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Made in us
Tail-spinning Tomb Blade Pilot




Onuris Coreworld

I have been toying around with the idea of starting a new army recently. Since I play Necrons, I began to think about which army would provide me with the biggest difference in gameplay.

Along that same train of thought, I started to wonder which armies are the most different from one another as far as how they play on the table top. So, to start, I will do Necrons.

I think the army that is most different from Necrons would have to be a very Slaanesh heavy Demons of Chaos army. You go from good armor saves, medium to high toughness, low initiative, no psychic powers and mostly shooting to no armor saves, low toughness, super high initiative, and getting most of your killing done in close combat.

So to summarize, Necrons are most different from Chaos Demons(Slaanesh heavy).

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Grey knight melee paladins, to horde tzeentch daemons.

Paladins have resillience, and melee skill, at the cost of speed and numbers

Tzeentch daemons have speed, numbers, and shooting skill, at the cost of resillience and melee skill.
   
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Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd think about an army that can ally with Necrons. Orks, GK, IG, and CSM come to my mind. Each of them plays differently.

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Onuris Coreworld

 wuestenfux wrote:
Well, I'd think about an army that can ally with Necrons. Orks, GK, IG, and CSM come to my mind. Each of them plays differently.


I appreciate the advice. But, I am asking what armies everyone thinks are the most different from one another gameplay wise. Evileyes has the right idea.

"Most mortals will die from this procedure...and so will you!"  
   
Made in us
Rogue






From a tau player, it seems to be nurgle daemons. You go from fragile, high power, high mobility shooting, to slooooowwww footsloggin HTH combat users that are nearly indestructible.

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Temple Prime

 Gyrtop wrote:
From a tau player, it seems to be nurgle daemons. You go from fragile, high power, high mobility shooting, to slooooowwww footsloggin HTH combat users that are nearly indestructible.
Aren't the new nurgle daemons kind of squishier than they used to be?

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north of nowhere

Imperial guard to DE. From tonnes of steel, hundreds of bodies and enough arty to demolish a city and staying 12-24" away to half-nekked BDSM melee fighters on flying paper bags.

 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

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Portugal

 TheCrazyCryptek wrote:
 wuestenfux wrote:
Well, I'd think about an army that can ally with Necrons. Orks, GK, IG, and CSM come to my mind. Each of them plays differently.


I appreciate the advice. But, I am asking what armies everyone thinks are the most different from one another gameplay wise. Evileyes has the right idea.


What about Orks? I play Necrons aswell, and if there's one thing we can't do, is having massives units of 30+ models who can't wait to enter CC to NOM NOM NOM everything. Likewise, Tyranids. I think the most different armies are Horde style armies if you want. Marines even have almost the same stats as Necrons so stay away from those

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Judgemental Grey Knight Justicar





New Orleans

Orcs are rush up and get into melee. Orcs are expendable.

Tau - Shoot and protect don't get into melee. Don't expend your troops you need the firepower.



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Green Tide foot Orks and Dark Eldar Venom spam.

This message was edited 1 time. Last update was at 2013/05/05 00:25:48


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Green Tide Orks and gunline Orks, FMC & psyker heavy Daermons and foot Tau.

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