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Hey all...im not sure if this has been done before but i want to do it myself as i am looking for the support in person.
I am having trouble choosing a primary army. Luckily for Imperial Guard i only have the codex which i am able to exchange for another as i have the reciept and it is still in awesome condition.
To help me decide i would like you to design your custom unit from any army which if given the chance you wouldnt go to battle without! When/if you have used this unit in the past what did it do for you that possibly made a significant diffrence in the outcome of the game. I want to know all the hard equipment they use which is essential to the unit!
This unit can be anything from a tank to a HQ choice. Any points amount, i am not putting a limit on it. It can be as cheesy as you want it to be!
So yeah bring your unit on! Lets hope it attracts my interests to that army!
Thank you all!
Last edited by Too_3asy; August 28th, 2006 at 16:51.
Witch Hunters. Unit I wouldn't live without:
The basic Sisters of Battle troop choice.
We're talking 11 points a head. Just eleven.
BS4. WS4. 3+ save. Bolter weapon. A seperate 5+ save to completely cancel a psyker's psychic attack or ability on them before it even takes place and effects them.
S/T 3? What a shame, being a mortal. But you gotta fail the save first. What about AP3, you're asking?
That's where we go into Acts of Faith. Each veteran leader, (+10 points for access to the armoury, an extra attack and making the unit "faithful", they're worth it,) makes her unit "faithful", meaning they produce a "faith point" and can use acts of faith, (hereby referred to as AoF.) Each AoF is done with a 2d6" roll to score under or over the present squad size. If the roll succeeds, one of several effects, (chosen, not decided randomly,) can happen, each lasting the rest of the turn: armor saves become invunerable, the unit gains +2S and strikes at initiative 1, +2 initiative, (cannot be used with +2S ability,) as well as a few others that escape my memory.
The troop size? 9-19 plus a sister superior, (or veteran sister superior, if you're smart.)
At 4 points cheaper than marines, you have one more of these babes every 3 marines, (with a point to spare,) and they have the rhino option, with special weapons being a flamer, heavy flamer, meltagun or storm bolter, and an imagifer if you're paranoid about losing the AoF roll, (which you don't need to be.)
Even if there wasn't a compulsory two Troop choice rule, I'd still pick at least two of them in any game with points at or above 750.
Second up is the Exorcist, but more likely than not another WH player will tell you about that gothic piece of vehicle.
Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel
This is a tough question for tyranids as the entire army really functions as one. with SM or CSM or most other armies units can exist on their own and can handle different challenges without help. In a tyranids list no single unit is more important than ony other. That is really how you have to play them. I try to make evey unit around the same pts cost so that way it doesnt matter which one the enemy kills.
If I really had to choose, I would say a dakka fex. At 113 pts he cant be beat. hes solid as a rock, has 4 wounds, a SM save, and 8 ST6 shots that re-roll to hit and to wound. I find that I hit and wound every shot. I took down a khorne daemon prince that had feel no pain in one volley. You just cant beat that. 113 pts!!!!!
I thought sisters were WS3.
Yes they are. But they are not Guardsmen in Power Armour. Lol, i hate it when people say that!
No no.. they are only to be underestimated at your own financial risk. Anyone who thinks the sisters can't perform are in for a rude shock.
I just thought it was WS3 because i would have felt like a horrible cheat having squished them in CC with my superior Chaos Marines in a game the other day.(hint hint, choose Chaos - the army with infinite choice)
I'll have to say either SMurfs *ducks under the hail of thrown objects*
Marines: The Command squad. You can have any pairing of any special weapon avaliable to the infantry. Then on top of that, you can make 4 members of the squad take a power weapon if you want to go expensive... THEN you have all sorts of specialist kit if you decide to do that. THEN You can have one of each HQ IC as a part of it... THEN You get Veteran skills... THEN you get a transport or Drop pod if you're under 10-6men.
Or the Doc-oc Techmarine.
Eldar: Khaine = Yum. Don't try to deny.
SPIDERS!!! They move so damn fast it stopped being funny, then started being funny again! They're said to not be a consummate CQC squad, but to try it with a squad bearing a Character who ignores armour saves, can fire twice with a S6 gun before charging, getting in with a total of 5 attacks at I6, then disappears at the end of the turn... To an enemy squad up to 12" away... RULES!
Post your army lists in the ARMY LIST section! Not that hard!
Khaine = weak
the night bringer can destroy the avatar. we played a close combat straight up with two avatars vs the night bringer and the bringer still had 2 wounds left at the end. just to put that out there for really no reason.
2 armies deploy facing each other. all looks nice and even. Then the wave serpents on the left flank take off fire starengines and the entire eldar force devours one flank before turning to mop up the other.
Or the sheer amount of tricks and rule breaks that come up....
player; Ha! your bright lance missed my Land Raider,
eldar; Nope. Re-roll coz of guide, oh look it hits, roll for penetrate is a 5,
player; Ha! eat armour 14 chump!
eldar; err, nope your armour only counts as 12 coz its a bright lance...
player; Ha! penetrate, your falcon going down,
eldar; No, thats a glance, skimmer moving fast,
player; fine! ha! 6 read it and weep pointy ears,
eldar; Re-roll, holo field,
player; fine (rolls) stunned, ah well at least you cant shoot me.....right?
eldar; spirit stones (rolls a 6) actually, I can...
If someone doesn't know what they're up against, or is prepared for it there is just so much potential speed, variety and combinations, that you can seriously find yourself on the back foot, wondering what craziness will spring up next (guardians saving wounds from battlecannons, pathfinders with 2+ invulrenable saves, jetbikes and spiders moving twice...)
That was ace! More people have to start doing that! 'Nuff said! But will the new Codex grant you all that?