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![[Post New]](/s/i/i.gif) 2012/08/30 02:06:38
Subject: Your army's "ten commandments"
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Heroic Senior Officer
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So, pretty straightforward. What is your army's ten commandments? AKA the 10 rules that you always follow. These can be just a codex in general, or a specific build, or goals that you personally live by for your game. They can be serious, jokes, or a mix of the two. Figured this would be a fun thread and maybe we can learn a thing or two. All armies and playstyles are welcome of course! So, to start it off with an example, here is my Imperial Guard Foot Horde 10 commandments: 1. Thou shalt always fire thy lasguns. 1/18 chance to kill a marine is still 1/18 chance to kill a marine. 2. Thou shalt always use thine orders. Just because that HWS is only LD7 doesn't mean you shouldn't bother with bring it down! 3. If it's worth bringing one of, it's worth bringing 3 of. 1 Leman Russ works well eh? Ever try 3? 4. There's safety in numbers. Where 1 guardsman is but a target, a hundred is a wall of pain, ready to crush even the hardiest of foes. 5. Redundancy, redundancy, redundancy, redundancy! You should never rely on just one unit to take care of a job, because that means it is guaranteed to miss, die, screw up, or in some other way disappoint you and fail. See Rule Number 3. 6. Never forget the Imperial Guard's special rule, "We roll more dice than you". Keep rolling dice, and they'll keep rolling saves. And they gotta roll ones eventually. Even a paladin with a rerollable 2+ armor save can get killed by a lasgun if you fire enough shots (yes, I've done this) 7. Autocannons are your friend, as well as Lascannons. Bring as many as possible, and show people why the term "Shooty IG army of doom" exists. 8. Regimental standards are your friend. Never leave home without it. 9. We have 2" unit coherency for a reason. Learn to use it, and you will be very glad you did. 10. Imperial Guard is often referred to as the "Sledgehammer of the Imperium", and for a good reason. Show your opponent why So there you have it. What are your ten commandments DakkaDakka?
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This message was edited 1 time. Last update was at 2012/08/30 02:34:51
'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 |
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![[Post New]](/s/i/i.gif) 2012/08/30 02:55:55
Subject: Re:Your army's "ten commandments"
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Rough Rider with Boomstick
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I've got some of the same as you have MrMoustaffa, but here goes for my IG.
1. If it takes one, bring two. Redundancy is key.
2. Take the shot. even a one in a million chance is better then no chance.
3. Guardsmen die. A lot. Accept, account and continue the attack.
4. All units are expendable, if you must lose a Russ to save Guardsmen moving on to an objection, the Russ must die.
5. Don't underestimate Yarrick (LONG story...)
6. Attack Anti-infantry units with tanks and Anti-tank units with infantry.
7. Quantity has a certain quality. Go for more, not better.
...
...
...
Guess I only have seven...
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DR:80+S++G+MB--I+Pw40k03+D+A+++/areWD322R++T(F)DM+ |
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![[Post New]](/s/i/i.gif) 2012/08/30 03:17:23
Subject: Your army's "ten commandments"
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Deathwing Terminator with Assault Cannon
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Well I play Mixedwing so
1. You must always utilise your bikers mobility, a stationary biker is a dead biker
2. Mixedwing is very much the duelist, Terminators are the dagger that deflects the worst of the blows, Bikers are the rapier that sends your opponent to the grave.
3. Do not just spam just thunder hammers, or just Lightning claws, a healthy mix of the two allows for victory against most attackers.
4. Remember both bikes and terminators are fearless, if you just have one man standing that one man can force a multi assault or he can stand on the one objective that will win you the game.
5. Sammael is your Glass Cannon, by himself he can butcher any one character, the key is to find which character he should slaughter if any.
6.Always take your bike command squad. It is worth its weight in gold.
7.If points allow take both Sammael and Belial. With those two they make your entire army barring Landspeeders Scoring
8.Take advantage of the new FOC that is unlocked at 2000 points to take chaplains.
9. Large Blobs are not your friend, you must divide and conquer
10. If you cannot divide the blobs you must aim for taking or contesting objectives.. You may barely cause any casualties in the game, but you may win or force a draw
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DA 4000 points W/L/D 6e 3/2/0
IG 1500 points W/L/D 6e 0/2/0
And 100% Primed! |
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![[Post New]](/s/i/i.gif) 2012/08/30 03:19:23
Subject: Your army's "ten commandments"
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Ambitious Space Wolves Initiate
Some tyranid infested space hulk, shooting the crap out of some hormagaunts!
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This is for my space wolf army.
1 Thou shalt not fear the enemy.
2 Thou shalt hate the enemy.
3 Thou shalt destroy the enemy.
4 Thou shalt not feel sympathy nor empathy for the enemy.
5 Thou shalt not have mercy on the enemy.
6 Thou shalt not let the enemy retreat.
7 Thou shalt let the enemy feel pain.
8 Thou shalt be brave.
9 Thou shalt be courageous.
10 Thou shalt be victorious.
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![[Post New]](/s/i/i.gif) 2012/08/30 03:23:18
Subject: Your army's "ten commandments"
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Decrepit Dakkanaut
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1) Kill!
2) Maim!
3) Burn!
4) Kill!
5) Maim!
6) Burn!
7) Kill!
8) Maim!
9) Burn!
10) Rinse repeat.
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Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
My deviantART Profile - Pay No Attention To The Man Behind The Madness
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation |
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![[Post New]](/s/i/i.gif) 2012/08/30 03:38:20
Subject: Your army's "ten commandments"
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Longtime Dakkanaut
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Tau :
1) FIRE EVERYTHING!
2) FIRE EVERYTHING!
3) FIRE EVERYTHING!
....
10) RUN AWAY!
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![[Post New]](/s/i/i.gif) 2012/08/30 03:42:26
Subject: Your army's "ten commandments"
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Dakka Veteran
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1- If its not on the board the enemys first turn, then its not getting shot at
2- 2+/5++ armor save? look for some cover to make sure
3- If it dont have grenades or powerpunchers then introduce it to one of six dreadnoughts
4- Bring multiple dreadnoughts
5- Snipers are snipers so keep on sniping
6- If my two biggest death bringers are right next to each other then I better be flanking with everything else
7- Gabriel Seth can kill most anything that isnt geared directly to kill him
8- Always die valently, after all dudes playin with plastic soldiers in a basement is sexy but battle stories seal the deal
9- If the blood talon Dread can flame it, then the blood talon dread can assault and bloodtalon it, 20 hits on a single squad usually wins.
10- If the battle seems intimidating then remember, Dark Eldar and Necron are my true primary armies.
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![[Post New]](/s/i/i.gif) 2012/08/30 04:15:56
Subject: Your army's "ten commandments"
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Humorless Arbite
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1. Thou shalt be painted! If thou is not painted, thou must have sat on a shelf in the same room as paint for at least one year.
2. Thou shalt not cast come hither looks at thine squad mates, even if they are actually house ecsher gangers.
3. Thou shalt ride into battle! It has been some 22 millennia since the the first mechinized conflict. Yes, thoust may ride a horsey if thou must.
4. While in the service of the Arbites.. Thou shalt not weep for the loss of the rhino Thou shalt embrace the Chapterhouse wheeled kit and rejoice in the knowledge that thine emperors roads will not be harmed by the passage of tank tracks.
5. Thou shalt field at least one LRBT variant for every three vanilla LRBT.
6. Thou shalt not field a Vendetta.
7. Thou will over spend points on search lights and pintel mounted hvy stubbers and dozer blades and HK missles and extra armor and any other upgrade which makes thy tank look magnificent in the eyes of the emperor.
8. Thou shalt not hang kit outside thy track that thou does not wish to be shot off by Tau, and eaten by Kroot.
9. Thou shalt not play "bad boy's" when deploying Arbites.
10. Thou shall ask witnesses if they suffer from seizure disorder befor turning on thy bling bling lights.
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Voxed from Salamander 84-24020
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![[Post New]](/s/i/i.gif) 2012/08/30 04:21:17
Subject: Your army's "ten commandments"
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Heroic Senior Officer
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1) Thou shalt have artillery
2) Thou shalt have field artillery
3) Thou shalt not pain skin
4) Thou shalt be a proper Krieg gun line
5) Thou shalt never play a game without thine Grenadiers, no matter how bad they are.
6) Thou shalt not field unpainted models
7) Thou shalt fear deepstriking stuff
8) Thou shalt kit up thine Guardsmen
9) Thou shalt have at least 3 different shades of grey on thine soldiers
10) Thou shalt always strive to out range thine enemy and keep it as far away as possible
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![[Post New]](/s/i/i.gif) 2012/08/30 06:23:15
Subject: Your army's "ten commandments"
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Decrepit Dakkanaut
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boo, the guard have already been taken.
The only thing I'd clarify is that...
"guardsmen are like ammunition, you have to expend them to gain victory."
Or, as I used to say, blood conquers all...
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![[Post New]](/s/i/i.gif) 2012/08/30 06:40:23
Subject: Your army's "ten commandments"
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Insect-Infested Nurgle Chaos Lord
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Orks:
1/,Shoot da Choppy Fings an' Chop da Shooty Fings
2/. No such thing as Enuff Dakka
3/. Where there's a Waaagh! there's a way
4 - 10 See above (orks can only count to three..)
DE:
1/. Though shalt not use Mandrakes, for they suck despite being awesome models.
2., The same goes for Decapitator, but more so and with no model.
3/. Thou shalt not assume that your vehicles will live.
4/. Thou shalt not assume that the DL is a decent anti-tank gun.
5/. Thou shalt spam it unmercifully, as it's about the only gun thou hast got.
6/. Thou shalt spam the other gun also, for the same reason
7/. Thou shalt not waste 35 points on a WWP
8/. Thou shalt not underestimate Wracks, for they can be awesome.
9/. Thou shalt not buy wracks and grotesques from GW, for your wallet's sake..
10/. Thou shalt smite the living bejollies out of the foe, for it will be likely your only chance to survive round one..
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This message was edited 2 times. Last update was at 2012/08/30 06:43:37
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2012/08/30 06:52:57
Subject: Re:Your army's "ten commandments"
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Tail-spinning Tomb Blade Pilot
Onuris Coreworld
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1. Thou shalt take a Veil of Darkness with at least one 20 man Necron Warrior Squad.
2. Thou shalt always max out on Heavy Support
3. Thou shalt always give thy Necron Overlord a 2+ save
4. Thou shalt always give thy Necron Destroyer Lord a 2+ save
5. Thou shalt give thy Immortals a Night Scythe to travel in style
6. Thou shalt take Warscythes on any one who can take them
7. Thou shalt take a Cryptek with a Solar Pulse whenever possible
8. Thou shalt give Mindshackle Scarabs to thy Necron Overlord
9. Thou shalt always make an annoying *plink plink* sound when your enemy fires many shots at your Necrons and you pass all armor saves
10. Thou shalt make an annoying high pitch *powering up* sound when you pass a lot of your Reanimation Protocols, to similate your Warriors returning to functionailty
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"Most mortals will die from this procedure...and so will you!" |
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![[Post New]](/s/i/i.gif) 2012/08/30 07:13:01
Subject: Your army's "ten commandments"
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Trustworthy Shas'vre
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1) Thou shalt lose every close combat you are in so make sure that only the right units get assaulted.
2) Thou shalt never fire at your models naked BS when there is an option to better it.
3) Thou shalt pick a target that must die this turn and kill it in the most efficient way possible. Once it is gone you may pick the next.
4) Low Leadership is your blessing, not your curse. Breaking to shooting means you escape an assault, breaking to assault means you can shoot the heck out of him next turn.
5) Have at least one good marker unit on the table and always use it first in the Shooting Phase.
6) The automatic buys of 5th are mostly dead weight in 6th.
7) Yes that unit sucks, that is why you play it as a part of a team with a plan.
8) There are other uses for an Ethereal than having him killed as early as possible.
9) If your opponent kills your Ethereal you have conceded 1 to 3 Victory Points, make sure that it is worth it before you let him dangle.
10) Your units will usually rally if you give them a chance to, don't hug the back table edge, move latterally to delay assaults.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2012/08/30 07:22:42
Subject: Your army's "ten commandments"
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Raging Ravener
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My 'Nids.....
1 Nom nom nom
2 Nom nom nom
3 Nom nom nom
4 Nom nom nom
5 Nom nom nom
6 Nom nom nom
7 Nom nom nom
8 Nom nom nom
9 Nom nom nom
10 Nom nom nom nom nom
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More than 7pts, less than 7000...just
4000+ 2500 2000+
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![[Post New]](/s/i/i.gif) 2012/08/30 07:23:40
Subject: Your army's "ten commandments"
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Regular Dakkanaut
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Orks:
1: MORE DAKKA!
that is all
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![[Post New]](/s/i/i.gif) 2012/08/30 08:18:57
Subject: Your army's "ten commandments"
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Heroic Senior Officer
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Ailaros wrote:boo, the guard have already been taken.
The only thing I'd clarify is that...
"guardsmen are like ammunition, you have to expend them to gain victory."
Or, as I used to say, blood conquers all...
Oh come now, I'm sure you can up with a ten commandments of your own. We've had like 4 IG ones made already and they've all got different stuff.
Besides, dont you have a chaos marine army as well or something? Do one for that if you can't think of any funny ones for IG
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'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 |
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![[Post New]](/s/i/i.gif) 2012/08/30 09:48:57
Subject: Your army's "ten commandments"
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Furious Raptor
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For my Alpha Legion
1: Thou shall not forget thy name is only Alpharius.
2: Thou shall not worship the Gods, but use them.
3: Thou shall not trust the Gods as Their gifts can backfire (and usually do).
4: Thou shall not field Daemons for the same reason.
5: Thou shall field a Dreadnought not matter its low lifespan.
6:Thou shall field at least one Squad of Thousand Sons.
7: Thou shall field Chosen and equip them with plasma guns.
8: Thou shall field what might be fun, even if worthless.
9: Thou shall Use cover. Marching heedless into the enemy's line of fire is only for guardsmen and cultists.
10: Thou shall deny the validity of the above list as it may only be a deception to sow doubt among the enemy.
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This message was edited 1 time. Last update was at 2012/08/30 09:57:37
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![[Post New]](/s/i/i.gif) 2012/08/30 10:28:05
Subject: Your army's "ten commandments"
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Longtime Dakkanaut
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no1, thou shall cost me a lot of money
no2 thou shall be sold by retailers who delight in taking their time to post
no3, thou shall confuse the hell out of me as to which chapter to be
no4 thou shall make me excited and make me buy more
no5 and more
no6 and more
no7, thou shall cost even more as I have yet to purchase paint, modeling tools, carry cases more dice et al
no8, thou shall have too many models to be used to one game
no9, thou shall make me join 3 gaming clubs and take up far too much of my time
no10, thou shall (probably) frustrate the hell out of me.
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40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
06/2013: 1st at War of the Roses ETC warm up.
08/213: 3rd place double teams at 4tk
09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
10/2013: 3rd/4th at Battlefield Birmingham
11/2013: 5th at GT heat 3
11/2013: 5th COG 2k at 4tk
01/2014: 34th at Caledonian
03/2014: 3rd GT Final |
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![[Post New]](/s/i/i.gif) 2012/08/30 12:48:10
Subject: Your army's "ten commandments"
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Sinewy Scourge
Lawrence, KS
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For the Tau:
I am Aun Shi'va, your Etherial, who brought you out of the horrors of the Mon'tau. Though shalt have no other HQ's before me. Except El'Hana. He's pretty good too.
Thou shalt not make unto thee any list with fewer than twenty four Firewarriors, for they are your bread and butter. Their pulse rifles fire long and true and are underestimated in your meta.
Thou canst not win by annihilation. Remember the objective and keep it in mind. "The Enemy's Gate is Down."
Remember the Pathfinders and keep them safe, for their statline is all ones and thine enemies shall endeaver to blast them to bits, in their mercy. The Devilfish must be taken, but you can give it to Firewarriors for their manuverability. Yea though ye may curse its inclusion, ye were going to take it anyway, so quit thy whining.
Honor thy Crisis and thy Railgun, for they will do the heavy lifting. Yet do not depend overmuch upon them, for thine enemy will target them swiftly.
Thou shalt not stand in the open. Thou shalt duck, and weave, and remove thyself from conflict. You can not stand, if ye be charged, and so thou must be ready to redeploy at a moment's notice.
Thou shalt not try to prolong close combats. Your men are already lost. Let them die swift so that the enemy may be shot.
Commandest thou the fields of fire. Own the chokepoint and the terrain and the craters left behind. As the enemy approacheth, let them know that they deployed poorly, and though they think the cover is their friend, make it their enemy.
Thou shalt drill your target prioritization. You shall render to insignificance that which will damage thee the most in the least amount of time, even if that means ignoring close combat units nearer at hand. Never destroy that which has been hamstrung, for thou hast not the shots to waste for your visceral satisfaction.
Do not covet thy neighbor's armor save. Do not covet thy neighbor's codex nor its author. Do not covet the spacemarines for their release schedules or how they are doted upon by the studio, for though you may wait 4 more years for your new book, you may receive a new edition within the year that nerfs thee back to insignificance next to the Dark Eldar.
Space Marines:
Ignore your armor save, for it is a crutch. Remember your cover.
Deploy for your fields of fire to give maximum advantage.
Never be afraid to redeploy when enemy assault units close. Space Marines that move confuse the enemy.
Focus fire on whatever will do the most amount of damage in the least amount of time.
Remember the objectives and keep them in arm's reach. Occupy them if your enemy is too resilient to be pushed off of them.
Your Battle Brothers are expendable in the Emperor's Name, do not be afraid to sacrifice them.
Honor your snipers and prepare for them a target.
Pick a color and stick to it, do not hop codecies because your last flavor is old. Enjoy your fluff and build your story.
Ignore the Melta, its range is short and you have better things to do with those marines.
Cover your weaknesses, you don't have many.
Dark Eldar:
Mercy is for the weak.
Strike first, strike hard, show no mercy.
The only victory is a complete victory.
Wyches, Warriors, Raiders: all are expendable.
Fun is all that matters. Victory is fun. Thus, Victory is all that matters.
Manuver to win.
In all things practice the economy of the kill. The Wych may show a florish in the Arena for our enjoyment, but to win, apply only as much force as is necessary to achieve your goal and move on.
Your vehicles will die. Accept this and you will not be perplexed. Make certain only that your vehicles do their job first.
You have only two shooting profiles: S8 AP2 and S- AP5
Fear is our greatest weapon, more sure and reliable than any other. Fear makes your opponant pick the wrong targets, move away from objectives, hold cover too long, and overestimate your strengths, defeating them before they even pick up the dice. When your opponant has no fear, they will be trouble to you.
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Therion wrote:6th edition lands on June 23rd!
Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
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![[Post New]](/s/i/i.gif) 2012/08/30 13:17:57
Subject: Re:Your army's "ten commandments"
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Infiltrating Broodlord
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1: Thou shalt arm thy Chaos Lord with a Demon Weapon. Thy has no excuses not to.
2. Thou shalt remember that terminators do not scatter within 6 inches of a chaos Icon when they teleport in.
3. Thou shalt not field chosen.
4. If Thou shalt field a defiler, Thou shalt remember that thine battle cannon is superior to thy claws and never forsake it to run. And thy enemy, who not be in thy sight, shall snuff it.
5. Thou shalt remember to give thy daemon prince wings.
6. Thou shalt remember that thy dreadnought does not play well with others.
7. Thou shalt remember to give thy close combat chaos lord a mark of Khorne.
8. Thou shalt remember that thy Chaos Codex is a jealous codex and thou shall not covet any other codex before it.
10. Thou shalt remember to bring thy FAQ in thine codex.
Ok done. May I never type like that again.
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I refuse to join any club that would have me as a member. -Groucho Marx
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![[Post New]](/s/i/i.gif) 2012/08/30 13:36:49
Subject: Your army's "ten commandments"
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Plummeting Black Templar Thunderhawk Pilot
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1. Crush
2. Kill
3. Destroy
4. Swag
That's all I got for now  works well for my army
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Black Templars 4000 Deathwatch 6000
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![[Post New]](/s/i/i.gif) 2012/08/30 15:12:31
Subject: Your army's "ten commandments"
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Wondering Why the Emperor Left
United Kingdom
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Boggy79 wrote:My 'Nids.....
1 Nom nom nom
2 Nom nom nom
3 Nom nom nom
4 Nom nom nom
5 Nom nom nom
6 Nom nom nom
7 Nom nom nom
8 Nom nom nom
9 Nom nom nom
10 Nom nom nom nom nom
Pahaha, I was going to put that too!
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5 Successful trades on the Swap Shop and counting!
Breotan wrote:Jump to conclusions? This is Dakkadakka. We pole vault to conclusions here.
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![[Post New]](/s/i/i.gif) 2012/08/30 15:24:02
Subject: Your army's "ten commandments"
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Nasty Nob on a Boar
Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT
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For DW
1) Never underestimate the tactical terminator.
2) Take advantage of double force org and take many many Terminator characters.
3) Belial is 130 points. Don't think he can take Draigo.
4) Cyclones should be omnipresent.
5) As should assault cannons.
6) Shhhhhhhhhhhh, it's a secret.
7) Storm bolters hurt en masse
8) Devastators can be helpful
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angel of ecstasy wrote:
You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.
2000 |
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![[Post New]](/s/i/i.gif) 2012/08/30 15:27:50
Subject: Re:Your army's "ten commandments"
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Space Marine Scout with Sniper Rifle
Tarry Town
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My Space Marine Chapter, the Tenfold Shield. An extremely defense-oriented gunline-style army, backed up by Assault Terminators for some real punch. Sternguard Veterans are consistently the MVPs of the army, with a close second going to Terminator Librarian Durus and Terminator Chaplain Aloysius, my HQs.
1. Remember thy Chapter creed. We Endure. And that is our strength: whereas the enemy will take the field with naught but his mortal flesh or a flak jacket to shield him, we have sacred Power Armor and can withstand punishment that would fell a lesser man. Trust to thy armor, but do not grow complacent, for the enemy has blasphemous tools that can bypass its protection, and even the blessing of Larraman will not protect thee from plasma fire.
2. The humble Rhino is thy most valued ally. Its iron-clad hull will defend thee from the fire of your enemies, its smoke launchers will keep it from being destroyed, and its hatch will allow thee to return the punishment tenfold. It will take thee to thy designated positions, and it will shield thee from death even when its machine spirit has finally departed. Make use of them, and honor their loyalty by outfitting them with Dozer Blades so that they may shed their worries about dangerous terrain.
3. The Space Marines of the Tenfold Shield are honorable, dependable, and mighty, each the equal of a dozen lesser men. Remember the gifts of the holy gene-seed when fielding them, and realize that thou need not flood the field with warriors. Twenty Tactical Marines are the equal of any challenge. To risk more is to waste the resources that the Emperor has bestowed upon thee.
4. While a Space Marine is the equal of many lesser men in combat, the enemies he will face are formidable and many. A horde of greenskins will bring down a squad of even the most tenacious Marines if they are not thinned out beforehand. Wear down their numbers with Boltgun and Missile Launcher, and never forget the sacred Frag Grenade. Every squad should have a Flamer in hand, to purge the hordes with holy promethium both when attacking and when defending.
5. Thy most esteemed warriors, the Champions of the Tenfold Shield, are the honored Sternguard Veterans. With their blessed ammunition they will vanquish many foes before they reach your lines - but they must be granted the proper equipment to do so. Combi-flamers will defend them from those who get too close. Combi-meltaguns will discourage armored foes from approaching. And a pair of Heavy Flamers will turn any charging foe to ash. Grant them a Rhino for further durability and mobility, and they will prove an indomitable bastion of defense, rendering thy lines impenetrable wherever they stand.
6. The Scouts of the Tenfold Shield are decorated warriors, not neophytes. They have chosen to surrender their own protection so that they might better defend others in their own way: from the shadows, and from a distance. Their Sniper Rifles are often underestimated by the enemy - but thou shalt not underestimate them. No. Thou shalt place them in solid cover with lines of sight to the most valuable areas of the field, and use their precise, deadly fire to remove thy enemy's champions before they can threaten thy warriors.
7. While thine Tactical Marines and Sternguard Veterans are surely undefeatable in ranged combat, they are not your answer to melee threats. This lies with your Assault Terminators. They shall always be given a Redeemer, for they require transport as much as your other units, and shall always be outfitted with Thunder Hammers and Storm Shields such that they will not be denied their saves against enemies wielding Power Klaws.
8. Thy Assault Terminators are durable and dangerous, but they are still in need of a leader. When the chance arises, thou shalt place our most esteemed First Shieldbearer, the Terminator Chaplain Aloysius, at their front lines, to turn thy Assault Terminators into a truly murderous force.
9. The venerable Librarian Durus has many powers at his disposal, but those that are most valuable to thy units are almost invariably Gate of Infinity and Null Zone. Denying thy enemies of their foul protective wards and being able to strike from anywhere on the field are two advantages that can make the difference between defeat and victory.
10. Lastly, thine own force must force the enemy to respond to its defensive formation, rather than building your defenses in response to the enemy's attack. The most efficient way to do this is to deprive thy enemies of their transports, be they the xenos' Devilfish or the traitors' own corrupted Rhinos.
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This message was edited 1 time. Last update was at 2012/08/30 17:39:06
"Sometimes it is better to light a flamethrower than to curse the darkness."
- Terry Pratchett
=====Begin Dakka Geek Code=====
DC:90-S+G+M+B++I+Pw40k11#+D+A+/aWD-R++T(T)DM+
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![[Post New]](/s/i/i.gif) 2012/08/30 16:29:25
Subject: Re:Your army's "ten commandments"
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Grisly Ghost Ark Driver
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All hail the Machine!
Necrons:
1) Thou shalt always take Mindshackle Scarabs where possible. There are no exceptions.
1) Thou shalt always take Sempiternal Weave where possible. There is one exception. (Necron lords, but it is still pretty good on them too)
1) Thou shalt always take a Warscythe where possible. There are some exceptions. (lychguard, for example)
2) Thou art a shooty army, and ultimately one with shorter range than most other shooty armies. Ergo, nightfighting and other tactics which can draw your foe into range are worth their weight in gold.
3) Know the role of each piece in your army, and play them with the precision. Sloppy play leads to unnecessary statistics...
4) Take Wraiths. (Seriously, a contender for 'best assault unit of all time' in a shooty army? take as many of these as you can manage...)
5) I Get Knocked Down. But I Get Up Again. You're Never Going To Keep Me Down. (ie: Reanimation protocols are awesome. Try and avoid having whole units wiped at once if you can help it).
6) Night Scythes are one of the best basic troop transports in the game. Take them where possible.
7) Fear no challenges, for thy warscythe and thy sempiternal weave (not to mention thy mindshackle scarabs) they comfort thee...
8) Know your Rules. (It's embarrassing to have your foe tell you your fliers can only fire in their forward arc, or being unable to reanimate something due selecting your last warrior as a casualty rather than an attached cryptek.)
9) When in doubt, massed gauss fire will take care of just about anything.
10) Synergy. Synergy. Synergy. (C'tan with writhing worldscape should be paired with tremor-teks, Imotekh should be paired with close combat or short ranged shooting elements, Dispair-teks go nicely with deathmarks, etc.)
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This message was edited 2 times. Last update was at 2012/08/30 17:28:56
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![[Post New]](/s/i/i.gif) 2012/08/30 16:43:03
Subject: Your army's "ten commandments"
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Focused Fire Warrior
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For my usual Tau builds...
1) Thou shalt not assault.
2) Thou shalt not allow themselves to be assaulted.
3) Thou shalt destroy those who wish to assault with extreme prejiduce
4) Thou shalt distract the enemy with those that strike from the shadows
5) Thou shalt destroy the enemy with an overweight of AP1/2 firepower
6) Thou shalt remain 18" from all enemy units
7) Thou shalt remember that objectives are to be claimed only when the enemy is destroyed.
8) Thou shalt use Hammerheads only for large blast templates
9) Thou shalt not bring the bureaucracy into battle (Ethereals)
10) Thou shalt destroy psykers with extreme predjudice
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![[Post New]](/s/i/i.gif) 2012/08/30 16:49:56
Subject: Re:Your army's "ten commandments"
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Speedy Swiftclaw Biker
Scotland
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1) Red ones go fasta
2)Get inter the fightin quick
3)Fight da shooty ones
4)Shoot da fighty ones
5)Moar boyz!
6).. Ugh boss, wat comes afta 5?
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evilsponge wrote:Lots of Little Napoleons in this thread. Half the people in here should never have authority over anyone |
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![[Post New]](/s/i/i.gif) 2012/08/30 16:54:33
Subject: Re:Your army's "ten commandments"
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Mutating Changebringer
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1) Always bring da boss. 'E makes da nobz like da boyz.
2) Always bring da big mek. 'E makes da deffdread like da boyz too. And tell'm ta bring 'is force field thingy.
3) Always bring da dakkajet! It shoots lotsa dakka!!!
Durr what comes afta 3?) Bring a big wagon wid a crushy wheel! Crush 'em!
Umm anotha 3) Bring da lootas! Bring dem all!!!
Uh...) Bring dem grot fings with da hurdas. Make'em run in first so dat dey can't snappyshoot da boyz.
Duh... 2 again) Bring da burnaz! Letz see 'em make da 'umies do da burny dance!
*Drool*) Bring trukkz full o' boyz and get'em close real fast like.
COUNTIN'Z FER 'UMIES AND PANZY ELFZ!!!!
 WWWWWWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGGHHHHHHHHHHHH!!!!!!1!!!!1!!!ONE!!!!!!!!
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![[Post New]](/s/i/i.gif) 2012/08/30 17:55:49
Subject: Your army's "ten commandments"
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Stalwart Tribune
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bear with me on this for what im gonna do with my chaos 1. Thou shalt not expect cultist to survive the battle 2. Thou shalt not waist cultist lives in vain 3. Thou shalt use cultist as a shield 4. the hellbrute is for smashing things SO SMASH THINGS WITH IT!!!!!!!!!!! 5. dark eldar are evil killllllllllllll themmmm NOWWWWWWWW!!!!!!!!!!!!!!!!!!!!! 6. Plasma things are your friend! 7. Guardsmen are for target practice, but wait the targets arent supposed to shoot back are they!?!?!!?! 8. leman russ tanks hurt so stay away and shoot them 9. if you kill enough thing the gods will be happy so KILLLLLLLLLLL!!!!!!!!!! 10.BOLT GUNS!!!!!!!
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This message was edited 1 time. Last update was at 2012/08/30 17:57:00
Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2012/08/30 23:30:44
Subject: Re:Your army's "ten commandments"
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Squishy Squig
Davis, CA
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Ork Rulez:
1. Boyz before Toyz. Always.
2. Lootas are never bad. If you are thinking of taking some other Elite option, you had best have a good reason.
3. The Warboss does not walk. You brought him to get into combat, give him wheels to get there faster. A Bike, a Trukk, a Battlewagon, whatever.
4. The Warboss gets an Attack Squig. He's earned it.
5. If your army doesn't have at least a few conversions, it isn't Orky enough.
6. MOAR DAKKA! Most armies can shoot better than Orks but few can shoot more.
7. Battlewagons get Deff Rollas. No exceptions.
8. You need cover. Just in case you can't find any, bring some with you - KFF, Aegis, etc
9. Take something non-optimal from time to time. No other army has as much personality as Orks so don't be afraid to break out the Flash Gitz, Zzap Guns, and Looted Wagons.
10. WAAAAAAGH!!!!!
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