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Made in us
Dakka Veteran





College Park, MD

So, I'm by no means a master of the tabletop. I'm okay with this. Frankly as long as I can pull off some stupid stunts during the game I'm going to have fun, although winning is certainly a nice bonus. I'm also fairly slow, which I'm really not okay with. I don't want to make my opponent wait while I screw around thinking about what to do, and I'd like to be able to wrap up games faster than I do right now. I've been playing for seven or so years, so simply playing more games is unlikely to change either of these.

What I'm trying to figure out is what would be a fast army to play. Something competitive would be a nice bonus, but fast wins out. I'm thinking I should probably stick to something with reasonably few units or a relatively limited decision tree. Model count is probably not a huge issue since I can move models and roll dice just fine, my problem comes when it's time to decide where to put them and what to shoot at... so green tide might actually be reasonable if I'm charging everything forward and not really spending much time thinking about it.

I have a reasonably large collection of Space Marines from different chapters, a decent number of Orks (from AoBR, so not shoota boyz unfortunately,) a solid collection of Imperial Guard to use as allies although possibly not enough to be the main list, and a reasonable collection of Tyranids. Whatever I decide to do, it's going to be from one of those four factions so that I'm not dropping $400 on a new army.

Any suggestions for what direction I should go into to speed up my game?

 
   
Made in gb
Blood-Drenched Death Company Marine






Grey Knights?

Draigo, Librarian, 3 Techmarines 10 paladins = 1500 models, 1500 points :-)
   
Made in us
Knight of the Inner Circle






Two 5-man paladins?

6000 points
4000 points
Empire 5500 Points

 
   
Made in gb
Longtime Dakkanaut




West Midlands (UK)

Yah. Probably Grey Knights. They are a good and small-model-count army. Perhaps not as extreme as an all-Paladin list (which brings challenges of its own).

Just use your current Space Marines or IG as a starter and begin painting a few Grey Knight Terminators or so as allies, than switch to GK main and IG/SM-allies and finally GKs.



Alternatively, Space Wolves are also very, very, very forgiving to player mistakes. They shoot better than normal Marines and cc better than normal Marines and don't punish you for getting distances wrong and getting charged and are both cheaper and more customizable in their loadout too. Not much need to think head really. They do everything better for less so you can just keep rolling dice.

More models than GK's though.

This message was edited 1 time. Last update was at 2012/09/07 12:59:57


   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I'd actually sugest eldar, as they are an army of hyper specialists. Codex marines are a good choice, because even if you are knocked out of your plan, you can still do OK.

If it's the decisions that are slowing you down, not the mechanics, any army can work. When building your list give each unit a role, and stick with it.

Some advice from a codex marine perspective to speed things up...

Don't buy a lot of optional upgrades. Don't pay the points for a MM/HF speeder. Just run straight melta. They now have one role; put the gunbarrel up against a tank, shoot until you/it is dead. Find a new target if you live.

Field a Dev squad with 4 heavy bolters. Kill infantry, ignore everything else.

Auto/Las pred: Kill vehicles.

Tac squad in a rhino: drive towards objective, clear foes off said objective, camp.
Scout squad w/snipers; camp objective, shoot closest infantry.

Dread in drop pod: pick juicy target, kill target, die.

Each unit has a job assigned to it when you write your list. Don't be fancy, stick with the plan. If it helps you, write that job next to the unit on your list. You loose out of some of the inherent flexibility of the army, but it should do fine. Play like a bad stereotype of a codex adherent chapter.

Avoid over thinking things. There might be better options for every little thing you do, but the randomness of the dice tend to even out small mistakes. Yes, if every move you make is well thought out and optimal, you will have a better chance to win, but it doesn't help if you roll a 1 on the die anyway. Play fast and loose and have fun doing it.

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

I third GK. There are several fast builds, but nothing beats showing up to an 1850 point game with 16 models.


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Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in us
Dakka Veteran





College Park, MD

Well, I have a box of GKT and PAGKs laying around, plus 5 of the old metal GKTs I can strip and repaint so I might give them a go. I'll just poke my nose around a bit and look for what seems to be common in Draigo-wing builds.

 
   
 
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