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I am thinking about some armies for warhammer 40k.
The armies that I am thinking about are space marines, tau, tyranids and orks.
Any pros/cons information would be appreciated.
Space Marines have alot of options, you can make them shooty or combat orientated, lots of different models, but some people think they are a little plain but I think thats just because eventually everyone has a marine army if you play enough
Tau are very shooty, more options now with a new codex, my favorite of the 40k armies, buts that my opinion.
Orks and Nids kinda similar, both do best with lots of models in the army, mainly geared to close combat, both armies have alot options and lots of conversion options.
I'd read the codex's if you can, read the army sections of the forums and just look at some finished models to see what you like the look of best, because that will matter as much as any thing else...
Goodluck with whatever you pick
I'm going to say this before anybody else does - you need to choose your own army, and you need to research the pro's and con's yourself, as one persons pro is another persons con.
You are in the right place to research the armies you are thinking about, as there are plenty of threads that cover these armies and this topic.
Go with your gut feeling, there is probably one army you favour above the others, whther its for the models, the fluff, or the characteristics of the army.
I play SW and 13th company (a variation on SW) and they are good, as they can take a licking and keep on kicking - and other marine chapters do the same. And they are good at pretty much everything. Anybody can pick up and play marines just to there ease of use, mastering them is a different matter though.
Tau have great weapons, but can't use them properly.
Nids are cc monsters - literally.
Orks are also great at cc.
Space Wolves are badasses that operate just barely within the rules.
13th Co. didn't even know there were rules applying to how badass they could be.
... and Daemonhunters make it three - now just need a spare room to store it all!!!
Jodfrey summed it up.
Personally, go for an army that is-
2) has a playing style you like
3) just 'feels' like the army for you
I know thats not much help, but like Jodfrey said, look around, read up on the armies and try to get the feel of them.
Jodfrey and The Outsider are correct. However, I'll give you something to think about when choosing an army anyway.
Tyranids are less straightforward than the other three races. If you do decide on Tyranids, than you're in for alot of work; though rewarding. One box of Warriors contains a million possiblities for you. Tyranids are so diverse, and each creature can perform any task if you build it right. Remember: You can customise Tyranids with many biomorphs; each biomorph granting the Tyranid creature a certain skill, be it the ability to shoot straighter or what not.
A Tyranid army moves like you want it too. There are no restrictions on what it can do, as long as you know how you are customizing your amy.
With Space Marines you can pack tons of firepower into few models. Marines do not dominate with sheer amounts of firepower, but a combination of powerful weaponry and skilled marksman. A few models have a better chance of hitting their mark with strong weapons.
Tau and Orks are different however. Tau sacrifice the skill to fire their weapons for more powerful weapons. Their basic infantry carries the Warhammer 40k's weapon with the longest range for basic soldiers. Meaning they have they chance to kill you before you can even have a single shot at them. However, they pay by having a harder time hitting their marks.
Tau tactics are based around that they have extremely powerful guns. If that fails and it becomes close combat, than you might be in a little trouble.
Orks basically just run at their enemies. They depend on the fact that they outnumber their opponents most of the time. That means they have many many models for every single model you have. They have more shots with their guns, and more attacks with their swords. However, it is again a trade off. They pay by not having much skill with their weaponry. They rely on having a better chance to rol good numbers with the dice.
I hope I gave you something to think about.
Peace go with you.
The pro's and cons's of an army are more about $$$, modelling and painting, age of codex, likelyhood of updates, etc and much less about how effective it is against other armies.
ORKS - usually a large horde style army geared for Close Combat
They have that whole kewl speech pattern thing, and you can yell out Waaaaaghhh! and people just nod knowingly.
A good selection of troop types and upgrades.
very old codex
Detailed models take time to paint
Horde armies are expensive to collect (much of the model line is old and metal)
Tyranids - usually a horde style army that is geared for Close Combat
The new models come with a billion parts so you can model any upgrade without having to scrounge for conversion ideas (WYSIWYG), and if you use magnets you can change it on a per battle basis.
A billion unit upgrade options
Painting is failry easy
There are so many unit upgrades that if you model them all without magnets then you're stuck with one set army
Horde armies have lots of models to build and paint
Tau - typically very shooty oriented (they don't have many good Close Combat options)
New codex released with new units and models
Painting is fairly basic.
Good weapon and upgrade options (again magnets really help)
Costly models (all the crisis and battle suits, hammerhead tanks, piranha, etc)
very few close combat choices
Space Marines - pretty well balanced between shooty and close combat
GW's bread and butter armies, they will always get codex updates and new models first.
easy to paint
relatively cheap to collect
lots of troop types, weapon options and upgrades
many specialist armies with neat rules, even DoItYourself chapters with unique traits
common as dirt
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar