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What direction do your builds tend to take and why?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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What is most important in a tournement build
anti-tank firepower
anti-horde firepower
Hand to Hand Combat
Other

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Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

I find that my lists when I first draw them up seem to take the direction of anti-tank, unless of course I'm specifically thinking about taking out hordes of troops....and I always seem to gravitate towards shooting.

I find normally I have to consider a HtH defense with something around 100 pts if anything at all. As a result my initial lists are almost always handicapped in CC ability. (something I consider to be a HUGE problem in 5e considering the need to clear enemies off of objectives and the like)

What direction do you find yourself taking when drawing up a new army list. Which aspects of abilities do you consider the most important?

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Made in us
[DCM]
Tilter at Windmills






Manchester, NH

My armies trend a bit more towards shooting than towards HtH, and I tend to be pretty balanced in my anti-vehicle vs. anti-infantry weighting.

My lists always gravitate towards maneuverability and lots of individually-expendable units. I have a prejudice against extremely expensive and killy super-units or characters, and I really like to win by outmaneuvering my opponent and achieving the mission objectives. This is a philosophy that is handicapping me a bit in kill point missions.

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Made in us
!!Goffik Rocker!!





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My tyranid force was hand to hand, my space marines are shaping up to be a gunline horde with a fast strike close combat element.

I gravitate towards what I want to do at the time. I got tired of the big horde so I made a gunline.

----------------

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Made in us
Longtime Dakkanaut





I'm kind of the opposite of Mannahnin. I likes me some big scrappy Death Star style units. GoGo Gadjet Deceiver!

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

Depends on the day of the week. I'll tend to play towards and armies strengths, but my orks are a large and varied collection and I tend to hop from concept to concept with them.
My plague marines are pretty much an exact balance between anti-horde, anti-tank, shooting and close combat.

I'm not a huge fan of deathstar units in tournaments because I've had bad experiences with a turn of bad luck torching them badly. I do think they are more workable in 5th though, since they don't have to make their points back.

   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

I tend to favour hand-to-hand stuff, because hand-to-hand casualties count more than shooting casualties.

If you shoot a unit, stuff might die. If enough dies, they might take a leadership test, that might be completely ignored (by fearless units).

If you assault a unit, you not only might kill stuff, but you also stop it from shooting you. Casualties inflicted in close-combat actually reduce the Leadership of the unit that might have to test, and if they fail the test, you can remove the whole unit instead of giving it a chance to regroup later. Fearless units don't get off for free either, they take extra saves, potentially losing more models.

In addition, the simple act of assaulting grants you extra inches of movement. Standing still and shooting, whether at tanks or at infantry, is too static for 5th edition missions.

Good assault units have answers for tanks built-in, whether they be high-strength hand-to-hand attacks or simple grenades that hit rear armour.

The two downsides to close-combat is that, well, you start pretty far from your opponent, and that if they have a better close-combat unit, you can be SOL.

So, I start out planning for close-combat, and then start figuring out how I'm going to get there, and what I'm going to do if faced with a better CC unit.

   
Made in us
Growlin' Guntrukk Driver with Killacannon




No. VA USA

my builds tend to favor hand to hand.

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Nasty Nob on Warbike with Klaw





St. Louis, MO

I try to keep a balanced list. I want good firepower and good HtH. I prefer my HtH to have mobility, so I try to ensure that I have transports.

I like to have a fact unit or two, as well. Usually bikes. I have a *thing* for 'em.

Eric

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Made in us
Smokin' Skorcha Driver






Utah

I'm with Redbeard, assault armies pay off better for my playstyle.

Though I tend to do shooty with Eldar.

Mike

   
Made in us
Stubborn Temple Guard






As a Tyranid player, I set up my anti-tank first. I have the most difficult time overcoming a tank at range, so it is the first thing I worry about. A standard build will let me be competitive with most enemy forces, so I figure out my ability to kill tanks first.

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Made in us
Boosting Ultramarine Biker





Denton, TX

I tend to lean more towards anti tank since pretty much everyone I play against play marines. Low ap high str shots come in handy when playing against rhinos, terminators, and the occasional land raider.

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Made in us
Rampaging Chaos Russ Driver




With my CSM- HTH with some anti tank mixed in.

With my guard- Balanced shooty with some counter charge.

   
Made in us
Widowmaker






Syracuse, NY

Low model count is my only concern these days. I build whatever list can handle itself with as few models as possible. Having played and enjoyed warmachine, the idea of going back to moving 120+ models around turns my stomach.

   
Made in gb
Thunderhawk Pilot Dropping From Orbit





try to keep a balanced list of HTH combat and shooting.

H.B.M.C. wrote:A competative gamer writes a list to win a game.

A casual gamer writes a list to win a game and then pretends he didn't.


Started my Salamanders army


 
   
Made in us
Longtime Dakkanaut





I perfer maneuverable MSU close range shooting armies that aren't a slouch in hand to hand backed up by tanks.

Thus I quit when the rules changed.
   
Made in gb
Tough Treekin






Birmingham - England

i prefer a mobile shooting army, recently i have gone guard which is a refreshing change but i have platoons that move forward and sentinals and stormtroopers to give me a mobile element to the army which is nice

I'm going to be taking Lash this year to the GT though and i am unsure what kind of build to take, obv their will be 2 Lash Princes and 6 Oblits, however afterwards i was thinking either CSM backed up by Lesser Daemons nice and mobile and gets in your face quickly, but i'm worried about orks i am tempted with 2 vindies and 2 oblits to give me pie plate firepower so i can thin ork hordes, and then it comes down to troops, berzerkers, plague marines or regular CSM its going to be tough deciding my rhino rushing units its a large conundrum

but mobile heavy firepower is the way to go always it allows you to pick your opponents army piece by piece and move in to capture objectives/defend them

my marines are also very mobile, lots of transports and vehicles backed up with assault marines for counter charge ability or first strike with shrike

my general consensus is the army must move fast and hit as hard as possible

however i have become a fan of the guard gun line but ive got to wait and see what happens with their new dex,

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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Anti-Tank.

I'll start by working out what AT I can put in, and once that's done work on everything else. Don't know why...

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Made in us
Longtime Dakkanaut



Brotherhood of Blood

5th edition is all about hand to hand IMO. Kairos fateweaver and 24 Blood crushers has become the new ubber and very few armies can deal with it. WTG GW.

This message was edited 1 time. Last update was at 2008/12/05 22:50:10


 
   
Made in us
Longtime Dakkanaut





(1) Hand to hand
(2) Mobility
(3) Shoot

My primary army is zilla nid mods, and its a pretty tough nut to crack, does overall pretty well in all mission types.

Static AT armies are a recipe for loss. DS and outflank ensure this.
   
Made in us
Longtime Dakkanaut





Lemartes and Redbeard have it I think.
   
Made in us
Furious Fire Dragon





Fenway Park, Monster Seats

Other...Anti-Meq

1) Take the dice out of my opponents hands. (Ignore armor saves, Banshees, Dragons, W'lords)
2) Give myself as many chances to hit and wound as possible (High volume of fire, or High strength)
3) Toughness, and Saves. (Fortuned Wraithguard, W-lords, Jetbikes, Transports)

I play Eldar and usually build to fight Meq/AT... Course I end up facing two Orc armys and a Dark Eldar at 'Ard Boyz.

   
Made in us
Da Head Honcho Boss Grot





Minnesota

My list is based around the models I have painted more than anything.

Still, I always keep anti-tank in mind. Most of my first games in 40K were against 3 pie-plate guard.

This message was edited 1 time. Last update was at 2008/12/06 00:07:21


Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
 
   
Made in us
Fixture of Dakka






on board Terminus Est

I favor mech lists with very strong cc units.

G

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Made in us
Maddening Mutant Boss of Chaos





Colorado

HtH is too good. Not only is the loser crushed due to new resolution but combi charges can effectively eliminate multiple units at once.

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