Post by LesserEvil on Jun 9, 2005 22:24:13 GMT
Small update
Quick run down of all the enemy armies.
Imperial guard: covered previously.
Strength: a large volume of bodies, as well as a huge selection of heavy weapons and tanks. Can pour out insane volumes of fire.
Weakness: melts like butter to powerweapons, warpbeasts, or other close combat specialists.
Things to keep in mind: Tanks hurt bad, ordinance is their friend not yours, charging in is always a good option.
Tau: To be covered in more detail.
Strength: High strength guns (5 for basic infantry gun), lots of specialty heavy weapons, huge range. Can split fire between multiple units. Can jump back behind buildings or forests after shooting.
Weakness: melts like butter to powerweapons, warpbeasts, or other close combat specialists.
Wyches are meant to eat tau.
Bs 3 for the most part.
Low numbers.
Things to keep in mind: they don’t need to see you to shoot you. They can shoot you then jump back and stay hidden.
Space marines: No need to cover this ask if specific questions arrive.
Sisters of battle: To be covered in greater detail.
Strength: power armor grants them 3+ save, using vows (special power granted by codex) can give a squad a 3++ save. Or increase their str to 5, many different options all coast different amounts. Tanks use heavy flamers, different and better versions of the dreadnaught. Tanks with Str 8 ap 1 missiles with d6 shots per turn. More flamers.
Weakness: They are just girls (ooh I’m going to get hurt for that one) they are only To 3 so they are not that tough, everything (with 2 exceptions) can be insta-killed. They have relatively few assault squads. Not many heavy weapons.
Things to keep in mind: They have tanks, those tanks can and will flame you, they have Ap 1 weapons, but other then 1 tank and 1 heavy weapons squad they have few long range weapons. They are medium fire specialists, and will prefer to roast you instead of getting into CC.
<Note have not had a game against them in a while so this is not all accurate>
[glow=red,2,300]ORKS[/glow]: To be drooled over in high detail.
Strength: Lets just say 10 orks deliver 40 attacks on a charge. The one thing that worries me as a DE player is finding some one who has any skill with orks. Because ork are potentially the deadliest most flexible army around. They are a hoard army with loads of models. Capable of having 3 special weapons per squad (including rocket launchers) which are all assault weapons. Orks are tough (to 4) but relatively weak (str 3) however they have a lot of tricks to make up for that fact. Orks can also loot tanks from other armies so do not be surprised if you see a Basilisk sitting in a corner. Ork can also have 9 dreadnaughts which can fix themselves (to a degree) or can be fixed by others.
Weaknesses: People say that Bs 2 is laughable, I say you try laughing when Orks start of their shooting phase, sure with low Bs few will hit, however ork weapons make up with high str of the weapon not to mention being assault.
Ork have low or no armor saves, however most experienced ork players will have a screen of Grotz, granting the orks behind a 5+ cover save.
Orks have In of 2 – 4 ranging from the lowliest of boyz to the warbos, however on a charge and a Waaaaagh! Test they double their initiative, that’s right a possible In of 8. However most will still strike slower then our basic warriors.
Things to keep in mind: Ork are great in assault and will rarely break.
Ork weapons reduce saves to 4+ (chopas).
Orks have a lot of assault weapons.
Never underestimate the power of the WAAAAAAAAGH!!! Or it will be your doom.
Nids: Covered already, ask for further questions.
Strengths: Good in CC and with a new codex (which I have to read) they have gotten much, much better.
They can move and charge for a 24” assault range.
Hoard army.
2+ saves
High toughness.
Weakness: They still cant shoot but have guns for str 10. The big bugs are slow, and can be shot through other bugs.
Low or no armor save to speak off.
Things to remember: Wyches really help, rending rips apart taloi, ravegers make up their weight in gold. Try to keep out of reach.
<Need to read new codex and play new nid army, old data so there may be new surprises.>
Chaos: Will be covered with detail.
Strength: 3+ saves, can summon demons, lots of variations. Can be made very shooty, can be made to rip apart things in CC (I have yet to meet an army I could not beat, but daemons do hurt).
Weaknesses: the more individualized the more expensive, high point cost per model, cant assault out of vehicles. If good at one thing, bad at another (CC or Shooting)
Things to remember: can be made very cheesy
(Turn 1: look I turbo boost my 10 bikers 24” and summon demons or…)
(Turn 2: look I summon 30 demons and my demon prince and they charge you.)
You get the idea, they can hurt bad, however we still have the Initiative. Read the enemies army list carefully, and always ask for them to have a written version (its very easy to make a 1.5k army into a 2k army by adding small gear while you are playing). They can ignore Inv. Saves. (1 weapon)
Necrons: ugh I don’t want to go over this.
Just go to their website www.theutherfish.co.uk/csgb/index.php
Go to the tactics board and that should clear it up for you, and to save you the time
No there is no good way of taking out a monolith.
Eldar: Needs to be covered in high detail
Strength: can defiantly out shoot us. And out assault us but the chance for that are rather slim of doing both.
Wraithlords
Good tanks
A very nice HQ
Can be very fast.
Weakness: Over specialization just like us the units that are good in CC we have opposites for (Scorpions vs Incubi, Howling banshees vs Wyches). They cant assault out of tanks.
Things to keep in mind: Falcons are really hard to take down. Wraithlords are overrated (1 round of combat form an archon with an agoniser). Our codexes are both really old and really need updating.
Quick run down of all the enemy armies.
Imperial guard: covered previously.
Strength: a large volume of bodies, as well as a huge selection of heavy weapons and tanks. Can pour out insane volumes of fire.
Weakness: melts like butter to powerweapons, warpbeasts, or other close combat specialists.
Things to keep in mind: Tanks hurt bad, ordinance is their friend not yours, charging in is always a good option.
Tau: To be covered in more detail.
Strength: High strength guns (5 for basic infantry gun), lots of specialty heavy weapons, huge range. Can split fire between multiple units. Can jump back behind buildings or forests after shooting.
Weakness: melts like butter to powerweapons, warpbeasts, or other close combat specialists.
Wyches are meant to eat tau.
Bs 3 for the most part.
Low numbers.
Things to keep in mind: they don’t need to see you to shoot you. They can shoot you then jump back and stay hidden.
Space marines: No need to cover this ask if specific questions arrive.
Sisters of battle: To be covered in greater detail.
Strength: power armor grants them 3+ save, using vows (special power granted by codex) can give a squad a 3++ save. Or increase their str to 5, many different options all coast different amounts. Tanks use heavy flamers, different and better versions of the dreadnaught. Tanks with Str 8 ap 1 missiles with d6 shots per turn. More flamers.
Weakness: They are just girls (ooh I’m going to get hurt for that one) they are only To 3 so they are not that tough, everything (with 2 exceptions) can be insta-killed. They have relatively few assault squads. Not many heavy weapons.
Things to keep in mind: They have tanks, those tanks can and will flame you, they have Ap 1 weapons, but other then 1 tank and 1 heavy weapons squad they have few long range weapons. They are medium fire specialists, and will prefer to roast you instead of getting into CC.
<Note have not had a game against them in a while so this is not all accurate>
[glow=red,2,300]ORKS[/glow]: To be drooled over in high detail.
Strength: Lets just say 10 orks deliver 40 attacks on a charge. The one thing that worries me as a DE player is finding some one who has any skill with orks. Because ork are potentially the deadliest most flexible army around. They are a hoard army with loads of models. Capable of having 3 special weapons per squad (including rocket launchers) which are all assault weapons. Orks are tough (to 4) but relatively weak (str 3) however they have a lot of tricks to make up for that fact. Orks can also loot tanks from other armies so do not be surprised if you see a Basilisk sitting in a corner. Ork can also have 9 dreadnaughts which can fix themselves (to a degree) or can be fixed by others.
Weaknesses: People say that Bs 2 is laughable, I say you try laughing when Orks start of their shooting phase, sure with low Bs few will hit, however ork weapons make up with high str of the weapon not to mention being assault.
Ork have low or no armor saves, however most experienced ork players will have a screen of Grotz, granting the orks behind a 5+ cover save.
Orks have In of 2 – 4 ranging from the lowliest of boyz to the warbos, however on a charge and a Waaaaagh! Test they double their initiative, that’s right a possible In of 8. However most will still strike slower then our basic warriors.
Things to keep in mind: Ork are great in assault and will rarely break.
Ork weapons reduce saves to 4+ (chopas).
Orks have a lot of assault weapons.
Never underestimate the power of the WAAAAAAAAGH!!! Or it will be your doom.
Nids: Covered already, ask for further questions.
Strengths: Good in CC and with a new codex (which I have to read) they have gotten much, much better.
They can move and charge for a 24” assault range.
Hoard army.
2+ saves
High toughness.
Weakness: They still cant shoot but have guns for str 10. The big bugs are slow, and can be shot through other bugs.
Low or no armor save to speak off.
Things to remember: Wyches really help, rending rips apart taloi, ravegers make up their weight in gold. Try to keep out of reach.
<Need to read new codex and play new nid army, old data so there may be new surprises.>
Chaos: Will be covered with detail.
Strength: 3+ saves, can summon demons, lots of variations. Can be made very shooty, can be made to rip apart things in CC (I have yet to meet an army I could not beat, but daemons do hurt).
Weaknesses: the more individualized the more expensive, high point cost per model, cant assault out of vehicles. If good at one thing, bad at another (CC or Shooting)
Things to remember: can be made very cheesy
(Turn 1: look I turbo boost my 10 bikers 24” and summon demons or…)
(Turn 2: look I summon 30 demons and my demon prince and they charge you.)
You get the idea, they can hurt bad, however we still have the Initiative. Read the enemies army list carefully, and always ask for them to have a written version (its very easy to make a 1.5k army into a 2k army by adding small gear while you are playing). They can ignore Inv. Saves. (1 weapon)
Necrons: ugh I don’t want to go over this.
Just go to their website www.theutherfish.co.uk/csgb/index.php
Go to the tactics board and that should clear it up for you, and to save you the time
No there is no good way of taking out a monolith.
Eldar: Needs to be covered in high detail
Strength: can defiantly out shoot us. And out assault us but the chance for that are rather slim of doing both.
Wraithlords
Good tanks
A very nice HQ
Can be very fast.
Weakness: Over specialization just like us the units that are good in CC we have opposites for (Scorpions vs Incubi, Howling banshees vs Wyches). They cant assault out of tanks.
Things to keep in mind: Falcons are really hard to take down. Wraithlords are overrated (1 round of combat form an archon with an agoniser). Our codexes are both really old and really need updating.