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Getting started on 40K

Discussion of anything 40K related

Re: Getting started on 40K

Postby mgaleski » Sat Aug 07, 2010 12:07 am

Again, out of curiosity, what are the generally more competitive lists?
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Re: Getting started on 40K

Postby mattjgilbert » Sat Aug 07, 2010 8:39 am

Variants of Chaos marines (using the lash) - ask killmaimburn or baragash
Some ork builds - ask Taumaul
Imperial Guard - ask King

Space Wolves and probably now Blood Angels move towards top tier too I should think.

You need someone to chip in who plays in the tournaments about what they see and what is most successful.
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Re: Getting started on 40K

Postby mgaleski » Mon Aug 09, 2010 3:43 am

Okay, thanks for the info
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Re: Getting started on 40K

Postby mgaleski » Fri Aug 13, 2010 5:49 am

I'm curious about the painting after looking at the article provided and looking on the internet, I see them painted as grey in every other painting article I've read, is that what color i'm *supposed* to use? I prefer an icy blue color, but is it necessarily wrong to paint them that color?
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Re: Getting started on 40K

Postby mattjgilbert » Fri Aug 13, 2010 9:02 am

You can paint your models them anything you like :)

The old GW scheme was a far more blue-grey than the current scheme so even GW have evolved their image of the wolves over time.

My Ultramarines are based on the brighter 40K 2nd-ed look rather than the more muted modern scheme.
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Re: Getting started on 40K

Postby ruffian4 » Fri Aug 13, 2010 10:07 am

Do as you wilt, shall be the whole of the RAW!
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Re: Getting started on 40K

Postby rrooaarr » Fri Aug 13, 2010 1:30 pm

make up your own colour scheme its lots more fun :D
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Re: Getting started on 40K

Postby mgaleski » Fri Aug 13, 2010 6:08 pm

Well then I guess I'll go with blue-grey
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Re: Getting started on 40K

Postby killmaimburn » Sun Aug 22, 2010 10:18 am

mattjgilbert wrote:Variants of Chaos marines (using the lash) - ask killmaimburn or baragash
Some ork builds - ask Taumaul
Imperial Guard - ask King

Space Wolves and probably now Blood Angels move towards top tier too I should think.

You need someone to chip in who plays in the tournaments about what they see and what is most successful.

In response to OP PM.
Building competitively for 40k is a tricky thing.you want your hobby to have legs to last a long time,A lot (not all) of the armies have a rock paper scissor strength and weakness to other types of army and their current profusion around you..
Its only when you've just got the most uber thing that will kill everything in the world that the game/codex or opponents armies, or generation of opponents change. So I would suggest that getting into the hobby for top tier is very unstable (not going to be a good slow burning barbecue).

As many will say your familiarity with the enemy,what you take, how many ways to play it you have and how the dice roll can make choice of codex a minor difference (but even if a necron dude did finish in the top 5 in the UKGT..the reason we go "wow" is because there is still A difference)

Further..you have to know what your going to face..US comp scene is 1750-1850 and ard boyz (2500) basically isn't it? The level at which you play effects what is most deadly..For example the competitive chaos build starts getting a bit fat over 1850, heavy slots have been taken, you might take abaddon, you might try to put something vaguely fast in..Whereas the arguments over the efficacy of Imperial guard drop away as their list (FOC) remains flexible as the points spiral up (and people just start wondering about fielding 30+ tanks)

Right with that disclaimer out the way.

Chaos can and is competitive, but its boring as anything.. the codex has an awful lot of stuff that just can't come out to play (I have 3k of tzeentch that won't be coming out for a good while EVEN in the softest friendlies against someone on lower points who is drunk and wants me to win) Basically you end up with demon prince/s (nurgle warp time or slannesh with lash)..If your good probably a sorceror lash embedded into a hard core troop (slannesh leading nurgle...somebody cut off my face now dammit).Core troops is a very strong point, plague marines are sheer awesome.Beserkers (if piling out of a landraider) are brutal and eat most other stuff.Backed up by a load of obliterators (which are really very expensive compared to new codex prices but always can do A job if not THE job.)..Occasionally possessed vindicators, but people are starting just trounce them now everyone is playing anti mech.
The basic CSM with 2 close combat weapons and bolter is a devastating beast, He can fire his bolt pistol and then charge with in effect 3 attacks (1 basic, 1 for 2CCWs 1 for charging)..1 marine=4 attacks *in a way*. You can have 2 melta, a combi melta on your champion and a combi melta on your rhino..Making you a devastator troops choice......But people don't take them because the paragraph above is better. Plague marines can do most of that with more bumps and less restrictions, its just a good example of why all chaos lists end up with the playing getting a bit cross with the new codex.
Chaos doesn't do well with the current (now waning I guess) cyclical trend of mass fire/throw enough crap and everything will die.Although here is the YTTH attempt.
Chaos as a codex suffers from having had a good codex before, and stirring up some hate, so all that was good was torn to pieces and shoved into other peoples books, no synergistic leaders (I think I can hear LH testifying and screaming Amen as he reads it), no charismatic dark leader giving his gifts to cheap pond skum traitorous currs...just "fwargle gargle gargle msdfurraarr...RUNN THAT WAY!!!"
Kirby is currently going back over the codex giving it a unit review with competitions in mind..
there are several threads here on building chaos lists for comp play.. they all end up relatively similar.

For fun..
2 flying princes
summoned greater demon
3 crazed dreadnoughts with CCW missile launcher
2x5 plaguemarines in rhinos melta guns and a champion
3 defilers.
Gives you 9 MC/MC-likes, a bad rep and you will still lose most games, but is funny (pronounced.."foo0 -neh" and only mildly sarcastic)


Vague Imperial Marine EQuivilant (MEQ)
Blood angels are just the awesome and winsome...so much I can't even talk about it..in fact they are so winsome I shall rank them below wolves...(and handy as if you don't mind crap models there is an excess of cheap nasty smurf tactical guys floating around the webs and you just have to paint them red)..I must admit I lost a bit of interest in BA after faq, but they are at least sane.(They can do lots of razorbacks (who are kind of like cheap plague marine beserkers in super tanks), flying wing of doom (who are like flying beserker plague marines), dreadnought spam(not very good) and a good mix of psychic defence and synergy.Good cheap solid missile devastators and cheap access to landraiders.(even those posh flying boyz become an option as they are cheaper than in preceding codexs) Space wolves same kind of thing..Cheaper and less penalised/restricted than smurfs, do a lot of things chaos really should be able to do..Smurfs.. only really should be taken if you really like bikes (which can never be taken beyond middle tier) or if your really want null zone (hurts elites who rely on being able to ignore AP and power weapons)or the thunderfire cannon (useful to hurt bikes, ...but space wolf powers come with less downsides and do same thing potentially 30 hits to a unit,bolsters a ruin for you to be hard as nails in , but for a codex that has the worst stand back and shoot heavy infantry) .They have cheapish vehicles (like space wolves) and a good base in current fashions (in lowish bracket games) is 3xlas sponson autocannon turret predators, 3 twinlinked dual wielding autocannon dreadnoughts, 700 ish points for 6 nearly reliable tanks, you'd then take lots of meltaguns somewhere and a lot of speeders.The advantage space wolfs have over smurfs in this kind of build is smurfs have the worst troops potential..anywhere really (anyone who says other wise is basically morally, ethic'lly Spiritually, physically,positively undisputably undeniably certifiably definitely maaaad)...

Imperial guard are basically top,Everything in their codex is yum, every downside has a cheap fix.. we're toughness 3, so give us all really cheap high AV V shooty transports.. we have rubbish guns, so let us take more special weapons than elite krak alien hunting angelic forces, our lowliest gruntlings in some situations might have lower leadership than aforementioned angelic genetically modified super human ninjas, take lots of them and give them an upgrade that makes them better than fearless. They don't like/don't attract super high power mutant awesome psychers (they do) oh well give them pseudo psychi powers that can cast up to 3 times a turn and can't be blocked or have any downside."they made stormtroopers worse..and elite!!", move veterans to troops and make them fill the role.The only way to go really wrong with guard is to have too many things fro the elite slots and to over bling/badly choose on heavy option tanks.

Dark eldar- like chaos, have 1 list, the I can take a billion dark lances list,and tar pit with some wychs.It does ok (and in the new comp scene where you get more points for taking unpopular armies ..its just shot up a few rankings) the big rock to its scissors being 3 monoliths..but thats the case for all mono lists.

Orks and eldar..in an odd place, were top..now seem to be viewed as old needing a revamp to stay above middle (which apparently eldar have succeded in getting????) both can do fully meched out,battlewagons/waveserperts +falcons. Eldar are more shooty, orks are more CC (although both can do the other)...both have glass knife units (handled properly mono purpose they are deadly but need to be executed in combination with other things delicately) both have the option to take very low model count silly lists (seer council on bikes, nob bikers, 20 models 1500 points.. fashionable 2ish years back)Orks take "Kan walls", lots of killer kans (mechanicall choppy) who always have a 4+ cover save due to their synergistic HQ choices. Eldar don't have that but their warwalkers are a very good way of bring mass firepower easily into any build. Green tide (100s of models) is good, the eldar equivilant..is a very meh (although I'm fairly sure there is a version out there that is a bit like DE)

*In placing these 2 a mighty and great war strikes out with both races players vehemently saying that the *other* is 'better' more 'flexible' etc to justify having a lush new further down the power spiral codex and to excuse any poor performance on their own part.I can't see a great enough difference when used by great players to put a sheet of paper between them really at this point.(but as I say rumours say that eldar won the sympathy we need a power bump redux)

Nids- I haven't faced properly in new codex..so just being a little lamb I'll place them low top/high middle.

Demons, get abused from left to right..not top tier, too random..games can be thrown away despite your opponent making 100 mistakes.(upper middle, pure khorne +certain other builds and lowermiddle tier epi lists (can't do anything about tanks, and guess what every opponent has) and mixtures.

Other (lower)middle (c2) tier (along with smurf bikes epi etc)
Witchunters- can be built right and can do some stuff.
Tau (basically getting a lot of love from web peoples..srly everyway has been talking about them this year for no apparent reason)..relies on suits to a mono list level like chaos.A rich man who can afford to not win's guard (with floating super stuff).


Basement
Necrons- codex doesn't work with this edition,destroyer spam can still be brutal in the hands of an expert but...gosh they have to make a good list, get lucky and stuff. Demonhunters (but rumour mill says by the time I click post they will have a new codex along with necrons and DE)

Summary
Top to bottom left to right
IG , Spacewolves, BA, 1 build chaos,1build DE,Orks+Eldar,Nids/,demons,most smurf,witchunter,tau,/demonhunter,necron,any other chaos or DE build ..
Although opinion differs ..slightly :D

I possibly think a better way to work out stuff is
a) do you want 5-20 models, 20-50 models, 50-150 models
b) lots of tanks/transports.
c) do you want to be fast, shooty or choppy or a combination.
d) will you slowly develop, or are you just itching to buy 3 shelves of GW and vanish from the world for 2 months to paint it to basic table standard?
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Re: Getting started on 40K

Postby mgaleski » Thu Aug 26, 2010 7:46 pm

Could you link/send me an army that you would use for IG? I've just been taking a few looks at their codex and they look like a pretty fun army to play.
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Re: Getting started on 40K

Postby killmaimburn » Fri Aug 27, 2010 8:00 am

The one most talked about
http://www.belloflostsouls.net/2009/09/ ... lower.html
Bane of my life
http://www.yesthetruthhurts.com/2010/02 ... d-lie.html
(LH takes a variant of this with more first turn pressure and a banewolf in 1500.)
Other folks take buttloads of flying stuff,
People who take infantry
http://kirbysblog-ic.blogspot.com/2010/ ... guard.html
Get told to take blob squads (30 man super duper fearless (commisar) firebase tarpit,DS denial stuff..) or vets in chimeras)



The problem is, if you really tourneying ASAP, so many people are fielding these races/lists that you'll get marked down horrifically (new tourney system for several of them) which would take 6 wins and put you in the same bracket as dark angels with 4 wins 2 draws...to me that is the only challenge with guard :P
And the other problem is if you take anything other than the generic blob squad melta vets +company coomand squad.. all the other IG players will be snide about you not taking the EV3RY1 MuST HVE!! units (even though the others are still better than many codex's best)...dull.
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Re: Getting started on 40K

Postby Ljundhammer » Fri Aug 27, 2010 10:38 am

As you asked, at 1500 points my IG list is:

HQ - CCS - 3 x melta guns, chimera
Elite - Stormtroopers x 5 - 2 x meltagun
Troop1 - platoon
PCS - 3 x flamer
2 x troops with a/c & commisar
2 x troops with a/c (these blob into 2 x 20 man units with a commisar & 2 x a/c)
Troop2 - veterans, 3 x meltagun, chimera
Troop3 - veterans, 3 x meltagun, chimera
Troop4 - veterans, 3 x plasma gun, chimera
Fast - banewolf, smoke launchers
Heavy - hydra
Heavy - hydra
Heavy - basilisk, enclosed crew compartment

Total 1500 points

Works quite well. The only real issue is that the veterans really have to put themslves into danger to get the job done, so they rarely last the battle...

The basilisk is a distraction - points that you can afford to lose - marine players especially will do anything to take it out, but the hydras tend to kill more.

THe banewolf can be used to screen chimeras as they advance, again, marine players will do their utmost to take it out. Also very useful as a ramming tool... Or hide in reserves so people getting into your lines will get a roasting when it turns up

Knowing when to kill your comisar in assault is useful, as sometimes losing a blob squad & opening up on your attakers is better than grinding an assault that will finish in your turn, allowing your enemy to move & assault another unit before you shoot them.

There's enough long range firepower to de-mech most armies on turn 1-2, and enough melta to take out Land Raiders.

It's not so hot against hoardes though :(
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Re: Getting started on 40K

Postby mgaleski » Sat Aug 28, 2010 6:25 am

Yet another question, if you were given the choice of whirlwinds or typhoon missile launcher equipped land speeders, which would you take?
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Re: Getting started on 40K

Postby killmaimburn » Sat Aug 28, 2010 8:40 am

Assuming smurf/wolf.
Very different.
Whirlwind is very versatile http://www.warseer.com/forums/showpost. ... tcount=933
But it fills up a heavy slot, and (whilst all the lushness is mostly FA slots in Smurfs) in bigger brackets filling that slot with something so small is a bit of a waste (dammit we need squadrons of whirlwinds at 65 points each who can link barrage!!! )..Generally it sits out of LOS taking pot shots at large low save units in good cover.
(the thunderfire, whilst much worse in dawn of war may actually do more for your army synergy wise dependant on what you take).
The typhoon (2 missile shots and a heavy bolter).. is
a) a skimmer so very usefull for blocking (see kirbys blog where he goes on and on about blocking, basically rhinos et all try to get to your base, you can't get a skimmer out the way (it can go fast and have a cover save against being shot, if rammed it has a 4+ jink save ..kind of), you also can't stop within an inch so a couple of skimers can give a 9" you shal not pass to even the biggest tanks)
b) can fire 2 anti tank shots (or really optimistic 2 anti tank and 3 heavy bolter shots at squadrons of av10 ..warwalkers and stuff).
c) can *move* well and shoot frag missiles (only str 4) and its heavy bolter..2 templates and 3 shots agaisnt hordey stuff.
But you really want 2, so thats 180 points vs 75 ish. and FA slot vs heavy.
In 1500+ I'd say typhoons.(more need for the anti tank shots, more need for the heavy choices to be used to take points..e.g. autocannon turret lascannon sponson predators etc)

Where else are you posting.. what are you thinking of entering..how are you feeling about the game generally?
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Re: Getting started on 40K

Postby mattjgilbert » Sat Aug 28, 2010 8:56 am

My whirlwind has not been used for a while. I'd take the thunderfire over it and also the typhoons.
My TFC wiped out more than 3 squads of Eldar the other night and the ability of the typhoon to move and fire all weaponry in anti-infantry mode is not to be sniffed at. I wonder which one mathhammer says is the best anti-infantry: whirlwind or typhoon firing 2x frag + hb?
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