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![[Post New]](/s/i/i.gif) 2015/04/08 04:32:48
Subject: Can someone give me a rundown of how some armies play?
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Possessed Khorne Marine Covered in Spikes
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Simple and easy, I just want to know how a few armies play.
Empire
Skaven
Beastmen
Chaos Warriors
Chaos Dwarves? Does this faction even exist? They have their own BB team so I think so.
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[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2015/04/08 05:20:48
Subject: Can someone give me a rundown of how some armies play?
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Hurr! Ogryn Bone 'Ead!
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Warriors are a big monster of an army. Average warriors with halberds can rip apart most elite units from most other armies. They can do a lot of good damage in melee, but that's really it. They only have one shooting unit, it's a Daemon cannon, which likes to go nuts and charge everyone because it's awesome like that. They're fun actually, I find that they can have some decent model count for them, not tons but not ogre levels of few models, I think they can get a happy medium. Have good magic, and they have really great fighting characters. Making a couple of good great weapon or halberd hero characters seems fun. Or, if you want, NASCAR! Where you use nothing but chariots, and it's awesome.
The Chaos Dwarves are a little weird. There is a Forge World book for them, and if you want to play them, I recommend that you convert up some normal Dwarves as Chaos Dwarves. They're weird, still slow, but they have basic infantry with Dragon Ogres, Wizards, magic hand weapon/shield guys in the Special slot, they have their own lore of magic. They also have hobgoblin slaves, and guys with weird halberd/blunderbuss weapons in core. It's kind of a small army, they seem like a good allie army to do with Warroior, since they actually have shooting.
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Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard. |
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![[Post New]](/s/i/i.gif) 2015/04/08 05:26:38
Subject: Can someone give me a rundown of how some armies play?
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Combat Jumping Ragik
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Empire
Combined arms faction that can do it all but generally relies on buffs. As the standard "human" faction they can do a bit of everything, just none of it particularly well. The way they make up for that is by supporting each other through augment magic, prayers (another form of augment magic) and working together. This is especially true when you have a unit with detachments which have odd, but very useful, interactions. You'll have a LOT of builds available to you but nothing in the army can really go win a game by itself.
EDIT: Thanks Rune StoneGrinder: They are best at being a artillery line army supported by Heavy and light Cavalry and/or large cheap infantry units. They are also one of the best light wizard spamers.
Skaven
Can now be combined with daemons, skaven, and warriors of chaos
Skaven are about MASSED NUMBERS. Your average unit will outnumber your opponent minimum 2:1. Skaven suck on a model by model basis, this is why they have almost no generic model above 10 pts. The strength comes from their "toys" by which I mean weapon teams, cannons & oddball units like the doomwheel & HPA. The problem is if your opponent removes your toys that threaten him, you don't have much to back it up with. You will struggle against heavy armour but rely on statc combat res to carry the day & if not hope to win the grind on numbers.
Beastmen
Can now be combined with daemons, skaven, and warriors of chaos.
Beastmen are lackluster. They suffer from an old book that needs an update. Generally you have a lot of ambushers and monsters but your ambushers aren't great and your monsters are too expensive. They get a MASSIVE buff being able to take marks of chaos from the glottkin book. In this case they can be fieled effectively as basically a ravening horde.
Chaos Warriors
Can now be combined with daemons, skaven, and warriors of chaos.
You will always be outnumbered. Always. But there is a reason for this. Model for model you have the best boys in the game. That's why you won't have as many. You have many different lists from the 7 model 2,000 pt list to a horde of warriors. The issue is you have next to no shooting and again everything you have is expensive.
Chaos Dwarves? Does this faction even exist? They have their own BB team so I think so.
They do exist but some people (trolls) will berate you that they "aren't a real army". For these you will need the Forgeworld Tamurkhan book which is no longer in print.
They play kind of like dwarfs but with magic, arguably one of the best lores in the game. K'daii are your friends. Usually you will sit back with your warmachines, have a defensive screen of hobgoblins or chaos dwarfs & use your monsters for the heavy hitting.
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This message was edited 2 times. Last update was at 2015/04/10 12:38:56
Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. |
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![[Post New]](/s/i/i.gif) 2015/04/08 10:20:46
Subject: Re:Can someone give me a rundown of how some armies play?
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!!Goffik Rocker!!
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What about orkcs
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![[Post New]](/s/i/i.gif) 2015/04/08 11:37:42
Subject: Re:Can someone give me a rundown of how some armies play?
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Combat Jumping Ragik
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Orks are odd. Unlike their 40k brethren O&G are best run surprisingly shooty.
This comes from their access to very cheap warmachines particularly the doom diver. Generally you will see night gobos over forest gobos as they tend to be slightly better. Often you have a big combat block of orks sporting your general (better ld) and then have lots of goblins with fanatics and things like the doom diver & pumpwagon.
It is possible to go full CC and full ork but you lose a lot when you fail to take advantage of the cheap warmachines and especially the fanatics that the army has to offer.
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Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. |
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![[Post New]](/s/i/i.gif) 2015/04/09 23:48:28
Subject: Can someone give me a rundown of how some armies play?
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Possessed Khorne Marine Covered in Spikes
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I was playing Blood Bowl and noticed the Underworld team was there. If that is an army (I DOUBT IT) please inform be since it seems really cool and shows all of my favorite races (kinda) in one army. Also, I think night goblins are cool models and was wondering if it is possible to make an army of pure night goblins?
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This message was edited 1 time. Last update was at 2015/04/09 23:56:00
[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2015/04/10 06:00:33
Subject: Re:Can someone give me a rundown of how some armies play?
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Combat Jumping Ragik
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Undead come in 3 forms:
General for all undead:
Bad to learn with. Undead are unbreakable, ITP & unstable across the board meaning you won't learn a good chunk of the rules. Undead are also finicky and very magic dependent, they play like no other army because of everything I have mentioned & as such you will have a hard time transitioning out of undead. Unless you are 100% sure you want undead, I'd suggest starting elsewhere & moving into undead when you know the rules.
Tomb Kings:
Generally a subpar army that suffers from being an early book and not being VC. Their core tends to be archers as they all ignore BS modifiers. Their magic lore is meh and point for point they tend not to hold up. The best TK armies will require skill to field and tend to be composed of a LOT of archers and ushabti / chariots for cleanup. It is also worth noting that TK are the only army in the game that can rank chariots into units. You highest lvl wizard MUST use lore of nehekara & if he dies your army will begin to crumble. Oh and you can NEVER march. Their saving grace can come from their special "entombed beneath the sands" rule which essentially is like a 40k deep strike.
Vampire Counts:
Better than TK. VC have gak for core, take only the minimum. They revolve around VERY powerful characters (A tooled up V.Lord can go toe-to-toe with just about anything and expect to win) and good special / rare choices. The strength of the army comes from magic. You will likely lose most combats but when you replenish Wizard lvl + d6 wounds per cast you don't care. You win the grind then win the combat with the help of static combat res. The other way to win combat is magic buffs. VC is quite magic dependent outside a few builds. WS2 S3 I2 skeletons are not scary. WS2, I2, S3 skeletons who reroll to hit, reroll to wound, have ASF and regen 6+ ARE scary. You can bubble those spells to all units within 12 for the rerolls & automatically get it to all units with 6" of a corpse cart and the regen comes from another unit. VC also do a lot of Ld stuff. They have a unit that does 2d6 plus its remaining Wd- the units Ld worth of Wds to an enemy unit (ignores armor), so doom & darkness for -3ld, aura of dark majesty for a cumulative -4 and hit the unit with the scream. Double terrorgeists can literally melt heavy cavalry off the board. VC are also the only army in the game with ethereal units (Who can only be harmed by magic or combat res) and are great chaff. Your general MUST use lore of vampires and your army will start to crumble if he dies. In order to march you must begin your move within 12" of your general, OR be composed entirely of "vampiric" unites.
Undead Legions:
Basically pick & choose the best from TK & VC, minus some special characters plus some new ones. No restriction on general lore & no crumble. If you can use Undead Legions & you're not hard set on a special character from either book, there is no reason not to use it. Even if you don't want to mix & match, the no crumble & allowing TK to march is fantastic as well as no lore restrictions.
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Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. |
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![[Post New]](/s/i/i.gif) 2015/04/10 11:38:58
Subject: Can someone give me a rundown of how some armies play?
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Lone Wolf Sentinel Pilot
PA Unitied States
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Shas o Dorian said it all best agree 100% with him on all armies, but I'd like to add a few points on Empire
Empire
They are best at being a artillery line army supported by Heavy and light Cavalry and/or large cheap infantry units. They are also one of the best light wizard spamers.
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22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ |
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![[Post New]](/s/i/i.gif) 2015/04/10 23:15:28
Subject: Can someone give me a rundown of how some armies play?
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Possessed Khorne Marine Covered in Spikes
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Thanks! I might be getting a WFB army, but my wallet is crying right now. If anyone here has played Blood Bowl they have mostlikley encountered the Underworld team, that is a mix betweeen goblins and skaven. Does this army actually exist or is it just a Blood Bowl team?
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[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2015/04/11 01:28:32
Subject: Re:Can someone give me a rundown of how some armies play?
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Basecoated Black
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Just Blood Bowl until 9th edition, then who knows?
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![[Post New]](/s/i/i.gif) 2015/04/12 00:10:46
Subject: Can someone give me a rundown of how some armies play?
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Repentia Mistress
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If you really want Goblins and Skaven in the same army, then you could play Skaven and use the Gobbos as slaves, which seem to be an important unit to have. Since there isn't really an 'official' slave kit, you could arguably use anything that suits the stat-line. You could also integrate Goblin models into other units, such as the Screaming Bell or various artillery as laborers.
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