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2015/11/18 06:31:40
Subject: Pros and Cons for All 40K Armies (and Solutions)
This list is the product of my conversations with my friend, who has been playing 40K competitively for the past fifteen years. It contains the pros and cons for the armies in play today, and the solutions to overcome the cons. It is up to date as of November 2015, and I thought you'd like to see it.
Adeptus Sororitas (AKA Sisters of Battle):
Spoiler:
PROS:
Lots of Meltas and thus Anti-Tank capabilities.
Lots of Heavy Flamers for Anti-Horde and cover ignoring attacks.
Very fast with superior rhinos called Immolators.
Part of the Imperium, which gives plenty of combinations and alliance options.
CONS:
Toughness 3 and can be instant-killed/ wounded easier.
Lack of variation in units and weaponry.
Subpar relics.
High required skill level and knowledge to play.
Lack of formations.
SOLUTIONS:
Allying with other imperium factions.
Adeptus Astartes (Space Marines):
Spoiler:
PROS:
Some of the most powerful and cost effective formations.
Recently updated codex.
Troops have very good stat lines.
Excellent weaponry.
Various methods of gameplay and chapter tactics.
CONS:
Can get VERY expensive with points after upgrading units.
Average size body count.
Normal weapons are lackluster.
Average close combat capabilities.
SOLUTIONS:
Take advantage of the formations and combat doctrines. Also make use of Imperial allies.
SPACE WOLVES:
Spoiler:
PROS:
A LOT better at close combat than their space marine cousins.
Long fangs that can split fire.
Has access to very powerful fliers.
Access to a lot of characters slots.
Access to a lot of formations.
Very mobile army.
CONS:
Very low model counts and very pricey units.
Can easily ruin itself by opting to attempt different strategies during the battle.
Blood claws are only WS3 and BS3.
SOLUTIONS:
None, except focus on one strategy and build your army to act accordingly.
DARK ANGELS:
Spoiler:
PROS:
Can over-watch on BS2. In some occasions at full ballistic skill.
Very powerful bike and speeder combinations that can access 2+ reroll able cover saves.
Very powerful terminators.
Decent psychic abilities.
Various formations.
CONS:
Chapter tactics only benefit them against charging.
Low model count.
Characters will get murdered in challenges.
SOLUTIONS:
Allies and Raven Wing.
BLOOD ANGELS:
Spoiler:
PROS:
Strong formations.
Access to Heavy Flamers on a wide scale.
Access to fast vehicles.
Access to a lot of Feel No Pains.
Reliable Deep Striking.
CONS:
Not as cost-effective as their cousins.
Lack of Heavy Grav cannons.
Lack of competitive relics.
SOLUTIONS:
Nothing. Simply play competitively by taking strong formations and your best units.
ADEPTUS MECHANICUS (SKITARII and CULT MECHANICUS):
Spoiler:
PROS:
VERY high shooting damage output.
VERY resilient army.
Access to the WAR Convocation.
Can effectively perform CC as well as shooting.
VERY mobile.
Have the tools to deal with any situation.
CONS:
Lack of vehicles and transportation.
Requires skills and tactics to play perfectly.
NO psychic capabilities.
SOLUTIONS:
Simply ally with Inquisition, assassins, and Imperial butt monkeys for transportation purposes.
CHAOS SPACE MARINES:
Spoiler:
PROS:
Can access close combat weapons.
Access to cultists.
Hell Drakes.
Access to marks of chaos.
CONS:
Outdated codex.
Lackluster units.
Expensive lackluster units.
Lack of formations.
SOLUTIONS:
Can only play competitively with a few lists and MUST ally with daemons to be anywhere effective.
DAEMONS OF CHAOS:
Spoiler:
PROS:
Unmatched psychic capabilities.
Very strong monsters.
Very cheap/effective infantry.
Lots of competitive units and choices.
5+ invulnerable saves around the army.
CONS:
Grey Knights.
Outdated Codex.
Lack of armor.
Lack of transports/vehicles.
Lack of shooting.
SOLUTIONS:
Daemons are very competitive but only if going the psychic route. Ally with CSM to get Hell Drakes.
KHORNE DAEMONKIN:
Spoiler:
PROS:
High mobility.
High damage output.
Blood Tithe points.
Decent formations.
Tons of Fearless units.
CONS:
Lack of long distance fire power.
Lack of psykers.
Expensive formations.
Hard to play.
SOLUTIONS:
Multiple small units and effective management of blood tithe points.
ASTRA MILITARUM:
Spoiler:
PROS:
Lots of bodies.
Relatively cheap units.
Lots of tanks.
Lots of transports.
Lots of fliers.
Access to commands which benefit the army.
Variety of options.
CONS:
Lack of strong characters.
No fearless or and they shall know no fear rules.
Die in droves.
BS3 in most cases.
0 close combat capabilities (although better than Tau).
SOLUTIONS:
None, just play smart.
Militarum Tempestus:
Spoiler:
PROS:
High AP weaponry.
Better armored VS their Astra Militarum counterparts.
The Ability to deep strike.
Decent formations.
CONS:
Cannot be used as a standalone army.
Pricey units.
Lack of unit variations.
Toughness 3 models.
No Relics.
SOLUTIONS:
Do not attempt to use them as a standalone army. Use them as additions to Astra Militarum.
Tyranids:
Spoiler:
PROS:
Lots of dangerous monsters.
Lots of swarm units.
Very Fast.
Psychic and shooting capabilities.
Variety of units and formations.
Decent Relics.
CONS:
Hard to weather against heavy far range shooting armies.
No access to invulnerable saves.
Very few lists are competitive.
Lack of transports and vehicles.
SOLUTIONS:
Wait until the next codex the rumors are quite fabulous.
ELDAR:
Spoiler:
PROS:
Strong in all phases of the game.
Very mobile and fast army.
Excellent at objective grabbing.
High powered weapons.
Powerful units like wraith knights and wraith guards.
Very cost effective units.
Access to a lot of strength D weaponry.
CONS:
Low armor.
Do not handle alpha strikes well.
SOLUTIONS:
None. It is the current top tier army.
DARK ELDAR:
Spoiler:
PROS:
Lots of poison weapons that damage regardless of toughness.
Cost effective troops.
VERY fast army.
Excellent at grabbing objectives.
High model count.
Accurate deep striking with the web way portals.
Can be very effective in CC.
CONS:
Low Toughness.
Low armor.
Struggle against heavy armor (AV 13+).
Outclassed by their cousins.
Solutions:
Minor tweaks by taking Eldar/Harlequin allies.
HARLEQUINS:
Spoiler:
PROS:
EXTREMELY fast. Even more so than Eldar.
Very hard to hit.
Very deadly shooting and CC capabilities.
Excellent objective grabbers.
CONS:
Lack of variety in units.
VERY expensive units.
Low armor and toughness.
No HQ choices.
Solutions:
Add them to Eldar or Dark Eldar.
IMPERIAL KNIGHTS:
Spoiler:
PROS:
Very tough army.
All units are heavy walkers.
High powered weapons.
Cool formations.
Part of the Imperium.
CONS:
Abysmal model count.
Can be overwhelmed by meltas and destroyer weapons.
Lack of anti-air weaponry.
Only form of defense is a 4+invulnerable save (on one declared side only).
SOLUTIONS:
Take them in addition to other imperium armies.
OFFICIO ASSASSINORUM:
Spoiler:
PROS:
Very deadly and hard to hit models.
Tool boxed as to deal with different threats.
Capable of shutting down various builds.
Amazing models.
CONS:
Impossible to make a solo army with assassins.
Soaks up lots of fire power.
SOLUTIONS:
Assassins are amazing additions to any imperium army.
THE INQUISITION:
Spoiler:
PROS:
Inquisitors are cheap and effective buffers of any imperium army.
Different kinds of inquisitors and equipment are available.
Servo skulls.
Access to divination.
CONS:
Except for the inquisitors, the other units are subpar for their points
Inquisitors lack invulnerable saves (asides from terminator armor).
They have basic human stat lines.
No immunity to instant death.
SOLUTIONS:
Inquisitors are amazing additions to any imperium army.
ORKS:
Spoiler:
PROS:
Cheap units.
Lots of CC.
Can be very fast in transporting their army.
Lots of vehicles and troop types.
VERY strong characters.
WAAAAAAAGH.
CONS:
Terrible shooting.
Desperately needs to move towards the enemy quickly.
Low leadership.
Not a competitive codex.
SOLUTIONS:
One must do things the orc way…. Run as a fast as you can towards the enemy and kill them XD.
NECRONS:
Spoiler:
PROS:
Excellent mid-range shooting.
High leadership (usually 10).
Very strong flyers and transports.
Reanimation protocols.
Very durable army.
Gauss Weaponry.
Very competitive codex.
CONS:
Reanimation is cancelled by strength D attacks.
Can become outranged against certain armies.
Not particularly good in CC.
SOLUTIONS:
Play to the Necron strengths. Get close and rapid fire as well as maneuver around objectives. Tar pit dangerous units.
TAU EMPIRE:
Spoiler:
PROS:
Best gun line army in the game.
Lots of high strength shots.
Lots of ignore cover abilities.
Markerlights.
Drones.
Cost efficient monstrous creatures.
Lots of jump creatures and infantry.
Very good anti-air capabilities.
CONS:
Low toughness and armor for most units.
Worst army in CC.
Can be very static which results in loss of objectives.
Can be cornered easily.
NO psykers.
No high armor tanks.
SOLUTIONS:
Don’t put yourself in a corner without the proper anti deep strike fire power. Utilize fast units like crisis suits to move across the board while remembering to use their assault moves to thrust out of dangerous areas. Another tip is to balance the army by adding mobile units as well as a static gun line to support them.
This message was edited 1 time. Last update was at 2015/11/18 06:41:15
2015/11/18 06:32:59
Subject: Pros and Cons for All 40K Armies (and Solutions)
Inquisitorial Henchman Warbands have amazing options.
* 20pt Servitors with Plasma Cannons
* 10pt Psykers
* 4pt Laspistol/Chainsword Acolytes
* 14pt Plasma Gun Acolytes
* 15pt Death Cult Assassins to murder MEQ in CC * 15pt Crusaders to tank for said Death Cult Assassins
* Ministorum Priests to buff the unit in CC.
* Old 5 Fire Point Chimeras for 55pts
As you can see, Inquisition stuff is cheap cheap cheap and synergises ridiculously well with itself and/or other Imperium of Man armies.
This message was edited 1 time. Last update was at 2015/11/18 08:36:46
2015/11/18 08:50:47
Subject: Pros and Cons for All 40K Armies (and Solutions)
Lots of poison weapons that damage regardless of toughness.
Cost effective troops. Nope. Warriors are mediocre at best, and Wyches might well be the worst troops in the entire game.
VERY fast army. Not really, no. These days, there's very little difference in speed between DE and other, supposedly slower armies.
Excellent at grabbing objectives. Compared to what, exactly? I mean, we're not bad at it, but then double-Gladius marines can have dozens of ObjSec drop pods and just fire them at objectives.
High model count. Read: easy kill points.
Accurate deep striking with the web way portals. Pity we've so little that can actually make use of them.
Can be very effective in CC. With all of one decent melee unit, and even that is badly outclassed against top-end stuff.
CONS:
Low Toughness.
Low armor.
Struggle against heavy armor (AV 13+). Actually, low armour is just as much a problem - if not more so.
Outclassed by their cousins. Not just Eldar. Aside from maybe BAs and Orks, we're outclassed by basically every other army in the game.
I'd also add:
- Terrible anti-vehicle weapons
- Nothing that can threaten Gargantuan Creatures
- Poison is outdated and outclassed
- No skyfire or ignores cover.
- Highly vulnerable to Ignores Cover.
- Every HQ could be replaced with Cornish pasties and it would be a net improvement in melee ability.
- Virtually every melee weapon in our codex is abysmal, even before you consider out fragility.
- Virtually every melee unit is pitiful in melee, lacking any kind of bite whilst also having all the resilience of a cream slice.
- Lack of any synergy or support options.
Solutions:
Minor tweaks by taking Eldar/Harlequin allies. Taking Eldar/harlequins isn't a 'tweak'. And, our book needs a lot more than 'tweaks' to fix it.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2015/11/18 12:30:19
Subject: Pros and Cons for All 40K Armies (and Solutions)
Lots of poison weapons that damage regardless of toughness.
Cost effective troops. Nope. Warriors are mediocre at best, and Wyches might well be the worst troops in the entire game.
VERY fast army. Not really, no. These days, there's very little difference in speed between DE and other, supposedly slower armies.
Excellent at grabbing objectives. Compared to what, exactly? I mean, we're not bad at it, but then double-Gladius marines can have dozens of ObjSec drop pods and just fire them at objectives.
High model count. Read: easy kill points.
Accurate deep striking with the web way portals. Pity we've so little that can actually make use of them.
Can be very effective in CC. With all of one decent melee unit, and even that is badly outclassed against top-end stuff.
CONS:
Low Toughness.
Low armor.
Struggle against heavy armor (AV 13+). Actually, low armour is just as much a problem - if not more so.
Outclassed by their cousins. Not just Eldar. Aside from maybe BAs and Orks, we're outclassed by basically every other army in the game.
I'd also add:
- Terrible anti-vehicle weapons
- Nothing that can threaten Gargantuan Creatures
- Poison is outdated and outclassed
- No skyfire or ignores cover.
- Highly vulnerable to Ignores Cover.
- Every HQ could be replaced with Cornish pasties and it would be a net improvement in melee ability.
- Virtually every melee weapon in our codex is abysmal, even before you consider out fragility.
- Virtually every melee unit is pitiful in melee, lacking any kind of bite whilst also having all the resilience of a cream slice.
- Lack of any synergy or support options.
Solutions:
Minor tweaks by taking Eldar/Harlequin allies. Taking Eldar/harlequins isn't a 'tweak'. And, our book needs a lot more than 'tweaks' to fix it.
I really do love it when people think Dark Eldar are fast. Seriously, Eldar are faster, and Tau are more mobile. Hell, my Necrons could build a decently fast/mobile list better than Dark Eldar.
But I agree with everything you mentioned, Vipoid.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2015/11/18 12:46:49
Subject: Pros and Cons for All 40K Armies (and Solutions)
I really do love it when people think Dark Eldar are fast. Seriously, Eldar are faster, and Tau are more mobile. Hell, my Necrons could build a decently fast/mobile list better than Dark Eldar.
But I agree with everything you mentioned, Vipoid.
Speed is something I'll have to bring up in the 'what's wrong with DE' thread.
We might have been the fastest many editions ago. Now? Not so much.
This message was edited 1 time. Last update was at 2015/11/18 12:48:56
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2015/11/18 12:48:22
Subject: Pros and Cons for All 40K Armies (and Solutions)
vipoid wrote: Oh, one other thing - with Wraiths, Lychguard, Praetorians ans Flayed Ones, I think we can safely say that melee is no longer a weakness for Necrons.
Especially since their new RP rules mean that even Warriors can still be an effective tarpit against many units.
Man, always speaking the truth. My warriors have tarpitted a melee Captain and a squad of Vanguard. That game essentially made my friend want to quit 40k.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2015/11/18 12:52:42
Subject: Pros and Cons for All 40K Armies (and Solutions)
I've had 10 warriors tie up a daemon prince for most of the game.
But, perhaps more impressive was a squad of 6 wraiths typing up a squad of 10 DA terminators and about 15 khorne marines for almost the entirety of a game. They'd charged the terminators in my turn, and then my opponent's ally had charged 2 squads of marines in to try and tip the scales. Nope.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2015/11/18 12:54:27
Subject: Pros and Cons for All 40K Armies (and Solutions)
But, my 2 cents as far as Necrons go on this thread, they actually have almost no glaring weaknesses that wouldn't also be a weakness for every other army. D weapons and focus firing. Blam. The only thing that's really a weakness for them are Blind weapons, but even then, meh.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2015/11/18 13:23:25
Subject: Pros and Cons for All 40K Armies (and Solutions)
Makumba wrote: Solution to IG made me laugh, and as making me happy is good, I give the op one interweb token.
Yeah I don't get it, is this guy's "analysis" and "advice" supposed to be serious, or a joke? Virtually every entry here has stuff that's wrong in it. Most of it is "common sense" type of stuff that might be editions old and no longer true, or fluff-based with no relationship to the rules.
New players, don't take this info to heart. Vets, read if you want a laugh.
Battlefleet Gothic ships and markers at my store, GrimDarkBits:
2015/11/18 15:10:41
Subject: Pros and Cons for All 40K Armies (and Solutions)
Makumba wrote: Solution to IG made me laugh, and as making me happy is good, I give the op one interweb token.
Yeah I don't get it, is this guy's "analysis" and "advice" supposed to be serious, or a joke? Virtually every entry here has stuff that's wrong in it. Most of it is "common sense" type of stuff that might be editions old and no longer true, or fluff-based with no relationship to the rules.
New players, don't take this info to heart. Vets, read if you want a laugh.
Some of the Pros/Cons are also just weird.
e.g. for Militarum Tempestus: "The Ability to deep strike."
To me, that's the equivalent of praising a new GW kit with "it comes in a box".
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet.
2015/11/18 15:33:08
Subject: Re:Pros and Cons for All 40K Armies (and Solutions)
Taking allies as a crutch for an army is not a proper solution and never will be, so if that's the only one that can be thought up then the army is in trouble.
2015/11/18 15:40:26
Subject: Re:Pros and Cons for All 40K Armies (and Solutions)
Thats not gonna happen. I managed to wipe 20 necrons and their cryptek in 2 assault phases with 5 Honour Guard
Edit: sorry, there was also an Iquisitor with rad grenades
This message was edited 1 time. Last update was at 2015/11/18 15:41:08
H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
2015/11/18 15:52:25
Subject: Pros and Cons for All 40K Armies (and Solutions)
I would disagree with lack of fearless for IG/AM - priests are FANTASTIC and cheap, and provide bonuses other than just zealot.
I would also agree that ork character - singular, a warboss - is strong, in that they can put out more str 10 attacks than most monstrous creatures, but I1, lack of fearless, no invluns make them quite vulnerable as well.
But all unique ork characters are basically garbage, with exception of grotsnik, and all other ork characters are pretty far from strong - they are at best useful for utility, like adding KFFs or FNP.
"Hope is the first step on the road to disappointment." Words to live by.
2015/11/18 17:24:42
Subject: Re:Pros and Cons for All 40K Armies (and Solutions)
What on earth are cultists a pro for? Cheap for getting CSM as allies of course but that doesnt help CSM itself much. I mean, they cant even hold a back field onjective in a strong wind.
Just my opinion of course
2015/11/18 22:20:05
Subject: Re:Pros and Cons for All 40K Armies (and Solutions)
I lol'd a bit at the "Necrons die to D-weapons" listed as a con. Everything dies to a D-weapon, that's the point of those. Also, since when are DW terminators powerful? I mean, in the grand scheme of things they certainly aren't anything that even closely resembles powerful. Or do you mean that if you only compare different flavors of termies with each other then they are powerful?
Edit: an all assassin army is possible to do as battleforged.
This message was edited 1 time. Last update was at 2015/11/18 22:30:09
7000 pts 1000 pts 2000 pts 500 pts 3000 pts
Crimson Devil wrote: 7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
xSoulgrinderx wrote: No. but jink is cover and if the barrage its center they wont be getting cover
2015/11/19 00:01:33
Subject: Pros and Cons for All 40K Armies (and Solutions)
Deadza wrote: What on earth are cultists a pro for? Cheap for getting CSM as allies of course but that doesnt help CSM itself much. I mean, they cant even hold a back field onjective in a strong wind.
Just my opinion of course
Are you insane they are the best grots ever
This message was edited 1 time. Last update was at 2015/11/19 00:03:53
Inactive, user. New profile might pop up in a while
2015/11/19 00:42:08
Subject: Pros and Cons for All 40K Armies (and Solutions)
The simplest solution for every army is to simply play it in the edition that the codex was written for.
That means pretty much everything older than Necrons - 5th edition. Everything Necrons and younger - 7th edition. I pretty much pretend that 6th edition doesn't exist as it was merely a gate way to 7th edition.
Its the only way to actually have a fair game using any given codex. Yes it kind of sucks that your IG can't play the same game as Tau right now,. but with the direction that the game has gone, it really has become two games.
See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:
2015/11/19 03:49:00
Subject: Re:Pros and Cons for All 40K Armies (and Solutions)
I'm afraid the OP's asessment of Orks is heavily influenced by the lore, not by actual gameplay. As things stand now, charging recklessly into melee is an ork player's guaranteed one-way trip to defeat. The only way orks can scratch a win nowadays is a) playing Maelstrom b) feeding distractions to the foe while your fast elements run across the board scoring objectives.
Basically, refusing combat with one quarter of your army while hoping that the thorough destruction of the remaining three quarters keeps your opponent busy for one more turn.
Other than that, I 100% agree with Jayden's comment above. Certain armies make the best of 7th ed. while others have to make do with 5th/6th edition rules and some poorly-thought patches. "Play smart" does not help when you're marred by 5th edition unit costs and straitjacketed by a 5th edition Force Organization Chart, while your opponent has an almost endless stream of tricks up his or her sleeve and can bring multiples of that unit that would require your entire army's worth of shooting for six turns straight to bring down.
War does not determine who is right - only who is left.