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![[Post New]](/s/i/i.gif) 2013/12/15 19:47:13
Subject: Iron hands or Tyranids?
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Stalwart Tribune
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So Tyranids are supposedly out next month, looking forward to it, but I had planned to spend my christmas cash on some iron hands, but seeing the new kits makes me want to do that, but I am really fickle, so I can't decide.
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 0046/12/15 20:14:14
Subject: Iron hands or Tyranids?
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Shas'o Commanding the Hunter Kadre
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Both.
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![[Post New]](/s/i/i.gif) 2013/12/15 20:36:16
Subject: Re:Iron hands or Tyranids?
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Pustulating Plague Priest
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My advice would be to stick with your iron hands until the Tyranid codex actually arrives.
That way, if the Tyranid codex winds up being bad, you won't have to worry about spending money on something you might not use.
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Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD! |
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![[Post New]](/s/i/i.gif) 2013/12/15 20:39:02
Subject: Re:Iron hands or Tyranids?
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Longtime Dakkanaut
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To many Space Marine players as is, Tyranids would be much more creative and fun to play IMO.
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/12/15 20:42:09
Subject: Iron hands or Tyranids?
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The Last Chancer Who Survived
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Nids. They look better, they'll probably play better unless the codex was written by a dunce.
And Spess Muhreens are just far too common, imo.
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![[Post New]](/s/i/i.gif) 0040/12/15 21:01:59
Subject: Iron hands or Tyranids?
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Lesser Daemon of Chaos
Utah
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Space marines will never be a bad army. Tyranids have had a few unbalanced codexes.
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"Accept that Tzeentch has a place for all of us in his grand scheme, and be happy in the part you have to play." "This is Chaos. We don't "ka-frickin'-boom" here." |
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![[Post New]](/s/i/i.gif) 2013/12/15 21:17:21
Subject: Iron hands or Tyranids?
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Infiltrating Broodlord
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Igenstilch wrote:Space marines will never be a bad army. Tyranids have had a few unbalanced codexes.
Space marines have never been "good" either. They've always been the literal middle of the road, somewhere between 4 and 8th overall. Tyranids have ranged from one of the best in the game (late 4th) to one of the worst (late 5th edition).
Depends, do you want to ride the Tyranid roller-coaster, or play the far more common and "stable" marines?
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Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2013/12/15 21:22:09
Subject: Iron hands or Tyranids?
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The Last Chancer Who Survived
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That's because:
"Spess and 'Dubs
sitting in a tree
K-I-S-S-I-N-G
first comes codex
then comes supplement
then comes stupid amounts of unnecessary updates and models that no xenos army can ever hope to compare to"
Sing it with me!
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This message was edited 1 time. Last update was at 2013/12/15 21:22:36
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![[Post New]](/s/i/i.gif) 2013/12/16 06:57:43
Subject: Iron hands or Tyranids?
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Flashy Flashgitz
Canberra, Down Under
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Tyranids for sure. Though this is being coloured by my love for them.
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Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!
WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner
- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all. |
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![[Post New]](/s/i/i.gif) 2013/12/16 10:19:15
Subject: Re:Iron hands or Tyranids?
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Unhealthy Competition With Other Legions
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Wait for the Tyranid codex to come out before deciding which army you want to play.
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amanita wrote:So dare I ask what happens if he farts? Could it blow the seals on the lower portion of his armor? Or is a space marine's system immune to such mundane fluctuations of bodily conduct?
Moktor wrote:No one should be complaining about this codex. It gave regular Eldar a much needed buff by allowing us to drop Fire Dragons and D-Scythe Wraithguard wherever we want, without scatter. Without this, I almost lost a game once. It was scary. I almost took to buying fixed dice to ensure it never happened again. |
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![[Post New]](/s/i/i.gif) 2013/12/16 10:42:26
Subject: Iron hands or Tyranids?
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Boosting Space Marine Biker
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Just have both!
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Solid Fists 2000 wip |
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![[Post New]](/s/i/i.gif) 2013/12/16 10:54:15
Subject: Iron hands or Tyranids?
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Regular Dakkanaut
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Carnage43 wrote: Igenstilch wrote:Space marines will never be a bad army. Tyranids have had a few unbalanced codexes.
Space marines have never been "good" either. They've always been the literal middle of the road, somewhere between 4 and 8th overall. Tyranids have ranged from one of the best in the game (late 4th) to one of the worst (late 5th edition).
Depends, do you want to ride the Tyranid roller-coaster, or play the far more common and "stable" marines?
Space Marines were damned good back in 2nd edition. WS 7 BS 7 S 5 T 5 Captains. lvl 3 Chaplains, and lvl 4 Librarians were ruinous, especially in terminator armor. Dreadnoughts were effect BS 7 and WS 6, and dear Emperor the special rules for their weapons made everyone else whimper.
Even the space marine's lowly bolter wasn't a bad weapon back in the day. Str 4 was good and the -1 on the armor save made it a 50/50 chance that even MEQ would fail an armor save. And terminators, oh my goodness, expensive but dang they could take a hail of fire and just laugh it off.
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This message was edited 1 time. Last update was at 2013/12/16 11:03:40
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![[Post New]](/s/i/i.gif) 2013/12/16 11:03:38
Subject: Iron hands or Tyranids?
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Norn Queen
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Rumbleguts wrote: Carnage43 wrote: Igenstilch wrote:Space marines will never be a bad army. Tyranids have had a few unbalanced codexes.
Space marines have never been "good" either. They've always been the literal middle of the road, somewhere between 4 and 8th overall. Tyranids have ranged from one of the best in the game (late 4th) to one of the worst (late 5th edition).
Depends, do you want to ride the Tyranid roller-coaster, or play the far more common and "stable" marines?
Space Marines were damned good back in 2nd edition. WS 7 BS 7 S 5 T 5 Captains. lvl 3 Chaplains, and lvl 4 Librarians were ruinous, especially in terminator armor. Dreadnoughts were effect BS 7 and WS 6, and dear Emperor the special rules for their weapons made everyone else whimper.
And They were still middle of the road despite that, which makes wonder how bad other armies were. Tyranids back then were hideously powerful.
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![[Post New]](/s/i/i.gif) 2013/12/16 11:43:17
Subject: Iron hands or Tyranids?
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Daemonic Dreadnought
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Nids. If recent GW releases are any indicator, they will be a top-tier tournament army on arrival.
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![[Post New]](/s/i/i.gif) 2013/12/16 11:45:45
Subject: Iron hands or Tyranids?
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Mauleed
UK
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It depends if you are choosing an army because it is cool (best way) or by effectiveness...
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40K: CSM/DA/IG/Orks
FoW: LW Brits
Total Nephilim kills: 6 cultists |
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![[Post New]](/s/i/i.gif) 2013/12/16 11:48:45
Subject: Iron hands or Tyranids?
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Trazyn's Museum Curator
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Nids. Too many people go SM.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2013/12/16 13:57:11
Subject: Iron hands or Tyranids?
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Stalwart Tribune
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twj wrote:It depends if you are choosing an army because it is cool (best way) or by effectiveness...
Well I think both are cool, perhaps do both, buy a squad of nids, buy a squad of hands, alternate.
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2013/12/16 14:19:35
Subject: Iron hands or Tyranids?
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Agile Revenant Titan
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Iron hands are cool, but i would wait to see what the nids get first.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/12/16 14:32:30
Subject: Iron hands or Tyranids?
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Oberstleutnant
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Let the dust settle on 'nids before you buy in imo. It could be a boring codex you won't want to play, a bad codex you won't want to play, or a great codex that everyone else wants to play which might make you want to avoid it too. Also you could get abominations released that turn you off the army such as dino bots or khornemowers have done for CSM players.
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![[Post New]](/s/i/i.gif) 2013/12/16 15:15:05
Subject: Iron hands or Tyranids?
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Infiltrating Broodlord
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This has 2 interesting side effects other then you just being part of the crowd...as it were.
1. You will get more "pick up" games then a generic space marine player, as people are sick of playing space marines by and large.
2. People will have less experience playing against Tyranids. EVERYONE knows how to play against space marines, but nids are an unknown quantity in a lot of areas. It can give you an interesting advantage in some situations.
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Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2013/12/16 17:13:14
Subject: Iron hands or Tyranids?
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Pragmatic Primus Commanding Cult Forces
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IRON HANDS! take them! They are cool. Especially if you get the Clan Raukaan supplement. And they have a few awesome Forgeworld models. But I am obviously biased
If you consider going for the 'nids, you should wait until the new codex arrives and evaluate it.
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Error 404: Interesting signature not found
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![[Post New]](/s/i/i.gif) 2013/12/16 17:26:18
Subject: Iron hands or Tyranids?
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Shas'o Commanding the Hunter Kadre
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Iron_Captain wrote:IRON HANDS! take them! They are cool. Especially if you get the Clan Raukaan supplement.
Not exactly the best advice. Iron hands seemed to accidentally get the new hotness with the recent releases. Lotsa bandwagoners. If you like the IH for their fluff first, sure go for it.
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![[Post New]](/s/i/i.gif) 2013/12/16 19:29:41
Subject: Iron hands or Tyranids?
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Stalwart Tribune
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yep its the fluff for the IH and the fact that Tyranids don't have pesky tanks to paint (I hate them)
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Praise be to Dark Sphere savior of cheapskates! |
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![[Post New]](/s/i/i.gif) 2013/12/17 05:27:34
Subject: Re:Iron hands or Tyranids?
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Fresh-Faced New User
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Right now though you might be able to get nids cheap on ebay. Once the new codex is out and if people like it the prices will go up.
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3000 pts
:Iron Hands: 2000pts |
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![[Post New]](/s/i/i.gif) 2013/12/17 05:55:14
Subject: Re:Iron hands or Tyranids?
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Hellish Haemonculus
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We could always use more Iron Hands players. The more players we get, the more likely GW is to give more support to the Chapter.
And no one needs more Tyranids players.
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![[Post New]](/s/i/i.gif) 2013/12/17 06:13:20
Subject: Iron hands or Tyranids?
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Norn Queen
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The Deathless Host wrote:yep its the fluff for the IH and the fact that Tyranids don't have pesky tanks to paint (I hate them)
If you hate painting vehicles, and try to have a completely painted army, you won't be able to avoid them in Space Marines. Whether it's Rhinos, Razorbacks, Predators, Land Raiders, Dreadnoughts, flyers... You'll be painting vehicles.
With Tyranids, their 'vehicles' are just bigger Tyranids. So if you pick a scheme you enjoy painting, painting a Carnifex is no different really to painting a Gaunt. He's just bigger.
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![[Post New]](/s/i/i.gif) 2013/12/17 13:20:11
Subject: Iron hands or Tyranids?
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Pragmatic Primus Commanding Cult Forces
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juraigamer wrote: Iron_Captain wrote:IRON HANDS! take them! They are cool. Especially if you get the Clan Raukaan supplement.
Not exactly the best advice. Iron hands seemed to accidentally get the new hotness with the recent releases. Lotsa bandwagoners. If you like the IH for their fluff first, sure go for it.
Well, it was about time the Iron Hands got some love, wasn't it? After years of being neglected and confused with the Iron Warriors.
My opinion is that you should always collect the army you like best fluffwise. Otherwise you will quickly get bored with them.
You should also try to pick models you enjoy painting. And while painting tanks and vehicles is somewhat boring, you can do with relatively few of them.
The thought of having to paint hundreds of gaunts is like a nightmare to me, and the thing that is keeping me from collecting Tyranids.
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Error 404: Interesting signature not found
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![[Post New]](/s/i/i.gif) 2013/12/17 14:13:34
Subject: Iron hands or Tyranids?
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Terminator with Assault Cannon
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Selym wrote:
That's because:
"Spess and 'Dubs
sitting in a tree
K-I-S-S-I-N-G
first comes codex
then comes supplement
then comes stupid amounts of unnecessary updates and models that no xenos army can ever hope to compare to"
Sing it with me!
Ok, but first we have to do patty cake.
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*Insert witty and/or interesting statement here* |
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![[Post New]](/s/i/i.gif) 2013/12/17 15:25:36
Subject: Iron hands or Tyranids?
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Lit By the Flames of Prospero
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If your starting out i sujest iron hands. Xeno books can radicly change betweem editions. SM modles and units never get nerfed as hard. SM the better investment for a main army. Do nids on the side.
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![[Post New]](/s/i/i.gif) 2013/12/17 16:29:35
Subject: Iron hands or Tyranids?
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Stalwart Tribune
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Lockark wrote:If your starting out i sujest iron hands. Xeno books can radicly change betweem editions. SM modles and units never get nerfed as hard. SM the better investment for a main army. Do nids on the side.
I have been gaming since 2001, I have:
CSM
Necrons
IG
Automatically Appended Next Post: The Deathless Host wrote: Lockark wrote:If your starting out i sujest iron hands. Xeno books can radicly change betweem editions. SM modles and units never get nerfed as hard. SM the better investment for a main army. Do nids on the side.
I have been gaming since 2001, I have:
CSM
Necrons
IG
Im not exactly starting out.
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This message was edited 1 time. Last update was at 2013/12/17 16:30:04
Praise be to Dark Sphere savior of cheapskates! |
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