffs, and very viable footslogging infantry.
The Typical build tends to be based on the Zeal-Ball (A large unit of Initiates and Neophytes on foot with a Chaplain to help with the Zeal test) pushing forward with one or sometimes two Crusader units being mechanized to keep pace and support it, an Assault squad flanking, and at least 2 of the following: dreadnought with rifleman or Dakka loadout, standard Terminator squad equipped for anti-tank duties (The Cyclone missile launcher has been fixed), a footslogging assault Terminator squad, a Landraider/Landraider Crusader carrying a close combat unit usually accompanied by the Emperor's Champion.
Black templars can not take devastators (so no missle units). The build is a venerable dreadnaut with a missle launcher, lascannon, and tankhunters. The alternative is a las plas squad (3 Initiates w/bolter, 1 lascannon, 1 plasmagun) The las plas squads are 101 pts IIRC
One of the other popular build is using units of Sword Brethern which are basic initiates but with furious charge or some other special.


Tyranids
+/-Numbers
++ Monstrous Creatures
++Combat
--Tanks
+Special Abilities
Tyranids are an army of inter-galactic insects, who wish nothing more than to eat all forms of biomatter in galaxies, and even travel between themn to do so. They have no metal andsimilar, being a completely biological race, and as such have no vehicles. They must cobnserve biomass, so to do so, instead of creatining a large and complex brain for each creature, they just have the larger SYNAPSE creatures, such as Tyranid Warriors, Trygon Primes, Zoanthropes and even dreaded Hive Tyrants, have large and complex brains that relay the commands of the Hive Mind, the colective mind of the entire race, to lesser creatures. In games this is represented by the Instinctive behaviour and Synapse Creature rules. Instinctive Behaviour causes the unit to pass a leadership test or either FEED or LURK. Feeders move and assault the nearest enemy, while lurkers shoot, or run for cover if they can't. Synapse Creatures have a SYNAPSE RANGE, usually of 12", that if a unit is in said range, ignores Instinctive Behaviour and gains FEARLESS USR.
Tyranids feature a large number of Monstrous Creatures, up to 23 in a normal FOC, far more than any other army. They can also deploy large hordes of Termagants, Gargoyles and Hormagaunts.
Tyranids feature no vehicles, and are unpopular and unsuccessful in the Mech-Heavy world of 40K 5th Edition.
Tyranids can put out a lot of fire power, while not very good at penetrating armour, can be very powerful. However, they have average BS, and it is not very long ranged. This tends to make them a CC army. They have the unique abilty of being able to gain advantage of all their CC weapons, but lose the extra attack from having 2+.
Many Synapse Creatures are also Psykers, and Zoanthropes can put out one of the most powerful weapons in the game, Warp Lance, a Str 10, AP 1 Lance Weapon.


So I wait for the help of all experienced players and if you have to add something to the previous or following summary, you're welcome

This message was edited 10 times. Last update was at 2011/10/20 20:56:12


 
   
Made in ca
Stabbin' Skarboy




http://alt40k.blogspot.com/2011/10/how-to-pick-your-army-40k.html

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

Tau: Currently considered one of the most uncompetitive armies in 5th edition. They have some extremely effective units, as well as some that are extremely ineffective. Most lists revolve around as many XV8 suits (elite choice) as possible, with multiple XV88 broadside suits (heavy support choice) to destroy tanks. Everything else in the list is meant to either "speedbump" for the suits (slow down enemy units by dying), or hold objectives. While considered uncompetitive, Tau can perform well in a friendly environment, however are very much in need of a new codex.
Aesthetically, they are Asian inspired, and many consider the battle suits to be modeled on the Gundam anime franchise.

 
   
Made in ca
Stabbin' Skarboy




Your forgetting necrons
but yes they have some issues
as i stated in my article the tau feel is an odd one and not for all
however i dont buy into the gundam theory
i myself am a gundam fan but that is not what made me a tau player.
black reach(as poor of an example it can be) taught me value in outranging opponents and value in lower rolls
this lead me to tau the most outrangy, low rolling army out
As i stated i think the tau's main issue is two fold
1 troops are so dedicated that they lack any option for duality(a tactical nightmare) while its elites offer endless duality. To have a force ready for any situation you need as many crisis suits as possible. otherwise you need to design your entire army to force your opponent into a situation that your dedicated units can excell however
2 these units cost to much. It costs 60 pts for one piranha. wtf. I use them. i need them. they play a vital role but feth me do they cost to much. Meanwhile devilfish are 80. In a meta where the majority of players pass up 35 pt transports in favor of more slogging lascannons how is one supposed to even try to compete with an 80pt boat.

I always question GW's pointing schemes but to me the biggest issue is that an ork big mek with kff costs 100 pts and can give a 4+ save to vehicles, Meanwhile 5 pts per tau vehicle gives you the same result. I know KFF can give multiple units a save but you can only have 2. Barring points and just running on slots i can run 30 4+ saving vehicles for 150 pts.

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Sinewy Scourge







Dark Eldar

+Speed
+Initiative
+Anti-vehicle
-Defense

Main builds
Kabal: Warriors and Trueborn fill up most of the points, focuses mainly on shooting
Uses 1 or 2 units of Wyches for counter-assault
Most effective Anti-vehicle mix available to the army, all units are generally capable of destroying vehicles
Effective against all styles of lists

Wych Cult: Wyches for most if not all troops choices
Haywire Grenades let you destroy all vehicles in CC without proccing Blessed Hull/Living Metal
Trueborn and Ravagers are the main anti-vehicle focus
Least effective against large hordes due to lack of anti-infantry shooting, good against Elite armies (Wyches murder Termies)

Coven: Haemonculus/Urien for HQ, Wracks for Troops and Grotesques for Elites
Has to make as much use of Antitank as possible, usually you'll end up with 3 Ravagers at minimum, since Wracks have no ability to destroy vehicles in CC
Basic troop with FNP and T4 is very survivable, but isn't effective against elites such as Sanguinary Guard with Power Weapons
Poisoned CC weapons are a bitch.
Wrack units can take 2 of the best flamers in the game per unit, which is absolutely brutal when it follows a CC charge with 3 attacks/model
Works less well against mechanized and anything with a proliferation of power weapons, effective by leaps and bounds against hordes and weaker armored things

Deployment Styles:
Webway Portal: Take 2 or 3 Haemonculi with 30 point Wrack escorts in a Venom with a Webway Portal, move 12", drop it out on the 1st turn. Everything comes in from reserves out of the portal instead of a board edge. This is used to get bigger things into combat that can't be stuck in vehicles, and that fulfill your wet dreams of utter domination, such as 10 Grotesques or a giant Beastmaster pack. Less vehicles means less lances means less anti-tank, so bring some Ravagers or an ass-ton of heat lances/haywires. This list gets absolutely crippled if its portals die before they get used, so 1 portal doesn't usually cut it.

Air Force: The tried-and-true apex build for Dark Eldar. 3 Ravagers, everything in a transport. Floods the table with 12" or more moving a turn, then coming in on Turn 2 and dumping all hell over the enemy.

Venoms, Venoms Everywhere: 6x Warriors units in Venoms, 3x Trueborn in Venoms, 3x Ravagers, Baron and some Beastmasters if there's points. This is the apparent 'tournament' army these days, basically consisting of absolutely pissing Splinter Cannon shots on the enemy before closing in for the 18" range antitank. 108 shots a turn at 36" away with no movement penalty is absolutely brutal, but the Blasters can only shoot if you move 6" or less. For this reason, many people choose the traditional Raider Air Force list, as the Venom army only starts killing tanks on Turn 2, which can be absolutely lethal given who you're playing against.

Strong things in the book:

Flickerfields (5++ on all vehicles, cheap too)
Agonizer (Power weapon that wounds everything on a 4+, amazing in general)
Splinter Cannon (Venoms can use 2 for 12 shots a turn)
Blaster (18" Lance, murders tanks AND Crisis Suits!)


Tl;dr: Fast army, kills tanks fast, not very good for beginners.

This message was edited 5 times. Last update was at 2011/10/18 04:09:08


Kabal of the Void Dominator - now with more purple!

"And the moral of the story is: Appreciate what you've got, because basically, I'm fantastic." 
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

Mr. Self Destruct while very in depth, I think that post is a little long for this thread. Could you condense that into maybe a paragraph? Like 5-10 sentences?

This message was edited 1 time. Last update was at 2011/10/18 03:20:26


 
   
Made in ca
Stabbin' Skarboy




That article now has summaries for all the armies I know. Unfortunately I have never played blood angels black Templars witch hunters necrons chaos or daemons


Automatically Appended Next Post:
Dark eldar. Hard army. All offense no defense. Good speed and good shooting. Don't pick

This message was edited 1 time. Last update was at 2011/10/18 03:26:51


The tide is coming
http://alt40k.blogspot.com/ 
   
Made in ca
Fresh-Faced New User




I have the characterless SM, but I tried to make them a little more interesting. One has a sniper rifle conversion that turned out pretty nice
   
Made in ca
Stabbin' Skarboy




Marines are just blah because they give so much attention to them and all of their chapters and we get marines which are just blah. It's like their a skeleton army that has nothing of its own so it feels like every list is just any marine chapter list minus the stuff that makes them fun.

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

Okay, I'll jump in on this, only because it's something I should have read before I bought in to GW, I'll fill in some of the blanks.


The Grey Knights are a space marine variant that has a vast selection of highly effective, but somewhat expensive unit choices; the matter of whether or not the codex is 'overpowered' compared to other space marine codices commonly debated, but most new players will find that grey knights are competitive at any point cost and effective against every other army. The codex provides a variety of options for playing either small elite armies or large mechanized lists of highly effective models in well armed vehicles. As a starter army, a new grey knights player can field a competetive 1850 point list that consists of between 18-25 models, such as the Draigowing list that took second place in the recent Nova Invitational, making it a very appealing starting faction for new players who are apprehensive about throwing huge buckets of money at games workshop.

Codex: Space Marines - Often referred to as 'vanilla' space marines, the SM Codex is intended to represent the Ultramarines and the thousands of various chapters of Space Marines that haven't earned their own codex. Highly versatile, competitive, and intended to be the middle-of-the-road army, the Space Marines are an incredibly modular army, capable of deploying strong mechanized lists, powerful alpha strike lists, highly mobile elite lists, and powerful heavy infantry lists. Comparatively weak at very low point costs, Space marines thrive at 1500-2500 points, and benefit from a number of special rules that make them effective both at shooting and in close combat. If the Ultramarines were a Teenage Mutant Ninja Turtle, they'd be leonardo. If they were an author, they'd be John Steinbeck.

Eldar: Though it's a somewhat outdated codex, dedicated eldar players insist that the Eldar are competitive at any point cost. A highly mobile army with a large selection of highly specialized units, the eldar require a firm grasp of strategy and are very unforgiving to poor play, but can be exceptionally powerful when used intelligently. The eldar have a unit for every 'job', be it killing infantry, destroying vehicles, slowing down advancing hordes, or challenging giant monstrous creatures to streetfights; but they do not take punishment well, and will crumble if you allow your opponent to dictate the battle.

Tyranids: While commonly considered to be a 'bad' codex, the tyranids have the ability to be very competitive if you take your time and construct an army that functions in synergy. Compared to the "Zerg" of Starcraft, the Tyranid codex allows players to field massive hordes of fast moving deadly units that allow you to dominate a smaller army with sheer numbers, and have an impressive number of massive monstrous creatures that are difficult to kill. The Tyranids really shine in close combat, where their most effective units can do the most damage; the trade off is that tyranids do not suffer shooting well, and the current tournament environment features a lot of high strength shooting that makes short work of even the most intimidating monsters they can field.

Grey Knights - Long Entry

-Grey Knights : This space marine variant benefits from the most recent and arguably most competitive codex. Highly versatile, and boasting a selection of some of the most powerful basic units in the game. All Grey Knights, aside from having the generous stats of space marines, also come standard with weapons that allow them to excel in close combat.

While the force organization of GK reflects that of the space marine codex, they have a large selection of unique abilities and superior armaments that makes them exceptional among space marines, ostensibly to give them the edge against armies that contain psykers or daemons, but the actual result is that they are significantly more powerful and only slightly more costly, point wise, than other space marine variants.

In practical use Grey Knights have an effective shooting range of 24", and typically field smaller squads than other space marine variants, they lack weapons available to most space marines such as rocket launchers and melta guns, but their primary upgrade weapon, the Psycannon, is an excellent alternative. Additionally, competitive grey knights lists usually include dreadnoughts commonly referred to as psyflenoughts or psyfleman dreadnoughts to cover long range high strength shooting.

The Grey Knights benefit from their ability to field both small elite armies of high powered units and also to build large mechanized armies that exploit the secondary aspect of the grey knights codex, the inclusion of The Inquisition. By selecting Coteaz, a unique character, as an HQ choice, the GK player can choose to field a large number of relatively inexpensive 'inquisitorial henchmen' to fill his force organization chart; and each unit of henchmen has the ability to select a well armed light vehicle as a dedicated transport.

The most common competitive builds utilizing the GK include one of three options; either a very small army of elite units (the Draigo-wing build), a median sized 'MSU' army consisting of power armored grey knights, or a large mechanized army of inquisitorial henchmen. Inevitably, each of these lists is accompanied by between 3-6 dreadnoughts.

In the 2011 Tournament Season, Grey Knights are the most commonly played armies, though they place with proportionate frequency as space wolves.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in ca
Dangerous Duet






keep up the good work everyone! Soon every faction will have at least a brief summary

 
   
Made in us
Nurgle Predator Driver with an Infestation





The Memphis Sprawl

Might want to add that all Chaos Deamons are eternal warriors.

CSM sports arguably the best pound for pound HQ in the game, Abaddon.

"SIC GORGIAMUS ALLOS SUBJECTATOS NUNC" 
   
Made in us
Gnawing Giant Rat




Overland Park KS

You missed Imperial Guard so here goes.

Imperial Guard:
Imperial Guard are your average human in a universe of things that can rip them apart. It's only through supperior numbers and a sheer will to survive that these guys are still around. They have a few competitive builds and a lot of fluff in their codex. Imperial Guard are mostly a hoard/shooting army with the basic premis being get LOTS of guys and stand back and shoot as long as you can. To aid in this they do have the most different types of tanks in the game (although most of them are the same tank with different guns) and you can even pull off a fully armored list wich can be very competitive. The comanders are able to issue orders to the troops giving them various bonuses for the turn which is a nice bonus and the ability to combine squads to make a single larger squad helps survivability when it comes to close combat. These guys will not be able to go toe to toe with a true close combat oriented squad like Korn Beserkers or a 30 man ork squad at full strength but to make up for this is their ability to lay down enough fire that those squads should be much smaller by the time they can get into combat with the guardsmen.

The plan wasn't flawed it was the people carrying out the plan!!!

 
   
Made in au
Sinewy Scourge




Downunder

Black Templars: A Space Marine variant, the Black Templars are a close-quarters, but not close combat, army themed on the Teutonic Knightly Order (Not the Knights Templar). Although quite old it has several advantages over the standard Space Marine codex. Firstly it has several special rules that make it very different to other Space Marines, The Vows, Righteous Zeal, and The Emperor's Champion. To simplify things, The Vows are a bonus that can be bought before a battle, the only one worth mentioning, Accept Any Challenge No Matter The Odds, is part of the reason why they are mistaken as a close-combat army, this vow makes all members of the army somewhat better in close combat, but it does not mean you're an assault army. Righteous Zeal means that units who have taken shooting casualties must pass a leadership test and if passed will advance towards their attackers during your opponent's turn, again this causes people to think they're an assault army, what these rules mean is that BTs can get close very quickly, into rapid fire range where they can shoot their enemies down to a smaller unit and then they can assault for the win. The Emperor's Champion is a special HQ unit that must be taken except in very, very small battles. He provides a nice thematic touch to the army and means that one does not need to think up a HQ that fits with their build and doesn't take up points. He is pretty decent in close combat, but again this causes people to mistake the army for a close combat army. The Black Templars as a whole have lots of other rules that relate to leadership, although one or more are not valid in this edition.

The army itself has a unique ability to take a Crusader squad for its only Troops choice, a mixed unit of Initiates (Tactical Marines) and Neophytes (Scouts) that allow abuse of Righteous Zeal by killing off scouts to push the unit further up the board, as well as the ability to make a large unit of troops assault early in the game. Whilst it is optimal to make this assault based, its not the centrepiece of the whole army, and by instead focusing on close quarters firepower you can overwhelm units quickly, forcing your opponent to weigh up either trying to shoot the unit down or assault it with models that are not dedicated close combat units.

Other units are similar to Space Marine counterparts although there are no Thunderfire Cannons, Sternguard, Vanguard, Landraider Redeemers as they are recent, and no Librarians at all because BTs detest witchcraft, Veteran skills exist to provide buffs to certain units, including giving "Tank Hunter" to Dreadnoughts and some other units, providing excellent anti-tank options. It should be noted that the Assault Squad is very effective compared to the one in the Space Marine codex thanks to the Vow and Zeal, and Assault Terminators have been brought in line with the other codices, making BT assault terminators one of the best melee units in game.

In a nutshell:
Zealots with and up close combat focus, but able to play at a distance, access to buffs, and very viable footslogging infantry.

The Typical build tends to be based on the Zeal-Ball (A large unit of Initiates and Neophytes on foot with a Chaplain to help with the Zeal test) pushing forward with one or sometimes two Crusader units being mechanized to keep pace and support it, an Assault squad flanking, and at least 2 of the following: dreadnought with rifleman or Dakka loadout, Devastator Misssile squad, standard Terminator squad equipped for anti-tank duties (The Cyclone missile launcher has been fixed), a footslogging assault Terminator squad, a Landraider/Landraider Crusader carrying a close combat unit usually accompanied by the Emperor's Champion.

Its a bit lengthy.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in ca
Stabbin' Skarboy




you may want to standardize this into something simple

Tau
+Mobility
+Firepower
--Combat
--Troops
++ Anti Tank
+ Anti Infantry
- Durability
-Variety

Orks
+Variety
+/- Speed
+Combat
+Numbers
-Durability
+Troops
-Anti Tank
+Anti Infantry
++Volume of Fire

Guard
++Troops
--Durability
++Tanks
+Anti Tank
-Durability
-Combat
+Numbers
-Speed

Eldar
-Difficulty
+/-Specialization
+Troops
-Numbers
+Combat
-Durability
++Psykers

Dark Eldar
+Anti Tank
++Speed
--Durability
--Difficulty
+Tanks

Grey Knights
++Psykers
+Durability
+Firepower
-Anti Tank
+Combat
-Tanks
++Troops
--Numbers

Tyranids
+/-Numbers
++ Monstrous Creatures
++Combat
--Tanks
+Special Abilities

Marines
+Variety
+Durability
+Troops

Chaos Marines
+Variety
+Durability
+Troops

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in ca
Dangerous Duet






good good good. Soon all the armies will have a good summary. Keep up the income in knowledge!


Automatically Appended Next Post:
Oh, and also guys, I thought we could also tell if assembling an army is costly or not. Example, saying if the cost is moderate, high or low. Example, if I want to make a Deathwing Dark Angel army at 1500 pts, I will need to buy many terminators pack, which cost much in a way.

This message was edited 1 time. Last update was at 2011/10/19 22:55:54


 
   
Made in ca
Stabbin' Skarboy




No don't give examPles it up to the player what they want to run

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in au
Sinewy Scourge




Downunder

Are talking new or 2nd hand?
Marines have a massive drop in cost when you buy second hand as literally everyone in the hobby has at some point had marines.

Orks are similar, if you're ok with converting, as for a low cost you can get metric feth tons of AoBR boyz, Deffkoptas, nobz and warboss off ebay and convert them into EVERYTHING in that codex bar battlewagons, trukks, dredds, kanz, Big Gunz, SAG Big Mek and Gretchin, (and looted wagons if you're stupid enough to want one)

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in ca
Dangerous Duet






kk

 
   
Made in us
The Hive Mind





Khornate25 wrote:
Tyranids feature a large number of Monstrous Creatures, up to 23 in a normal FOC, far more than any other army. They can also deploy large hordes of Termagants, Gargoyles and Hormagaunts.

2 HQ, 0 Elite, 3 Troops, 3 FA, 9 HS is 17... unless I'm missing something.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in ca
Dangerous Duet






thx for the specification

 
   
 
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