warhammer 40k

Discussion in 'Games Workshop' started by Mord, Nov 29, 2006.

?

favorite 40k race

Poll closed Jan 13, 2007.
  1. tau empire

    1 vote(s)
    11.1%
  2. chaos space marines

    2 vote(s)
    22.2%
  3. imperial gaurds

    1 vote(s)
    11.1%
  4. tyranids

    1 vote(s)
    11.1%
  5. orks

    0 vote(s)
    0.0%
  6. eldars

    3 vote(s)
    33.3%
  7. necrons

    1 vote(s)
    11.1%
  1. Mord

    Mord The Fighters Guide House Member

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    who is your favorite race in 40k?
     
  2. Meteorain

    Meteorain Magical & Mystical

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    Blood Angel's FTW
     
  3. Unraveller

    Unraveller <a href="http://photobucket.com" target="_blank"><

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    A good 'Nid swarm can dissect any army. Even Terminators can't stand up to twice their number of rampaging Genestealers, what chance does anyone else have? The main mistake people make when commanding them is concentrating on high-point characters and heavy warriors, their strength is in close combat and that's where they should be. Last time I played (admittedly years ago) you could get 40 Genestealers for a thousand points, add a screen of Hormagaunts, a Tyrant and a couple of Warriors and that's one scary horde.
     
  4. Foinikas

    Foinikas Playing backgammon!

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    I actually like the Space Marines,but you didn't put them in the poll.So I chose the Imperial Guard of course!They are cool and they have so many vehicles!

    Of course all races are nice!;)

    Although I wouldn't choose Necrons or Tyranids to play.
     
  5. Meteorain

    Meteorain Magical & Mystical

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    Omg...wtf...I thought it said Space Marine's....it seemed I voted Chaos....I HAVE BEEN TRICKED.....NOOOOOOOOOOOOOOOOOOOOOO

    Unraveller: Let's see your nid's stand up to several heavy bolter, Assault Cannon and even bolter fire! They'll be decimated :p
     
  6. Unraveller

    Unraveller <a href="http://photobucket.com" target="_blank"><

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    That's why I'd use a screen of Hormagaunts. And you'd need a lot of them, Hormagaunts can move 18" a turn (at least they could when I played) so you've pretty much got a max of two rounds before you're in hand-to-hand, a round later and the 'stealers are on you and you're pate with interesting crunchy bits in it. And because you move first your first round is at max range, 'nids don't have to worry about LoS because they're not shooting and can end each move behind cover. Also, a skirmishing Lictor can do some major damage all by itself...
     
  7. McTroubles

    McTroubles New Member

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    Go go marines hey. Obey or die, yeah!
     
  8. Mord

    Mord The Fighters Guide House Member

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    best and always will be: tau empire!!!!! oh yea! :D
     
  9. Meteorain

    Meteorain Magical & Mystical

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    We also have whirlwind tanks which provide str10 heavy blast radius to take out mobs not to mention can go past the hormogaunt cover and shoot the genestealers. Also your genestealer's are riduclously expensive at 22pts/model that you'd not have very many. Secondly, you can just take a leadership test to fire past gaunts into the necessary units. You underestimate the firepower of Marine Chapters such as Death Wing which have a riduculous amount of firepower.

    Also in hand to hand combat it is true that you have advantage but 15man Black Templar Squads with their stupid vows are lethal in combat not to mention all Blood Angel units have Black Rage (+1 str, +1 int) aswell as Death Company which are just disgusting CC units.

    I believe Hormagaunts can only move 12"....Fleet of Claw right? Or is their basic movement 12?
     
  10. Unraveller

    Unraveller <a href="http://photobucket.com" target="_blank"><

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    Hormagaunts used to have a base move of six, doubled when marching or charging, plus a six inch leap.

    While Marines may have a ridiculous amount of firepower they only have two turns to deliver it, one of which is out of range of bolters.

    1000 points gets you 45 'stealers, another 500'll get you the same number of 'gaunts.

    But I'm probably way out of touch with the modern armies, I started using 'nids when they were first released, too many years ago.
     
  11. Meteorain

    Meteorain Magical & Mystical

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    45 Stealer's? You also have to have 1 HQ and 2 troop choices. How will you have enough Gaunts to cover 45 stealers? Let alone enough points to cover 45 stealers???

    22*45 = 990 that leaves 10pts

    10pts won't cover your HQ and troops. I'm sure they've had the 1HQ and 2 Troop choices since 2nd Edition rules.
     
  12. Unraveller

    Unraveller <a href="http://photobucket.com" target="_blank"><

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    I'm working off a 2000 pt base.
     
  13. Meteorain

    Meteorain Magical & Mystical

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    Ah ok. 2000pts is a LONG battle...I rarely play those!

    Still I rekcon you're in for a tough time against shooty Marine Chapters, Eldar and Tau. Especially Tau with their recent update. Their just riduculous (not unbeatable) just bloody beardy...and we all thought Necrons were beardy!

    Also Eldar will give you a run for your money with their starcannons, scatterlasers and just generally huge guardian squads and your lack of save :S
     
  14. Unraveller

    Unraveller <a href="http://photobucket.com" target="_blank"><

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    No idea about Tau, they weren't invented when I was playing. In my battles against Marines and Eldar I was generally fielding up to 100 troops against maybe 40, if they don't take multiple vehicles. Even with sustained fire/marine rapid fire weapons there was no way they could even land enough shots before my front ranks hit them, 36" is 2 turns to a hormagaunt which is generally one turn exposed to fire. The next turn the stealers would arrive.

    The main mistake people make is gearing up a few troops with everything. A friend of mine fielded 15 Wolf Guard Terminators, a General and a Lvl 4 Psyker against an Ork Horde. Needless to say a couple of jammed assault cannon later he was toast.
     
  15. Meteorain

    Meteorain Magical & Mystical

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    Yea Tau are the new "shooty" army that can dole out loads of fire, and take about 30mins to finish their turn -.-

    Although what you say it is true, hormogaunts are not really a threat to be fair. WIth concentrated fire on genestealer units aswell as heavy blast fire from whirlwinds and demolisher cannons you're gonna have it pretty rough.

    I once went up against a guy with 3 Dreadnaughts, and 3 Vindicator's and 3 Land Speeder Typhoon's not to mention tacticial squads just made for bolter fire along with their heavy weapon's.

    Btw...if we were to shoot your synapse creature down, your gaunts might just run away :S
     
  16. Unraveller

    Unraveller <a href="http://photobucket.com" target="_blank"><

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    The 'gaunts are only really there to close quickly and tie up units in close combat while the 'stealers get there. And don't discount the 'gaunts, not only can they move fast and soak up fire, they're cheap and a match for a marine one-on-one. And because they're cheap it'll rarely be one-on-one.

    Are the Tau the Episode 1 Droid army rip offs?

    Do the Eldar still have the Aspect Warriors? They rocked.
     
  17. Meteorain

    Meteorain Magical & Mystical

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    Yep Eldar still have aspect warriors who continue rocking.

    Tau = 3 toed girly aliens who can't combat but can shoot like bitches on crack.

    I don't think a gaunt quite measures up to a marine in a 1v1 combat situation lol
     
  18. charlie6078

    charlie6078 rawr

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    necrons is mine, i do like the others but not as much

    my brother has thousands of dollars worth of it though, he has been at it for about 10 years now
     
  19. Mord

    Mord The Fighters Guide House Member

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    woah kool
     
  20. kleko

    kleko Scum of the earth

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    Hey you cant just say eldars wtf you have eldar and -->DARK<-- eldar (who by the way are the best team in the 40k !!!!)