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![[Post New]](/s/i/i.gif) 2013/07/12 00:09:43
Subject: .
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Dakka Veteran
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This message was edited 2 times. Last update was at 2019/10/02 23:55:42
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![[Post New]](/s/i/i.gif) 2013/07/12 00:12:41
Subject: Tyranids, Orks, Imperial Guard
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Wight Lord with the Sword of Kings
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What are you looking for in an army?
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![[Post New]](/s/i/i.gif) 2013/07/12 00:13:57
Subject: Tyranids, Orks, Imperial Guard
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Tunneling Trygon
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Most powerful? Not Orks, I can say that. Nids and Guard are debatable. Is this going to be your first army? If so, I'd recommend IG. Nids are currently a very difficult army to use, however they may receive an update in 6 months or so.
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![[Post New]](/s/i/i.gif) 2013/07/12 00:16:58
Subject: .
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Dakka Veteran
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This message was edited 1 time. Last update was at 2019/11/15 20:17:06
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![[Post New]](/s/i/i.gif) 2013/07/12 00:22:52
Subject: Re:Tyranids, Orks, Imperial Guard
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Grey Knight Psionic Stormraven Pilot
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I am a tyranid player, so my choice go for them
They are very nice to play, with many different strategies to play.
And they are, IMO, more powerfull than IG.
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Abyssus abyssum invocat
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![[Post New]](/s/i/i.gif) 2013/07/12 00:25:46
Subject: Tyranids, Orks, Imperial Guard
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Fixture of Dakka
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When ever I see more powerful and not asking why, all I can think of is, do you really need to win with plastic toy soldiers?
What are you looking for exactly? Are you looking to win all the time with a horde army? Do you play just to win? How about fun games as well? What about fluff or fluffy armies?
We really need more information in what kind of player are you. Do you want a shooty or assaulty army or a mixture of both?
As for me, I am a Tyranid player so I am biased in what to choose.
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2013/07/12 00:31:35
Subject: Re:Tyranids, Orks, Imperial Guard
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Lone Wolf Sentinel Pilot
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Guard is still the best, even after the vehicle nerf. nids are a close second. Orks can be good but it's debatable, and they are not nearly as consistent as the other two.
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DC:80+S+++GM+B++IPw40k08++D++A+++/hWD346R++T(M)DM+ Successful trades with Tweems, Polonius, Porkuslime, Mark94656, TheCupcakeCowboy, MarshalMathis, and Hahnjoelo
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![[Post New]](/s/i/i.gif) 2013/07/12 00:47:42
Subject: Re:Tyranids, Orks, Imperial Guard
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Storm Trooper with Maglight
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Out of the three I say orks if you don't mind close combat. Their bikers are great but if you want mech heavy or shooting I say IG.
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"We have all and none. Death better come to the other bastard first." - SSG Alton, 19th Valerian Light Infantry Regiment
"With iron and fire the beast shall be lain low at the hands of the Hunters whose home is under the Bloodmoon." - Bloodmoon Hunters Chapter
"Bring on the Angels of Blood and Darkness as thy descend from the heavens to smite our enemies. Let the Wolves of war rend and tear our foes to pieces. And we of the Bloodmoon Hunters shall bring the iron and fire as our vehicles crush all that oppose us under our treads." - Tech-Captain of the Bloodmoon Hunters
My 40k Armies:
Bloodmoon Hunters (Iron Hands Successors)
Lunar Venatorii Regiments (Astra Miltarium)
Mjior Prime Expediton (Skitarii/Admech)
Ordo Machinum (Inquisition) |
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![[Post New]](/s/i/i.gif) 2013/07/12 01:47:53
Subject: Tyranids, Orks, Imperial Guard
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Big Mek in Kustom Dragster with Soopa-Gun
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if you want a horde army its orks by a longshot. IG are almost always some form of a gunline with fliers and Nidz are rarely number heavy unless they have a lot of lucky pooping without rolling any doubles.
However Orks are mainly just for fun right now. They can be competitive, but its not easy and usually limited to green tide or bikerlists.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/07/12 02:41:18
Subject: Tyranids, Orks, Imperial Guard
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Growlin' Guntrukk Driver with Killacannon
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They can each be very powerful... It's all in how you play them!
As an Ork player, if I were to pick one of the other two, I'd have to say that the Imperial Guard bring a lot more power to the table than the Tyranids!
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Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads! |
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![[Post New]](/s/i/i.gif) 2013/07/12 03:44:06
Subject: Re:Tyranids, Orks, Imperial Guard
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Hellish Haemonculus
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None of the above.
I believe that no army has a power level which is inherently greater than any other. In this, as in many things, experience and good sense are what makes a good player, not the "best" army. The misconception, I think, stems from the fact that some armies are easier to learn how to play than others. In that regard, I think Tyranids are the easiest of the three armies you list.
Now, that being said, I've recently had it pointed out to me that my opinion about army power levels flies in the face of all my observed evidence. I've never seen a Tyranid army lose. And I've never seen an IG army win. So take my opinion as you will.
In any event, I hope that helps.
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![[Post New]](/s/i/i.gif) 2013/07/12 04:00:01
Subject: Re:Tyranids, Orks, Imperial Guard
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Norn Queen
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Jimsolo wrote:The misconception, I think, stems from the fact that some armies are easier to learn how to play than others. In that regard, I think Tyranids are the easiest of the three armies you list. Even here you are wrong. Both Guard and Orks are very 'point and click'. Orks - point your Boyz at something, run forward shooting. IG - point your guns at something, start shooting. Tyranids require a lot of planning at the list building stage, a lot of planning at the start of the game (you'll need to adjust your playstyle purely based on what psychic powers you roll), and need good movement management during gameplay to ensure units are within buff ranges - synapse, psychic powers, innate buffs like the Venomthrope, etc. Then, very carefully pick your fights - Tyranid units all suffer from being glass cannons against some units while being absolute monsters against others. The fact that you haven't seen people win with Orks or IG but have never seen anyone lose with Tyranids doesn't mean Tyranids are easier to play - it simply means you've seen bad IG and Ork players and some rather good Tyranid players.
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This message was edited 2 times. Last update was at 2013/07/12 04:18:50
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![[Post New]](/s/i/i.gif) 2013/07/12 04:09:15
Subject: Tyranids, Orks, Imperial Guard
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Sneaky Striking Scorpion
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Jimsolo...i think is wrong.
If you look at tournament results, you don't see the same top codexes in them despite having different builds for no reason.
There are viable builds for every codex, but the reality is that some are just better than others. I have yet to see pure SM win a tournament lately. Helldrakes happened. The best armies right now are the xenos. Daemons/Nids/Tau/Eldar
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![[Post New]](/s/i/i.gif) 2013/07/12 04:19:04
Subject: Re:Tyranids, Orks, Imperial Guard
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Yellin' Yoof
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Orks, baby. IG probably have more firepower and work better with this edition, but Orks are getting a new one soon, and are just more fun from a background/painting/modeling standpoint, imo.
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![[Post New]](/s/i/i.gif) 2013/07/12 07:47:26
Subject: Re:Tyranids, Orks, Imperial Guard
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Fixture of Dakka
Temple Prime
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-Loki- wrote: Jimsolo wrote:The misconception, I think, stems from the fact that some armies are easier to learn how to play than others. In that regard, I think Tyranids are the easiest of the three armies you list.
Even here you are wrong. Both Guard and Orks are very 'point and click'. Orks - point your Boyz at something, run forward shooting. IG - point your guns at something, start shooting.
Tyranids require a lot of planning at the list building stage, a lot of planning at the start of the game (you'll need to adjust your playstyle purely based on what psychic powers you roll), and need good movement management during gameplay to ensure units are within buff ranges - synapse, psychic powers, innate buffs like the Venomthrope, etc. Then, very carefully pick your fights - Tyranid units all suffer from being glass cannons against some units while being absolute monsters against others.
The fact that you haven't seen people win with Orks or IG but have never seen anyone lose with Tyranids doesn't mean Tyranids are easier to play - it simply means you've seen bad IG and Ork players and some rather good Tyranid players.
He somehow believes that GW in all of it's noted incompetence can somehow balance over a dozen different armies perfectly.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/07/12 08:06:05
Subject: Tyranids, Orks, Imperial Guard
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Infiltrating Broodlord
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We play Nids and Orks.
THe "powerful" army will change as new codices emerge. Go for the one you like the idea of the best, and the ones you most look forward to painting.
Personally, I'd say Orks as you hardly seem to see them these days, as people go for the normal point and shoot army. But they require finesse, probably, and a sense of humour, certainly.
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![[Post New]](/s/i/i.gif) 2013/07/12 08:16:01
Subject: Tyranids, Orks, Imperial Guard
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Resolute Ultramarine Honor Guard
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As an SM/CSM player, guard blobs worry me the least of the three (not saying they stink, they're just not as scary as a Green Tide or a Zerg rush). Ork hordes typically have too many 5+ saves, but if you're thinking a boyz rush with Cybork Nobz or Nob Bikers, that can still work well in a non-tau heavy meta. Nids, if you use Ymgrals and Trygon borrows with some Tervigon/gaunt spam, that can cause fits with a little MC support. If you're willing to do it right, Nids are best for what I think you're looking for.
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DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0
QM Templates here, HH army builder app for both v1 and v2
One Page 40k Ruleset for Game Beginners |
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