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| The Lesser Races | |
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+4Shadows Revenge Jack_The_Ripper Levitas Grub 8 posters | Author | Message |
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Grub Wych
Posts : 823 Join date : 2011-09-04
| Subject: The Lesser Races Fri Apr 27 2012, 13:04 | |
| Thought it would be useful for all fellow archons out there to have a single thread with consise infomation on other races in the 40K universe, there strengths and weaknesses (particularly against us). Please feel free to add your own
Eldar Strengths: - Fantastic transports, wave serpents are fast, can have an incredible choice of weapons and upgrades against many weapons - Close range shooting, you don't want to end up 12" away from an eldar player. There standard weapons are often Assault 2 and negate our pitiful armour save - Dire Avengers, another great troop choice with good mid-range weapons and a decent BS and WS, ability to fire twice (assault 4 weapons ouch) or the ability to minus 1 attack from assaulters - Wraithlords and Wraithguard, generally very powerful units with devastating guns, high toughness and not something to usually go into close combat with - Fire Dragons, so much melta potential -Psychic attacks, some of the powers available to a farseer or warlock can be devastating and turn the tide of many battles -Howling Banshees, great close combat unit with plenty of power weapon attacks and the ability to turn your initiave to 1 in the first round of assault -Very Mobile army -Pathfinders, arguably the best scout options in the 40K universe- plenty of rends -High leaderships
Weaknesses (against DE) -General lower BS/WS - Not a great deal of invulnerable saves - Poisioned weapons make mincemeat of wraith constructs - General lack of ranged attacks -Low toughness
Tau Strengths: - Great wound allocation on battlesuits (drones will die) - Massive range - High powered basic weapons, enough to blow up our transports - Pinning weapons, be prepared to fail leaderships - Very high powered heavy weapons, auto-glance against us - Can be quite mobile in some lists - Upgrades allowing same squads to shoot at different targets - Markerlights- no more cover saves for you :/ - Decent saves
Weaknesses: - Suck in close combat, really really suck - Can be quite a stationary army, lack of mobility - Low toughness - Low BS/ very low WS
Chaos Strengths: - Deep strike on to the board - Good balance of close combat units, some tough, some strong, some fast - Powerful HQs - Some good Close range shooting - Flamers of Tzeentch- these really really hurt everything - All have invulnerable saves
Weaknesses: - Random deployment - Random allocation of which part of the army comes on first - Poor shooting - Struggle to take out vehicles - Not particularly mobile - Poor heavy support options
Necrons Strengths - High toughness - Decent saves - "We will be back" expect them to get up again - Powerful template and blast weapons - Powerful special HQ rules that will annoy you - Good shooting - Good leadership
Weaknesses - Poor in close combat - low initiative - Stationary army - Expensive
Grey Knights Strengths: - High strength and toughness - Great saves - Many special rules making them great at everything - Mobile - Strong weapons - Matt Ward wrote the codex - Good in close combat - Good shooting - Powerful heavy weapons
Weaknesses: - Very expensive units - Lots of 24" heavy weapons so vulnerable to Nightshields, sometimes - Can be outranged, sometimes - Can be vulnerable to very mobile armies, sometimes - Vulnerable to overwhelming shooting attacks, sometimes
Vanilla Marines Strengths: - Well balanced army - Good toughness and Strength - Great armour saves - Good variability of heavy weapons - Versatile - Good armour on vehicles - Average in close combat - Good range - Powerful heavy weapons
Weaknesses: - Relativly expensive units - Not the most mobile - Can be beaten in close combat - Can become reliant on cover
Space Wolves Strengths: - Some Fast units - Strong and Tough - Many close combat attacks - Death star units "cough thunderwolf cavalry OP cough" - Good range - Good saves - Counter attack
Weaknesses: - Can be relativly immobile - LoS - Poisoned weapons on high toughness charectors
Chaos Space Marines See vanilla marines but more spiky
Imperial Guard Strengths: - Very cheap, looking at either a horde shooting army or enough Tanks to make General Patterson cry - Ordinance and Blast weapons - Soooo many tanks - Soooo many Vendettas and Valkyries - Hydra tanks. Bye bye skimmers - Good mobility - Lots of medium powered multiple shot weapons
Weaknesses: - Men are low toughness and have appauling saves (just like us) - Low strength basic weapons - Poor in close combat - (mech armies have no weakness)
Orks Strengths: - Great in close combat - Lots of poorly aimed shots - Cheap horde army - Win by attrition - Tough Nobz - Random events - WAGHHH
Weaknesses: - They are there own weakness - Poor armour saves generally - Poor shooting generally - Random Events - Can be slowed down once they have lost there vehicles - Low Leaderships
Last edited by Grub on Sun Apr 29 2012, 11:08; edited 1 time in total | |
| | | Levitas Kabalite Warrior
Posts : 154 Join date : 2012-01-25
| Subject: Re: The Lesser Races Fri Apr 27 2012, 23:50 | |
| I'll comment on what I've ran in the past, which is wolves.
Wolves can be a nightmare for DE. Specially in razorback, triple long fang builds with multiple living lightning rune priests. Also, as they have counter attack, I wouldn't say they dont like being assaulted, in fact they almost prefer it as they can rapid fire you first. Add in wolf banners and mark of the wulfen and you have troops that will tear up wyches even when they assault.
The thunderwolf build is not the strongest and is becoming less popular due to GK force sword shenanigans. The problem is heavy shooting that can drop AV10 transports quickly and split fire, along with troops that wont get swept over in an assault. | |
| | | Jack_The_Ripper Slave
Posts : 24 Join date : 2011-09-14
| Subject: Re: The Lesser Races Sat Apr 28 2012, 07:58 | |
| First of all, nice attempt to make all of this. However, you're missing Black Templar, Blood Angels, and Sisters of Battle... Also, some of these have inconsistencies...like you say alot about eldar shooting, and then in their weaknesses you put "general lack of ranged attacks". Which makes no sense... Thirdly, you should add alot more about each other race as you do about eldar. I understand that maybe you face eldar more or maybe play them also, but if you update this guide please try and flesh out the others. So maybe the rest of us can help you out with this guide and make it more usable for everyone PS; sorry if it sounds like I'm bringing your topic down, I mean absolutely no harm and am just trying to help | |
| | | Grub Wych
Posts : 823 Join date : 2011-09-04
| Subject: Re: The Lesser Races Sun Apr 29 2012, 11:05 | |
| I do agree, the reason I made the thread was so people like yourself can add or improve anything that you have experiance on such as Levitus who gave another view (and likly a more experianced view) on Wolves. Secondly the reason I only have only put some of the races up is because I play those guys a fair amount (Space wolves the least) and I don't feel that I could put up the other's as I have very little experiance against them, I will leave that to others with more experiance! Fleshing out the rest will eventually happen, at the moment Im right in the middle of Uni exams so time is short! With reference to the eldar shooting the actual OP says "close range shooting" so I don't see any inconsistancy there. And as with any tactica it could all be useless as lists can vary so much, I mean imagine trying to write one for a DE list when one might be a Fully meched venomspam and another may be a coven army! If you do know about some of the not mentioned races please post about them | |
| | | Levitas Kabalite Warrior
Posts : 154 Join date : 2012-01-25
| Subject: Re: The Lesser Races Mon Apr 30 2012, 01:08 | |
| Its a really cool post, just needs user input from those that play or play against the army often. Then we'll all have 'preferred enemy' eventually. Like where it is heading. | |
| | | Shadows Revenge Hierarch of Tactica
Posts : 2587 Join date : 2011-08-10 Location : Bmore
| Subject: Re: The Lesser Races Mon Apr 30 2012, 17:27 | |
| I have played every current edition book in the past year (my GW has a very diverse gaming community) So I guess I will give a quick overview of every army and how they pertain to DE.
Blue Book Marines: Avantages: Marine Statline ATKNF Combat Tactics Special Characters may be taken to replace Combat Tactics with other special abilities for customization A ton of competient builds Free/cheap upgrades when taken in squads of 10 Versitile Great Vehicles Hammerators Null Zone
Disavantages: Must take squads of 10 for their upgrades reliance on combat squads for objective based missions expensive troop choices reliance on MEQ statline and Power Fist to win combat with any unit other than Hammerators
Space Wolves: Avantages: MEQ Statline ATKNF Great in assault 3 HQs One of the best psychic defense in the game Some of the best psychic powers in the game Grey Hunters are one of the best troops in the game Thunder Wolves Long Fangs Wolf Scouts
Disavantages Low leadership without Wolf Guard Can get expensive if you dont limit upgrades Most SW players rely on their LongFangs, Melta, and Razorbacks for AT, so if you whipe out the LongFangs and stunlock Razorbacks, you pretty set
Blood Angels: Avantages: MEQ statline ATKNF DoA FNP bubble Assault Marines as troops Cheap Razorbacks Fast vehicles Good psychic abilities Blood Talon Dreads Mephiston
Disavantages: Reliances on fast Razorbacks, stunlock them and you good Can not assault after DoA, so they drop, shoot their melta, and then die
Dark Angels: Avantages: MEQ statline ATKNF Terminators as troops Bikes as troops FNP and Banner on one termie or bike squad
Disavantages: Only two really good reliable builds any of their normal Marine stuff is overpriced
Black Templars Avantages: MEQ Statline ATKNF only army that gets closer when you shoot them Army wide prefered enemy Tank hunters cyclone termies Blessed Hull Land Raider Mixed squads can help with wound allocation
Disavantages: Most of their stuff is overpriced
Grey Knights: Avantages: MEQ statline ATKNF Great psychic powers Power weapon armed marines Amazing shooting Fortitude Psybolts, and to an extention Psyflemen Palidins Wound allocation Multiple competitive builds
Disavantages: Can get very expensive arent really that good in assault when assaulted
Imperial Guard: Avantages: Strong shooting Hydras A ton of AV12 A ton of S6 and S7 shots Battle psykers broken in DoW deployment
Disavantages: BS3 average Weak in combat Very static
Sisters of Battle: Avantages: Power armor Faith Powers A ton of melta 6+ Invul on tanks Exorsists Scouting 4x meltas
Disavantages: Must take Jacobs for HQ if they want to be competitive Expensive for what you get Most units are terrible
Chaos Space Marines: Avantages MEQ statline Ok in assault Oblits Lash and Bolt sorcerors or princes Plauge Marines Deamon Bomb
Disavantages: Expensive if you arent careful about upgrades Nothing really stands them out
Chaos Daemons: Avantages All with Invuls Bolt Plague bearers Blood cushers Fateweaver Alot of multiwound models
Disavantages: Reliance on Bolt for AT duties Random deployment Must deepstrike
Eldar: Avantages: Some of the best psychic powers in the game One of the best psychic defense in the game Alot of AV 12 Alot of S6 shooting Manuverable Seer Councils
Disavantages: BS3 Highly specialized Expensive if you dont watch your upgrades
Orks: Avantages: Point for point, Ork Boyz are the best troops Kustom Force Field Lootas Nob Bikerz Wound allocation
Disavantages: BS2 Little choice for long range AT options Low armor saves Dont like being charged
Tau: Avantages: Ton of long range fire S5 basic gun S10 AT weaponry Wound allocation with Crisis Suits and Drones
Disavantages: BS3 Low Leadership Weak in combat Can be very static
Necrons: Avantages: Very resilient Great shooting Several turns of night fighting Scarabs Very customizable with Court AV 13 Can ignore shaken and stun results
Disavantages: Weak in assault open topped vehicles have only really scarabs and S8 shots to deal with tanks
Tyranids: Avantages: High toughness High wound count Horde style Hive Guard Can spawn troops for objective based games
Disavantages: High toughness is overcome with poison fire low number of Hive Guard have to deal with tanks in close combat.
Ok... I think Ive touched on every race. If I miss anything, let me know
Last edited by Shadows Revenge on Mon Apr 30 2012, 18:20; edited 1 time in total (Reason for editing : Added KFF to Orks, and Living Metal to Necrons) | |
| | | Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: The Lesser Races Mon Apr 30 2012, 17:46 | |
| Orks - Watch out for Big Meks who will carry either shokk attack guns (str 2d6 ap 2 ordinance - has all sorts of crazy special effects) or Kustom Force Fields (5+ cover save, vehicles are considered obscured), and Weird Boyz (random psychic attacks, but really nasty ones).
I've also found that Boyz like being charged just fine... They are much better in CC than at range.
They make up for their lack of BS with their sheer number of shots (normal gun is an assault 2 bolter) | |
| | | Shadows Revenge Hierarch of Tactica
Posts : 2587 Join date : 2011-08-10 Location : Bmore
| Subject: Re: The Lesser Races Tue May 01 2012, 15:22 | |
| forgot KFF, so I added that as for Boyz being charged, the question comes do you want 3 attacks per Boy at S3, or 4 attacks per boy at S4? I already know which one I want Normally when Boyz get charged by anything, its the Power Klaw that grinds them out, but by then they are normally mauled enough that they arent as much of a threat as they were before in their mob form. | |
| | | Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: The Lesser Races Tue May 01 2012, 18:43 | |
| XD Of course you want 4 attacks at S4, but 3 attacks at S3 isn't too shabby, and while their BS is only 2, their WS is 4, so they hit a lot more reliably.
You really should add the Shokk Attack gun to the list too, as it has a 60" range, is ordinance (cover saves what? XD), and can potentially take most of an entire unit off the field with no saves of any kind allowed (on a roll of double 6's)
Orks also have the potential to take as many vehicles as we can (albeit in squadrons), and those vehicles typically are better armored than we are... | |
| | | Grub Wych
Posts : 823 Join date : 2011-09-04
| Subject: Re: The Lesser Races Tue May 01 2012, 19:07 | |
| Yeah Shok attack guns can be lethal, the first time I played with my Dark Eldar I watched one roll double 6 and watched my Archon and 10x Bloodbrides disapear... However it can also be useless, like the result which fires the Big-Mek into close combat, not good when it runs into some pretty angry incubi! | |
| | | Ruke Wych
Posts : 731 Join date : 2012-02-18 Location : WayX
| Subject: Re: The Lesser Races Tue May 01 2012, 19:12 | |
| XD I would be more angry about just having the mek disappear... or hitting his own unit instead... | |
| | | blackoutcs Hellion
Posts : 62 Join date : 2012-04-07 Location : Corvallis, Oregom
| Subject: Re: The Lesser Races Thu May 03 2012, 23:28 | |
| i run 9 kans with a BW ( buy a cheap little nob squad to take it). Us DE players can have a very hard time dealing with the 4+ cover save on the kans and the sheer amount of AV11. Orks can be strong against DE by either being extremely mechanized or by playing the green tide. Green tide lists sneak up on a lot of unprepared DE lists because they laugh in the face of anything that we have that is even slightly elite (incubi, wyches, w/e else) because even if our CC units wipe out the mob, another one is just going to counter charge and obliterate us. A good Ork general is still a formidable foe against any DE list. | |
| | | Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
| Subject: Re: The Lesser Races Fri May 04 2012, 06:35 | |
| They have a hard time laughing at us eating 100+ poisoned shots a turn, in my experience. Generally i think Orks are a favorable matchup for any competent DE general.
Mech is not tough enough to withstand what we take for really strong mech, AI is covered just by taking our army and venoms, good CC options (helions blob, beasts) maul them in CC. Razorwing is insta bad news for orks and their single answer for us - Lootas. | |
| | | blackoutcs Hellion
Posts : 62 Join date : 2012-04-07 Location : Corvallis, Oregom
| Subject: Re: The Lesser Races Fri May 04 2012, 18:30 | |
| ur right completely. Any DE general worth half their wits will only lose 1 vehicle to a squad of lootas in most cases. They are such an easy target to take out due to their leadership 7. Lootas arnt a problem for DE in the slightest. However, most people bring 3x ravagers which leaves them open to the green tide. 100 poisoned shots a turn really wont stop a green tide list if the general is competent
Orks is not always a particularly difficult match up, and i do agree that it tends to be favorable to us in most circumstances. However, the ork book has evolved and stayed competitive by relying on one concept which is its ability to spam. The ork book can spam AV14, 11 dreadnoughts, or 150+ bodies and all of these three builds incorporate extremely point effective units. The concpet of an "all around" ork list has really diminished with time. All "around lists" can suffer greatly from this "gimmick" of spamming that orks pull off.
The DE book really does well in most cases vs orks, but like all the other books our lists have pockets of venerability that are often overlook because we never anticipate those weaknesses to be made evident and exploited, and the ork book does an extremely great job at prying on subtle over looked weaknesses that we never anticipate on having a problem with. That is where the ork threat lies | |
| | | kenny3760 Sybarite
Posts : 462 Join date : 2011-06-15 Location : Inverness Scotland
| Subject: Re: The Lesser Races Fri May 04 2012, 23:12 | |
| Orks can give us real problems. Spamming boyz units with rokkit launchers, killa kanz and big meks can be an absolute nightmare for us. At the minute where I play the ability to take down AV 11/12 spam is on the rise so this is a pretty popular ork list. The big Meks save makes it difficult to take out the rokkits before your skimmers are on the ground. After that the green tide can just sweep you up. Obviously we have counters, but not a regular list counter.
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| | | blackoutcs Hellion
Posts : 62 Join date : 2012-04-07 Location : Corvallis, Oregom
| Subject: Re: The Lesser Races Sat May 05 2012, 17:33 | |
| Kenny the Trueborn's last sentence is correct and summarizes directly. We cannot simply bend over backwards and tailor our lists to be anti ork when orks arnt seen as much as they once were and the tailored ork list would suffer greatly against other tournament lists. Orks have always been based around spamming a gimmicky tactic, and although many of those gimmicks have become outdated (trukk spam, nob bikers) some of the builds are still competitive and quite nasty (kan wall, battlewagon spam, green tide) | |
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