greatbigtree wrote:Then you can try painting them, and playing a game of Kill Team or two. Gives you a feel for a
40k like game... it’s pretty close, just at a smaller scale. This way, you can see if you like painting, see if you like the style of game, and lastly you’d have two sets of models, that you can entice other people to play, or have options for games against people with their own models.
DONT buy in too deep, too fast. You might not like the modeling of some factions, or not like the way they play. Kill Team is great for this, to give you a taste before you build 500 or 1000 points and discover you don’t like it!
That said! Both Thousand Sons and Grey Knights can build most of, if not all of the options they can use in “standard” Kill Team, If you’re buying new, then those two boxes give you everything you’d need in one box. Chaos Marines can build a solid team from a box of normal marines and a 5-pack of Cultists, which is also a pretty cheap entry. Necrons want a box of Immortals and the guys with Warscythes... Lychguard? I’d say a very strong Salamander team can be built from a box of tactical s and the scouts with sniper rifles and missile launcher.
I do not know about
GSC, Mechanicus, or Eldar.
Completely agree on taking it slow. I have seen time and time again players rush to get 2000pts of models, build them and get far too overwhelmed when they start to paint a single squad. More often than not that army is going to look like that for years from my experience. Less if the player gets bored of the game which is much easier since they only invested money instead of both time and creativity to get them painted. Not to say painting completely staves off bordem of the game. It usually does make you more invested in it as your army is Your Dudes (
TM).
As for Kill Team, I think it is a decent way to play a game as you build up a larger collection. Do note, that Kill Team is based on full
40k rules, but does have a bunch of changes that makes it is own game. Additionally, many factions work very differently and can be considerably more/less effective in Kill Team than full
40k. If your goal is to have a full
40k army, I would treat Kill Team as something to do with your collection until get to the point you can play small games. I wouldn't necessarily treat it as a proving grounds to which army you should start based on how if functions in Kill Team.
It is really hard to help someone pick a faction. Most everyone has their own preferences and bias on the factions, and we don't really know you, or any new player, that well as to help you/them make an informed decision. The best that can be done is answering more specific questions on the factions you are interested in. That said:
Necrons are in a tough spot and have been there for an uncomfortably long time. Reanimation Protocols seem like a good thing until you realize that it is fairly easy for your opponent to shut down without really changing how they play. The upside is they are really, really easy to paint and look nice. You are also very unlikely to walk into any gaming place that is saturated with Necron players.
Craftworld Eldar really, really need to get their models updated. From the prices on the few that have, they look like they are going to be a pretty penny when they do though. I am told they are pretty good on the table but they take some work to get the most out of them. They seem to also have a habit of rotating effective units as
40k changes. At then of the day they are fast and hit hard, or at least that is what I think as I haven't played against them.
Genestealer Cults may be the most expensive army to collect at the moment. They are a horde army with kinda expensive models, and eBay has mostly run out of the cheap box set stuff. I should know, I have been starting up an army of them and kinda regret not getting more on sprue stuff at half or better price.
GSC are a close range/melee horde army that is usually character focused while eschewing vehicles for the most part. While getting Command Points which are used to activate special abilities called Stratagems isn't difficult for this faction, it is
CP hungry enough to use them all up in a couple of rounds just the same.
Grey Knights spent much of the edition being the poster boy of poor rules. It sounds like this is less the case with their Pyschic Awakening book. An issue with the Grey Knights is they don't have much model kit options, and that isn't likely to change anytime soon. They kinda suffer from being a specialized micro faction which could limit them. That's not completely true, but it isn't completely false either.
Space Marines are usually touted as the beginner friendly faction which is true. They have the widest selection of models and are relatively easy to learn the game with. They are most common faction. Even going with Salamanders which will influence the play style of your army, marines are still marines and play like marines.
AdMech I really only know from Kill Team and seeing one of the players at my
FLGS play them. Currently, the Dune Crawler seems to be a big part of that army from what I have seen. However, AdMech are getting a bunch new stuff which is likely to give the faction a bunch different options to how they can be used.
Chaos Space Marines was my first army. They are okay, but I often find them to be a bit disappointing in that cultists are point-for-point far better than marines and little in the army feels as brutal in melee as it should. Alpha Legion are the best of a meh bunch though. I don't know if you are going to feel all that much like a mastermind playing them though as Chaos Space Marines kinda play a certain way. I suppose if you like cultist malarkey you got something a little different.
Thousand Sons seem like a fair starting point. Their models are quite detailed and can take some work to look nice, but they are kinda small model count army. At a casual level where I play my group's
TS player has been doing pretty well with the
PA book. You definitely have to learn the Psychic Phase with them. They hit pretty hard with spells and warp-weapons. They don't have a lot of wounds but nearly everything has an Invulnerable Save giving them some protection.