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choosing a new army

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Ashly Bloodmoon

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PostPosted: Thu Mar 24, 2011 6:18 pm


ok, well so far ive got three armys, and they all tend to do pritty well, although now i want an army that ive never used before, however im torn between three choises, which are Tau, Eldar, and Orks.

now, the armys i have at the moment are a chaos army, which has a very in your face close combat style, an armoured imperial guard army, and a normal salamanders army with plenty of flames.

so what would be the best to choose from those three choises, Orks, Eldar, or Tau, and what would be the strengths and weaknesses of using them

( P.S, ill mainly be playing against GK and SM )
PostPosted: Thu Mar 24, 2011 8:05 pm


I think you should go with eldar. Orks are good but could get easily wiped out by the marines and grey knights. Tau while great at range have very crappy melee. Sure they have croot carnivores but they could also get wiped out easily. eldar despite there light armor they can with stand a lot of things. I myself am a marine player but i lost to the eldar players. The first time my enemy had the avatar of Kane with him and basically killed my troops left and right. The second time I fought him again with a larger force but still got my a** kicked. he didn't even have the avatar of Kane with him. Yet I still lost. What i'm trying to say is eldar are a good choice because they have troops and vehicles that are good in both fields of melee and ranged.

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DarkReaper40k

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PostPosted: Thu Mar 24, 2011 9:06 pm


You are asking a question which I can give a lot of personal insight on considering I own all three armies and have had my share of wins and losses with each. I'll give you an idea of each army based on how I use them, it may not be your style granted but you'll at least get some perspective on what they can do.

Tau: If you like mobility and ranged fighting, these guys are it. When they first came out, a lot of people thought they were the next Guard army, sitting back and hammering on the enemy from a long distance. Big surprise to my opponents when the Vior'la Ukos (Hot Blooded Spoons) Sept came onto the battlefield and started giving even the Dark Eldar a run for their money! Sure you can go heavy with the suits or the warriors or the tanks and have a field day with what they provide but I find a nice solid balance of all options is far more powerful.

The Orks: Make powerful hordes armies, my best bud sported 120 some boyz in his army and it used to stomp flat any opposition. I myself however believe that Red goes faster and as a result, am a Speed Freak all the way. The pro to that style of play is that orks are one of the few armies that can still assault out of transport which means if your enemy isn't smart, its turn one assault time! Also because of how zanny Orks are, if you love converting, there is no better choice than the Orks for going absolutely nuts with you bitz box! One of the most entertaining part of the army is that your main transports (the trukks) not only get your boyz to the fight asap but they are also times bombs waiting to go off! If I know I can't get turn one assault, I'll boost my trukk right up in front of the enemy because when it goes boom, the trukk special damage chart has seriously screwed up my enemies plans and left mobs of orks around their army ready to kick in their teeth! They down side however is that you have tin foil armour vehicles and t-shirts for army in most cases... which means you have to make peace with death quick or this army isn't for you.

Finally the Eldar: If you couldn't tell by my username, I love the Eldar. Why? Because the Eldar are one of the most specialize armies, each units has a specific role and if you respect that, it'll most often reward you many times over. With their assorted of fast vehicles you can outflank your enemy in no time and with their vast assortment of weapons you can be sure to have something to tackle just about any situation easily. The army really pays up when you learn to have certain units work together in harmony because they really are designed to back one another up and crush the opposition in quick, concise attacks rather than get bogged down in combat for multiple turns. The down side however is that they are not an army you can just pick up and be good at, you have to understand what each unit can and can't do and remember that when it comes time for building an army list and actually playing it. Sure you can take something just because it looks good but unlike a Space Marine, most Eldar have a gotcha where they will die before you get to use them if you don't understand their role in the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I can honestly say that each army can be great and I love playing each of them respectively. Depending on your playing style or perhaps what you want to branch out and get into will ultimately decide what you go with. Just keep in mind that what I've said is from my own play style and that is by no means a limitation on what the armies can do in someone else's hands. I've seen each army played very different for better and worse, I just go with what I like best.

If any of my descriptions appeal to you and you'd like to see what my standard army list looks like for the army, let me know. I'll be happy to share it with you to give a better idea of just what exactly I use.
PostPosted: Sat Mar 26, 2011 5:12 am


DarkReaper40k
You are asking a question which I can give a lot of personal insight on considering I own all three armies and have had my share of wins and losses with each. I'll give you an idea of each army based on how I use them, it may not be your style granted but you'll at least get some perspective on what they can do.

Tau: If you like mobility and ranged fighting, these guys are it. When they first came out, a lot of people thought they were the next Guard army, sitting back and hammering on the enemy from a long distance. Big surprise to my opponents when the Vior'la Ukos (Hot Blooded Spoons) Sept came onto the battlefield and started giving even the Dark Eldar a run for their money! Sure you can go heavy with the suits or the warriors or the tanks and have a field day with what they provide but I find a nice solid balance of all options is far more powerful.

The Orks: Make powerful hordes armies, my best bud sported 120 some boyz in his army and it used to stomp flat any opposition. I myself however believe that Red goes faster and as a result, am a Speed Freak all the way. The pro to that style of play is that orks are one of the few armies that can still assault out of transport which means if your enemy isn't smart, its turn one assault time! Also because of how zanny Orks are, if you love converting, there is no better choice than the Orks for going absolutely nuts with you bitz box! One of the most entertaining part of the army is that your main transports (the trukks) not only get your boyz to the fight asap but they are also times bombs waiting to go off! If I know I can't get turn one assault, I'll boost my trukk right up in front of the enemy because when it goes boom, the trukk special damage chart has seriously screwed up my enemies plans and left mobs of orks around their army ready to kick in their teeth! They down side however is that you have tin foil armour vehicles and t-shirts for army in most cases... which means you have to make peace with death quick or this army isn't for you.

Finally the Eldar: If you couldn't tell by my username, I love the Eldar. Why? Because the Eldar are one of the most specialize armies, each units has a specific role and if you respect that, it'll most often reward you many times over. With their assorted of fast vehicles you can outflank your enemy in no time and with their vast assortment of weapons you can be sure to have something to tackle just about any situation easily. The army really pays up when you learn to have certain units work together in harmony because they really are designed to back one another up and crush the opposition in quick, concise attacks rather than get bogged down in combat for multiple turns. The down side however is that they are not an army you can just pick up and be good at, you have to understand what each unit can and can't do and remember that when it comes time for building an army list and actually playing it. Sure you can take something just because it looks good but unlike a Space Marine, most Eldar have a gotcha where they will die before you get to use them if you don't understand their role in the game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I can honestly say that each army can be great and I love playing each of them respectively. Depending on your playing style or perhaps what you want to branch out and get into will ultimately decide what you go with. Just keep in mind that what I've said is from my own play style and that is by no means a limitation on what the armies can do in someone else's hands. I've seen each army played very different for better and worse, I just go with what I like best.

If any of my descriptions appeal to you and you'd like to see what my standard army list looks like for the army, let me know. I'll be happy to share it with you to give a better idea of just what exactly I use.



well, knowing me ill probably collect two armies on the go from those options, as both tau and the eldar are fast moving armies,

with the tau, i love mecha things, so it'd be crisis suits everywhere, probably three hammerheads, and 4 units of fire warriors with 2 kroot units to counter charge

if i collected the orks, i was thinking of going killa kan crazy with them, by taking two big mechs to have two deff dreads as troops choises, and the heavy support maxed out by the killa kans, the rest of it just being boyz, meganobz, and lootas

with the eldar, i was thinking of going on a dire avenger baced army, i dont know exactly what the other troops choises were, as i dont have the codex but i was planning on taking 4 dire avenger squads, 2 guardian squads, for elites i was planning on ,a group of striking scorpions, howling banshees, and a group of fire dragons, with the heavys being a wraithlord or two, and a fire prysm,

i dont know if these plans would make good armies, but im open to opinion

Ashly Bloodmoon

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Shinobi_8745

PostPosted: Sat Mar 26, 2011 10:34 am


To be honest, one word says it all...

WAAAGH!

Bust most important... Customize!
PostPosted: Sat Mar 26, 2011 10:54 am


Ashly Bloodmoon

with the tau, i love mecha things, so it'd be crisis suits everywhere, probably three hammerheads, and 4 units of fire warriors with 2 kroot units to counter charge

I play Tau and I would advise a bit against this: Broadsides are spendy if you use the Advanced Stabilization and you have one full squad, but you have roughly a 75% chance of wounding versus the Hammerhead's 50-or-so chance, respectively against a Rhino. You can also have the leader come with a Drone Controller to keep them a bit more secure and the Stabilization allows them to move and fire both sets of heavy weapons. Also, I like to run FoF tactic quite a bit, as having two Devilfish fully loaded stop and angle at each other, you can form a wedge with their four drones spacing them out further and having both squads in between. Anyone who assaults that will have to either hit already free Drones or armored vehicles.
Also, you may want to think about the Hammerheads having that Sub-Munition and combining that with a six-man squad of Pathfinders. The Marker Lights will allow you to drop rounds into enemy squads more accurately. They will also help with a vehicle option available to almost every vehicle of a missile with no maximum range! They aren't the best with AP neither BS, but it can help especially against Orc Trukks.
Suits are great if used properly. They can take out almost any light/medium armor and you can both Jack-of-All-Trades and Specialize them for great versatility. However, with their relatively low armor, don't use primarily them, use them in concert with units that will need support of such units. Hammerheads can destroy just about anything, but with only one shot, so use Suits to help with multiple targets, that's why Broadsides as well.
I personally use the Fragmentation weapon on my Crisis HQ, but that's because I play only against a 'Nid player. Rockets and Plasma work against Gene Stealers in my experience, but we both are relatively new to actually playing the game...

Asmusei -Faceless Hunter-


Ashly Bloodmoon

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PostPosted: Sat Mar 26, 2011 4:06 pm


Asmusei -Faceless Hunter-
Ashly Bloodmoon

with the tau, i love mecha things, so it'd be crisis suits everywhere, probably three hammerheads, and 4 units of fire warriors with 2 kroot units to counter charge

I play Tau and I would advise a bit against this: Broadsides are spendy if you use the Advanced Stabilization and you have one full squad, but you have roughly a 75% chance of wounding versus the Hammerhead's 50-or-so chance, respectively against a Rhino. You can also have the leader come with a Drone Controller to keep them a bit more secure and the Stabilization allows them to move and fire both sets of heavy weapons. Also, I like to run FoF tactic quite a bit, as having two Devilfish fully loaded stop and angle at each other, you can form a wedge with their four drones spacing them out further and having both squads in between. Anyone who assaults that will have to either hit already free Drones or armored vehicles.
Also, you may want to think about the Hammerheads having that Sub-Munition and combining that with a six-man squad of Pathfinders. The Marker Lights will allow you to drop rounds into enemy squads more accurately. They will also help with a vehicle option available to almost every vehicle of a missile with no maximum range! They aren't the best with AP neither BS, but it can help especially against Orc Trukks.
Suits are great if used properly. They can take out almost any light/medium armor and you can both Jack-of-All-Trades and Specialize them for great versatility. However, with their relatively low armor, don't use primarily them, use them in concert with units that will need support of such units. Hammerheads can destroy just about anything, but with only one shot, so use Suits to help with multiple targets, that's why Broadsides as well.
I personally use the Fragmentation weapon on my Crisis HQ, but that's because I play only against a 'Nid player. Rockets and Plasma work against Gene Stealers in my experience, but we both are relatively new to actually playing the game...


hmm.. well i wasnt even planning on using broadside battle suits, and more using the hammerheads, the crisis suit teams would be the only elites i take, and.. maybe after reading through that, i might take 2 path finder units as fast attack, and a group of piranha to support them.

i tended to dislike using aliens like the kroot and vespid in the playtests i had, mainly because i prefered the look of tau units, and kroot have nothing of a savem although they have exelent numbers if you max them out ( 35 units in one squad )
PostPosted: Sun Mar 27, 2011 3:24 pm


Ashly Bloodmoon
Asmusei -Faceless Hunter-
Ashly Bloodmoon

with the tau, i love mecha things, so it'd be crisis suits everywhere, probably three hammerheads, and 4 units of fire warriors with 2 kroot units to counter charge

I play Tau and I would advise a bit against this: Broadsides are spendy if you use the Advanced Stabilization and you have one full squad, but you have roughly a 75% chance of wounding versus the Hammerhead's 50-or-so chance, respectively against a Rhino. You can also have the leader come with a Drone Controller to keep them a bit more secure and the Stabilization allows them to move and fire both sets of heavy weapons. Also, I like to run FoF tactic quite a bit, as having two Devilfish fully loaded stop and angle at each other, you can form a wedge with their four drones spacing them out further and having both squads in between. Anyone who assaults that will have to either hit already free Drones or armored vehicles.
Also, you may want to think about the Hammerheads having that Sub-Munition and combining that with a six-man squad of Pathfinders. The Marker Lights will allow you to drop rounds into enemy squads more accurately. They will also help with a vehicle option available to almost every vehicle of a missile with no maximum range! They aren't the best with AP neither BS, but it can help especially against Orc Trukks.
Suits are great if used properly. They can take out almost any light/medium armor and you can both Jack-of-All-Trades and Specialize them for great versatility. However, with their relatively low armor, don't use primarily them, use them in concert with units that will need support of such units. Hammerheads can destroy just about anything, but with only one shot, so use Suits to help with multiple targets, that's why Broadsides as well.
I personally use the Fragmentation weapon on my Crisis HQ, but that's because I play only against a 'Nid player. Rockets and Plasma work against Gene Stealers in my experience, but we both are relatively new to actually playing the game...


hmm.. well i wasnt even planning on using broadside battle suits, and more using the hammerheads, the crisis suit teams would be the only elites i take, and.. maybe after reading through that, i might take 2 path finder units as fast attack, and a group of piranha to support them.

i tended to dislike using aliens like the kroot and vespid in the playtests i had, mainly because i prefered the look of tau units, and kroot have nothing of a savem although they have exelent numbers if you max them out ( 35 units in one squad )
XD I personally don't like the Kroot as they need certain terrain types to be fully effective beyond a meat-shield. Also, the Vespids suck. razz
Probably best not to use the Pathfinders as Fast Attack, they're still quite weak like Fire Warriors, I personally only use them for their Marker Lights. And, besides, I love my Railhead, can't wait to get a second, but Broadsides are always and extremely effective. Hell, one guy didn't like them either and fought my friend who runs just Chaos, but he couldn't even challenge his Chaplain due to his army being so heavy on Crisis Suits. For units like that, three rail shots plus re-rolls and then the SMS, you have a much better chance.

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PostPosted: Sun Mar 27, 2011 7:57 pm


from my observations of Tau in the battlefields, pathfinders are some of the best force multiplifier units in the game, reducing those annoying cover saves and making large units break easily with leadership tests...
combined fire from 2 units of 8 pathfinders can make deathstar unit like 10 terminators fail leadership and flee the battle (possibly escorted off the board by a devilfish lol), or eliminate cover saves from 2 units...
PostPosted: Thu Apr 26, 2012 5:16 pm


Until the Tau codex gets a much needed re-write I'd say they are out of the question currently, I don't personally believe they have the ability to stick it out in a game with current edition codecies, such as the Grey Knights.

Eldar are a very interesting army to play with, as finding the right balance of power in your army can be frustratingly difficult but when you strike it your army can be immensely powerful. Although the army as a whole is fragile, much akin to a glass sword. With the obvious exception to Ghost armies, Wraithguard and Wraithlords incredibly powerful, if short ranged.

Orks would be where my money lies if you want a competitive army, with the large numbers of Orks you can put down tableside you can easily make a few mistakes and get away with it. Also the powerful random units like Flash Gitz and the Shokk Attack Gun make for a scary prospect. Though a preferred tactic on my behalf is an open topped Battlewagon transporting 15 Burna Boyz. Nothing says pain like 15 flamer templates on that oh so irritating tactical squad on the objective. DRIVE BY FLAMING! *mwhahaha*

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BloodyMary76

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PostPosted: Thu May 03, 2012 12:14 am


If you haven't already decided, you might want to wait since 6th is coming out soon. The new rules might effect how the armies you're interested in are played, which could change your opinions on which you'd like.
PostPosted: Thu May 03, 2012 2:08 am


What the experts have deducted so far is that the hobby is screwed either way. sweatdrop

Vikki Stardust

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