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Made in br
Fresh-Faced New User




Hi,

I want to play Warhammer for some time now. One of these armies:

Wood Elves
High Elves
Dwarfs
Warriors of Chaos

The thing is I don't know how to build my armies. I never played before, and there's no club or players that I know of around here. So, I'll be the one collecting all armies, leraning all rules, paiting etc.

As I'll be the one buying everyhting I got ask:

How often do GW releases new units? Not new models, but totally different units? I can live with older models, but having some kind of new unit every month is going to make me a homeless.

How to know how much of a unit is too much? I like wood elves because they seem to be masters of the bow. But can I make an army purely of bow wielders? How can I learn the balance?

How to make every army that I make unique?
   
Made in us
Combat Jumping Ragik






OK, new units have been like every 3 months with a new book. Especially with the end times.

However they may be moving toward rolling release like 40k as this is a great business decision & provides steadier revenue.

How much is too much depends on your army and how everything synergizes. 100 Bowmen in your list won't provide the same benefit as 100 bowmen in my list, depending on what else we take.

Uniqueness, paint them uniquely. Add unit filler. (http://z6.ifrm.com/4812/86/0/p1022034/Back.jpg) thats a beautiful examplke of a unit of skeletons where 6 models have been replaced with a scenic mini diorama.


As for the armies you have:
Wood Elves: Very tricksy. They can't go toe-to-toe with anyone unless they get them in the flank & soften them up with shooting. Luckily they have ways to do both well.

High Elves: A great toolbox army that plays in every phase well. Weakness being they're all T3.

Dwarfs: NO MAGIC. As in none, well ok the anvil has bound spells. These guys do gunlines & warmachine heavy lists. Their MO is I'm gonna sit here & shoot you, hopefully I've killed enough when you get here that you can't break me. They tend to have lower model count.

Warriors of Chaos: NOPE. LEGIONS of chaos. Thanks to glottkin you can now field daemons, beastmen & warriors as one. This is the better way of doing it as it leaves a TON of options & room for conversions. None of the 3 armies have a strong ranged game though. You may have 2 khorne cannons or 2 stone throwers (Hell kannons)

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. 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Aside from the End Times (of which there is probably only one more volume to come), GW only really release new units with each new army book, which means that, for one particular army, there aren't any new releases for several years after their book has hit. However, GW's recent move with the new Tyranid models is a change from this demographic but it's more likely something to patch up the holes left by the Chapterhouse shenanigans, so I'm not convinced it'll spread to other armies or to WHFB. And, of course, you don't have to buy the new units. Sure, some might be good but none of the End Times units released, for example, have been auto-includes (at least not with Nagash, I haven't read the Chaos one). You can easily get by without them.

As for uniqueness, it is a lot harder than in 40k as all your models (pretty much) are in blocks, making a single, converted model much harder to see. So, as Shas says, the best way to add uniqueness is through unit fillers. These things are great, as they add flavour, variety and save you some money in the process. There's still plenty of opportunity for conversion or cool basing, but you have to save them for models that aren't in a unit, or really small units (like 5 man cavalry units).

For unit size, bigger is better as far as infantry go though, as you point out, you can go too far. Most non-elite, combat infantry units should be fielded at least 30 strong. This is usually in a horde formation, which allows all thirty models to attack. Then, depending on the cost of the unit, it is common practice to add another rank on the back to soak up casualties, but more than that is rarely necessary. In most cases, ranged units shouldn't be fielded in units more than 16 or so since this starts to limit the number of shots (HE and WE are common exceptions though). Cavalry should be fielded in cheap units of 5, or bus units of around 15, nothing inbetween. Monstrous Infantry work anywhere between 3-9, or more if you're Ogres and Monstrous Cavalry tends to work best between 2-4. Really though, the best way to know when you've gone too far is points value. In a normal sized game (2.4k) it's usual to see units costing around 500pts, but anything more is usually a bad idea. You want to have plenty of room for other units, characters and so on. Speaking of characters though, it's worth considering where you want to put your characters. You shouldn't really keep all your eggs in one basket, so to speak, since there are a number of spells and effects in the game that can do huge damage to such units (and you don't want it to run off the board after a bad Ld roll either).

You seem quite interesting in playing Wood Elves but, sadly, out o the four you've listed, they're probably the worst beginner army. Don't let that put you off if they genuinely are your favourite, but they do tend to require more finesse and skill than other armies and they tend to focus more on shooting, which is not the norm. WHFB games are usually won in combat (and movement, to get to the combat), so it's worth getting to grips with that. High Elves would probably be the best because, whilst squishy, they're a good all-round, strong, forgiving army that will able you to learn most aspects of the game. Dwarves are similar, but their lack of magic and unique rune system leaves some gaps. WoC are another strong army, since they're simple, effective and have a low monetary cost, but they stop you practicing the shooting phase. Ultimately though, they're all good armies, so if one is a standout favourite, go ahead and start!

I hope this helps, if you have any more questions, feel free to ask!


DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Combat Jumping Ragik






Romour is 4 end times books, we have 2 so 2 more.


Automatically Appended Next Post:
And now 5 (http://www.belloflostsouls.net/2014/11/breaking-wfb-endtimes-khaine-is-coming.html)

I'm still hedging my bet on 4 with 5 being 9th edition.

This message was edited 1 time. Last update was at 2014/11/09 21:38:08


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Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

 Shas'O Dorian wrote:
Romour is 4 end times books, we have 2 so 2 more.


Automatically Appended Next Post:
And now 5 (http://www.belloflostsouls.net/2014/11/breaking-wfb-endtimes-khaine-is-coming.html)

I'm still hedging my bet on 4 with 5 being 9th edition.



If 9th continues from End Times, warhammer is dead. I'm saying it now. Karl Franz Ascended just made it into an arms race. And Just made Dwarfs and Empire the best armies in warhammer. We need less of both of those armies about (Read: No dwarfs and minimal Empire) not more.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in us
Combat Jumping Ragik






 thedarkavenger wrote:


If 9th continues from End Times, COMPETITIVEwarhammer is dead. I'm saying it now. Karl Franz Ascended just made it into an arms race. And Just made Dwarfs and Empire the best armies in warhammer. We need less of both of those armies about (Read: No dwarfs and minimal Empire) not more.


Please don't tell me when the game I enjoy dies. I know KFA is nuts but I also can just ask my opponent not use him, or I can use nagash as a counter. The game won't die. You might stop playing but that doesn't mean everyone will.

Even then, people will find counters to them. Or tournaments can say "No single character over 700 pts" and boom no nagash, no glottkin, no KFA. If things are too crazy comp can be adjusted for it.

This message was edited 1 time. Last update was at 2014/11/10 23:19:55


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Made in us
Never Forget Isstvan!





Chicago

 Shas'O Dorian wrote:
OK, new units have been like every 3 months with a new book. Especially with the end times.

However they may be moving toward rolling release like 40k as this is a great business decision & provides steadier revenue.

How much is too much depends on your army and how everything synergizes. 100 Bowmen in your list won't provide the same benefit as 100 bowmen in my list, depending on what else we take.

Uniqueness, paint them uniquely. Add unit filler. (http://z6.ifrm.com/4812/86/0/p1022034/Back.jpg) thats a beautiful examplke of a unit of skeletons where 6 models have been replaced with a scenic mini diorama.


As for the armies you have:
Wood Elves: Very tricksy. They can't go toe-to-toe with anyone unless they get them in the flank & soften them up with shooting. Luckily they have ways to do both well.

High Elves: A great toolbox army that plays in every phase well. Weakness being they're all T3.

Dwarfs: NO MAGIC. As in none, well ok the anvil has bound spells. These guys do gunlines & warmachine heavy lists. Their MO is I'm gonna sit here & shoot you, hopefully I've killed enough when you get here that you can't break me. They tend to have lower model count.

Warriors of Chaos: NOPE. LEGIONS of chaos. Thanks to glottkin you can now field daemons, beastmen & warriors as one. This is the better way of doing it as it leaves a TON of options & room for conversions. None of the 3 armies have a strong ranged game though. You may have 2 khorne cannons or 2 stone throwers (Hell kannons)


Might be wrong but can't you take some sort of rune to get magic with dwarves?

Ustrello paints- 30k, 40k multiple armies
http://www.dakkadakka.com/dakkaforum/posts/list/614742.page 
   
Made in us
Combat Jumping Ragik






No, there's the anvil of doom which has a few bound spells like I mentioned. However the dwarfs do not generate spells, and have no wizards.

There are rune lords & rune smiths who can generate dispell dice and get a bonus to dispell. But they cannot cast spells and by the rules are not wizards.

Any runed weapon becomes a magical weapon but this only means they are magical attacks for the purposes of certain special rules (Ethereal, BotWD)

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. 
   
Made in us
Dakka Veteran





Wood Elves are more of a finesse army, but can absolutely be played by a beginner. Just expect a steep learning curve in the beginning as you learn target priority, and when to avoid combat vs. when to commit with your hard hitters.

You can absolutely do an army of bow-wielders. Waywatchers are a great unit in rare that can shoot multiple times or straight up ignore all armor with their bow shots. You can fill up your entire core choices with glade guard or glade riders, both of which have bows. There are also bow-wielding heroes, although you'll probably want a mage or two as well.

The army has nice cavalry options for getting into close combat, as well, such as Wild Riders.

High Elves can also make a nice shooty army, but you can do basically anything with them.

As for completely new unit releases, typically it's one or two when the new book gets released. With End Times going on, we've seen a couple of new sets with each book, but that is very atypical.
   
 
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