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Made in gb
Shas'ui with Bonding Knife




Which armies fit their fluff well and which do not fit it at all?

I think that IG fit their fluff well (due to lots of cheap units) and SM fit theirs the worst (however that's probably due to how OTT their fluff is).
   
Made in nz
Boom! Leman Russ Commander




New Zealand

CSM are pretty poor:

There are no Legions ingame, in the fluff Legions are a significant threat to the Imperium.
The only legion that has been represented so far (Black Legion) is described as a mix of veterans and recent renegades, the same publication states veterans must be purchased as an upgrade on every model possible.
Their seers cannot divine, whereas in the fluff their seers are excellent diviners.
Chaos Lords are weaker than common chapter masters, whereas in the fluff they are death incarnate.
CSM are 90% followers of Nurgle, whereas in the fluff the Death Guard were far from the largest traitor legion.
1A is apparently 'Bezerk'


5000
 
   
Made in au
Ancient Chaos Terminator





'Straya... Mate.

SGTPozy wrote:
Which armies fit their fluff well and which do not fit it at all?

I think that IG fit their fluff well (due to lots of cheap units) and SM fit theirs the worst (however that's probably due to how OTT their fluff is).

I agree with both of those. DE fit as well from what I know of them.
I disagree with some of the chaos, I think Nurgle fits the bill pretty well, as does Khorne.

 
   
Made in be
Longtime Dakkanaut




Necrons are balls 'ard to remove and will just get back up.

Now some people will disagree because RP rolls are now taken immediately but I think that's ok and I imagine a succesful RP is like being repaired on the run while a failed RP roll doesn't mean it can't reanimate but just means it'll take a good amount of time before it's back up.

Entire battles wouldn't last more than 15-30 minutes in real-time, so if a necron is 'removed as a casualty' he's actually performing more difficult repairs and he'll join his metal brethren again when the fight is over.

You don't have to be happy when you lose, just don't make winning the condition of your happiness.  
   
Made in gb
Longtime Dakkanaut




DaPino wrote:
Necrons are balls 'ard to remove and will just get back up.

Now some people will disagree because RP rolls are now taken immediately but I think that's ok and I imagine a succesful RP is like being repaired on the run while a failed RP roll doesn't mean it can't reanimate but just means it'll take a good amount of time before it's back up.

Entire battles wouldn't last more than 15-30 minutes in real-time, so if a necron is 'removed as a casualty' he's actually performing more difficult repairs and he'll join his metal brethren again when the fight is over.


You know it's funny, from a fluff perspective Necron armies are really rather unfair.

If a guard army loses, millions of people die. Heck, even if they win, thousands will still have been expended as necessary losses.

If a Necron army loses, they teleport back to their repair bays. Even if you obliterate the Tomb Complex, odds are a decent fraction will have used their fancy tech to evacuate. Really hard to just make them stay down.
   
Made in us
Loyal Necron Lychguard





Virginia

DaPino wrote:
Necrons are balls 'ard to remove and will just get back up.

Now some people will disagree because RP rolls are now taken immediately but I think that's ok and I imagine a succesful RP is like being repaired on the run while a failed RP roll doesn't mean it can't reanimate but just means it'll take a good amount of time before it's back up.

Entire battles wouldn't last more than 15-30 minutes in real-time, so if a necron is 'removed as a casualty' he's actually performing more difficult repairs and he'll join his metal brethren again when the fight is over.


I have to agree that with the Newcrons, their codex is probably the fluffiest way to run an army yet, because their detachment is literally how Necrons operate in fluff. And as far as RP goes, I've read stories of Overlords getting shot at without dying, and what little damage was done, is repaired immediately. The new RP better resembles that because you can take it against every wound, as opposed to just when you die. Plus Phylacteries now do what they're supposed to, which is fix the bearer.

In short, the Necron dex fits their fluff very well.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Lone Wolf Sentinel Pilot





Nottinghamshire, UK

Tau. Guns all over the place, using tech to get the upper hand, but pretty hopeless in a hand to hand fight.

Driven away from WH40K by rules bloat and the expense of keeping up, now interested in smaller model count games and anything with nifty mechanics. 
   
Made in gb
Dakka Veteran





Dark eldar fit there fluff fast hard leathal but if you get the drop on them they fold like wet tissues.
necrons fit a tide of relentless killing machines that are really hard to stop.
deamons like wise fit they cooperate together for the most part on real space incursions but will occasionaly stab each other in the back (warpstorm) hardly any ranged weapons and like to do the dirty up close.
nids can be like there fluff with hoards of critters and a few bigger ones but on the table not so much as spamming mc's is the most reliable and theve got a lot of diffrent one.
   
Made in us
Loyal Necron Lychguard





Virginia

Skullhammer wrote:
Dark eldar fit there fluff fast hard leathal but if you get the drop on them they fold like wet tissues.

Sad thing is, I have to disagree. Dark Eldar are no faster than Eldar, and aren't as tough. And there's a lot of little things in their codex that just doesn't seem to do what it should do by fluff standards.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Tough Tyrant Guard



UK

You can do a pretty convincing Tyranid invasion force now thanks to a couple of formations, Tyrannocytes and Sporocysts. Endless Swarm with 90 Termagants and 90 Hormagaunts that re-enter play on a 4+ is the starting point of course.
   
Made in us
Hellish Haemonculus






Boskydell, IL

DE depends. Kabal and Coven units fit their fluff very well, but Wych Cult units do not. Their fluff has them as exotic unstoppable killing machines, but on the table they keel over in a stiff breeze.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Hallowed Canoness





Between

Sisters are pretty good, barring the lack of Frateris Militia.

They don't have a lot of options, but all of the options they do have will tear your face off. 'cept Celestians, obviously, since they're still kind of iffy on where they stand fluff wise anyway.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Dark Angels Librarian with Book of Secrets






Daemons fit pretty well. Crazy shenanigans every turn

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Made in ca
Sybarite Swinging an Agonizer




I don't think Tau are played properly as per their fluff. Tau are a mechanized army that retreats instead of holding positions favoring a counter attack later on. Only defending when they absolutely have too. Then most Tau lists are static gun lines.


Automatically Appended Next Post:
And how come my Succubus can't take a bike or sky board and my Archon can't have wings?!

This message was edited 1 time. Last update was at 2015/03/09 02:51:42


10k+ Tau, Ke'lshan
10k Dark Eldar Kabal of the Flayed skull
1k Scions
 
   
Made in us
Loyal Necron Lychguard





Virginia

NauticalKendall wrote:

And how come my Succubus can't take a bike or sky board and my Archon can't have wings?!


Because GW hates Dark Eldar. >.>

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Norn Queen






The problem with Tyranid fluff represented on the table is Shadow in the Warp. It doesn't do ANYTHING like it should. I understand why in the balance of the game SITW needs to be limited to synapse range, but in fluff it effects the planet for weeks before the hive ships arrive. By the time a nid army is on the field the planet would be drowned in it.

Additionally it needs to do more things. Maybe negate/ignore non tyranid know no fear/fearless since sitw is getting under their skin and in their heads.psykers dice rolls suffer a -1.

It's incredibly underpowered at the moment.

This message was edited 1 time. Last update was at 2015/03/09 05:15:35



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in ca
Commander of the Mysterious 2nd Legion





Lance845 wrote:
The problem with Tyranid fluff represented on the table is Shadow in the Warp. It doesn't do ANYTHING like it should. I understand why in the balance of the game SITW needs to be limited to synapse range, but in fluff it effects the planet for weeks before the hive ships arrive. By the time a nid army is on the field the planet would be drowned in it.

Additionally it needs to do more things. Maybe negate/ignore non tyranid know no fear/fearless since sitw is getting under their skin and in their heads.psykers dice rolls suffer a -1.

It's incredibly underpowered at the moment.


hmm house rule idea..
Any creature with SITW grants you an extra dice to deny the witch with.


Opinions are not facts please don't confuse the two 
   
Made in us
Sneaky Lictor




BrianDavion wrote:
Lance845 wrote:
The problem with Tyranid fluff represented on the table is Shadow in the Warp. It doesn't do ANYTHING like it should. I understand why in the balance of the game SITW needs to be limited to synapse range, but in fluff it effects the planet for weeks before the hive ships arrive. By the time a nid army is on the field the planet would be drowned in it.

Additionally it needs to do more things. Maybe negate/ignore non tyranid know no fear/fearless since sitw is getting under their skin and in their heads.psykers dice rolls suffer a -1.

It's incredibly underpowered at the moment.


hmm house rule idea..
Any creature with SITW grants you an extra dice to deny the witch with.



That would be cool if deny the witch wasn't already a useless roll that was so poorly thought out and may as well not exist.
   
Made in fr
Wing Commander






IG don't really fit their fluff especially well either, nowhere near as badly as SM and CSM who are the worst offenders, but they're there.

The IG is supposed to be mind-bogglingly diverse with enormous variation in regimental doctrine, organization and aesthetic. While there's enough model ranges, GW and otherwise to have some decent diversity in the look of the Imperial Guard, actual variation in army is impossible to reflect in the game aside from the Forgeworld regiments. Honestly, how many guard armies these days aren't, in effect, the Cadian 8th with Pask or Creed. Considering how the rules actively punish anything that isn't mechvets with tanks, even without the old regiment builder rules, the codex offers few viable options.

Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
 
   
Made in us
Shas'o Commanding the Hunter Kadre




Missouri

NauticalKendall wrote:
I don't think Tau are played properly as per their fluff. Tau are a mechanized army that retreats instead of holding positions favoring a counter attack later on. Only defending when they absolutely have too. Then most Tau lists are static gun lines.


That's a fault more with how GW has designed the book though, not how people are choosing to play them specifically. There is literally no incentive whatsoever to play Tau as anything other than a boring static gunline, you're basically gimping yourself if you even try, and I would argue that's not a reasonable thing to expect anyone to do in any game. If anything mechanized armies got worse in the new book, and running mech Tau in the old book was already not the most "optimal" way of playing them in the first place.

I would love to play Tau the way they're "meant to be played" as per the fluff, but it's all on GW at this point.

 Desubot wrote:
Why isnt Slut Wars: The Sexpocalypse a real game dammit.


"It's easier to change the rules than to get good at the game." 
   
Made in us
Fixture of Dakka





Eldar.

Those arrogant asshats piss everyone off.
   
Made in gb
Shas'ui with Bonding Knife




Bharring wrote:
Eldar.

Those arrogant asshats piss everyone off.


   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

 Sidstyler wrote:
NauticalKendall wrote:
I don't think Tau are played properly as per their fluff. Tau are a mechanized army that retreats instead of holding positions favoring a counter attack later on. Only defending when they absolutely have too. Then most Tau lists are static gun lines.


That's a fault more with how GW has designed the book though, not how people are choosing to play them specifically. There is literally no incentive whatsoever to play Tau as anything other than a boring static gunline, you're basically gimping yourself if you even try, and I would argue that's not a reasonable thing to expect anyone to do in any game. If anything mechanized armies got worse in the new book, and running mech Tau in the old book was already not the most "optimal" way of playing them in the first place.

I would love to play Tau the way they're "meant to be played" as per the fluff, but it's all on GW at this point.


Tau are a "mobile force" in a campaign sense. Forming a static firing formation to take down known enemy targets doesn't contradict that. They wouldn't suit Battle Focus.

Sieg Zeon!

Selling TGG2! 
   
 
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