John666 wrote: My favourite models are D.E , followed by Daemons -Orks-I.G
Go and play
DE, or perhaps Daemons then. Seriously this is the best reason to play an army.
Most of your hobby will consist of painting these buggers and you will be spending 100's of hours doing this.
So pick an army you like the looks of.
However my playstyle might be more similar to Orks , since I like charging .
Spoiler, orks suck in close combat. Yes ork units beat most shooty armies if they ever get in close combat with them but they don't stand a chance vs any real close combat army.
MechaEmperor7000 wrote:IOrks lack tactical depth, but you are punished far less for not understanding other codexes (you generally can't go wrong with moving the boyz up the table and charging the nearest thing).
This is a common misconception.. Just playing orks like a brainless horde of hooligans doesn't really work at all. It is quite easy to go wrong with ork tactics . Most ork units are not durable at all and most units are slow as space snails.. So you will need a plan when you play orks and it needs to be a good one or your units will never be on the right place at the right time. This makes Orks are
40k's "hard mode". You need to plan ahead multiple turns and can't really afford any major errors when you want to win games vs anyone who knows what he is doing you will ne. If you want
40k the easy mode go and play eldar,
SM, necrons or tau.
DE are no easy mode either but they are more forgiving. They are still ( or even more ) fragile, so you need to handle with care. But they at least have decent fast moving units this gives you more room to correct your mistakes and your units get better when the game proceeds this prevent damaged close combat units to be useless later on in the game somewhat. On top of that they do have monster units, the best allies in the game, and cool special rules that buff their units instead of nerfing them. There are a few cool
DE close combat builds and this army has some decent high initiative
ap 2 ( marine and terminator killer) weapons.
Psyckers sound a good idea .
psykers in this edition are kinda bad unless you go all in and be prepared to build your army around them.
Daemons have cool Psyker tricks, such as summoning more daemons. Guards are decent psykers when you use that psyker formation, but they cant come close to daemons. Ignore the ork Psykers they are just bad and
DE don't have them but can ally in some Eldar psyker formations who are really nasty and are allowed to buff your dark eldar units.
I am drawn to the I.G . The miniatures as good but not as good as the others .
Are you willing to paint 100+ of those miniatures ? If not don't start guard.
Forgot to mention that I already own 10 boyz , although I have never played .
This isn't really a factor.
40k armies are big and expensive. Ork armies might even be more expensive. 10 boyz aren't really an investment worth invoking the sunken cost fallacy for.
Automatically Appended Next Post: You can go wrong with buying models some units are just bad and others aren't really that usefull in some ways of playing the game.
All of your chosen armies do suffer from this. So do some research before you buy a box or let the salesmen convince you to buy something.
The getting started
DE box is a good start ( unless you are planning on playing a heamunculi cult ).
The getting started kit for orks is not that good because you don't need that walker (it is just too bad).
The daemon getting started kits are that impressive but not terrible either.
The
IG getting stated gives you a sort of decent base for an army ( but you will need so many more bodies )