Which army are you most scared to play? - Warhammer 40K Fantasy
 

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View Poll Results: Which army are you most scared to play?

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  • Blood Angels

    4 20.00%
  • Chaos Daemons

    0 0%
  • Chaos Space Marines

    1 5.00%
  • Daemonhunters

    0 0%
  • Dark Eldar

    4 20.00%
  • Eldar

    1 5.00%
  • Imperial Guard

    13 65.00%
  • Necrons

    1 5.00%
  • Orks

    2 10.00%
  • Space Marines

    0 0%
  • Space Wolves

    3 15.00%
  • Tau Empire

    2 10.00%
  • Tyranids

    3 15.00%
  • Witch Hunters

    0 0%
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  1. #1
    Member Jgroover's Avatar
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    Which army are you most scared to play?

    Which 40k army scares you the most to play? If you were at a tournament which of these armies would you be hoping you don't have to face? Please leave a comment saying which army you play and why the army you voted for scares you.


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  3. #2
    Member Jgroover's Avatar
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    I voted for Imperial Guard, because they have such a crazy number of high strength large blasts. It always blows my orks to bits. Plus even the lowly guardsmen can be way too effective against ork boyz.

  4. #3
    jy2
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    #1. Imperial Guards. Their firepower is just too great. I think they are one of the best tournament armies.

    #2. Space Wolves. One of the most balanced codex. Also very strong and efficient. IMO, one of the best armies out there.

    #3. Chaos Space Marines. Still consistently successful in tournaments. Dual-lash is nasty especially against psychic-defenseless armies.

    #4. Orks. Still a consistent tourney-winning army. Very tough and bloody to play against.

    #5. Mechdar. The fastest, most resilient army out there.
    Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
    Blood Angels 12-4-2 Daemonhunters 20-8-3
    Imperial Guards 12-5-2 Daemons 8-3-2

  5. #4
    Son of LO Polaria's Avatar
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    I voted Imperial Guard... I haven't yet actually losed to them but many of my games have been very close draws and I have only fought horde armies, not vets-and'-chimeras kind.
    Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
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    Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
    Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1

  6. #5
    LO Zealot mynameisgrax's Avatar
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    I'm surprised that no one else has said Tyranids. The nid armies are some of the best balanced and most dangerous at the tournaments I normally play in. Their ability to spawn new troops and shut down your close combat units by reducing their WS to 1, is devastating.

    Imperial Guard isn't that scary. Peel open their transports and you'll do fine. They're shooty, but they're far from invincible. I will note, however, that there are some army setups (Chaos Daemon Epidemus lists, footslogging marines, Grey Knight Land Raider lists) that are nearly impossible to play against IG with.

    This may surprise you, but I voted for Dark Eldar. Dark Eldar players are DANGEROUS. Yeah, their army isn't the best, but the people who bring the Dark Eldar to tournaments almost always know what they're doing, and the last time I played against them my Orks got erased in short order. Believe me, if played right, they're one of the deadlier armies in the game, and most people who play them know how to use them right.
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  7. #6
    jy2
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    I'm not surprised so many people are afraid of Dark Eldar....but that's because those people are playing MEQ armies. DE consistently have problems against IG, Tau, shooty Space Wolves and shooty Nids. They also have problems at 2000pts+ as they don't scale as well as some of the other armies. They are scary, but there are many builds that they are scared of as well. That's why I didn't even rank them in my top 5 scariest armies. Top 10 sure, but not among the top 5.

    Nids, please. They're a good army, but they're not a great army. A lot of armies have problems against them, but then they also have a lot of problems against some armies. Space Wolves Rune Priest/Long Fang-spam, Witchhunter Immo spam, IG, dual-lash and some assault-heavy armies do good against nids.
    Last edited by jy2; July 17th, 2010 at 04:05.
    Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
    Blood Angels 12-4-2 Daemonhunters 20-8-3
    Imperial Guards 12-5-2 Daemons 8-3-2

  8. #7
    Blood Boy Leech's Avatar
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    I voted Imperial Guard and Blood angels because they are overpowered.

    Imperial Guard have almost everything their way. Huge guns and blasts, loads of cheap infantry but nasty infantry if they want them. All Imperial Guard units are good at what they do even if it's just getting in the way and dying. They have the Hellhound and it's variants with very nasty long-range templates. But the Hellhound and variants is still fairly cheap, especially when compared to the horribly high points cost of the Tyranid Tyrannofex which has an inferior template weapon despite it's much higher points value.

    Blood angels are far too good in assault for Marines. Mephiston for example was a character I liked when he was balanced and he made me like BA, even think of getting them. Now Mephiston is so nasty it's made me feel somebody made his rules that way because they couldn't stand the idea of him losing. Special characters should make the game interesting, they should not be so loved by the game developers that they are in effect spoiled with their rules. The Blood angel combo of very good Marine BS with extreme assault ability makes it too easy for them to win.

    Quote Originally Posted by mynameisgrax View Post
    I'm surprised that no one else has said Tyranids. The nid armies are some of the best balanced and most dangerous at the tournaments I normally play in. Their ability to spawn new troops and shut down your close combat units by reducing their WS to 1, is devastating.
    Only the Tervigon can spawn broods and only the Hive Tyrant can reduce WS to 1 and neither task is fool proof. Both of these are very, very pricey monstrous creatures and are both HQ so there aren't that many of them.

  9. #8
    Senior Member Sancraer's Avatar
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    I play a mechanised space marine force.
    ALthough the Imperial Guard have a scary output, I feel my list has enough firepower to distract the guard army until I get close, and when ten marines charge ten guardsmen I think I know who'll win. And mechdar more annoy me than scare me. Tyranids just make me laugh for some unknown reason. (I just like the scenario of the bug squishing the human).

    So instead I cheated and voted for two armies: Dark Eldar and Necrons.
    Firstly Dark Eldar. Due to their rarity I have never played against Dark Eldar, which means I can only use advice for my tactics. My list is mechanised and so their numerous dark lances would wipe it out and then their disintegrators would mop up the remains. A noob dark eldar player would be fine, but unfortunately most Dark Eldar players are experienced and so scary (also they're going to do bad things to my marines...).

    I chose necrons because they are my worst nightmare. A nooby necron player is easy to beat, my army just blasts holes with my 3 vindicators and tank-shocks, blows smoke, then next turn disembarks and murders everything in combat. However, my friend has played necrons for two years now and nothing else. He knows every weakness and strength of the codex and exploits them madly. His tactic: to put 2-3 monoliths in front of his warriors, with destroyers on the wings and a necron lord with res-orb in the middle of the warriors. First turn his destroyers fly sideways to attack my side armour whilst the rest of the army advances. When I get close, the monoliths move sideways to let me in. Now you may think this is a mistake but it is not. The opening allows him to bring 50-60 gauss rapid firing shots at me, capable of killing anything they target. If it survives then I charge but he normally holds (as there so hard to kill and have Ld10). He then uses the monoliths to teleport the warriors out and repeats the gause.

    A necron player who plays like this against space marines is evil. My extra speed gives me little advantage due to his castling up (although mechanising has helped me a lot, allowing me to capture objectives opr tank-shock him away from the res-orb). And he adapts his tactics welll to other armies. Except against nids, eldar and perhaps dark eldar, a truly experienced necron player will never win, but nor will he lose, he will almost always draw (how do you stop him contesting an objective if he puts a monolith on it???!)


    Then again, my friends army containing eldrad, a farseer, warwalkers with missile launchers and 2 squads of reapers isn't nice (thats all the squads guided, or some enemies doomed (also using a hole in the rules, a farseer may use his powers per turn which unless specified refers to a player turn, meaning he fortunes his units during my turn). My friend is also ridicoulously lucky, (an avatar holding off 1500pts of necrons and then killing 600pts of it) (Eldrad Ulthran, surviving against a 1500pt daemon army after all the other eldar were dead (in fact he actually was runnning away, but then rallied, cast fortune on himself, mind-warred a greater(?) daemon and then doomed something and killed lots).

    So really after this enormous psot, I'm not scared of any army, just my "friends".

  10. #9
    Toy Soldier Aficionado Wolf Guard's Avatar
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    I voted for Imperial Guard, but not because they are scary. It's because I have the hardest time consistently beating a Guard player.
    The Wolf time is upon us!
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    Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar

  11. #10
    Junior Member A.T.'s Avatar
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    Quote Originally Posted by Sancraer View Post
    (also using a hole in the rules, a farseer may use his powers per turn which unless specified refers to a player turn, meaning he fortunes his units during my turn)
    Eldar codex page 28, first paragraph - powers are used at the start of the _Eldar_ turn unless otherwise noted.

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