Just released with a new codex full of nasty. They're cool this time around.
I play Orks, Necrons and Khorne Space Marines. I think my favorite is Orks, but they're not an army to play if you're looking to win. They're more a glutton-for-punishment army.
I love the game and have played for over a decade in various iterations. It's expensive to get into but rewarding.
i've only been playing for about 3 years now but i was wondering what you guys think is the most broken (overpowered) army and the most broken (underpowered) army. feel free to bash any army but keep it clean... ish
I don't think any of the armies are overpowered but there are some that make it easier for players to do cheesy things. Games Workshop hasn't updated Necrons, Witch Hunters or Daemonhunters and while Necrons and Sisters of Battle armies can still win tournaments, they're not up to par when it comes to rules and wargear that work with the current core rules. I think there are quite a few books that need revision.
The current Ork codex is pretty lame really and does a poor job representing the army if you consider the years of backstory they've created. By making the army lists "vanilla," they've taken away some of the more unique aspects of playing Orks. I hope they bring back Speed Freaks, Feral Orks, and the clans in some meaningful way. If Space Marines can have chapters, why can't orks have variant lists?
Also, the Necron codex makes them a one-trick pony. It's a good trick (better with a C'Tan) but most of the time you just end up annoying your opponent. They really need a re-do to breathe life into the game.
Just released with a new codex full of nasty. They're cool this time around.
I play Orks, Necrons and Khorne Space Marines. I think my favorite is Orks, but they're not an army to play if you're looking to win. They're more a glutton-for-punishment army.
I love the game and have played for over a decade in various iterations. It's expensive to get into but rewarding.
I disagree Orks can win and win large. The trouble I find is most people don't play them like Orks, they try and play them like Space Marines. Orks are cheap and disposable, much like Imperial Guard. Orks can only win on numbers. By as many as you can and spend as little as you can on each one. You field 80+ Orks against some Space Marine jobber that fields 8 really tough Space Marines and you can mop the field with them. Just roll your wave forward and crush everything it rolls over and don't worry about losing some guys - you will.
That's true. An Ork horde is great when they charge into HtH. But when they get charged they fall apart. I wish I could find my bag of 100+ Gretchin as nothing is quite as fun as having a mobile meat shield to prevent your horde from getting rushed by Fleet-of-Foot opponents.
No race is invincible, some certainly do have some advantages though and work better when playing to their strengths. Orks I find are one of those races. Their strength is that they are cheap.
My issue is that Orks didn't start out as cheap. When I started playing they cost just a bit less than a standard Marine, had slightly lesser stats, and much more chaotic wargear. Over the past few years they've changed them to a more horde-oriented army to the point where they're becoming nothing more than slow, green Nids.
I hope the next codex opens up more of the tactical range Orks had with Second Edition by embracing their fluff more. There's more to Orks than playing Power Claw Delivery Service via 30 boy mobs.
That's true. But also when they started out Orks and Marines were on an even playing field for the most part. Marines had better armour and slightly better weapons. Orks slightly cheaper and generally better in close range.
That's just not really the case anymore Orks basically suck on the grunt front except that you can field lots and lots of them. Their specials are still deadly and their mobs are effective. But they aren't going to win on equipment you do have to play the horde.
So I kinda just jumped into this game about 2 weeks ago with the purchase of Assault on Black Reach. I'm not particularly interested in the Orks or the Space Marines, however. I'm debating on building an army from the Tau Empire or the Dark Eldar. Thoughts gentlemen? Ladies?
The Tau are a good army for people who enjoy having so many wargear options that they just cant choose one item. there play style is HEAVLY based on shooting. melee is not their strong point, but a good Tau player should never get locked in a melee.
The Dark Eldar can be summed up in a single phrase, "Hit and Run". They can travel across the map in less than two turns and be able to kill foes on the way. no other army can boast such speed, however they are a fragile army meant to move fast hit hard an pull out before the enemy gets a chance to strike back. Long drawn out melees and any lost to there speed can spell doom to them.
Well I've decided on Tau. I've got a battle force box and codex on the way to start out. I'm not entirely sure about my composition as I don't have a codex yet but I'm thinking of throwing in a couple of broadside battle suits, another Devil Fish and Fire Warrior squad, an Ethereal, and maybe the hero unit battle suit guy.
I'm by no means an expert on 40k but in absence of any other posts I thought I'd give my 2c.
Fire warriors on Devilfish for troops, Broadsides/Hammerheads for delicious railgun spam, Crisis battlesuits to take anything else and Pathfinders to supply the markerlights.
Ethereals are a not so wonderful combination of being both very fragile and very annoying when they inevitably get pasted. You can lump them with bodyguards to try and soak up some fire but everyone of those is one less 'scoring' Fire warrior on the table.
Generic battlesuit guy is probably a better choice unless you're dead set on a broadside/ethereal/shield drone unit.
Hmm, the Ethereals just seemed neat, I knew they were weak but I heard that they also give bonuses to the army so long as they're alive. I suppose I'll just wait for the codex before I make any final decision on them.
Well with the way updates are coming out so far this year (4 armys in 6 months!!!) the tau may not have to wait long for an update. I have a friend that plays tau and he uses alot of suits and its a tough army to beat (i have a 2 win lead over him as of now but hes getting smarter) When they are in the hands of a tactaly sound player they are a nightmare to face. again though if you get caught in melle kiss your unit goodbye.
Well with the way updates are coming out so far this year (4 armys in 6 months!!!) the tau may not have to wait long for an update. I have a friend that plays tau and he uses alot of suits and its a tough army to beat (i have a 2 win lead over him as of now but hes getting smarter) When they are in the hands of a tactaly sound player they are a nightmare to face. again though if you get caught in melle kiss your unit goodbye.
From what I've heard marker lights are gonna be even bigger for the Tau when their update comes out. I don't know how exactly those can get any better but I'll be stoked to find out.
I've offered to assist him in any way I can being that I've played it since HS. Going from a non-gamer to being a 40K player is a crazy process. It's neat to see his perspective.
What's also cool is to see that it's the back story that drew him into the game. 25 years of fluff is hard to resist.
I have SM, Eldar, and Tyranids. I mainly play the Eldar, and they're definitely my best. I haven't played hardly at all the last couple years, mostly because all the people I played with have moved on, or are stuck with the now-neutered Tau.
Personally I play the Imperial Guard, imo they have amazing lore and its specific for the various regiments (Death Korps of Krieg anyone?) That and in game absolutely nothing and I mean NOTHING can survive three rounds of artillery fire courtesy of six basilisks (Thank you armour platoon ability!) Of course if that fails there's always the hundreds of guardsmen standing ready to die in the name of the Imperium, I've yet to see even the strongest of units withstand an all-out charge of my guardsmen platoons.
Of course if their moral fails there's always a Commissar on standby XD
Unfortunately I've stopped playing of late, probably because I'm sick of having to update my rule books every two months.
Comments
/me begins unwinding his tape measure.
(in b4 lolz)
Now I keep my miniatures to battling it out on the pitch in Bloodbowl. Or my newly found love of a skirmish based mini game called Malifaux.
Just released with a new codex full of nasty. They're cool this time around.
I play Orks, Necrons and Khorne Space Marines. I think my favorite is Orks, but they're not an army to play if you're looking to win. They're more a glutton-for-punishment army.
I love the game and have played for over a decade in various iterations. It's expensive to get into but rewarding.
The current Ork codex is pretty lame really and does a poor job representing the army if you consider the years of backstory they've created. By making the army lists "vanilla," they've taken away some of the more unique aspects of playing Orks. I hope they bring back Speed Freaks, Feral Orks, and the clans in some meaningful way. If Space Marines can have chapters, why can't orks have variant lists?
Also, the Necron codex makes them a one-trick pony. It's a good trick (better with a C'Tan) but most of the time you just end up annoying your opponent. They really need a re-do to breathe life into the game.
I disagree Orks can win and win large. The trouble I find is most people don't play them like Orks, they try and play them like Space Marines. Orks are cheap and disposable, much like Imperial Guard. Orks can only win on numbers. By as many as you can and spend as little as you can on each one. You field 80+ Orks against some Space Marine jobber that fields 8 really tough Space Marines and you can mop the field with them. Just roll your wave forward and crush everything it rolls over and don't worry about losing some guys - you will.
You want some speed have a squad or two of speed boyz to capture positions quickly and for mobile infantry Boss's with power claws work wonders.
I hope the next codex opens up more of the tactical range Orks had with Second Edition by embracing their fluff more. There's more to Orks than playing Power Claw Delivery Service via 30 boy mobs.
That's just not really the case anymore Orks basically suck on the grunt front except that you can field lots and lots of them. Their specials are still deadly and their mobs are effective. But they aren't going to win on equipment you do have to play the horde.
Which for flavor reasons makes sense to me.
1st NEW Orcs army book in Warhammer
2nd the Inqusition getting an update!!!
So I kinda just jumped into this game about 2 weeks ago with the purchase of Assault on Black Reach. I'm not particularly interested in the Orks or the Space Marines, however. I'm debating on building an army from the Tau Empire or the Dark Eldar. Thoughts gentlemen? Ladies?
The Dark Eldar can be summed up in a single phrase, "Hit and Run". They can travel across the map in less than two turns and be able to kill foes on the way. no other army can boast such speed, however they are a fragile army meant to move fast hit hard an pull out before the enemy gets a chance to strike back. Long drawn out melees and any lost to there speed can spell doom to them.
Fire warriors on Devilfish for troops, Broadsides/Hammerheads for delicious railgun spam, Crisis battlesuits to take anything else and Pathfinders to supply the markerlights.
Ethereals are a not so wonderful combination of being both very fragile and very annoying when they inevitably get pasted. You can lump them with bodyguards to try and soak up some fire but everyone of those is one less 'scoring' Fire warrior on the table.
Generic battlesuit guy is probably a better choice unless you're dead set on a broadside/ethereal/shield drone unit.
Thanks for the input.
From what I've heard marker lights are gonna be even bigger for the Tau when their update comes out. I don't know how exactly those can get any better but I'll be stoked to find out.
http://n00bproject.squarespace.com/
I've offered to assist him in any way I can being that I've played it since HS. Going from a non-gamer to being a 40K player is a crazy process. It's neat to see his perspective.
What's also cool is to see that it's the back story that drew him into the game. 25 years of fluff is hard to resist.
Of course if their moral fails there's always a Commissar on standby XD
Unfortunately I've stopped playing of late, probably because I'm sick of having to update my rule books every two months.