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Flying through the ficticious skies
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Huh, nice questions. I play with Chaos Space Marines, Necron, Space Marines and... Uh, I think that's pretty much it when it comes down to strategy, however I know how the tech tree of Tau, Eldar and Dark Eldar works.
Chaos Space Marines are diverse... Well, to begin with, their infantry is very powerful, and it may be upgraded to be effective against Heavy Infantry and not jsut Infantry, and they may be upgraded to use stealth, too bad this ability (for the sake of balance) is granted very late in-game, and therefore the enemy can requisition detectors quickly. Obliterators are elite infantry that may scroll through different weapons automatically to counter different kinds of units (e.g., it attacks with a machinegun when facing infantry, it attacks with lasers when facing vehicles. The Defiler, is a machine that can be pumped (and, if the player is skillful, countered) early in game. It has a reat range and may even fire blind, and it can be upgraded to have much more Hit Points. It goes over close range, but it's much more destructive this way. Chaos also makes many summons, like Horrors, that may appear anywhere in battlefield as long as tehre is room for them to spawn and it is within sight line of one of your units. Their most powerful unit is the Blood Thrister, and it may be summoned from any infantry squad, since it comes out from any of the squad commanders (the squad remains intact). It is very fast and powerful, but it loses health when not in combat, and everytime it is killed it takes more resources to summon. It might be accompanied by The Prince Of Darkness, which is a tranformation performed by the Chaos commander (whose name I do not recall right now). Their wizard, (memory issues apply to this commander as well) are equiped with many spells, and some others that can be researched. Many of them affect large areas, and there is one that ties the enemy down to the palce where it is currently standing. Necron... There are many pro's and con's about this race. Let's start with the con's. They have very high ammounts of health, some infantry squads are inmune to Moral Damage, they don't recieve any penalties for Negative Cover, their commander is very self-dependable (as long as it is equiped with the right artifacts). The commander may be equipped with artifacts that increase his power, but he may only have 3 at a time. One of its most powerful artifacts is the Resurrection Orb, that revives many fallen infantry units in a effect-are near the caster, but these units have 20%-30% of their total hit-points, yet this spell allows you to go over the limit squad cap. Some of the fallen infantry re-integrate to battle. The Necron Lord (commander) may transform into the Nightbringer, which is inmune to any damage, and furthermore absorbs a small percentage of damage dealt to it and adds it to its Hit Points (which afterwards increase the Necron Lord's hit points as well), though it only lasts for a short time span. It can be easily stopped with heavy artillery, since instead of suffering the effects of knockback, he is hit and set off balance, inmobile. Theri most powerful unit is the Necron Monolith, which acts as their main building. It is slow and steady, but it has the larges ammount of Hit Points amongst units of its tier, it counts with an incredible range and it may even teleport. Since most Necron infantry squads may teleport to a building the player owns, this allows the infrantry to quiclky get into an enemy base. The con's are... The infantry is reaaally slow to walk and to react, and it's quite expensive. Also, they are all bough with Power (since Necron don't use requisition) which makes it sometimes hard. Also, unless you own many Obelisks (these add Squad and Vehicle cap points and increase building speed) Necron units take really long to build, thus making them vulnerable to early rushes. Also, when is small maps, it is impossible to reach the 100% building speed due to the lack of strategic points (Obelisks are built on these) And finally... Space Marines. In my opinion, Space Marines have the best infantry (as it should be, duh). They can be upgraded to be effective agaisnt Vehicles, Buildings, Heavy Infantry or Infantry (about everything...) and their Grey Knights have powerful psychic abilities and are effective against Daemon. Veteran Marines are 2 elite squads, one that has a ranged attack and one that has a melee attack. They have inmense ammounts of Hit Points are are very versatile. Their commanders have auras and area-effect spells that buff near units, and they are generally good at combat when together. Space Marines have a very wide selection of vehicles, the most important of these are the Whirlwind Tank (yes, you may only own 1), that has an incredible range and is effective at disrupting enemy infantry, the Predator Tanks (you may own 2) are great against both Infantry or Vehicles and Buildings, since they can replace their standard Infantry-effective weapons by more Vehicle-Building-effective oriented weapons. It is VERY important to know, that unlike Space Marines and Necron, the most powerful Space Marine's unit is a Support Unit, and it may not stand for long if thrown alone into combat. The real strength of Space Marines lies in the spells of their commanders and in the army itself. ![]() ![]() ![]() ![]() ![]() ![]() This is not qdb, these are lyrics from bands I listen to! |
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I used to play 40k a few years ago, had a 2500 point Eldar Iyanden force. This was back with the 3rd Edition Eldar Codex + the Craftworld Eldar expansion. Wrathlords and Wraithguard as troops, was fucking OP.
All up, i had a Farseer with 4 Warlocks for HQ, 3 Squads of Wraithguard, 2 Wraithlords, 2 Guardian Defender squads, 2 Wind Serpents (Converted myself before they released an official model), A Fire Prism, Storm Guardian and a attack bike squad. Stopped a few year ago because it was too expensive >< ![]() ![]() ![]() ![]() ![]() ![]() |
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Sorry to crash the party... I just have some issues with the game in general.
Cost Ridiculous. I can buy Memoir 44 and get a bunch of nice looking plastic figures that feel great for $50, or I can pay twice or more for a bunch of plastic figures that I have to glue myself, with designs from 1999. You need so much stuff to get a game going, figures, glue, paint, some decent terrain... cumbersome. Employees My friend said he doesn't like Warhammer 40k (though he likes WH Fantasy) to the guy twice. And the employee said, "Are you sure? I think you're not sure." OF COURSE HE IS SURE. YOU AREN'T A PSYCHIC. They are so unnaturally enthusiastic and rather than give you a neutral, unbiased comment, they talk as if Games Workshop brainwashed them. I like employees who will point out flaws in their own company, not be some die-hard, loyal slave. I like honesty. Opponents It's harder to find opponents of this other than going to a games workshop store. I can find MTG players at school! This problem is directly proportional to the next problem which is the... Learning Curve The problem is that even if I try to introduce WH to new people, first off, they need to spend hours learning the rules and they wouldn't even have their own army. It's the combination of the skill and learning curve that makes this hard with new players. My friend plays the game and is even getting the online game. I guess the draw of WH is making and painting your own armies. I never really had much passion for that. I prefer board games where it's cheaper and you already have everything you need for a 4-5 player game. ![]() ![]() ![]() ![]() ![]() ![]() |