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				<title>Starting a 40k army</title>
				<description><![CDATA[ Hi I am new to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and I was wondering what good starting armies are<br /> I dont really know any of the rules, and yeah...<br /> I know i definatly don't want to play-<br /> Chaos Space Marines<br /> Grey Knights<br /> Orks<br /> Chaos Daemons<br /> Imperial Guard<br /> Sisters of battle<br /> Other than that i like all them(its not that i dont like these armies i just don't want to play them)]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2011 22:59:19]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <b>Space Marines</b> are the easiest to learn to play, often easier to learn to paint <i>and</i> they haven't missed a beat when it comes to looking good.<br /> You can have a lot of fun playing Space Marines and if you don't want to make up your own Chapter then there is a rich background to choose from. Also you can buy a small vanilla(jack of all trades, master of none) army fairly cheaply and play against almost any other army effectively.<br /> I advise you to buy a Space Marine Codex, The Rulebook(<span class="glossaryitem" onmouseover='gp(13);'>BRB</span>) and, if your feeling flush, get 20 Tactical Marines and a Space Marine Commander.<br /> I DO NOT advise you buy a paint set. Decide on your colours then ask us here at <span class="glossaryitem" onmouseover='gp(499);'>Dak</span> which paints you will need and which brushes. People here will keep you correct on everything you need to know.<br /> This will have you going in no time. Feel free to ask anything else, i am happy to help.<br /> <br /> If you don't think these guys are right for you then don't buy them! Go with what feels right when choosing an army. Ending up with Orks because it seemed to make sense, when you really wanted Tau is going to put you off the hobby very, very quickly. Oh, and your bank balance will fail the game!<br /> <br /> Happy Gaming!]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 01:31:50]]> GMT</pubDate>
				<author><![CDATA[ Casey's Law]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Orks are good to, simple and fun.<br /> <br /> Not hard to paint either!<br /> <br /> <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> is a real deal for them.]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 01:38:53]]> GMT</pubDate>
				<author><![CDATA[ revackey]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Tau have a difficult learning curve, but once you get past that they can be quite enjoyable.  You have to quickly master the positioning and target priority games, as one of your single most important goals will be evading close combat.<br /> <br /> Tau shoot, and shoot, and shoot some more.  They also use jetpacks to move around the battlefield to get in position for better shooting, and get behind cover for the return fire.<br /> <br /> The other thing about them is, there are a number of units which simply aren't worth taking in the codex, because there are strictly better options available in the same slots.  Or, they have no armour and as soon as they die you run off the board.]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 01:46:51]]> GMT</pubDate>
				<author><![CDATA[ LoneGamer]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>revackey wrote:</cite>Orks are good to, simple and fun.<br /> <br /> Not hard to paint either!<br /> <br /> <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> is a real deal for them.</div></blockquote>]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 05:38:11]]> GMT</pubDate>
				<author><![CDATA[ Movac]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ Guys if SngrFghtr doesn't want to play Orks as he said above then lets not give him useless information.<br /> <br /> I agree with what was said about Tau and yes they are very difficult to learn especially for a newcomer. If you really like Tau i suggest you buy a small Space Marine army to learn the hobby then swap over.]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 13:56:29]]> GMT</pubDate>
				<author><![CDATA[ Casey's Law]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ How about Necrons? As far as I know, Necrons appeal to everyone (''dead'' guys with flaying weaponry that respawn half the time). The problem is whether another you like another army better. Though I agree with LostSoul, get a small <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army, learn the basics then switch over.]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 14:05:20]]> GMT</pubDate>
				<author><![CDATA[ Conservationist]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ I agree with Conservationist. Necrons are a good wee army as well. ALTHOUGH if you are into conversions and making all of your models different then stay well away from them. They are simply a mass of faceless warriors, no fun if you like green stuff! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 14:11:46]]> GMT</pubDate>
				<author><![CDATA[ Casey's Law]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ for starting off i would say Space Marines cos their easy to play well with and they're not too hard to paint. however marines are expensive]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 14:15:58]]> GMT</pubDate>
				<author><![CDATA[ JamesMclaren123]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Tyrranids - A army mostly for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> but with some shooters and they have no tanks or other vehicels but they have a great number of monsters <br /> Tau Empire - A shooting army a loot of great gunns but verey few <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units <br /> Space marines - one of the most playd armys good saves and good shooting but more expensiv than most<br /> Necrons - a dark army nice shooting not so meny units but they have "Will be back" it means that most of thier units will come back. (depends on what you shoot them whit <br /> Eldar - a complex army verey specialised hard to paly but great if you know what you are doing<br /> Dark eldar - dont know much about them but as far as i know its a verey fast army....]]></description>
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				<pubDate><![CDATA[Tue, 24 May 2011 14:39:46]]> GMT</pubDate>
				<author><![CDATA[ tunje]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ I would like to play Either Tau, Necrons, or Dark Eldar.<br /> Necrons- Would be awesome, but their book is old and everyone tells me its lame- I have a very small army of them<br /> Tau- Would be pretty cool, but pretty much no close combat- I have a very small army of them<br /> Dark Eldar- Are AWESOME!! <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> Good from what I have heard and AWESOME!!!  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">- I don't have any <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 01:05:31]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Eldar are interesting as well.<br /> <br /> There are still some very strong units in the codex, and the codex has a lot more depth in it than the current Necron or Tau Codex.<br /> <br /> there are 3 main builds for Eldar<br /> <br /> Full Mechdar,<br /> Full Footdar / Wraithwall<br /> Saim Hann / Speed Hybrid (jetbikes + tanks + sometimes warp spiders)<br /> <br /> Eldar <span class="glossaryitem" onmouseover='gp(19);'>cc</span> is not the greatest by today's (albiet ridiculous) standards, but it does exist and we can still do some cool things in all phases of the game.<br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 01:11:50]]> GMT</pubDate>
				<author><![CDATA[ akaean]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>SngrFghtr wrote:</cite>I would like to play Either Tau, Necrons, or Dark Eldar.<br /> Necrons- Would be awesome, but their book is old and everyone tells me its lame- I have a very small army of them<br /> Tau- Would be pretty cool, but pretty much no close combat- I have a very small army of them<br /> Dark Eldar- Are AWESOME!! <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> Good from what I have heard and AWESOME!!!  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">- I don't have any <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"></div></blockquote><br /> <br /> In fact, it would seem that Necrons are going to have new units coming out, my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> staff informed me, some new units and perhaps a codex <span class="glossaryitem" onmouseover='gp(70);'>iirc</span>. If you can wait for 6 months then Necs would be the way to go. If you have no choice then... Dark Eldar. Personally I wouldnt go with Dark Eldar because to me they seem paper that run around in their open-top batcars. Although there look awesomely cool and are dark enough for my liking. (I haven't fought any myself but seen some die pretty quickly)]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 14:35:30]]> GMT</pubDate>
				<author><![CDATA[ Conservationist]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ The problem with starting with Dark Eldar is that they are an extremely unforgiving army for new comers. They are very very fragile and one mistake can cost you the game. The models look ace though.<br /> <br /> Another thing to look at is what kind of play style you're looking for. An army that blows enemies away with powerful amd exotic ranged weaponry? One that crushes them under boot and sword? And elite army or endless wave of troops?<br /> <br /> Edit: spelling ... damn phone.]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 14:56:56]]> GMT</pubDate>
				<author><![CDATA[ Pen≥Sword]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Necrons are coming out with a new codex this summer. Start a space marine small force and learn the basics then move to necrons if you are leaning towards them once they are new released.]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 20:44:55]]> GMT</pubDate>
				<author><![CDATA[ skycapt44]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ I play army X so you should play army X, because army X is SOOOOOO the best army out there!<br /> <br /> Okay, I've said it for everyone now, we can all knock it off.<br /> <br /> As for which army to start, it depends ENTIRELY on the gaming experience you're looking for. With no information whatsoever about what you want, we can't actually help you in any meaningful way.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 20:53:13]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ With all those armies you don't want to play, it sounds like you need the Tau!<br /> <br /> They'll take some getting useful, and some things that seem good just aren't (vespids, Gue'vesa, krootox, Knarloc etc.) but they are an awesome army, look great, and have suits covered in awesome sauce.<br /> <br /> They are arguably the best anti-<span class="glossaryitem" onmouseover='gp(95);'>meq</span> shooting army in the game, and have lots of personality <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Also I have played many, many armies (four right now but have sold 3) and Tau are by FAR my favourite, and the most fun to play.  Nothing is quite as satisfying as destroying an entire Space Marine squad in one turn, then jumping away without any damage!  An army for jetpack enthusiasts.<br /> <br /> But ultimately, it depends on what style you prefer.  Do you like concentrated firepower on specific units? Tau.<br /> <br /> Flexibility? Space Marines.<br /> <br /> Defense (gunline)? <span class="glossaryitem" onmouseover='gp(69);'>IG</span><br /> <br /> Hit-and-run? <span class="glossaryitem" onmouseover='gp(27);'>DE</span><br /> <br /> etc.<br /> etc.<br /> etc.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>SngrFghtr wrote:</cite>I would like to play Either Tau, Necrons, or Dark Eldar.<br /> Necrons- Would be awesome, but their book is old and everyone tells me its lame- I have a very small army of them<br /> Tau- Would be pretty cool, but pretty much no close combat- I have a very small army of them<br /> Dark Eldar- Are AWESOME!! <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> Good from what I have heard and AWESOME!!!  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">- I don't have any <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"></div></blockquote><br /> <br /> Necrons-they get back up after you kill them.  +1!<br /> <br /> Tau- Melee deficiency doesn't matter if the enemy doesn't manage to get close...+1!<br /> <br /> Dark Eldar- Beastmasters bring some unfathomably cool looking models.  I'd describe their tactics a little but I just can get over how kewl those monsters look :O]]></description>
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				<pubDate><![CDATA[Wed, 25 May 2011 20:56:20]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ Thanks for all the help guys<br /> I think i will assemble and paint all my Necrons, I have 2 boxes of warriors and 2 lords, 1 with Resurrection Orb, 1 with with Warscythe<br /> I will buy the codex for the space marines to learn the basic rules(maybe i'll keep them, i dont need anything for them besides a few things in the 15-40 dollar range)<br /> Then when they redo the Necrons book I will be good at the game and will buy it and play them <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 00:11:19]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>SngrFghtr wrote:</cite>Thanks for all the help guys<br /> I think i will assemble and paint all my Necrons, I have 2 boxes of warriors and 2 lords, 1 with Resurrection Orb, 1 with with Warscythe<br /> I will buy the codex for the space marines to learn the basic rules(maybe i'll keep them, i dont need anything for them besides a few things in the 15-40 dollar range)<br /> Then when they redo the Necrons book I will be good at the game and will buy it and play them <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"><br /> </div></blockquote><br /> <br /> Not Tau ? *sobs*<br /> <br /> Cuz with Tau, they probably won't get an update till 6th ed, which means that they'll be some of the first to get a sixth ed dex, once <span class="glossaryitem" onmouseover='gp(50);'>GW</span> updates it's poster boys that is.]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 00:55:58]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ To quote myself from the Dakka Polls:<blockquote class="uncited"><div>Dark Eldar are the best army to start with. Once a player learns how to play <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, playing any and all other armies will come far more easily. It empowers the player with a tactical versatility that no other army will provide, and then they have free reign to pick up any other army, and almost immediately they play it very effectively. The most amazing <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Tau players I know, started as <span class="glossaryitem" onmouseover='gp(27);'>DE</span> so they could become accustomed to the need for flawlessness. ALL the sloppiest players I know, without exception, began as <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>... And are stuck forever playing them because they get even MORE decimated playing anything else.<br /> <br /> <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are probably the WORST army to start with. People who begin with <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are too often doomed to never get the hang of other armies, because they require tactical forethought to play. I've noticed that people who begin with <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are seldom able to break away from them. They become accustomed to the handicap bonus, and they find it difficult to function as a tactician, as required by other armies. </div></blockquote>Plus they now have the best looking models!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 01:01:41]]> GMT</pubDate>
				<author><![CDATA[ Archonate]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Archonate wrote:</cite>To quote myself from the Dakka Polls:<blockquote class="uncited"><div>Dark Eldar are the best army to start with. Once a player learns how to play <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, playing any and all other armies will come far more easily. It empowers the player with a tactical versatility that no other army will provide, and then they have free reign to pick up any other army, and almost immediately they play it very effectively. The most amazing <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Tau players I know, started as <span class="glossaryitem" onmouseover='gp(27);'>DE</span> so they could become accustomed to the need for flawlessness. ALL the sloppiest players I know, without exception, began as <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>... And are stuck forever playing them because they get even MORE decimated playing anything else.<br /> <br /> <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are probably the WORST army to start with. People who begin with <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are too often doomed to never get the hang of other armies, because they require tactical forethought to play. I've noticed that people who begin with <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are seldom able to break away from them. They become accustomed to the handicap bonus, and they find it difficult to function as a tactician, as required by other armies. </div></blockquote>Plus they now have the best looking models!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> </div></blockquote><br /> <br /> I still think the Tau are the best to start with.  They teach you how NOT to simply charge and hope for the best.  You learn to keep synergy between units (instead of each unit being versatile, you have specialized units that complement each other i.e. suit loadouts).  With Dark Eldar (being a seasoned veteran of the little freaks, and a gamer who started with them) you kinda just need to rely to really on hit-and-run, and use the tactics for all it's worth.  Don't get me wrong, they are a faction that requires tactics (especially with the use of beasts[which to use, when to use, where to use]) but with the Tau, I have my next 2-3 turns planned out mentally.  <br /> <br /> If I attack this unit, is there cover I can <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> behind?  Will the damage I inflict be worth it?  Will the position I <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> into be somewhere that ISN'T dangerous?  Have I used the cover for all that it's worth?  How to use kroot?  How many point to use on XV8s? etc. etc. etc.<br /> <br /> I actually bought more <span class="glossaryitem" onmouseover='gp(39);'>FW</span> than I need just because 1/4 of the legs in the sets are kneeling, and I want all-kneeling units so that they're shorter and can get more out of cover.<br /> <br /> And I think <span class="glossaryitem" onmouseover='gp(119);'>SM</span> (of every variety) are the SECOND worst army to start with, after anything horde.  They just kind of...move forward...]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 01:11:55]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite>I still think the Tau are the best to start with. . .</div></blockquote>You make some very good points. In my opinion Tau are a close 2nd, if not tied with <span class="glossaryitem" onmouseover='gp(27);'>DE</span> for best army to start with. Tau are my secondary army, and I can testify that, were it not for the lessons I learned from <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, I would have struggled horribly with Tau. But <span class="glossaryitem" onmouseover='gp(27);'>DE</span> taught me how to think a couple turns ahead, and how to preserve vital units until their abilities can be optimized. Apparently Tau teach the same thing? These are examples of lessons you won't get from <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>...<blockquote class="uncited"><div>I actually bought more <span class="glossaryitem" onmouseover='gp(39);'>FW</span> than I need just because 1/4 of the legs in the sets are kneeling, and I want all-kneeling units so that they're shorter and can get more out of cover.</div></blockquote><span class="glossaryitem" onmouseover='gp(415);'>OT</span>: <img src="/s/i/a/934fe4f0c85983a716e6680a72065e99.gif" border="0">  I don't blame you for doing this! It's <span class="glossaryitem" onmouseover='gp(50);'>GWs</span> own fault for their idiotic 5th ed <span class="glossaryitem" onmouseover='gp(85);'>los</span> rules. I predicted this would be a problem and a needless exploit that people would take advantage of the moment I read those rules... And I've never stopped hating those rules. 4th Ed had the cleanest, simplest <span class="glossaryitem" onmouseover='gp(85);'>los</span> rules... It's sad that you have an entire army all locked in an unlikely, boring, and uniform position, instead of dynamic and cool poses. You had to spend more money and sacrifice your army's appearance to get an advantage which shouldn't exist... I'm praying that 6th ed fixes this.<blockquote class="uncited"><div>And I think <span class="glossaryitem" onmouseover='gp(119);'>SM</span> (of every variety) are the SECOND worst army to start with, after anything horde.  They just kind of...move forward...</div></blockquote>I dunno... Tyranid players these days have to be pretty sharp to pull off wins... But I do agree that all <span class="glossaryitem" onmouseover='gp(119);'>SM</span> variants really aren't all that... varied.]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 04:38:09]]> GMT</pubDate>
				<author><![CDATA[ Archonate]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ I play Tau and I love them. <br /> <br /> But if you want to go with one of the three you mentioned I'd go with Dark Eldar. They have a new codex and you won't have to re-learn a new dex in the near future which could make the learning a bit steep. The also have there new units out or coming out which is nice. ]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 04:52:53]]> GMT</pubDate>
				<author><![CDATA[ BeefCakeSoup]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Are you talking about vanilla marines? Because I would have to defend the other <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies (esp <span class="glossaryitem" onmouseover='gp(10);'>BA</span>!) if you say they require no tactics.]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 13:06:24]]> GMT</pubDate>
				<author><![CDATA[ Conservationist]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ @ Archonate, they are not actually that boring, and on maps that have so little cover it doesn't matter, I bring half standing half kneeling and I do it so that they look lke the 1700-1800 line infantry, with the front rank kneeling.<br /> <br /> But I agree, as far as <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> goes, 4ed is clearly superior.]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 20:12:47]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ They just released new Dark Eldar in fiencast and i think the ship is just a new thing, not a finecast, anways i think i will play them to epic not to play <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2011 22:06:13]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ As awesome as dark eldar are, <span class="glossaryitem" onmouseover='gp(505);'>AoBR</span> models are so cheap on ebay, and you need very little marines to build a starting army you can learn the rules with while you paint up your lovely new dark eldar.<br /> <br /> plus its hard to choose the army when you have no clue on the rules, i tend to think that just choosing best models is the way to go]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 00:08:55]]> GMT</pubDate>
				<author><![CDATA[ Ajroo]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ If you think of going the dark route of space marines, then you may want to consider chaos space marines.  I know you said you didn't want to play chaos marines, but basically they're the same as space marines only with cooler stuff.  Space marines are like when you were a kid and you bought from the ice cream man for the first time.  Since you didn't know any better you went with a vanilla drumstick.  But Jimmy down the road who had bought from the ice cream man several times before got the badass spiderman popsicle with bubblegum eyes because he knew better.  Chaos marines are like that badass spiderman popsicle with bubblegum eyes.  Don't be left disappointed with the drumstick.]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 00:18:53]]> GMT</pubDate>
				<author><![CDATA[ Lt. Coldfire]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Ajroo wrote:</cite>As awesome as dark eldar are, <span class="glossaryitem" onmouseover='gp(505);'>AoBR</span> models are so cheap on ebay, and you need very little marines to build a starting army you can learn the rules with while you paint up your lovely new dark eldar.<br /> <br /> plus its hard to choose the army when you have no clue on the rules, i tend to think that just choosing best models is the way to go</div></blockquote><br /> <br /> I guarantee that if you start with marines, you will never attain even a basic understanding of tactics.  You sit...and shoot.  If the people shooting at you are winning, then you assault.<br /> <br /> Don't EVER start with marines.<br /> <br /> It will ruin your gaming experience for ever.]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 01:11:50]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 01:29:43]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 01:36:48]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ I suppose one the best ways is to take a look at the various models, paint schemes, histories and the proposed fighting styles then make a choice. If you pop onto the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> website then search on the internet for each army, that may help. Of course I would say Space Wolves because of three things; 1. I am totally biased being that <span class="glossaryitem" onmouseover='gp(124);'>SW</span> are my main army, 2. The models are ornate and I love them and 3. They pack a massive punch in hand to hand combat but also have a serious amount of fire power with the long fangs!<br /> <br /> The choice is yours!........]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 01:40:02]]> GMT</pubDate>
				<author><![CDATA[ Wulfen Andy]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ So many armies  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> Here are reasons I dont want to paly the armies below<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-I dont won't to paint 50 biggilion guards and buy that many<br /> Tyranids-Same as <span class="glossaryitem" onmouseover='gp(69);'>IG</span><br /> Eldar-I just dont(but they are pretty cool and i do have a small army, 1 squad of 20 guardians and a farseer, and a book)<br /> Orks- Sold all of them, dont feel like buying them back, same as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and Nids, got blasted apart by tau in learning game, turned me off on Orks<br /> Chaos Marines, and Daemons-Sold them dont feel like playing them<br /> Grey Knights not enough models in army<br /> Here is why I want to play the armies below<br /> Dark Eldar- THEY LOOK SO  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> ing EPIC!!!! <br /> Necrons- I have always liked them<br /> Tau- Epic shooting<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 01:54:35]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>SngrFghtr wrote:</cite>So many armies  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> Here are reasons I dont want to paly the armies below<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>-I dont won't to paint 50 biggilion guards and buy that many<br /> Tyranids-Same as <span class="glossaryitem" onmouseover='gp(69);'>IG</span><br /> Eldar-I just dont(but they are pretty cool and i do have a small army, 1 squad of 20 guardians and a farseer, and a book)<br /> Orks- Sold all of them, dont feel like buying them back, same as <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and Nids, got blasted apart by tau in learning game, turned me off on Orks<br /> Chaos Marines, and Daemons-Sold them dont feel like playing them<br /> Grey Knights not enough models in army<br /> Here is why I want to play the armies below<br /> Dark Eldar- THEY LOOK SO  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> ing EPIC!!!! <br /> Necrons- I have always liked them<br /> Tau- Epic shooting<br /> </div></blockquote><br /> <br /> -Dark Eldar DO look epic, but with the fine-casting initiative, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will all probably look better when they get their dex update.<br /> -Necrons are epic because they die, then un-die, but it's not worth starting with an imminent update, because there is the risk of them being ruined.<br /> -Tau have Godlike Firepower that won't ever let any enemies get anywhere near them so the Melee point is moot.  Also, the XV8s (and XV9s) give you an enormous amount of room for strategizing, as well as the kroot teaching you how to use terrain cover to it's maximum.]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 02:00:24]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.</div></blockquote><br /> I meant it in the sense of "the only thing I'd agree with choosing aside from Dark Eldar is Guard".<br /> <br /> <blockquote><div><cite>im2randomghgh wrote:</cite>-Dark Eldar DO look epic, but with the fine-casting initiative, <span class="glossaryitem" onmouseover='gp(50);'>GW</span> will all probably look better when they get their dex update.</div></blockquote><br /> True, they're indicative of an unprecedented, drastic increase in quality, that will probably be present in all future models as well (not because of fine-cast though; "oh, models as detailed as plastics, that cost even more than metal!" <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> ), there are currently no other lines that look as good, and at the very soonest the next line that might will be in the winter (Space Marines look like Space Marines, with no room to actually be made decent looking, and Necrons don't have the same potential, since they're skeleton robots...).<br /> <br /> <blockquote class="uncited"><div>-Necrons are epic because they die, then un-die, but it's not worth starting with an imminent update, because there is the risk of them being ruined.</div></blockquote><br /> Right now they're the weakest codex, so they're unlikely to be made worse when they're updated this summer/fall, and will probably be quite good. WWB is being changed to <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, possibly an improved version of it, but there'll no doubt be improvements to make up for it.<br /> <br /> <blockquote class="uncited"><div>-Tau have Godlike Firepower that won't ever let any enemies get anywhere near them so the Melee point is moot.  Also, the XV8s (and XV9s) give you an enormous amount of room for strategizing, as well as the kroot teaching you how to use terrain cover to it's maximum.</div></blockquote><br /> Tau only have their shooting going for them, and they don't do that as good as either Guard or <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, while having few good setups, unlike Guard and <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, and being unable to dominate the other two stages, unlike <span class="glossaryitem" onmouseover='gp(27);'>DE</span> and to a lesser extent Guard.]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 02:26:27]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<description><![CDATA[ Tau are pretty difficult to play.  I wouldn't recommend them as a first army.  <br /> Like it's been said, necrons should be getting new models and a codex soon, so it's not really worth going for them now at the moment.  <br /> That just leaves you with dark eldar.  Go with them or wait a while and see what comes up.  Or better yet, just go with eldar =D]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2011 02:47:56]]> GMT</pubDate>
				<author><![CDATA[ Lt. Coldfire]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ I think i will buy the space marines book(i already have a huge space marines army) and the Dark Eldar Codex, Archon, and a box or 2 of kalabite warriors <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 00:45:59]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Lt. Coldfire wrote:</cite>Tau are pretty difficult to play.  I wouldn't recommend them as a first army.  <br /> Like it's been said, necrons should be getting new models and a codex soon, so it's not really worth going for them now at the moment.  <br /> That just leaves you with dark eldar.  Go with them or wait a while and see what comes up.  Or better yet, just go with eldar =D</div></blockquote><br /> <br /> Difficulty is WHY you start.<br /> <br /> If you start with a hard army, you will get an understanding of tactics (unlike playing any imperial/chaos/horde race) and then if you do decide to play an easy army, you'll be well off for both.<br /> <br /> @SirP, Tau outshoot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Everytiime.  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are MUCH better in assault, but their shooty is inferior to that of guard and Tau.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span>=Mobile<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>=Firepower<br /> Tau=perfect balance.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 00:52:42]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.</div></blockquote><br /> <br /> I must have different manticores, against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/<span class="glossaryitem" onmouseover='gp(124);'>SW</span> = fail.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(280);'>OP</span>= Welcome to the game <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>.  I'm surprised your not getting alot of "take your money and run" responses from the vocal anti <span class="glossaryitem" onmouseover='gp(50);'>GW</span> crew.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 00:57:02]]> GMT</pubDate>
				<author><![CDATA[ Byte]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Byte wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.</div></blockquote><br /> <br /> I must have different manticores, against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/<span class="glossaryitem" onmouseover='gp(124);'>SW</span> = fail.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(280);'>OP</span>= Welcome to the game <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>.  I'm surprised your not getting alot of "take your money and run" responses from the vocal anti <span class="glossaryitem" onmouseover='gp(50);'>GW</span> crew.</div></blockquote><br /> <br /> It is too late.  Can't you just <i>feel</i> his neckbeard forming?<br /> <br /> Also, a trio of manticore can destroy a horde army in a turn if you're lucky.  3 Manticores x 4 missiles x up to 3 warheads=36 LBT in a turn.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 01:05:29]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite>@SirP, Tau outshoot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Everytiime.  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are MUCH better in assault, but their shooty is inferior to that of guard and Tau.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span>=Mobile<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>=Firepower<br /> Tau=perfect balance.</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be setup to be shootier than Tau. They can take masses of S8 lances, splinter weapons, and dirt cheap pieplates, albeit at the expense of assault elements. You're making the mistake I did when I first started playing: assuming that because shooting is what Tau do best, they do it better than everyone else. In contrast, <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be tooled out to do anything better than any other army, aside from taking a punch. That's their only weak point, and it is a big one, but you tool them up to assault right, and there's nothing that can beat them in assault, tool them up to shoot, and there's nothing that can beat them in shooting, and in any configuration (except foot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, but that goes without saying, since their vehicles are one of their biggest strengths) they'll dominate in terms of mobility, either through their vehicles or through coming into play in the center of the board through a webway portal. No matter what you do, however, they'll remain fragile, meaning your opponent can break them fairly easy if given the chance.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>im2randomghgh wrote:</cite>Also, a trio of manticore can destroy a horde army in a turn if you're lucky.  3 Manticores x 4 missiles x up to 3 warheads=36 LBT in a turn.</div></blockquote><br /> Manticores don't have four one-shot weapons, they have one four-shot weapon. They can only fire one per turn, meaning a maxium of nine (but an average of six) plates, scattered from three points. <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can beat that, by the way, with twelve plates in a single turn, though only once.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 01:16:01]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Byte wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.</div></blockquote><br /> <br /> I must have different manticores, against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/<span class="glossaryitem" onmouseover='gp(124);'>SW</span> = fail.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(280);'>OP</span>= Welcome to the game <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>.  I'm surprised your not getting alot of "take your money and run" responses from the vocal anti <span class="glossaryitem" onmouseover='gp(50);'>GW</span> crew.</div></blockquote><br /> <br /> It is too late.  Can't you just <i>feel</i> his neckbeard forming?<br /> <br /> Also, a trio of manticore can destroy a horde army in a turn if you're lucky.  3 Manticores x 4 missiles x up to 3 warheads=36 LBT in a turn.</div></blockquote><br /> <br /> Bad numbers on the missile friend.  Only one missile per turn for each turret.  That one missile has d3 warheads.  ]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 01:33:29]]> GMT</pubDate>
				<author><![CDATA[ Byte]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Sir Pseudonymous wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite>@SirP, Tau outshoot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Everytiime.  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are MUCH better in assault, but their shooty is inferior to that of guard and Tau.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span>=Mobile<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>=Firepower<br /> Tau=perfect balance.</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be setup to be shootier than Tau. They can take masses of S8 lances, splinter weapons, and dirt cheap pieplates, albeit at the expense of assault elements. You're making the mistake I did when I first started playing: assuming that because shooting is what Tau do best, they do it better than everyone else. In contrast, <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be tooled out to do anything better than any other army, aside from taking a punch. That's their only weak point, and it is a big one, but you tool them up to assault right, and there's nothing that can beat them in assault, tool them up to shoot, and there's nothing that can beat them in shooting, and in any configuration (except foot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, but that goes without saying, since their vehicles are one of their biggest strengths) they'll dominate in terms of mobility, either through their vehicles or through coming into play in the center of the board through a webway portal. No matter what you do, however, they'll remain fragile, meaning your opponent can break them fairly easy if given the chance.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is the army I started with, so I know their strengths.  Nevertheless, I believe I could outshoot any <span class="glossaryitem" onmouseover='gp(27);'>DE</span> list with my XV8/XV9/XV88 spam.<br /> <br /> I can tool my XV9s to accomplish ANY task, same with my XV8s, and my XV88s are one of the best transport-popping units in the game.<br /> <br /> There are simply next to no units in the game that can beat a trio of XV9s equipped to counter them.  Fusion cascades make a joke out of terminators and vehicles, Phased Ion Guns (PIGS) can destroy enormous units with their 8-shot-per-model <span class="glossaryitem" onmouseover='gp(393);'>VoF</span>, pair of <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(389);'>BC</span> is...well at least it's accurate and the pulse submunitions rifle is a giant space shotgun.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Byte wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Byte wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.</div></blockquote><br /> <br /> I must have different manticores, against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/<span class="glossaryitem" onmouseover='gp(124);'>SW</span> = fail.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(280);'>OP</span>= Welcome to the game <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>.  I'm surprised your not getting alot of "take your money and run" responses from the vocal anti <span class="glossaryitem" onmouseover='gp(50);'>GW</span> crew.</div></blockquote><br /> <br /> It is too late.  Can't you just <i>feel</i> his neckbeard forming?<br /> <br /> Also, a trio of manticore can destroy a horde army in a turn if you're lucky.  3 Manticores x 4 missiles x up to 3 warheads=36 LBT in a turn.</div></blockquote><br /> <br /> Bad numbers on the missile friend.  Only one missile per turn for each turret.  That one missile has d3 warheads.  </div></blockquote><br /> <br /> Pretty sure you can burn through all your ammo in one turn if you want to.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 01:52:48]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <br /> <blockquote><div><cite>Byte wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Byte wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite>Didn't he say he's going necrons? While I can't agree with choosing anything but Guard over <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, at least it wasn't Space Marines...</div></blockquote><br /> <br /> Guard isn't tactical enough for a first army.<br /> <br /> Step 1: Buy a Manticore<br /> <br /> Step 2: laugh as everything before you is destroyed.</div></blockquote><br /> <br /> I must have different manticores, against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>/<span class="glossaryitem" onmouseover='gp(124);'>SW</span> = fail.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(280);'>OP</span>= Welcome to the game <span class="glossaryitem" onmouseover='gp(17);'>BTW</span>.  I'm surprised your not getting alot of "take your money and run" responses from the vocal anti <span class="glossaryitem" onmouseover='gp(50);'>GW</span> crew.</div></blockquote><br /> <br /> It is too late.  Can't you just <i>feel</i> his neckbeard forming?<br /> <br /> Also, a trio of manticore can destroy a horde army in a turn if you're lucky.  3 Manticores x 4 missiles x up to 3 warheads=36 LBT in a turn.</div></blockquote><br /> <br /> Bad numbers on the missile friend.  Only one missile per turn for each turret.  That one missile has d3 warheads.  </div></blockquote><br /> <br /> Pretty sure you can burn through all your ammo in one turn if you want to.</div></blockquote><br /> <br /> Don't think so.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 02:13:24]]> GMT</pubDate>
				<author><![CDATA[ Byte]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite>@SirP, Tau outshoot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Everytiime.  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are MUCH better in assault, but their shooty is inferior to that of guard and Tau.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span>=Mobile<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>=Firepower<br /> Tau=perfect balance.</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be setup to be shootier than Tau. They can take masses of S8 lances, splinter weapons, and dirt cheap pieplates, albeit at the expense of assault elements. You're making the mistake I did when I first started playing: assuming that because shooting is what Tau do best, they do it better than everyone else. In contrast, <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be tooled out to do anything better than any other army, aside from taking a punch. That's their only weak point, and it is a big one, but you tool them up to assault right, and there's nothing that can beat them in assault, tool them up to shoot, and there's nothing that can beat them in shooting, and in any configuration (except foot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, but that goes without saying, since their vehicles are one of their biggest strengths) they'll dominate in terms of mobility, either through their vehicles or through coming into play in the center of the board through a webway portal. No matter what you do, however, they'll remain fragile, meaning your opponent can break them fairly easy if given the chance.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is the army I started with, so I know their strengths.  Nevertheless, I believe I could outshoot any <span class="glossaryitem" onmouseover='gp(27);'>DE</span> list with my XV8/XV9/XV88 spam.<br /> <br /> I can tool my XV9s to accomplish ANY task, same with my XV8s, and my XV88s are one of the best transport-popping units in the game.<br /> <br /> There are simply next to no units in the game that can beat a trio of XV9s equipped to counter them.  Fusion cascades make a joke out of terminators and vehicles, Phased Ion Guns (PIGS) can destroy enormous units with their 8-shot-per-model <span class="glossaryitem" onmouseover='gp(393);'>VoF</span>, pair of <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(389);'>BC</span> is...well at least it's accurate and the pulse submunitions rifle is a giant space shotgun.</div></blockquote><br /> Take a look at some of Dash's lists. Nine venoms lay down 108 shots at 36", for 585 points, doing an average of 18 wounds against 3+ armor. Going the Kabalite/Trueborn blaster route (one I don't think is a very good deal, I much prefer haywire wyches for antitank), those venoms will also have 14 blasters, for 684 more points (this also comes with 24 splinter rifles), for another eight (average) wounds, barring cover. Tri-ravagers would have either 9 dark lance shots, or 27 disintegrator shots, depending on how tailored against crisis suits it was, meaning either five or twelve (again, average) wounds, for 315 points. These aren't necessarily optimal configurations, but they outrange the Tau, and can lay down enough fire to wipe every crisis suit off the map on turn one, before mopping up whatever's left on the next. Broadsides are expensive overkill against AV10 skimmers, and not assured to bring anything down on account of their 5+ invuln save.<br /> <br /> *Note that I don't particularly like that list configuration, however effective it may be, I'm just including it for the sake of example.<br /> <br /> <blockquote class="uncited"><div>Pretty sure you can burn through all your ammo in one turn if you want to.</div></blockquote><br /> You can't, it specifically enumerates that one rocket may be fired per turn. Guard codex page 54: "Note that only a single rocket can be fired by a Manticore Rocket Launcher each turn."]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 02:26:38]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ Went with Dark Eldar<br /> I bought a box of Warriors, wyches, and a raider(and the book)<br /> Also I preordered a box of scourges, Wracks, and a Haemonculus<br />  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"><br /> I am playing my friends tau in a tournament in a few weeks which is pretty awesome!]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2011 23:57:03]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ Cool!  Best of luck!]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 00:22:23]]> GMT</pubDate>
				<author><![CDATA[ Byte]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>SngrFghtr wrote:</cite>Went with Dark Eldar<br /> I bought a box of Warriors, wyches, and a raider(and the book)<br /> Also I preordered a box of scourges, Wracks, and a Haemonculus<br />  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"><br /> I am playing my friends tau in a tournament in a few weeks which is pretty awesome!</div></blockquote><br /> <br /> AWWWWW!<br /> <br /> If you have a tau friend, you could have battled him WITH tau just for the fluff awesomeness of Farsight vs. Shadowsun!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Sir Pseudonymous wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite><blockquote><div><cite>Sir Pseudonymous wrote:</cite><blockquote><div><cite>im2randomghgh wrote:</cite>@SirP, Tau outshoot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>.  Everytiime.  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are MUCH better in assault, but their shooty is inferior to that of guard and Tau.  <br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span>=Mobile<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span>=Firepower<br /> Tau=perfect balance.</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be setup to be shootier than Tau. They can take masses of S8 lances, splinter weapons, and dirt cheap pieplates, albeit at the expense of assault elements. You're making the mistake I did when I first started playing: assuming that because shooting is what Tau do best, they do it better than everyone else. In contrast, <span class="glossaryitem" onmouseover='gp(27);'>DE</span> can be tooled out to do anything better than any other army, aside from taking a punch. That's their only weak point, and it is a big one, but you tool them up to assault right, and there's nothing that can beat them in assault, tool them up to shoot, and there's nothing that can beat them in shooting, and in any configuration (except foot <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, but that goes without saying, since their vehicles are one of their biggest strengths) they'll dominate in terms of mobility, either through their vehicles or through coming into play in the center of the board through a webway portal. No matter what you do, however, they'll remain fragile, meaning your opponent can break them fairly easy if given the chance.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is the army I started with, so I know their strengths.  Nevertheless, I believe I could outshoot any <span class="glossaryitem" onmouseover='gp(27);'>DE</span> list with my XV8/XV9/XV88 spam.<br /> <br /> I can tool my XV9s to accomplish ANY task, same with my XV8s, and my XV88s are one of the best transport-popping units in the game.<br /> <br /> There are simply next to no units in the game that can beat a trio of XV9s equipped to counter them.  Fusion cascades make a joke out of terminators and vehicles, Phased Ion Guns (PIGS) can destroy enormous units with their 8-shot-per-model <span class="glossaryitem" onmouseover='gp(393);'>VoF</span>, pair of <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(389);'>BC</span> is...well at least it's accurate and the pulse submunitions rifle is a giant space shotgun.</div></blockquote><br /> Take a look at some of Dash's lists. Nine venoms lay down 108 shots at 36", for 585 points, doing an average of 18 wounds against 3+ armor. Going the Kabalite/Trueborn blaster route (one I don't think is a very good deal, I much prefer haywire wyches for antitank), those venoms will also have 14 blasters, for 684 more points (this also comes with 24 splinter rifles), for another eight (average) wounds, barring cover. Tri-ravagers would have either 9 dark lance shots, or 27 disintegrator shots, depending on how tailored against crisis suits it was, meaning either five or twelve (again, average) wounds, for 315 points. These aren't necessarily optimal configurations, but they outrange the Tau, and can lay down enough fire to wipe every crisis suit off the map on turn one, before mopping up whatever's left on the next. Broadsides are expensive overkill against AV10 skimmers, and not assured to bring anything down on account of their 5+ invuln save.<br /> <br /> *Note that I don't particularly like that list configuration, however effective it may be, I'm just including it for the sake of example.<br /> <br /> <blockquote class="uncited"><div>Pretty sure you can burn through all your ammo in one turn if you want to.</div></blockquote><br /> You can't, it specifically enumerates that one rocket may be fired per turn. Guard codex page 54: "Note that only a single rocket can be fired by a Manticore Rocket Launcher each turn."</div></blockquote><br /> <br /> If I deepstrike, your range benefit means nothing.<br /> <br /> If I max my <span class="glossaryitem" onmouseover='gp(35);'>FA</span> section with XV9s, I get up to 54 [b]MELTA[/i] shots a turn, just from my <span class="glossaryitem" onmouseover='gp(35);'>FA</span>.<br /> <br /> 54<br /> <br /> Melta<br /> <br /> Shots.<br /> <br /> Termies and vehicles be SCARED!]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 00:23:16]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ If i do a second <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army i will be doing tau <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 01:45:01]]> GMT</pubDate>
				<author><![CDATA[ SngrFghtr]]></author>
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				<title>Re:Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>SngrFghtr wrote:</cite>If i do a second <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army i will be doing tau <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"></div></blockquote><br /> <br /> <br /> Bonus points have been awarded :nods:]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 01:57:30]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ 1) Melta is overkill against AV10. Also risky when Night Shields and potential bubblewrap with ground troops come into play, keeping deepstrikers too far back to do anything.<br /> 2) I just realized an XV9 is a forgeworld model, and so I have no clue what it does. Still looking at a maximum of only three units, though.<br /> <br /> I maintain that <span class="glossaryitem" onmouseover='gp(27);'>DE</span> could be tooled up to outshoot any Tau list imaginable, within the constraints of "make a list that could beat Tau using only shooting and no assaults". I don't necessarily think that such a list would work against other armies, namely Guard, who can bring comparable firepower and survive long enough for it to do its job (ironically, what Tau <i>would</i> be better at doing is cracking open a tough Guard list, but that's outside the scope of this comparison). Likewise, I think they could be set up to beat anything in assault, if shooting is removed from the picture.<br /> <br /> Of course, these aren't strictly realistic challenges, merely constraints to illustrate their ability to outspecialize any other army (except Guard, on both counts, I believe) in either shooting or assault, if the other is removed from the equation (to prevent things like, say, Tau spamming Kroot to beat shooty <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, or orks spamming shootas to beat stompy <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, since that changes the whole dynamic of the comparison away from the arbitrary "they can do either better than anyone but Guard at the expense of the other"). I think Guard can overspecialize in either as well or better, while being significantly tougher to boot.<br /> <br /> Naturally, such constraints aren't found in reality, but they're necessary to establish a context for one army being able to do this or that better than another, while the game in its entirety has too many moving pieces for extreme specialization to carry the day against anything but what it's specifically designed to do.]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 02:39:01]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>Sir Pseudonymous wrote:</cite>1) Melta is overkill against AV10. Also risky when Night Shields and potential bubblewrap with ground troops come into play, keeping deepstrikers too far back to do anything.<br /> 2) I just realized an XV9 is a forgeworld model, and so I have no clue what it does. Still looking at a maximum of only three units, though.<br /> <br /> I maintain that <span class="glossaryitem" onmouseover='gp(27);'>DE</span> could be tooled up to outshoot any Tau list imaginable, within the constraints of "make a list that could beat Tau using only shooting and no assaults". I don't necessarily think that such a list would work against other armies, namely Guard, who can bring comparable firepower and survive long enough for it to do its job (ironically, what Tau <i>would</i> be better at doing is cracking open a tough Guard list, but that's outside the scope of this comparison). Likewise, I think they could be set up to beat anything in assault, if shooting is removed from the picture.<br /> <br /> Of course, these aren't strictly realistic challenges, merely constraints to illustrate their ability to outspecialize any other army (except Guard, on both counts, I believe) in either shooting or assault, if the other is removed from the equation (to prevent things like, say, Tau spamming Kroot to beat shooty <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, or orks spamming shootas to beat stompy <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, since that changes the whole dynamic of the comparison away from the arbitrary "they can do either better than anyone but Guard at the expense of the other"). I think Guard can overspecialize in either as well or better, while being significantly tougher to boot.<br /> <br /> Naturally, such constraints aren't found in reality, but they're necessary to establish a context for one army being able to do this or that better than another, while the game in its entirety has too many moving pieces for extreme specialization to carry the day against anything but what it's specifically designed to do.</div></blockquote><br /> <br /> Automatic meltas are overkill on everything, so the point is moot.<br /> <br /> And the rules are in Imperial Armour: Apocalypse II.<br /> <br /> But the bubblewrap probably wouldn't be effective against XV9s, since they're designed for VoM.  It is called the "close-support" armour for a reason.<br /> <br /> And If I were to tool up both my Tau and <span class="glossaryitem" onmouseover='gp(27);'>DE</span> armies for shooting against each other, I think it would be close enough that the dice would be the only factor.  They are both very good at shooting /argument.<br /> <br /> And as for assault, I agree they could out-assault MOST armies.<br /> <br /> I can't see them winning in a melee against any non-tzeentch daemon army.  Either units that are crazy skilled at melee (khornate) will always, always strike first (slaaneshi) or are damn-near impossible to kill (Nurglite)]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 02:47:53]]> GMT</pubDate>
				<author><![CDATA[ im2randomghgh]]></author>
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				<title>Starting a 40k army</title>
				<description><![CDATA[ <blockquote><div><cite>im2randomghgh wrote:</cite>And If I were to tool up both my Tau and <span class="glossaryitem" onmouseover='gp(27);'>DE</span> armies for shooting against each other, I think it would be close enough that the dice would be the only factor.  They are both very good at shooting /argument.</div></blockquote><br /> Fair enough.<br /> <br /> <blockquote class="uncited"><div>I can't see them winning in a melee against any non-tzeentch daemon army.  Either units that are crazy skilled at melee (khornate) will always, always strike first (slaaneshi) or are damn-near impossible to kill (Nurglite)</div></blockquote><br /> Wyches (and Incubi against anything with Iron Hide), Wyches (only a Herald will strike before them), and Incubi (or just Wyches). Wyches have their 4++ in close combat, and can easily have <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> to boot, making them more resilient than nurglites, while packing almost as much punch as Daemonettes, and costing less than either. It would still be pretty close, at least against Daemonettes, probably enough that chance played a meaningful role in determining the outcome (just attempted to run a test of 200 points of wyches (15 wyches and a haemonculus) against 210 points of daemonettes, and got something (the script isn't set up to take rending or <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> into account, because I've never felt like going back and finishing it) like 6 wounds to the daemonettes and five to the wyches, as an average).<br /> <br /> Edit: just simulated Incubi (220 points) versus Plaguebearers (225 points): the Incubi make a laughing stock of them, though take an average of five rounds to take them out, ignoring possible No Retreat! wounds.]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2011 03:48:34]]> GMT</pubDate>
				<author><![CDATA[ Sir Pseudonymous]]></author>
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