Hey so i started 40k abou a year ago as Chaos space marines and now they are getting boring so i want to start either Orks or Tyranids pros? cons? advice on both example armies etc etc please
Anonymous
Wot kinda stoopid kwestion is dat den? Da boyz are betta than dem gene sneakers any day.
Anonymous
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>>14741710 why? pros?/cons?
Anonymous
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Nids Make sure you get three carnifexes and lots of termagaunts
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14741690 Both armies are around mid-tier books, with an emphasis on close combat and massed short-range shooting. Ork infantry is tougher than Tyranid infantry, but Orks lack the really big, tough monsters that Tyranids have available to them. Orks have transports available to them, Tyranids have a variety of outflanking and deep striking options to help them get around the board quicker. Orks tend to be more random and unreliable than Tyranids - generally speaking, when you put a Tyranid unit on the table you know what it's capable of. Ork units like Lootas or the Shokk Attack Gun can be terrifyingly powerful one game and hopeless the next.
They're both interesting armies, and will make a nice change from Chaos Marines. There's also fluff and models to take into account, though that's subjective. Orks probably have the greater scope for conversions though.
Anonymous
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Nids are a generally poor codex all around that got neutered for no real reason. Orks are, admittedly, not too much better, but they are amusing to play and provide a wealth of conversion opportunities. Both are very choppy armies that are somewhat on the low tier side.
Anonymous
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The latest 'nid codex is often considered a bit underpowered, but I think a significant part of that is because the previous power-build (carnifex spam) got nerfed heavily. If you are just getting into it and starting from scratch, it shouldn't be too bad. The other problem with nids is that a lot of their best units are either metal models or simply non-existant. If you don't like working with metal and modelling your own stuff, you won't have much fun with nids. Orks are a ncie flexible army with a good model range, but have a couple of flaws. They suffer badly from lack of anti-tank, which hurts badly if your local meta-game favours lots of vehicles (which it will if it is populated by competitive players who are up to date on what is good in the latest rules). Their own vehicles tend to be terribly vulnerable, thanks to the open-topped rule.
Anonymous
OP here well i was leaning more towards nids so thanks guys now what about example armies what i deffinately need in an army etc etc
Anonymous
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if yooo'z finkin uf pikkin bugz, yoo ain't orky enuff for da boyz
Anonymous
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>>14741740 carnifexes, lictors, pyrovores
Anonymous
one more thing does anyone know a site where i can read the codex online without having to pay for it etc
Anonymous
Anonymous
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If you want an assault-based army, go for the nids. Orks are actually a fairly shooty army, despite what a lot of people think. This is because hordes are terribly vulnerable to 5th edition close combat resolution rules, unless they have rules like Stubborn or ATSKNF. Only a handful of ork units (nobs and dreads, mostly) are actually effective in close combat and you usually want to make pinpoint strikes with them against enemy vehicles and the like (with no melta weapons, orks are reduced to punching tanks to stop them).
Anonymous
Anonymous
>>14741768 is it safe from virus's???
Anonymous
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>>14741778 Please stop using the computer immediately, for your own good
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14741740 Alright, basic Tyranid army building 101.
Ignore the following units: Pyrovores, Ripper Swarms, Sky-slasher swarms, and Old One Eye. They're hopeless, don't ever use them.
Your HQ is going to be a Hive Tyrant for larger games, or a Tyranid Prime in smaller ones. The Tyrant needs a couple of Tyrant Guard to keep him alive, and has a lot of options. Generally I swap out his Scything Talons for a gun - the Heavy Venom Cannon is useful for supressing tanks at long range. Hive Commander and Alien Adversary are both useful, though I'd only pick one - two will get expensive. Skip the other Biomorphs, with the exception of Adrenal Glands and maaaaaybe Armoured Shell.
Tyranid Primes are far simpler. Lashwhip and Bonesword, Scything Talons, Adrenal Glands, done. He's a nasty little combat character that will buff a unit of Warriors.
I'll move onto Elites in the next post.
Anonymous
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how are nids against tougher armies like marines?
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>>14741783 Elites. Two words. Hive Guard. Two broods of these guys should be your first Elite choices. They give us our most reliable ranged anti-tank ability, which in 5th edition, is vital.
Zoanthropes are another option if you don't run into a lot of psychic defense like Runes of Warding and Psychic Hoods. Warp Lance is a terribly dangerous anti-vehicle weapon, but can be shut down too often for it to be relied upon. Check out your local Meta before picking them.
Venomthropes are useful, but fragile. A single Venomthrope, tucked away behind a Tyrant and his Guard to keep out of LoS, can be a great boon to a horde list. Especially if the enemy themselves is assault based and wants to try and charge into combat - forcing Dangerous Terrain tests can take some of the bite out of an enemy unit. The problem is they contest with Hive Guard - a reoccuring theme in the Tyranid codex.
Lictors are...poor. They can work, sort of, maybe, but usually aren't worth the effort. Deathleaper is a far better pick, bringing lots of little abilities to the table. They won't win the game on their own, but he can give the enemy quite a headache. "It's after me!" is especially useful for shutting down an enemy psyker.
Ymgarl Genestealers, I honestly don't have much experience with, so can't really comment.
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14741805 Troops. Termagants, Hormagaunts, Genestealers, Warriors, and Tervigons.
Termagants and Hormagaunts are the mainstay Tyranid infantry. Hormagaunts are fast-moving assault units, Termagants are cheaper shooting units. Hormagaunts benefit from being upgraded a bit - either Adrenal Glands or Toxin Sacs will make them surprisingly nasty in close combat. Both makes them really dangerous, but 10 points for a T3 model with a 6+ save is rather weighty. I'd just stick with the one upgrade, and leave the heavy lifting in CC to Genestealers. Termagants shouldn't bother with upgrades. None of them are really worth bringing - you want extra bodies. There is one exception, and that's the Devourer. Again, 10 points on a Gaunt is rather eye watering, but the amount of damage these guys can do is crazy. Smaller squads of Gaunts with Devourers can be useful for sitting on objectives, while a big mass of Fleshborer Termagants can scuttle forwards to bog the enemy down.
Genestealers are shock troops. Infiltrate and Fleet means they can hit combat on turn two, and bring a lot of high WS, high I rending attacks to the party. Toxin Sacs are always worth adding. Because poisoned weapons get a re-roll to wound if the model's base strength would normally wound on a 4+ or better anyway, against T4 or less units, you get another chance to score some rending hits. The Broodlord is an expensive upgrade but usually worth it. He can soak a couple of wounds, keeping as many models alive as possible before you get into combat.
Troops part two in the next post.
Anonymous
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>>14741805 Ymgarl Genestealers can be nice to have sometimes, but the extra bits don't really make them worth it over regular Genestealers. In my experience they're not worth it over more ranged anti-tank
Anonymous
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>>14741805 ok lol im actually taking notes of what you say
Deathleaper's Fangirl !!YD/t8+iuFvd
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Tyranid Warriors are really adaptable. They can be equipped for most roles, though they always benefit from having a Prime leading them. Just giving them Deathspitters (and maybe a Barbed Strangler) lets them kick out a decent number of anti-infantry shots at range, and the Prime can pick up the slack in close combat. Kitting them all with Boneswords and Adrenal Glands is - you may be noticing a theme here - expensive for a unit that can be flattened by one Battle Cannon shell, but makes them terrifying in close combat. Generally I like to run a brood of Bonesword warriors just for the looks. Then there's the Tervigon. It's in the HQ section, but don't be fooled. Always take it as a Troops choice. For every Termagant unit, you can take a Tervigon as troops. This means you get a T6, 6 wound, 3+ save monstrous creature as a scoring unit. It can fart out new broods of Gaunts, buffs Gaunts around it fairly impressively, can grant a unit Feel No Pain every turn, and has a reasonable ranged attack in the form of a st5 large blast. It's a really useful creature to bring along. Just be careful. Nearby Gaunts take casualties when it dies, so when it drops to its last wound or two, pull it back and park it on an objective somewhere.
Anonymous
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nice nice go on lol
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Fast attack. Gargoyles are fairly simple. They're flying Termagants. For one point, you lose Scoring, but gain Jump Infantry and Blinding Venom. They're also really, really good for tarpitting. Their wings allow them to assault an enemy unit on turn 2 and they're cheap enough to take lots of, stopping a unit from shooting and blocking lines of sight. Blinding Venom actually makes them passable in close combat. Adrenal Glands and Toxin Sacs are also really cheap, and given you'll be getting into close combat with them, worth considering. It's only 30 points to equip a full brood of Gargoyles with one of them. Shrikes are to Warriors as Gargoyles are to Termagants. They pay an extra 5 points to swap Scoring for Jump Infantry. They also lose a pip on their armour save, and can't be accompanied by a Prime. This means they're stuck with their BS3 for shooting, so will work better as close combat units. Make sure they have a screen of Gargoyles so they don't get mown down by Bolters or other AP5 small arms. Small broods of three with Adrenal Glands and two sets of Scything Talons can actually make decent vehicle killers. 12 st5 attacks that re-roll failed rolls to hit and automatically strike the rear armour can do some damage. It also keeps them cheap. Ish. Raveners. Fast moving, fragile assault units. They belt out one hell of a lot of attacks with re-rolls to hit, at good WS and I, with the option to give them Rending. Generally I don't. If you're using a brood of five or six, then for the same cost, you can take another Ravener. You can give them a shooting attack, though it's not really worth it. You're better off fleeting. Finally we have the Harpy. It's a fragile, flying Monstrous Creature with guns. Some people swear by them as mobile HVC platforms. I've never seen one live past turn two without being ventilated by Autocannons and Heavy Bolters.
Anonymous
>>14741888 you my friend have helped me immensly so far
Anonymous
>>14741924 >>14741888 Although what has been said isn't really news to me, I too would like to thank you for taking the time and effort to help out a fellow gamer.
Sir (or Madam, if you are actually a girl) - I salute you!
Deathleaper's Fangirl !!YD/t8+iuFvd
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We'll start Heavy Support with the Carnifex. Once, this guy was the mainstay of Tyranid armies around the globe. Not any more. Almost everything the Carnifex does, the Trygon does better, meaning he's rarely worth using. There are a couple of exceptions. With a couple of twin-linked Brainleech Devourers, a Carnifex makes a decent anti-infantry platform that can still hold its own in close combat. And with st9 (10 if you pick up Adrenal Glands) it's the best option for killing Land Raiders and Monoliths in close combat. If you regularly run into lots of Raiders and 'Liths, it might be worth bringing one along. Might. So, the Trygon. For 40 points you get a faster, tougher Carnifex that does more damage in close combat and can Deep Strike. Arguably it can be harder for a Trygon to claim a cover save, but that's dependant on the terrain your local club uses. It's worth picking up Adrenal Glands for the st7 and i5 on the charge, and the Prime upgrade can be useful if you're a little short on Synapse Creatures. Don't put any faith in the ability to bring units through the tunnel though - if the reserves dice don't co-operate and the unit arrives first, they have to run on from your table edge and will be unlikely to see any action. There's not a lot of subtlety to the Trygon. It's a giant melee beatstick that wants to get stuck into enemy infantry as soon as possible. Mawlocs are odd things. Weaker in CC than a Trygon, but can snarf large chunks out of units by Deep Striking on top of them. The problem is that scatter will render this attack marginally useful at best most of the time. It can be quite fun partnering one with Deathleaper, using Pheramone Trail so he doesn't scatter, but it's more fun than effective.
Anonymous
>>14741935 She's actually a horrible tyranid bio-construct that is hiding in your bushes right now, ready to pounce and strike and drain you of your precious bodily fluids
Deathleaper's Fangirl !!YD/t8+iuFvd
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Biovores are cheap anti-infantry support units. 45 points a head for a st4 ap4 large blast that can move and shoot at a 48" range, and is a barrage weapon. If you run into lots of light infantry armies on foot, a brood of Biovores will be invaluable. Unfortunately there's not a lot of those armies around these days. And last but not least we have the Tyrannofex. It's fairly simple - a big, hard to kill gun platform. Standard equipment, it's a good anti-infantry unit, but Tyranids don't have a lot of problems killing Infantry. With a Rupture Cannon he becomes a threat to vehicles at range, but over 250 points for a couple of st10 bs3 shots a turn? I've never been terribly impressed. I'll go onto the Special Characters in the next post.
Anonymous
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>>14741943 The "tyranid bio-construct" bit is the only negative part of that statement....
barely.
Anonymous
anyone a 40k player in the DFW area?
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The Swarmlord is the big super-character. A Hive Tyrant with buffed stats, one hell of a lot of close combat ability, and increased Synapse range. The Swarmlord's biggest letdown is he's slow. Really slow. So slow that if the enemy doesn't want to get into close combat with him, he won't. Because of this, the Swarmlord can make a useful area denial tool. March him over to an objective the enemy is claiming. He'll be forced to either direct enough heavy firepower at the Swarmlord and his Guard (you WILL be wanting Tyrant Guard for this guy) that the rest of your army will get off almost scot free, evacuate his units from that objective, or watch as the Swarmlord tramples them into the dirt. Then just skulk a brood of Termagants onto the objective and relax in the knowledge thatit's almost never going to fall back into enemy hands. The Parasite of Mortrex is excellent if you want to use Gargoyles, but don't want Shrikes. He's an Independant Character and a Synapse Creature, so can join onto the brood and stop them from being shackled to a slower Tyrant or Warrior brood. He gets a fair number of Rending attacks in close combat - enough to kill one, maybe two models a turn if you're lucky. His ability to spawn Rippers isn't something to rely on unless you're up against a T3 army. But if you are...make sure you bring along a lot of spare Ripper Swarms. I've charged him into a squad of Grots, killed three, and seen ten Ripper bases suddenly appear on the table. Rippers are shit if you have to pay for them, but that many attacks for free? Yes please. The Doom of Malan'tai is a suicide bomber. He drops in onto the table in a Mynetic Spore and causes the enemy so many problems with his Spirit Leech ability that they'll throw Krak Missiles at him until one gets past his Warp Field and pops him. Against Mech lists he's far less useful. He's also competing with Hive Guard, so I wouldn't bother bringing him. Deathleaper I've mentioned already.
Anonymous
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deathleaperfangirl you are quite literaly theshit you just helped me so much thank you again
Anonymous
Grey knights ruin your shit.
Anonymous
It sounds like the OP has decided on Nids. Which is good. As an Ork player, I'll say this about Orks in general... Ork players are born, not made. Players don't just 'decide' to play Orks. They're drawn to them. If you have the slightest doubt about playing an Ork army, have an aversion to converting or scratch-building everything and anything, or are looking for reasons why you should play Orks... you shouldn't. In fact, you don't have it in your blood to be a real 'Ork player'. Ork players are a special lot. We're unlike the majority of other 40k players. the same goes for all those wannabes that started up either to run a Nob Bike army or because they thought it would be cool to make an army of them when the codex came out. Those players aren't real Ork players... they're a simulacrum. Real Ork players at some point look at all the armies on the wall, throw a giant finger to GW and it's staff, and say to the 40k playerbase "This is a fucking Lung-Bursta, scratch-built out of plasticard and love for an army you will never realize! I'm fielding it as a Battlewagon armed with a Soopa-Kannon!" (or some other unit vehicle that you custom-built).
Anonymous
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>>14742013 But Tyranids dont have digestive systems
ergo, they dont poop
Silly Grey knights would know this if xenos was their field
Anonymous
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>>14742013 >Implying the newest codex could easily beat one that has been around for over a year. You sir, are mad.
Anonymous
>>14742013 Good thing you don't have to play against them.
I routinely tell SW, BA, and GK fags "no thanks, I prefer to enjoy the games I play".
Anonymous
>>14742031 Someone sounds futtbustrated
Anonymous
DLFG, as someone who loves tyranids, but HATES the way the guns are modeled, is an all Melee (or mostly melee) tyranid army possible/viable? I'm not looking to win any tournaments, but shredding everything on a table in melee combat sounds delicious.
Anonymous
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>>14742036 >futtbustrated I have just discovered my new favorite word!
What does it mean?
Deathleaper's Fangirl !!YD/t8+iuFvd
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General tactics. Tyranids struggle with heavily Mechanised armies - their ranged anti-tank options are mostly crammed into one area of the FoC, and thus compete against each other. Outside of Zoanthropes/Hive Guard, other than a few Heavy Venom Cannons you're not likely to have much. You need to try to compensate for this. Keep your Hive Guard protected, don't risk them, and focus on opening up as many transports as you can. Heavier guntanks can be dealt with in close combat by a Trygon, Genestealers or Shrikes, but you need to shut down the enemy's maneuverability by killing his metal boxes fast. Once that's done, enemy infantry on the ground are going to be vulnerable to your short-range firepower or dragged down in close combat. Try and present threats from multiple angles. Make sure that wherever the enemy tries to go on the table, he'll find something nasty, or something tarpitty. Use infiltrate, outflank, and Deep Strike to try and encircle him and stop him from getting away if he tries to pull back. A Tyrant with Hive Commander will help for this, as does Deathleaper. Gargoyles and Shrikes can also quickly get into position. A lot of Tyranids are fragile. Hell, most Tyranids are fragile. Even the Monstrous Creatures go down fairly quickly if the enemy focusses on them with batteries of Missile Launchers and Meltas. Hug cover like its your best friend, target and eliminate the most dangerous things as quickly as possible. Don't mess around. It's better to kill a full 10 man tactical squad, removing their special and heavy weapon, than it is to kill six Marines from two squads. Remember that while your Gaunts are expendable, they aren't limitless, and you need something left over to hold objectives. Tervigons help but are unreliable, sometimes creating an endless supply of Gaunts (and, remember, Kill Points), other times drying up on the first turn.
Anonymous
>>14742042 1750 points
HQ1: Tervigon (160), Catalyst (15), Cluster Spines (0) 175
Elite 1 : 3 Hive Guards 150
Elite 2 : 3 Hive Guards 150
Elite 3 : 3 Hive Guards 150
Troop 1 : Tervigon (160), Catalyst (15), Cluster Spines (0) 175
Troop 2 : 10 Termagants ( 10*5 ) 50
Troop 3 : 20 Genestealers (20*14) 280
Troop 4 : 20 Genestealers (20*14) 280
Troop 5 : 20 Genestealers (20*14), toxin sacs ( 20*3) 340
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742042 is an all Melee (or mostly melee) tyranid army possible/viable?
All melee? Probably not. Mostly melee? Certainly. You will need some form of ranged firepower to crack enemy transports. Again, it comes down to Hive Guard. You're going to want several of them to get enemy units out of their boxes and onto the table ready to get eaten. Beyond that though, waves of Hormagaunts, Genestealers, Raveners/Warriors and Trygons will do quite fine. Zoanthropes might work instead of Hive Guard if there's not a lot of psychic defense in your area. Alternatively, use Counts-as to build a new variety of psychic Tyranid that uses the Hive Guard rules.
Anonymous
>>14742036 Not at all. I simply don't enjoy playing against those armies, win or loose. They're just sad excuses for what is otherwise a gimmick-infested developer's wet-dream. "Hurr my melta-bombs hit on 3's because of Yiff Talismans!", "Hurr I get more attacks with every wound I cause", "Hurr I have an army of monkeys shooting lascannons out the top of a chimera!". When pulling a victory and tabling such crap still doesn't leave you feeling like you had a 'good game', then they're not worth wasting your time against.
So I don't play against them. I've got better things to do with my time than play against yet another boring "unique" gimmick-marine army.
souseiseki !LLUxQinvso
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>>14741985 What about wichita falls?
>captcha: been alvida No I haven't
Voge Gandire !!XTu+8ESfHFY
>>14742025 See, this side of orks, I fucking love. What I don't love is the endless boyz painting. If there was a way to make a low-model count army, I'd be all over that shit.
Anonymous
>>14742072 >Hurr my melta-bombs hit on 3's because of Yiff Talismans You've been cheatyfaced, the wolfwolf wolf only makes you hit on 3+ against stuff with a WS value.
Anonymous
>>14742081 Then I'm sorry to say, but you're really not much of an Ork player. Or rather, you'd be better off with IA8's dread-mob.
Ork painting to me is very therapeutic. They're easy to paint, well defined features, and can be done in large batches for assembly line. They also benefit the most from those 'little touches' you can add. I personally find Orks the single most enjoyable army to paint, mostly because I can add as much personality to any given model I want, and still keep everything looking consistent within the set.
I also limit myself to 2 to 3 colors with a wash for any given part.
Although really if you hate listening to music and painting 100+ infantry at a shot, you can blame that on GW and Phail Kelly. He made them stupidly cheap, IMO. I would have rather seen them stay at 8pts a model, and gain +1 Initiative overall to fix them for 4th edition's "initiative roll-off" crap. It would have made slugga/choppas more useful, and made shootas actually balanced for their point-cost as well.
Anonymous
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>>14742086 No, actually I wasn't. Walkers have WS value.
Anonymous
>>14742081 Field a sneaky themed army.
Voge Gandire !!XTu+8ESfHFY
>>14742098 As I see it, I have 2 options for low model count.
Nob biker cheese list (that isn't that cheesy any more but still pariah for some reason) or Kan Wall (which not only isn't very orky, but expensive as hell).
Anonymous
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>>14742102 If he can't green-up enough to make it through 100+ infantry, a stealthy blood-axe style list isn't going to be much different. You'll still require a solid core of boyz.
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742081 >If there was a way to make a low-model count army Sure there is. A Speed Freek or all Bike army will have drastically fewer models than a footslogging horde. I mean we're not talking Marine-like army sizes here, but you can probably put together a list that's got around about ~100 models all together, tops. You could also go with a Nob-heavy Goffs theme. Just don't twink their options for wound allocation bullshit and you're good to go. Maybe a Deffskullz looted armour company? Three Battlewagons with Killkannons as looted Leman Russes, with squads of Boyz in Trukks as a rolling caravan of scrap and plunder.
Anonymous
OP here as ive said im fairly new to warhammer, what is the best way to paint and assemble?paint the piece first then assemble? i usually do an assembly line style way of building
Anonymous
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>>14742125 Build then paint, excepting a few models and kits where you can't reach certain crevices when it's built
Anonymous
>>14742111 If you don't mind conversions, you can also do a cybork army (everything with 5+ invulns). Don't expect it to still be around during the next Phail-Kelly codex though.
Otherwise you've also got the bike-horde, but that requires Fail-dakka, the biggest waste of an HQ in the codex. You could also do a Nob-themed list, running Nobs in Wagons.
The Kan wall is also VERY Orky. Which just shows that you're not a real Ork player. Stick to the armies you've been bred for, because Greenskins clearly are not in you.
...(BTW the Dreadbash, the proppa name for the Kan-spam list, fits the Bad Moon, Goff, and Deathskull themes VERY WELL! Goffs like big stompy, fighting things, Bad Moons are fucking rich and also love walkers, and Deathskulls tend to loot the shit out of Sentinels, Dreadnoughts, etc. The clans however are very dead, and nothing more than a color-scheme these days.)
Anonymous
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Clans are dead. They're just color-scheme ideas now, so there's no such thing as 'theming' to them. You just field what you want and paint it the way you feel.
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742125 Generally I find the best thing to do is assemble your models into chunks, then paint, then stick the bits together. So for a Tyranid Warrior, say, you'd assemble the gun arms but wouldn't glue them to the body until both they and the rest of the model were painted. Otherwise, you'd struggle to get the brush easily into the side of the weapon that faces the torso and the area of the torso hidden behind the weapon. If you need to use the model in-game but haven't finished painting it yet, a little blue-tack can hold it together.
Voge Gandire !!XTu+8ESfHFY
>>14742142 Aren't kans piloted by gretchin though?
(Also, stop with this whole "THIS ARMY IS NOT FOR YOU STICK TO OTHER ARMIES ORKS ARE SOOPERHARCOAR", it's really fucking irritating, you're like the whole Warmahordes page 5 crowd.)
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742157 >Aren't kans piloted by gretchin though? They are, yea. You could easily fluff it as them being piloted by Orks, the BS3 coming from some sort of enhanced gitfinder targeting systems, and the WS2 because...well, Kans look pretty damn cumbersome and clumsy as it is.
Anonymous
>>14742157 Kans are piloted by grots now. But that shouldn't stop you. They'd still be used.
As for the whole 'you're not an Ork player'... Bluntly put, you're not. It's as simple as that. If you're making up excuses, then you're not green enough and should stick to your mehreen-sues or elfdars. You either jump in whole-sale without a second thought, or you pussy-foot around it because it's not in your blood.
I'm not trying to drive you away from playing Orks... I'm telling you that if you've got the drive, you should 'ork-up' and fucking do it. Stop being a cowardly storm-shield terminator, and wear your fucking KFF 5+ save with pride.
Anonymous
It sounds like the OP has decided on Nids. Which is good. As a Space Wolf player, I'll say this about Space Wolves in general... Space Wolf players are born, not made. Players don't just 'decide' to play Space Wolves. They're drawn to them. If you have the slightest doubt about playing a Space Wolf army, have an aversion to converting or scratch-building everything and anything, or are looking for reasons why you should play Marines... you shouldn't. In fact, you don't have it in your blood to be a real 'Space Wolf player'. Space Wolf players are a special lot. We're unlike the majority of other 40k players. the same goes for all those wannabes that started up either to run a Long Fang army or because they thought it would be cool to make an army of them when the codex came out. Those players aren't real Space Wolf players... they're a simulacrum. Real Space Wolf players at some point look at all the armies on the wall, throw a giant finger to GW and it's staff, and say to the 40k playerbase "This is a fucking Wolf-Wolf, scratch-built out of plasticard and love for an army you will never realize! I'm fielding it as a Thunderwolf Lorn armed with a Frostblade!" (or some other unit that you custom-built).
Anonymous
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>>14742181 congratulations on being a fag. Have you told your parents you're gay, yet?
Anonymous
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It sounds like the OP has decided on Nids. Which is good. As a Blood Angels, I'll say this about Blood Angels in general... Blood Angels players are born, not made. Players don't just 'decide' to play Blood Angels. They're drawn to them. If you have the slightest doubt about playing a Blood Angels army, have an aversion to converting or scratch-building everything and anything, or are looking for reasons why you should play Blood Angels... you shouldn't. In fact, you don't have it in your blood to be a real 'Blood Angels player'. Blood Angels players are a special lot. We're unlike the majority of other 40k players. the same goes for all those wannabes that started up either to run an Assault Marine army or because they thought it would be cool to make an army of them when the codex came out. Those players aren't real Blood Angels players... they're a simulacrum. Real Blood Angels players at some point look at all the armies on the wall, throw a giant finger to GW and it's staff, and say to the 40k playerbase "This is a fucking Blood-Sorceror, scratch-built out of plasticard and love for an army you will never realize! I'm fielding it as a Libarian Furioso armed with a Force Weapon!" (or some other unit vehicle that you custom-built).
Voge Gandire !!XTu+8ESfHFY
>>14742180 Either you WORK for GW, or you REALLY are just that plain fucking irritating. YOUR CHOICE OF LITTLE PLASTIC MEN ISN'T A GENETIC TRAIT.
What makes me think you work for GW is the "don't think just buy" attitude.
Anonymous
Quoted By:
It sounds like the OP has decided on Nids. Which is good. As a Grey Knights player, I'll say this about Grey Knights in general... Grey Knights players are born, not made. Players don't just 'decide' to play Grey Knights. They're drawn to them. If you have the slightest doubt about playing an Grey Knight army, have an aversion to converting or scratch-building everything and anything, or are looking for reasons why you should play Grey Knights... you shouldn't. In fact, you don't have it in your blood to be a real 'Grey Knight player'. Grey Knight players are a special lot. We're unlike the majority of other 40k players. the same goes for all those wannabes that started up either to run a Paladin army or because they thought it would be cool to make an army of them when the codex came out. Those players aren't real Grey Knight players... they're a simulacrum. Real Grey Knight players at some point look at all the armies on the wall, throw a giant finger to GW and it's staff, and say to the 40k playerbase "This is a fucking Nemesis DreadTitan, scratch-built out of plasticard and love for an army you will never realize! I'm fielding it as a Dreadknight armed with a Psilencer" (or some other unit vehicle that you custom-built).
Loch !!GzWmGH6V4eu
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>>14742066 Actually, that 'stealer list (used by one of Team Poland) is based on old FAQ rulings. Basically the guy would snake his stealer broods around each other so that every model is in a gap between two other models from a different unit. Basically you have 60 genestealers that give themselves a cover save, even in open ground.
GW changed the FAQ about six months later so you can't do this anymore.
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742206 >YOUR CHOICE OF LITTLE PLASTIC MEN ISN'T A GENETIC TRAIT. Yea. Orks are not a lifestyle choice. Orks are not a ticket to the 40k Mile High Club. Orks are not reserved for the brave few people who reject all other armies. Orks are one type of little plastic army men among a whole variety of little plastic army men. Trying to claim otherwise, saying that they're special and different and only certain types of people should be allowed to play them - and if others try, they're somehow not real Ork players - is pretentious, elitist, hipsterish bullshit of the very highest calibre.
Anonymous
>>14742206 Sorry to break it to you, but no. I don't work for GW. And you're close on the irritating part. I'm actually irritated at shitty yoof ork players, and and 40k in general.
You're a weedy git. Nuff said. If you seriously want to play Orks, and are hesitant about the model count, then look into alternatives beyond 'thrice-damned Nob Bikes' and 'Kan wall that I incorrectly think doesn't fit the Ork theme'. There's a lot of ways to curb your model count, and still have a playable army. But you're not, you're making excuses and hiding behind a paper-wall of 'I don't like the prospect of painting lots of models'. So I'm telling you what you already know. You're not an Ork player, and you're not going to play Orks.
Anonymous
It sounds like the OP has decided on Nids. Which is good. As a Dark Eldar player, I'll say this about Dark Eldar in general... Dark Eldar players are raped, not made. Players don't just 'decide' to play Dark Eldar. They have it raped into them. If you have the slightest doubt about playing a Dark Eldar army, have an aversion to converting or scratch-building everything and anything, or are looking for reasons why you should play Dark Eldar... you shouldn't let other Dark Eldar players near your anus. In fact, you don't have it in your pooper to be a real 'Dark Eldar player'. Dark Eldar players are a perverted lot. We're unlike the majority of other 40k players. the same goes for all those wannabes that started up either to run a Wrack army or because they thought it would be cool to make an army of them when the codex came out. Those players aren't real Dark Eldar players... they still have their anal virginity. Real Dark Eldar players at some point look at all the armies on the wall, throw a giant finger to GW and it's staff, and say to the 40k playerbase "I am literally going to fuck you all in the ass".
Loch !!GzWmGH6V4eu
Voge Gandire !!XTu+8ESfHFY
>>14742240 >hiding behind a paper-wall of 'I don't like the prospect of painting lots of models' It's almost as if...as if I have better things to do than paint 90 ork boyz then judge other people on the internet for the plastic men they collect!
Any inclination I had to playing orks has been killed by you and your hilariously misplaced elitism. Well done, winner.
Anonymous
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>>14742098 So I take it your one of those ork players that scream and shit during games and are generally unbearable to play against Look buddy go fuck yourself with a old metal ork dread.
Look Op you picked something you like do not let others tell you you should not play something because they are fuck wits and probably do not leave their basement
Anonymous
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>>14742237 >Trying to claim otherwise, saying that they're special and different and only certain types of people should be allowed to play them - and if others try, they're somehow not real Ork players - is pretentious, elitist, hipsterish bullshit of the very highest calibre. Oh lawdy, I think I'm in love... xD
Anonymous
>>14742237 >I'm claiming something as elitist, hipsterish bullshit while proudly proclaiming myself a trip-fag attention-whore. Look, no offense. But it's as simple as how I laid it out on the table for him. People can buy into Orks. They can build a shitty army of choppa/slugga-spam AoBR Orks, and pretend to be an Ork player. They can do a 1-color dip paintjob and shovel out a bucket of models in no time, or run a thrice-damned Nob Biker list and help to be the cancer that is killing 40k.
But they don't have the soul of an Ork player. They're a yoof, a wannabe, and most likely have a pile of different armies to play 'whatever their fancy is'. I've seen them numerous times, and they're not true greenskin players. Many of these sad-attempts of Ork players hang out in shit-holes like Whineseer or Dakka.
You know what a real Ork players are like? They band together during a shitty world-wide campaign, re-write GW's shitty fluff for their faction, and conquer a fucking forge-world and rename it 'More-Dakka'.
Anonymous
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>>14742237 You're just mad because you're not cool enough to play Orks.
Anonymous
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742277 Fuck that guy. If you like Orks, play Orks. Get the codex off /rs/, play around with it, see what you can come up with that isn't too horde-based. Don't let one sour-faced elitist ruin something you're interested in for you.
Anonymous
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Look, no offense. But it's as simple as how I laid it out on the table for him. People can buy into Space Wolves. They can build a shitty army of Chainsword/Bolter spam Battleforce Space Wolves, and pretend to be an Space Wolf. They can do a 1-color dip paintjob and shovel out a bucket of models in no time, or run a thrice-damned Long Fang list and help to be the cancer that is killing 40k. But they don't have the soul of a Space Wolf player. They're a yoof, a wannabe, and most likely have a pile of different armies to play 'whatever their fancy is'. I've seen them numerous times, and they're not true Furry players. Many of these sad-attempts of Space Wolf players hang out in shit-holes like Whineseer or Dakka. You know what a real Space Wolf players are like? They band together during a shitty world-wide campaign, re-write GW's shitty fluff for their faction, and conquer a fucking forge-world and rename it 'Canis-Wolffang'
Anonymous
>>14742237 But you can't deny that, codex-of-the-month powergamers aside, certain types of people tend to gravitate to certain types of armies.
Voge Gandire !!XTu+8ESfHFY
Look, no offense. But it's as simple as how I laid it out on the table for him. People can buy into Space Marines. They can build a shitty army of bolter-spam AoBR Space Marines, and pretend to be a Space Marine player. They can do a 1-color dip paintjob and shovel out a bucket of models in no time, or run a thrice-damned longfang list and help to be the cancer that is killing 40k. But they don't have the soul of a Space Marine player. They're a scout, a wannabe, and most likely have a pile of different armies to play 'whatever their fancy is'. I've seen them numerous times, and they're not true Space Marine players. Many of these sad-attempts of Space Marine players hang out in shit-holes like Whineseer or Dakka. You know what a real Space Marine players are like? They band together during a shitty world-wide campaign, re-write GW's shitty fluff for their faction, and conquer a fucking asteroid and rename it 'Caliban'. Fuck off, you fucking moron. YOU'RE the cancer killing 40k.
Anonymous
OP i have decided on Nids thank you DeathLeaper fangirl and everyone else that has helped me out but how well would Nids do against a tougher army such as marines? or one of my friends play a very tank based imp army... opinions? strategy?
Voge Gandire !!XTu+8ESfHFY
>>14742326 In my (admittedly VERY limited) experience with Nids, heavy mech is anathema to them. Your best bet is to max out your elite slots with Zoanthropes and Hive Guard.
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742316 >certain types of people tend to gravitate to certain types of armies Of course. Some armies will naturally appeal more than others to an individual. For whatever reason they'll see a model, read a bit of fluff, and things like that just click perfectly into place. It was like that with my Tyranids. But the idea that people who come to an army through other means aren't REAL fans of that army is absurd.
That Guy !CrwtTbFNxQ
>>14741805 Hey, DLFG, /tg/'s Scot (or was it Irish) lass?
FUCK YOUR HIVE GUARD
Seriously. I can never kill those things.
Ideas on how to counter them using IG?
I don't run blob guard. I run camo vets and tanks.
Anonymous
Quoted By:
It sounds like the OP has decided on Nids. Which is good. As a Vanilla Space Marines player, I'll say this about Vanilla Space Marines in general... Vanilla Space Marine players are born, not made. Players don't just 'decide' to play Vanilla Space Marines. They're drawn to them. If you have the slightest doubt about playing a Vanilla Space Marines army, have an aversion to converting or scratch-building everything and anything, or are looking for reasons why you should play Vanilla Space Marines... you shouldn't. In fact, you don't have it in your blood to be a real 'Vanilla Space Marines'. Vanilla Space Marine players are a special lot. We're unlike the majority of other 40k players. the same goes for all those wannabes that started up either to run a rhino mass army or because they thought it would be cool to make an army of them when the codex came out. Those players aren't real Vanilla Space Marine players... they're a simulacrum. Real Vanilla Space Marine players at some point look at all the armies on the wall, throw a giant finger to GW and it's staff, and say to the 40k playerbase "This is a fucking straight 4 stat-line with a 3+ armor save, scratch-built out of plasticard and love for an army you will never realize! I'm fielding it as a Rhino with 10 marines inside" (or some other unit vehicle that you custom-built).
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742326 >>14742338 Yea, Tyranids have problems with vehicle heavy armies. If he's playing Imperial Guard, then he's unlikely to have any psychic defense - so a brood of Zoanthropes is probably a worthy choice. Dropping them in behind his armour in a Mynetic Spore is always a good choice, as it should guarantee them one turn of firing at his vehicles before they start being shot at. The spore itself also gets some st6 shots, which can plink away at weaker rear amours with a little luck. Combine that with the obligatory Hive Guard and you should do okay. Alternatively a Deep Striking Trygon or a Carnifex in a Spore could work.
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742341 Scottish, yes.
Hive Guard are tough to bring down. T6, a 4+ save, two wounds. At best, they'll have cover, if not be hiding completely out of LoS. Barrage weapons like Basalisks or Manticores are one solution. You can't inflict Instant Death, but you'll blow right through their armour and cover saves and can hit them even if they're hiding. Of course, Basalisks and Manticores are both rather fragile, and will probably be prime targets for the Hive Guard themselves.
You could try using a Valkyrie to get a squad of Stormtroopers a good firing angle and bombard them with special weapons. Plasma Guns are expensive, but will be wounding on a 3+, with lots of shots. Bogging them down in melee is an option. It'll force the Tyranid player to divert a brood back to kill off whatever's assaulted so his Hive Guard can start firing again, which will break up his army as the rest advances and make it easier to pick apart a brood at a time. A squad of 10 Veterans with Carapace Armour, Shotguns, three Meltas and a Powerfist Sergeant might be able to kill a brood through a combination of shooting and assault.
Voge Gandire !!XTu+8ESfHFY
>>14742398 Leapy's Scottish?!
Where you from, then? Dumbartonfag here.
Anonymous
Another fellow tyranid player here. A friend of mine has recently dusted off his old GK's due to the new codex. Can someone give me some help on how to deal with his GKs? I usually pop tanks with my Zoanthropes, but well... -4 LD when doing Psychic tests plus he has a Librarian with the nasty habit of dispelling the powers that DO go through. Can't really assault him because of sanctuary, and my carnifex usually don't live enough to survive before being assaulted by 5 pallies at S6 and force weapons activated... What the fuck do I do?
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742398 >Stormtroopers Er, Veterans, rather. Though Stormtroopers could have a go, I suppose. The main point of that ramble is you'd be best to dedicate a squad to removing them rather than half-ass it with attempts from units that are better off focussing on the rest of the army. Bring them into a position in a Valkyrie or a Vendetta, spend a turn shooting with the transport, then disembark, shoot, and maybe charge to finish the job. Rough Riders could also be an option. Don't be too afraid of taking the offensive against Tyranids - big hordes can be surprisingly fragile if you can beat them in combat. No Retreat is a bitch.
That Guy !CrwtTbFNxQ
>>14742156 Tips on painting a Venomthrope? Friend of mine is lending both of his to me since he can't get around to doing it himself and I'm more used to painting fatigues and metal for my IG.
That Guy !CrwtTbFNxQ
>>14742415 Thank you. I'm ridiculously short on artillery, since I try to fix my spending on IG in a way that I can play either Elysians or Vanilla, but thank you. I always pack a Vet squad with the Carapace/melta/shotgun combo and they do preyy damn well until the assault. But thanks I'll remember to pack a powerfist in there too.
Anonymous
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>>14742297 Prepare for white-knight. You cunt.
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742409 I'm a little leery of giving away where I live, to be honest. I've been asked before, it's not something I'm too comfortable doing. Nothing personal, I had a guy track me down from the internet years ago and kinda don't want it happening again.
>>14742412 Swap your Zoanthropes for Hive Guard, first of all - there's no way you're going to be able to cast even slightly reliably against Grey Knights. if he's using a Librarian, then Deathleaper can be useful for bringing his Ld down so he finds it harder to cast his powers. Once the tanks are dead, you can also have their Impaler Cannons batter his Paladins - they might have a 2+ save, but every failure is going to remove a model rather than just cause a single wound.
How exactly is he getting Paladins at St6 with their Force Weapons, anyway? Hammerhand is a Psychic Power, as is activating the ID-ability of their Force Weapons. As far as I know, the Brotherhood Banner just lets them auto-pass the test, not use it along with other things. If he isn't using Force Spears for I6, try a unit of Warriors with paired Boneswords and Adrenal Glands lead by a Prime. You'll be striking first, hitting on a 3+ (thanks to the Prime's WS) and wounding on a 3+, with no saves. And every wounded model is ID'ed if they fail a Ld test on 3D6, so if he spreads the wounds around then he's still in trouble. It's risky, but they only thing that comes close to a reliable anti-Paladin choice.
Anonymous
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742418 Ink washes on the fleshy sacs and tentacles. Try using a spot of gloss varnish to make it look all wet and slimy. For the Carapace, look into techniques used to paint bone and apply the same principles, just with different colours. Lots of little fine streaks around the edges to give the simulation of texture.
>>14742445 Sounds good. Iron Hand Straken would also work if you want to go down the assault route. It's expensive, but he WILL kill them.
Voge Gandire !!XTu+8ESfHFY
>>14742459 Ah alright. Seems half of /tg/ is Scottish.
Anonymous
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> fleshy sacs and tentacles I really need to wear my glasses.
Anonymous
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>>14742488 -wave-
Glaswegian trying out Fife for a year. It's terrible. Going back to Glasgow.
Anonymous
>>14742459 He does use Spears (one unrelated question, the +2I on the spears are applied before lashwhip or after ?), but he joins his pallies with his Librarian. The librarian buffs them to fuck, and they activate their weapons afterwards with the banner.
Also, how can I kill a Land Raider with Hive Guards?
My first plan was a suicide Zoanthrope in a mycetic spore, however he rarely gets his LR out of Reinforced Aegis radius.
Thanks a lot, however ! Your input is greatly appreciated!
Voge Gandire !!XTu+8ESfHFY
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>>14742525 It's applied before the Lashwhips, so feel free to abuse the fuck out of those whips and take away their weapon advantage. Just watch out when those force weapons swing back.
That Guy !CrwtTbFNxQ
>>14742485 Devlan Mud for the sacs, Thraka Green for the poison on the tentacles?
Good thing my groups policy on named characters is only hard on fantasy.
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742525 The +2 is applied after. It mentions so in the Tyranid FAQ that the Lashwhip penality is applied before bonuses. So Halberd Paladins will be striking at I3. But that means you need the Whips to strike first, and he's still ID'ing you...I think you're going to want Deathleaper just to try and shut down the Librarian as best you can. Try bogging them down in a huge mess of Termagants and leaving them there?
As for the Land Raider...well, you don't kill it. You ignore it as best you can. Maybe keep the Carnifex, but use him purely to charge the thing once it gets close. Depends whether you're comfortable spending 170 points to kill 250. A Tyrannofex with a Rupture Cannon might also work, but it's expensive Force Weapon bait.
Voge Gandire !!XTu+8ESfHFY
>>14742555 >DLFG >Recommending Deathleaper Wonderful.
souseiseki !LLUxQinvso
Quoted By:
It sounds like the OP has decided on Nids. Which is good As a herpa derp player, I'll say this about herpa derp in general.. Herp derp herp derp derp derp derp derpa derpa derpa herpa derp herp derp play this army derpa derp derp because it's genetic derpa derp derp, herp derp derp derp derp derp derp herpy derpy derp derp derp hivemind Herpa derp players are born, not made. P
Anonymous
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>>14742322 So are you going to pussy-foot around your decision, or are you ready to man-up and actually play Orks?
Deathleaper's Fangirl !!YD/t8+iuFvd
>>14742549 I'd go for the same wash on both, personally. You're better off with a strong, unified paint scheme than lots of different colours for different parts.
>>14742567 Honestly, his ability to nerf down a target's Leadership is stupidly useful if your opponent relies on Psykers. Bringing a Librarian or Farseer down to around Ld8 rather than 10, combined with The Shadow In the Warp, can make it quite hard to cast reliably. For armies that rely on their Psychics, being unable to get the right power off at the right time can be crippling.
Voge Gandire !!XTu+8ESfHFY
>>14742588 I wasn't commenting on his gaming performance, just the connection between your trip and your advice was funny.
Anonymous
>>14742555 >It mentions so in the Tyranid FAQ that the Lashwhip penalty is applied before bonuses. Ugh that's stupid, so half the psychotroke grenade results might as well read "Grey Knight melee units win" against Warriors. Especially if those units are Paladins/Terminators with the Brotherhood Banner.
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742597 Ah. Still, I wouldn't suggest bringing him if I didn't think he was worth it.
souseiseki !LLUxQinvso
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>>14742341 I'm korean, problem?
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742622 Yea, Psychotroke grenades are a pain. If I know I'm fighting against Grey Knights, I tend to lean more towards shooty lists than anything. 60 Termagants with Devourers supported by a Tervigon (finally got one built) along with 6 Hive Guard can throw out enough firepower to give a low-model count army like Grey Knights pause.
Anonymous
>>14742555 I see. Deathleaper looks like a great edition to mess up with his Lib.
Another thing, is my Hive Tyrant worth bringing ? We play at about 1500 points. How do I gear him ? I usually give him HVC + Bonesword + Lashwhip, but it's a bit absurd since he attacks first still (I1 against I3).
Two boneswords might be useful, but I don't think he can survive an assault.
Drowning him in gants seems like a good idea.
Deathleaper's Fangirl !!YD/t8+iuFvd
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>>14742683 >is my Hive Tyrant worth bringing ? Against the Knights? With a pair of twin-linked Devourers he might make for a good shooting platform, forcing 7-8 saves a turn. But if that's not an option I'd leave him at home. A cheap Prime or two, or perhaps another Tervigon to keep producing more models and supplying you with Feel No Pain, might be a better plan.