Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Okay so now I'm going to try and get this poll up and running, last time I got cut off and the poll was never attached to the thread so here we go...
With all the new codexs that have come out I want to get a general feel for what people think is the best codex and for what reason. Does the codex have an immensly powerful unit/s that you just love to use or hate to fight? Is it really well balanced? Is it just really fun to play? What ever the reason I'd love to hear it.
So lets get down to business, I personnally think that Grey Knights are my personal fave. They are different enough from normal marines but have alot of the perks that they have (power armour/S + T 4) and have a shed load of abilities that make them very versatile. They have their weaknesses but playing them correctly can compensate for those weaknesses and make them an over-whelming force. Jack-of-all trades but master of none.
I cast my vote for the despicable Dark Eldar. Biased a little obviously, but I feel it is truly one of the more balanced codices to date.
(WH40K) Dark Eldar - (12,000pts) Sisters of Battle - (5000pts) Dark Angels -(3500pts) (WHFB) Dark Elves - (10,000pts) Beastmen - (5000pts) Empire - (3000pts) Wood Elves - (1500pts)
Voted Orks. Well balanced, literally dozens of competitive builds. Very few "garbage" units. And most importantly always fun.
I voted Necrons. Well balanced; with a multitude of competitive builds. They've got multiple viable options in every slot of the force org. Several good flavors/styles of armies that play very differently.
Want lightning fast? They can do that.
Want an intransigent phalanx? They can do that too.
Firepower? O yeah.
CC? Pretty darn good at that too.
How about an army without vehicles? Yup.
How about an army completely mechanized? Absolutely.
And with all those options; they can remain competitive. They have interesting and varied tricks up their sleeves between special characters and royal courts. This codex has everything their last one didn't, variety and flavor.
We shall see what 6th edition does to it; but my guess is the space robots only get stronger.
As for the fluff changes; that's subjective. My .02? I say it got better. The Tyranids already had a lock down on irrevocably, irredeemably evil force bent on destroying all life in the galaxy. By leaving the motivations and moral leanings to each tomb world, they've made the Necrons a less monotonous, more flexible part of the fictional universe. Now, you could theoretically have a benevolent Overlord leading a force of 'good' space robots. A stretch? Yeah. Impossible? Nope!
Balanced Rules + New Fluff = win. Now, if 6th edition breaks them and makes them OP.....well that's what comp points are for.
"They have us surrounded? Good! Now we can fire in every direction; those bastards won't get away this time!"
Depends on how you define 'best'.
'Best' competitively is probably the Grey Knights right now. They just basically have a book that gives them pretty much any ability you could ever want and the ability to combine multiples of the better choices. Need anti-horde? Purifyers get more attacks, cheaper access to I6 and come with 'winning flame'. Need anti-tank? How about multiple dreads each with 4 twin-linked S8 shots for transport-popping fun along with speedy multi-meltas, cheap meltaguns, an utterly disgusting amount of S7 rending, cheap lascannons with monkies, vindicare assassin... Want to put other MSU mech builds to shame? here's 6 razorbacks w/psybolts because you can take 20ish pts worth of scoring units to get them. Want a small, super-elite army that abuses wound allocation? Grab yourself Draigo + Libby + Pallies. Want to counter every single assault unit in the game for no effort? You can take psycho + rad 'nades.
Add in all their anti-daemon abilities, especially the 'free' dark ex on dreadknights and the abomination that is warp(ed cheesy) quake.
Now give their mech the ability to outright ignore 90% of the glancing/stunned results.
And NOW consider that GK's are ment to be primarily a shooty army with the game's best mid-range shooting, but they also come with some of the best combat units & abilities in the game!
Basically, GK's have a ready counter for anything else in the game.
Now, as for what's the 'best' army in terms of fun?!
That's easy, the army YOU think is most fun!
gotta agree with the above. GK are the most balanced, have a variety of competitive builds, and the models are awesome!!!
Yes, the book has excellent internal balance. There's no real 'lame duck' entries outside of a few of the henchmen (daemonhosts, looking at you failures!), & some upgrades that are 100% situational. (plasma syphon, your turn!)
The book's external balance is easily the worst in the game currently. Far too many 'rock/papper/scissors' match-ups that are grossly one-sided, 'free' squad-based psychic powers, half the assault armies in the game are heavily neutered and Daemons are practically in an unwinable bame vs most GK builds unless the GK player is a complete idiot.
Hence why so many people outright hate playing against GK's. It's more painfull than it is fun simply because GK's seemingly have an easy answer for anything you can throw at them.
I get the idea that they're supposed to be the elite of the elite and all, but there's so much undercosting in the book, plus the outright stupid descision to allow two of the book's best unit to be spamed as Troops means that GK's have become 40k's version of Fantasy's 7th ed Daemons. They're not quite as bad as the fantasy daemons, but they're the closest 40k has come in a long time to having that 'win-button' army. (and they do have their win-buttons against a couple armies!)
They made the units cheaper, allowing you to actually field an army that doesn't need to use other armies just to get a decent number of models on the table, and made the force weapons all power weapons but they got rid of the +2 Strength and instead gave them the hammerhand special ability. A psychic test that in a lot of cases will be nullified because most armies do actually have an effective anti-psyker capability.
Truthfully how often do GK players actually use the ID characteristic of the force weapons? I don't use it that much. You just have to remember that the new rulebook is just round the corner and it's the rulebook that makes force weapons power weapons not the codex. They may just nerf that little bonus when the new one gets released which I fully expect them to do in one form or another.
You are going on about making two of the best units their troops? I'm assuming you mean purifiers and Paladins? I said before that I probably agree that purifiers are a bit on the powerful side when compared to their points...but paladins? Really? The only real bonus those guys get are two wounds and the ability to abuse wound allocation...oh wait a minute that's because the rule book lets them, not the codex, another rule that may just get nerfed. And lascannons/meltas/powerfist/thunder hammers/etc... ID them so the extra wound isn't worth much.
Lets see what else...they have force weapon-power weapons...wait a minute...all terminators from every codex that has them have power weapons! And this time they don't get +2 S like in the Daemon hunter codex, they only get hammer hand which can get nullified and they have to use the psychic spell to use hammer hand rather than activate the force wepaon. They can't take a dedicated transport, they don't get to take storm shields. What they can take is Halberds making them I6 making them pretty deadly in CC which does help with the fact that they DON'T have storm shields. A normal Thunder hammer/Storm shield termie unit will eat through paladins and cost less. Paladins aren't all that scary.
Purifiers though, they are nasty. They hate horde, although I played a purifier army with nids just the other week and owned them in CC because I kept my anti-psyker units nearby, out of 10 attempts to use cleansing flame/force weapons he only got 2 off and killed 4 gaunts and ID one monsterous creature in the very last turn.
The only reason I lost that game was because it was a killpoint game and he was allowed to stand and shoot at me. I only lost by 2 KPs and had it been objective based I really do like my chances on having won it. Purifiers are probably the best unit in the codex but their far from unbeatable even when spammed.
My summary is, marines don't like the fact that all of them have power weapons and horde hate purifiers. Solution, don't go horde and marines should shoot them rather than CC them unless they have TH/SS Termies. Guard and Eldar I don't think are that bothered by them at all, they are pretty much your normal marines to them except theres less of them because of their points cost.
Guard. Not because they have the best balanced codex, but because they successfully counter what are arguably the most competitive armies: Grey Knights, Dark Eldar and to a lesser extent, Crons.
They do this by effectively killing opposition mobility, and quite often with that, their anti tank capabilities. Mech'd up firepower, Troops absurdly cost efficient, plays around with reserves, psychers, blasts... I hate playing them with both my eldar and GK...
Oh, and not to mention the ridiculousness that is the Vendetta.
Guard all the way.