Tuesday, July 21, 2009

My thoughts on the state of play


In preperation for the tournament next week I've been flicking throught the various codexes and unit descriptions on GW website along with trying to play against armies that I don't see often. Anyway here is a bottom to top run downs of what I feel the threats are.
15. Necrons - Phase out wrecks what should be a great army. The night bringer and monolith are scary but in general I should have enough fire power to get the phase win.

14/13. Blood Angels/Dark Angles - Both are significantly worse than regular marines. although they benefit from the use of assault marines and terminators, respectively as troops, the regular marine player ge
ts most of the same options significantly cheaper.

12. Deamon Hunters - A small number of elite heavy infantry. Most armies can take the equivilent in units plus extras. A great idea for an army ruined by an outdated Codex

11. Tau - I like tau. They were my third choice of army when I first started. What ruins them is over specialisation and a lack of speed.

10. Dark Eldar - I have played only a couple of games against dark eldar. Both resulting in clear wins for my marines. This may have been a lack of skill from my oponents but i never felt threatend by t
hem. The only reason they rank so high is because other players have told me about thier Potiential

9. Marines - I'm a little surprise my army of choice is so low. They have good cheap units, plenty of toys and special characters, can be adapted to almost any play style. Firstly every one expects any tournament to be at least 50% marines and packs marine killers. They also lack close combat effectiveness.


7/8. Sisters of battle, Black Templars - I've played against both recently and was surprised. What makes the Sisters better is Faith points. Most annoyingly the ability to turn a units armour save into an Invul save. The black templars Zeal rule can cause major problems for the unsuspecting
marine player. Along with 5 man terminator squads with 2 assault cannons.

6. Nids - So many nice toys. Hordes of gene stealers, Fex's of doom, lictors. scary stuff, stay as far away as possible unless you are sure you can kill the entire unit.






5. Eldar - The fastest and most specialised army. falcons for tank shocking, jet bike swarms, Avatars, wriath lords. Eldar win through speed, overwelming fire power and enough toys to cover any situation.

2/3/4/- Chaos/Chaod Deamons/ Imperial Guard - These 3 are hard to split. Chaos has better toys than marines but pays for them. The edge out the above due to Plauge Marines, Lash Princes and general bad assery. Guard has the new toys to bring down just about anything. I am planning an article soon so you may have to wait a little while to see my thoughts on them


1. Orks - As much as it pains me to say it Orks are the scariest thing on the board. They make me wish I kept the orks from the 5 black reaches I bought. This is currently looking like my third army once guard are done. Never underestimate them. Whether it be Mech orks, green tide, Nob bikers or any combination.

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Project Up Date
- Deadline for the Titan. 5th September. I'm going to be busy. I did however score a box of old lego when my parents sold their house so hopefully I can had more articulation than previously thought.

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