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What Army Do You Think I Would Enjoy The Most?
Death Guard
Necrons
Orks Greentide/Walkers/Flyers/Mix
Tyranid Genestealer Heavy List

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Made in us
Virulent Space Marine dedicated to Nurgle





Eye of Terror

Those of you with a measure of familiarity with me will know that I've made a plethora of posts asking about army choices. I've made 3+ in the last 2 days. With Black Friday coming up and my FLGSs doing sales I'm trying to figure out what to do. Please let me know why you think I should select a particular army.

I like various things about all these armies, but here's basic themes that I like:
  • Health recovery.

  • Reinforcing depleted units.

  • Silly amounts of shooting attacks

  • Durability.

  • Vast swaths of infantry.

  • A bunch of big models.

  • Being able to take all comers.


  • Individualy for the armies I like:

    DG's durability, appearance, and fluff.

    Necron's ability to replenish units and heal vehicles and HQs. Damage and ranged weaponry is fun too. I hate building them though.

    Orks appearance, fluff. Waiting on Chapter Approved is a pain.

    Tyranids are kind of a mixed bag or me. Genestealers are fast and capable of damage but they'll die if they get shot at or charged first.

    This message was edited 3 times. Last update was at 2017/11/23 03:12:12


    "Show me where it says that in the codex!" said Learchus.
    "You know brother that I cannot." said Uriel.
     NenkotaMoon wrote:
    AoS raped our cattle and stampeded our women.
     
       
    Made in us
    Fixture of Dakka





    Orkz combined-arms.

    Your list of things just screamed Orkz.
       
    Made in au
    Screamin' Stormboy




    Australia

    Orks. All of those preferences pretty much define orks.

    Never challenge an Armenian to a game of chess. 
       
    Made in us
    War Walker Pilot with Withering Fire




    I'm going to branch and say Death Guard, simply because your avatar is Nurgle.
       
    Made in nz
    Boom! Leman Russ Commander




    New Zealand

    IG ticks more of those boxes than any of these choices.

    5000
     
       
    Made in ca
    Regular Dakkanaut





    Orkz or nids, pick which ever line of models you like.

    In war there is poetry; in death, release. 
       
    Made in us
    Legendary Master of the Chapter






     MarsNZ wrote:
    IG ticks more of those boxes than any of these choices.


    Was going to say this sounds a whole lot like IG but nids or orks could work.

    Id say orks

    there needs to be more ork players. always

     Unit1126PLL wrote:
     Scott-S6 wrote:
    And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

    Oh my god I'm becoming martel.
    Send help!

     
       
    Made in se
    Swift Swooping Hawk





    Half the options you put in are Orks, that's an indication to me that those are the ones you really want.

    Craftworld Sciatháin 4180 pts  
       
    Made in us
    Clousseau





    East Bay, Ca, US

    I voted Necrons.

    I really think that given time they'll fit nicely into the meta, they just need some updates. They can put out a lot of volumes of dice, and will combat horde armies fairly well once they get a codex. You could see them really disrupt the meta in a fundamentally interesting way.

    But until that codex or chapter approved, they really need a way to combat psykers, for one, and they don't have anything with some range on it. Their chaff is solid but they have some of the same problems marines do in that they're not going to have a high enough model count to deny deep strike.

    All in all I think Necrons will prove to be one of the better armies in 8th edition once their codex drops, and they're fun to play against. Finally, if you play the new ITC missions which feature progressive scoring, and that don't reward people for overkilling, they'll fit in well (again, once they get some stratagems).

    The other armies are fairly well defined.

    If you play Death Guard, you'll have fun playing Mortarian I suppose, and you have a slowed poxwalker trick that no one likes to be on the receiving end of. The games just don't feel fun against death guard. Either you beat their gimmick and win easily or you don't and they trounce you.

    Orks are always a good choice. I just think there are a lot of Ork players right now because they fit so well into the current meta (they're outshining Guillimarines now), and they might become the darling faction of 8th edition.

    Tyranids just got a codex, so the meta is settling for them, but it doesn't look like the codex is even close to the levels of imperial guard, or eldar (surprise, surprise).


     Galas wrote:
    I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

    Bharring wrote:
    He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
     
       
    Made in us
    Longtime Dakkanaut




    Tyrnaids are awsome and fun to play. Carnifexs are massive, have a ton of dakka and stabby options, and are relatively cheap. You can regenerate wounds with command points and old one eye makes them extremely dangerous.

    Genestealers are not the most durable unit, but they can be. Broodlord casts catalyst on a squad of 20, give them the tyrnaid trait that units always count as being in cover, and you have a unit that is 4+/5++/5+++, which is not easy to deal with. Grab another squad of 20, grab a trygon, and between the 2 you got a lot of scary. Or grab a mawlock and use the stratagem to turn them into a cheap trygon delivery system (the enemy below).

    If my wife didn't already play tyrnaids I would already be getting into them. As it is, I know their strategies because I am on the receiving end quite often. And that's only 5 units in the army I talked about. That's my vote.
       
    Made in kr
    Inquisitorial Keeper of the Xenobanks






    your mind

    Yeah, given your avatar, Nurgle with lots of cultists and poxwalkers, little nurglings and then gun termies, new plagueburster, a few drones, new DG models - lots of cools stuff right off the bat, much of it very new, and some kool options from AoS - for example, convert the AoS plague drones with 40k weaponry and play as 40k drones, convert the Maggoth lord to a major demon/great unclean one and use the rider for a champion or HQ/Sorcerer. If you don't like converting, a quick search shows great deals on the foetid blight drones, less than 5bux a model! Plaguebearer boxes for 11bux. Poxwalkers so plentiful and cheap. The AoS start collecting box is cool. Lots and lots of options. Lots of very kool oop stuff to collect. Yeah. Either orks or Nurgle, you have to like painting, but given the new models and so on, def Nurgle.

       
    Made in us
    Clousseau





    East Bay, Ca, US

    Azuza001 wrote:

    Genestealers are not the most durable unit, but they can be. Broodlord casts catalyst on a squad of 20, give them the tyrnaid trait that units always count as being in cover, and you have a unit that is 4+/5++/5+++, which is not easy to deal with. Grab another squad of 20, grab a trygon, and between the 2 you got a lot of scary. Or grab a mawlock and use the stratagem to turn them into a cheap trygon delivery system (the enemy below).


    Jormungandr only works for cover if you don't advance OR charge. Genestealers are always advancing, or charging, so you'll probably never have 4+.

     Galas wrote:
    I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

    Bharring wrote:
    He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
     
       
    Made in us
    Blood-Drenched Death Company Marine




    If you plan to continue to posting on Dakka then choose the army you can complain about the most. It doesn't have to be real problems just things you like to repeat ad nauseam. That way you can get the full Dakka experience.

    Hope that helps.
       
    Made in us
    Longtime Dakkanaut




     Marmatag wrote:
    Azuza001 wrote:

    Genestealers are not the most durable unit, but they can be. Broodlord casts catalyst on a squad of 20, give them the tyrnaid trait that units always count as being in cover, and you have a unit that is 4+/5++/5+++, which is not easy to deal with. Grab another squad of 20, grab a trygon, and between the 2 you got a lot of scary. Or grab a mawlock and use the stratagem to turn them into a cheap trygon delivery system (the enemy below).


    Jormungandr only works for cover if you don't advance OR charge. Genestealers are always advancing, or charging, so you'll probably never have 4+.


    Do genestealers advance normally? Yep. But not always, heck if there is no way they are getting into combat this turn but next turn they probably will there is no reason to advance. It's an option, and it's worth considering. Heck you can upgrade them to the no-advance-and-charge and get 4+ armor save which would make them 3+/5++/5+++ in my example. Just because most don't do it doesn't mean it is not an option that should be mentioned.
       
    Made in us
    Virulent Space Marine dedicated to Nurgle





    Eye of Terror

    I played a 400 point game against a friend. I ran DG with a Plaguecaster, Helbrute with fist and missile launcher, 3 plague marines with bolters and 3 with plasma guns (1 on the champ, 2 on normal PM). He ran Spacewolves with his HQ on a wolf, two 5x man squads of marines with bolters and chainswords with a plasma in one squad and a melta in the other. He backed this up with a Razorback bearing a hurricane bolter.

    We played Big Guns Never Tire. The Helbrute fired a total of 5 times and only did damage once, 2 to the HQ. Plague Marines didn't do much, if any, damage but they did protect my caster. My caster did a rather nice amount of damage though.

    On another note I'm combining the ork options in the poll for more useful results.

    "Show me where it says that in the codex!" said Learchus.
    "You know brother that I cannot." said Uriel.
     NenkotaMoon wrote:
    AoS raped our cattle and stampeded our women.
     
       
    Made in us
    Regular Dakkanaut





    Cults allow you to branch to imperial guard or big bugs legally so you could collect all 3 and play one or the other for maximum list builds. I collect too many armies but the one that i regret not building/painting is nids. Love the models, tons if ways to paint them tons of ways to kit them.

    This message was edited 1 time. Last update was at 2017/11/23 05:59:33


     
       
    Made in gb
    Sneaky Lictor






    Death Guard because.. Death to the False emperor baby!

    A Song of Ice and Fire - House Greyjoy.
    AoS - Maggotkin of Nurgle, Ossiarch Bonereapers & Seraphon.
    Bloodbowl - Lizardmen.
    Horus Heresy - World Eaters.
    Marvel Crisis Protocol - Avengers, Brotherhood of Mutants & Cabal. 
    Middle Earth Strategy Battle game - Rivendell & The Easterlings. 
    The Ninth Age - Beast Herds & Highborn Elves. 
    Warhammer 40k  - Tyranids. 
     
       
    Made in br
    Fireknife Shas'el




    Lisbon, Portugal

    I have a small chart for getting a new army:

    1. Models. If you don't like them, stay away. Nothing will make you lose interest faster for an army than not liking its models. As you already pointed out, you hate building up Necrons - so don't pick them up, or you might not even finish your army!

    2. Mechanics. Even if you have the most beautifully painted models, if you rather play ranged (as you do) but the minis are from a melee-heavy army... things won't go well between you and them. For this, you could play with proxied/lent armies until you get the basic grasp of each option you have and judge which one is closer to the way you wanna play.

    3. Lore. 40k has 30 years of lore. Lots of stuff has been added to the basic core from the 80s. Codexes and Black Library (audio)books are good sources of information on how one faction works inside the setting. Some players don't care about this at all (most of those known as 'WAAC players', for example), but I think at least some connection between your army and its lore should exist so you can get more attached to it. Also, it's fun to create scenarios about why those armies are throwing stuff at each other on the table!

    4. Uniqueness. If you can't decide between 2+ armies after all these 3 steps, get the one your store/game group is missing. This will inject a new 'blood' into the meta and will force the others to adapt to this new army. It's common to see waves and waves of the same thing in gaming groups... Particularly, I find that to be quite boring. But to each its own.

    AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

     Unit1126PLL wrote:
    "FW is unbalanced and going to ruin tournaments."
    "Name one where it did that."
    "IT JUST DOES OKAY!"

     Shadenuat wrote:
    Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
     
       
     
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