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Okay, green horns, I'm here to give you a breif synopsis of the main Warhammer 40000 armies available to us all. I'll provide some small background and the main focus of each army.
I highly encourage veterans to make specific small tacticas for each army to expand on my thing. I'll make links on the first post, so that newbs have easy access.
"I don't know which chapter yet" thread
Space Marines vs- Tactics
The Adeptus Astartes. The Emperor's Finest. The Angels of Death. Call them what you will, these guys are the toughest army available to the Imperium. Just about every model has a 3+ save, and will never run away completely. They know no fear. Their infantry is fantastic compared to their mediocre armoured vehicles. If you like big-gun toting basic infantry, then the Marines are for you.
IMPERIAL GUARD 2
This is the countless billions of run of the mill soldier. You are the faceless, untold hero of the Imperium, and you are completely replaceable. The basis behind this army is numbers and big guns. And tough armour. The Imperial Guard has access to the toughest vehicles in the entire game. Heck, they can take a whole force of vehicles. For armoured goodness, with limitless infantry support, take the Imperial Guard.
I'll group these together for simplicity.
Ordo Hereticus (Index Of Witch Hunters Articles) 2
The Witchhunters. It is their job to root out the heretic, mutant and psyker in the Imperium. Their chamber militant, the Sisters of Battle, is solely female recruited, each filled with a holy faith that manifests itself on the battle field. They also tote big guns, and tend to be a very shooty army. Being part of the Inquisition, it can requisition specialised assassins and orbital strikes, making it a very characterful army indeed.
Ordo Malleus (Daemon Hunters Tactica)
The Hammer of the Emperor. These are the Daemonhunters. Their job is to root out Chaos at its source. They have the Grey Knights, special Space Marines trained and equipped with special psychic weapons that are specifically designed to destroy Daemons. While a very expensive army, it is very characterful and challenging army to play. Again, they are part of the Inquisition, so have access to Assassins and special units.
CHAOS SPACE MARINES/LOST AND THE DAMNED 1 (The Frequently Asked Questions about 40K Chaos.) 2 (HQ Configurations + Tactica) 3 (From Start to finish: a chaos army (v.2)) 4 (Building a Chaos Army) 5 (Index Of Chaos Articles)
This is the Chaos of the Imperium, the rebels and the heretics of the galaxy. Operating largely from the Eye of Terror, Chaos tends to be very old, having the combined wisdom and training of a thousand years. They can take Daemons, and all sorts of warp-spawned horrors. Very challenging to play correctly, but once mastered they are a force to reckon with. If your style involves ruthless hard hitting attacks, then Chaos is for you.
ELDAR (New Eldar Tactica)
These are the fallen. Before the Imperium of Man, they ruled the stars. They were gods. But their decadence took them to rock bottom. In a fortnight, the majority of the Eldar race was obliterated as the Chaos god, Slaanesh, was born. Now the Eldar wander the stars, merely trying to survive. As a result, they are the most technologically advanced and specialised army in the 40k universe. For fast, and specialised armies, take the Eldar.
DARK ELDAR (The De Faq.)
The evil cousins of the Eldar. They come from the Commoragh, their realm where they take prisoners of war, and torture them, performing horrific experiments on them. Largely a fragile race, it takes a tactical mind to properly play this army. They are devastating when played right. For the truly uncaring race in the galaxy, take the Dark Eldar.
ORKS (Starting Orks) 2
Dey'ze da ladz whoze da bes' inna proper fight. They are the most warlike of the races, most often klans fighting amongst themselves than the rest of the races. Should they band together, there would be no stopping the greenskins. Orks are largely a high number, close combat oriented army. Massive waves of greenskins will overwhelm the opponent with numbers. Very simplistic, but difficult to master. They are regarded as the comic relief in the galaxy. For close combat, high wave goodness, den you'ze should go wiv' da Orkses.
TYRANIDS 1 (Tyranid Tactica) 2 (Tyranid Unit Tactica)
Slobbering, slavering, mindless creatures whose sole purpose is to collect genetic material to provide the hivemind with nutrition. Theyre uncaring masses, led by genetically engineered brain bugs, scour planets of their bio-mass, leaving it scarred and barren, moving from planet to planet to absorb life. They are limitless, as everything the Tyranids need is bio-engineered. Highly efficient and destructive, there is little that can be done to stop them. Tyranids are for those looking for the race that does not care, whose only mission is to obliterate, and are the least humanoid of the races. Truly terrifying.
NECRONS (Necron Tactica 1: Maneuverability) 2 (Tactica: Pariah) Tomb Lord's Manual
The dryed up, metallic husks of an ancient race that battled for the heavens. They are the harvesters, searching for life to absorb for their Sun Gods, the C'tan. C'tan are metallic monstrosities, nigh unstoppable. Once awakened, the Necrons persue a million year old grudge against living things for not being corrupted as they once were. They are very simplistic, not much as far as complexity as far as game mechanics goes. For a quick and easy, yet challenging army, go with the Necrons.
Necron Lord Tactica (Tactica: Necron Lord)
TAU (Tau Faq) Kroot (Kroot tactica.)
Basic XV8 Guide
Lastly, we come upon the Tau. They are a fledgling empire, with aspirations of expansion. Led by the Ethereals and the Fire Caste, they wage war to gain territory, all for the Greater Good. They often make use of various allies to support their guns. They are more technologically advanced than the imperium, due to the lack of superstition of the Adeptus Mechanicus. For those seeking the righteous, tech army, take the Tau as your choice.
There you are, a simple run-down of each of the armies. Veterans should be able to expand on what I have said here, so that your decisions will be much easier.
Last edited by Adrian MalSeraph; October 31st, 2006 at 12:47. Reason: Added new links.
Ahh tacticas. Well I'm always in the mood to help someone else.Space marines
A good comander. And what is good with him.
The way commanders should be used is for a well rounded army. Commanders are the most diverse of all the space marine hq choices. The reason why commanders are so diverse is because they arenâ€™t made for shooty or (stay out of combat) close combat. You can make them shooty or assaulty. Either or he can play his role well.
When you use commanders you should always have a plan for what you want them to do. For example, distract the enemy or take out the main threat n the opponents army or even sit back and shoot at the opponentâ€™s guys and wait for the squads of guys to be weakened then go in for the kill.
Weapons that work best for your commander: Lightning claw(s)
Thunder hammer (maybe)
War gear that works best for your commander: Artificer armour
Melta bombs (maybe)
Here are some good combinations for the weapons:
Power weapon and a bolt pistol or storm bolter or plasma pistol
Pair of lightning claws
Power fist and a bolt pistol or storm bolter or plasma pistol
Lightning claw and a bolt pistol or storm bolter or plasma pistol
Thunder hammer and a bolt pistol or storm bolter or plasma pistol
Hope this helps you on your journey on deciding your commander.
+ Strong in range, second to none (perhaps arguable comparing to Imperial Guard)
+ Very high mobility, the entire army can literally be on the move. (on par with Eldar)
+ The only army that utilise Jet Pack rule found under rulebook pg.55.
+ The only army that has the strongest anti-vehicle weapon, railgun. (some can be twin-linked too!)
- Weak in close-combat, they get squashed by opponent's thumb in assault.
- Very clumsy, general Initiative value of 2, and way-below-average weapon skill.
- Very limited play-style and very unforgiving.. normally, one mis-judge could lead to defeat.
Anima Tactics - try it out!
Responding to the post in the orks thread.
Orks are dominant in close combat. every ork can hold his own or pull ahead of other races when they get stuck in. the main problem with orks is getting them there with enough to make up for what was lost on the way in.
Will add in an edit.
Sluggas: The basic ork unit, as well as one of the best. mobs of about 20-30 are best, anything less than that and they get shot to hell on the way in. with 4 attacks on the charge and the heavy close combat weapon modifier, they are not to be underestimated. a 6+ save means that staying out of line of sight/in cover is a must. gretchin are very helpful for a
footslogging list, which i will get into later.
Shootas: Personally I havent much use for them, but some people like them. this whole section on them will be theorization because i have never used them to very great effect.
They can be either fire support, to single shot anything that comes in range. or they can move up behind sluggas and rapid fire what they are going to charge to thin out their ranks before you get your fragile boys stuck in. Rarely would i see a situation in which i would want shootas instead of more slugga boys. maybe just to stick some cheap rokkits onto, but there are better units for tank hunting.
Stikkbombas: they have their uses, namely taking out armor 12 vehicles in assault, but they have frag stikkbombs for charging opponents in cover as well. they also can take tankbusta bombz for a few extra points, which could be helpful for getting more powerful explosives into more orks hands, but tankbustas are better at what they do than these guys.
Burna Boys: only squad you can take a mek in besides the bik mek, and hq retinues. they can take 5 burnas if you give the mek one, so they do well against heavily armored foes or tanks. another purpose you can give them is minimum sized squad and a mek with tools and 3 oiler grots. you can ues this squad behind a looted tank or a dread/killa kan squad to protect and repair any damage they take. this mek should take a kustom force field to give the vehicles he is near concealment.
Tank Bustas: Having only proxied these models, Again i am not a major authority on them.
these guys are what you use to crack the armor. they have a max of 3 rokkits, with another you can take on a nob, and they all come stock with tank busta bombs. im not sure whether you are allowed to post stats on the weapons, so let me just say that these things own tanks. they can take out a land raider if it doesnt move too far. another thing they get is the tank hunters skill, which essentially gives them strength 9 rokkits against tanks, im not sure whether it works for their grenades.
Gretchin: I love these guys. although the models are expensive, the unit is definitely worth it. they are both an extremely cheap shield to shooting and assaults, and they allow other ork mobs in the same cover they are in to reroll difficult terrain dice. another rarely seen benefit is that they can remove minefields by charging into them, and losing a certain number to the mines but taking the minefield off the table if they have enough.
It takes some getting used to use these units effeciently, but once you get the hang of it, it becomes second nature. Not all of this information is correct, but that which concerns sluggas, burnas, tankbustas, and gretchin can be safely trusted. the other stuff should probably have a search done for, and even for the information i say is reliable to double check. Sorry im not doing the search myself but im writing this at about midnight on a school night.
Going to finish this in edits tomorrow probably, but i hope the information already given is helpful.
Adrian and all,
Whilst the intent is laudable, I think this isnt going to work that well, it is just too big a subject, I would strongly recomend people put tacticas in to articles.
The subject areas are just too broad brush, and collecting them into a single thread means it would be the devils own job to find the bit of info you want.
Plus there are always issues, take the SM above: give a commander a power fist? Very bad IMHO, makes him hit last and anything in base to base can target him, as a basic rule I would never do this.
That is only a basic rule though and rules are their to be broken, the devil is in the detail, which kind of brings me full circle
Everything you have been told is a lie!
The Witch Hunters are a diverse collection of units, and it is far from usual to field all of them at once. Much of the army is made up of the Sisters of Battle, the Chamber Militant of the Inquisitorial Ordo. Many WH players field Sisters only armies as these are generally the most efficient units in the codex. Being an Inquisition codex WH have a great deal of latitude to take allies, though there are restrictions on this. A very careful reading of the section of page 25 and the box-outs of pgs 25 and 26 is strongly recomended.
The sisters of battle also have a range of special rules to do with their ardent faith in the Emperor. These are given on pg 18 and once again a very careful reading is essential. The WH summary sheet, available on the GW website, has these rules. Any new WH player should keep this to hand at all times. I'll give a broad summary here so you have an idea what I am referring to in the discussion of the various WH units.
Shield of Faith
All sisters of battle, but NOT other WH units receive a psychic save and are immune to minor psychic powers. Minor psychic powers are those you roll randomly for in Codex Chaos Marines.
Acts of Faith
AoF are a cornerstone of the sisters of battle, and ONLY they can use them. Expect to use them or have them used against you a lot. There are five different ones in total. Each requires the spending of a faith point and a faith test to activate. A WH player receives Faith points from taking certain Faithful sisters of battle, and only units that contribute Faith points can use Faith. A Faith test is a 2d6 roll against the number of sisters in a unit, the WH player needing to get either equal to or over the number of models, or equal to or under, depending on the act of faith.
The Acts of Faith are:
Divine Guidance - Has a chance to vastly increase the AP value of WH weapons. Units using this act successfully can punch through marine or terminator armour with mere bolters or flamers. Can also be used to give a chance of making sisters attacks in cc count as power weapons, though this is less common as sisters are weak in cc. Expect to use this one a lot.
Hand of the Emperor - Greatly increases the sisters strength in cc, but makes them strike last.
The Passion - Greatly increases the sisters Initiative in in cc.
Light of the Emperor - Makes the sisters temporarily fearless.
Spirit of the Martyr - The unit gains a very good invulnerable save.
All these acts can be used at the same time except The Passion and Hand of the Emperor. Sisters cannot make repeated attempts to use an act in the same phase. If they fail they must wait until the next turn.
I've spent a lot of time on Acts of Faith because these are a crucial part of the sisters. They are as important to them as their high quality guns and armour.
Sisters of Battle Heroines
These are very effective units. Not because of their statline, which is moderate, falling between a guard officer and a marine, but because of Acts of Faith and the WH armoury. There are some very good pieces of kit for the sisters in the armoury which can turn them into deadly cc units, despite their middling WS and Init. Many Heroines operate as IC's with jump packs. Common equipment to take on a Heroine is any of a jump-pack, the Blessed Weapon, an Eviscerator, Inferno Pistol, the Cloak of St. Aspira, the Mantle of Ophelia, Litanies of Faith, Frag Grenades, Meltabombs and the Book of St.Lucius. Common Acts of Faith to use with them are Hand of the Emperor, The Passion and Spirit of the Martyr.
In battle a jump-pack canoness can engage and defeat even things like Ork warbosses, Nobz mobz, space or chaos marine characters, Hive Tyrants and other few in number but powerful cc fighters. To do this though she must make very heavy use of Faith. She is vulnerable to being swamped and pulled down by weight of numbers however. This can be countered by running her alongside Seraphim, which I will detail in their section.
Canonesses are nearly always taken in preference to the weaker Palatines as their stats are far better for just a few points more.
WH Inquisitors are really rather weak units to take on the field of battle. Although they can field henchmen with plasma guns, and servitors with heavy bolters and plasma cannon, there are other units in the WH codex that can do this too, and do it better. Their ability in cc is limited, and definitely inferior to that of a SoB heroine. Their psychic powers are colourful but of limited utility in practice. All this makes Inq Lords more of a unit to take as part of a scenario rather than a truly competitive army.
Priests are rather weak and expensive characters. You must take one in order to be able to field some of the loonier WH unit types. Unfortunately I find them a positive hindrance in battle, as they must join a unit but their special rules will hamper that units fighting. They need to be attached to an assault squad, but unfortunately the WH codex has no dedicated assault squads.
The Inquisitor shares the same shortcomings as the Inq Lord, but with much inferior personal stats. Fortunately he doesn't take up a valuable HQ slot and is cheaper. I find that the only reason to take him is to gain access to the Liber Heresius. This useful bit of kit gives you a very good chance of choosing the table edge. How valuable this is to you will depend very much on how you arrange the board for your gaming.
These crazy killers are expensive and have a nasty tendency to self-destruct but can be very useful against certain armies. They are the only assault squad the WH can take, which makes them valuable for counter charges against enemy units that have locked your units in combat. They are too few, too slow and too vulnerable to enemy fire to sustain an assault by themselves however. They do best against marines and other very tough and high price units which are assaulting you. They can reduce the most powerful Black Templar assault squad to confetti with ease. A good way to field them is in two squads of 3 rather than one squad of 6, since this gives you greater flexibility in their use.
These are sisters of battle with increased cc ability. This does not make them cc troops however as they cannot take a bp and cc weapon and they still have only Str3. They should stick to shooting to damage the enemy whenever possible. Still their greater ability in cc is useful as it means that they will not crumple so easily when hit by an enemy assault. If an enemy assault is really powerful however they will still fold so don't expect them to hold up Genestealers or Daemon Princes.
A 10 strong unit mounted in a Rhino and equipped with Heavy Flamer and flamer or meltagun is a powerful and mobile unit that costs scarcely any more than an equivalent battle squad while being less vulnerable to assault. I know some players who when fielding mechanised armies prefer celestians over battle squads.
Celestians also make good small, cheap units with special weapons. Equipped with two meltaguns they can hunt tanks and threaten most enemies. Such small squads are also a good way to get Immolators without using up valuable HS slots. Note that they don't necessarily need a Veteran Sisters Superior, they can get along fine without one.
While technically an assault unit this is perhaps the weakest unit in the whole codex. Assault troops need speed, numbers, hitting power and survivability in a good balance to achieve their mission. Unfortunately the repentia fall down in all of these areas. They are footsloggers who can't take a transport, so are painfully slow. They are expensive for what they are. They have a high strength power weapon attack, but have very few attacks and strike last. They have low T and a middling armour save. Added to all this they are a crazy unit and are not really under your control. Repentia will only ever achieve anything against an opponent who messes up. Any canny opponent will wipe them out with ease before they do any damage to his army.
Assassins are tricky units to use. One thing to remember about them is that though individually powerful they can be pulled down by superior numbers with ease. Lone charges into enemy units rarely achieve anything worthwhile.
This oddball is so specialised that he is really only suitable for scenario games in my opinion. Conceivably of some use against an Eldar or Tyranid player who has a thing for psychics, but even then his short range may see him destroyed by supporting troops before he accomplishes anything.
Much the most useful of the assassins. Her 'Word in your ear' ability can disrupt the best laid plans. Her ability in combat is considerable, and is best used against small elite units such as a character with a retinue. Like all assassins though she is a suicide unit so don't expect her to last long once she has revealed herself.
Cheaper and even more of a cc whirlwind than the Callidus. He is however a one-shot suicide unit and it can be difficult to find a target suitable for him. Charging him into a mass of ordinary troops will just lead to him being swamped or squished by a hidden powerfist. Also more vulnerable to enemy fire than the Callidus as he has to deploy as a nomal infiltrator.
A fire support unit that unfortunately doesn't have much firepower. The trouble is that he finds it difficult to kill characters, and other troop types are rarely valuable enough to justify his high price.
Strange units these. They lack the combat power to accomplish much by themselves. They do not even function well as speed bumps as the enemy is likely to gain more movement through being able to assault move and consolidate than they lose from them getting in the way. One way to field them is in multiples as an informal unit. Such a force can actually destroy an enemy unit it attacks rather than inflicting a casualty or two then getting squished by the counterattack. This tactic can work well in concert with an Eversor. This is expensive however and reduces the number of scoring units you will have on the board. They are also very vulnerable to enemy shooting.
Battle Sisters Squad
The cornerstone of the sisters. These squads are cheap and tough, and can be fielded in a variety of ways. You can take a minimum size squad and mount them in a Rhino in order to get them up the field quickly. If you do this it is best to take at least 3 Rhino loads so at least some of them should make it. Rhinos are vulnerable so make good use of smoke launchers and cover to reduce enemy firing. Heavy Flamers and flamers are the best weapons for such squads as they should be able to get really close to the enemy to use them. Note that celestians can often perform the same role in this regard at similar cost while being rather less vulnerable to assault.
The other way to field them is as footsloggers. If you do this then all the squads should be on foot to swamp the enemy with numbers. Splitting your squads with some in Rhinos and some on foot will just lead to them getting separated and the enemy being able to take them on and destroy them piecemeal. Foot squads should not take flamers, they are too short-ranged and enemy assault troops usually have the mobility to charge them down from outside their range. Meltaguns are usually best as these have the same range as rapid firing bolters. These squads need to be handled aggressively and get close to the enemy as bolters firing over 12" do not do much. Be prepared to move up to get closer to the enemy if it will bring you within 12", even if they are assault troops. A good size for these squads is around 14, large enough to be resilient, not so large they are difficult to manouevre.
All battle squads should take a Veteran Sister Superior. Her leadership and faithfulness is essential. Be careful how much kit you give the squad. Eviscerators are all very well but battle VSS's are not very adept in cc and they are very expensive. I find that Eviscs in battle squads are rarely justified. Imagifers too are probably too expensive for what they do. Use of Faith can be aided better by simply taking more sisters.
Inquisitorial Storm Troopers
This unit is in many ways inferior to the battle sisters. Most WH players base their troops selections around the sisters. They can function well however as small squads equipped with plasma guns. Alternatively they give a way to field a high-quality unit in a chimera.
This unit is expensive but regarded as perhaps the best unit in the codex. The first thing to realise about them is that they are not primarily assault troops. They mostly inflict damage by firing at the enemy, usually using the Divine Guidance AoF. For the Seraphim cc is something they do to lock up the enemy and to prevent him from assaulting the rest of the army. Only against very weak cc opponents like the tau is cc used much to inflict damage.
The seraphim have the USR Hit & Run. This allows them to engage an enemy unit, keep them locked in cc until their turn, then bounce away. This leaves the enemy unit high and dry under the rest of the WH army's guns. Against weak cc opponents the seraphim can use the ability to keep themselves from being fired on and to pinball around the table.
Equipment wise hand flamers are usually better than inferno pistols. With DG and their high mobility very heavy casualties can be inflicted. A Veteran Superior is essential. She can be given an Eviscerator, but this should be regarded primarily as an anti-tank weapon rather than as a power-fist equivalent. A plain power sword will actually inflict very nearly as many casaulties on marines while being much cheaper.
Squad size is best at around 6-8. 10 can be difficult to manouevre and get in cover, and is also expensive given their high model cost.
Very similar to a battle squad in a Rhino or a Celestian squad in an Immolator in many ways. Because of this this unit should not be equipped like them. They pay a premium for assault weapons while lacking the enhanced stats of the celestians. Only by structuring them in a dstinct way can their cost be justified.
While it can be tempting to field them with four assault weapons in an Immolator I never do this. Such a unit is too expensive and lacks cheap bolter armed troops to take casualties. Giving them four flamers is not a good tactic either. That many flame templates is all too often overkill and you may find it difficult to place them all. The best way to use them is a 10 strong squad in a Rhino equipped with either four meltaguns, or four stormbolters and a fifth on the Veteran Superior. The quad meltagun squad can destroy any tank it gets within range of, and is also very effective against things like Wraithlords and Tyranid Monstrous Creatures due to its many shots. Such a unit is pricey and specialised however so you shoudl have a specific tactic in mind befoe taking it. The five stormbolter squad is a mobile firepower unit. It should exploit its ability to project 10 shots out to 24" after moving as much as possible.
This squad has only one real heavy weapon option, the Heavy Bolter. The Multimelta is not an effective weapon. It is expensive and very short-ranged for a heavy weapon. Beyond 12" its firepower is inferior to a lascannon. There is no chance any opponent will let a heavily armoured tank within 12" of a MM. Anything the MM can do can be done better by the cheaper, more mobile and more widely available meltagun.
Retributors with Heavy Bolters are functionally much the same as Marine devastator squads. You need a ratio of 1 ordinary bolter armed model for every heavy weapon armed model. Fewer than this and you'll lose heavy weapons too fast. Squads do not have to be 8-10 strong with four HBolters. If you can spare the HS slots 6 models with 2-3 HBolters are a cheaper alternative. Retribs, like all non-celestian SoB squads, should always have a Veteran Superior for the Faith and Leadership.
Mounting the squad in an Immolator is not often necessary but can be useful as a way of getting them into position early on or for getting an Immo slot-free.
This tank is a lot like the Razorback, and suffers the same inherent tactical compromises. It lacks sufficient armour and firepower to be a true battle tank, while being too expensive and having too small a transport capacity to be a good battle taxi. I find that they operate best when used independently of the unit they are supposedly taken to transport. If I want a unit delivered close to the enemy I make it 10 strong and take a Rhino. Immolators should rather be empty so they don't give away too much when the enemy destroys them.
The ability of the Immolator to move 12" and fire at full effect with its twin HFlamers is where it is most useful. They should dash forward and aim to hit an enemy before they can be knocked out. This works best against non 3+ save armies. Marines are too tough to be bothered much by flamers without DG. Any unit with a 4+ or worse armour save relying on cover is a good target however. A big advantage of the Immo used in this way is that it is cheap, even if you give it Extra Armour and Smoke, which is just about worthwhile.
HBolters on an Immo are OK, but really another Retributor model is a cheaper option. Blessed ammo has some use, but if you want to get an enemy unit in cover charging them with a flamer is usually better than pinking a few HBolter shots.
MM should not be taken. This makes the Immo too expensive for what it is and the MM is not an effective weapon, even with the marginally increased mobility.
This tank is crucial to the WH, if for no other reason than that it is the only indigenous long-range anti-tank they have. It fires a variable number of shots so is correspondingly variable in its performance. It is a fairly high-price unit and so is a prime target for the enemy. Because of this it is best to take at least 2 of them if you take any. Firing in concert and splitting the enemy fire you will find them much more effective, not least because they may kill the enemy before the enemy gets them.
Exorcists are good at firing at all types of targets, from ordinary tac marines to the Necron Monolith. An important point to remember with them is that they can move and fire at full effect. Try to exploit this by constantly shifting your Exo's to improve firing lanes and keep out of enemy LOS. Extra Armour is mandatory, but smoke is not really necessary as they need to be firing. Pintle stormbolter's are really only useful for keeping them as scoring units when they get their launcher shot away.
Another crazy unit. These are effectively cc only dreads with very weak armour. In cc they are absolute monsters, capable of flattening Daemon Princes. Unfortunately they are easily knocked out by shooting and cannot be controlled. This means that a canny opponent should be able to deal with them in much the same way as repentia. Only if your opponent messes up will they inflict much, if any damage. They can be fun to take but I don't regard them as a very competitive unit.
Another strange choice. Rather than being a way to inflict casualties on the enemy this is more of an area denial weapon. Once it has started firing the terrain it is keyed to will become virtually unenterable. Only if the enemy is packed shoulder to shoulder is there much chance of it hitting anything, as even an Ordnance template is pretty small on a 6' x 4' battlefield, and the shot has a high level of inaccuracy.
The really odd psyk-out strike is like the Culexus assassin, so specialised as to be virtually a scenario only option. The chances of it erasing any psychic powers are pretty slim, and even then doing so is unlikely to hurt the enemy much.
This isn't mine, but this test is good for choosing armies.
Someone LO did it, but the name eludes me. Anyways! Here's an superb way to choose you army:
Q>Do you believe in conquering for the good of the many, and enjoy voting, giant lasers, spiffy pants, anime(especially Mecha), and having little flying robots or overgrown birds to die in your place?
If yes, than run for cover, you're Tau player!
Q>Are you smart, quick on your feet, good at everything you do, and generally better than everyone else at everything you do except boxing, and like Spiderman?
You're a high Strung Eldar! Pass that wraithbone wineglass.
Q>If you're like the above, plus used to melt ants with a maginifying glass while cackling maniacly,
Hurt me more! You're a Dark Eldar player.
Q>Are you green, muscular, insane, and like to smash things and/or yell alot?
Rouse da boyz! Here comez a Orc!
Q>Do you like tanks, rank and file, green army men, Saving Private Ryan and/or Starship Troopers, and flashlights?
Do a Yarrick! The IG army wants YOU!
Q>Do you like tough (but still hot) chicks with guns, burning things, accusing people, gloating and saying "I told you he was a heretic", the movie "Sister Act", and running at things wildly?
Join Sisters of Battle, thereâ€™s some Heretics that need a burnâ€™n
Q> Do you like shiny things such as polished silver, chromed out dubs, shiny suits of armor, gold teeth, platinum teeth, white gold teeth, shiny spears, and hate ugly mofos who be hating on the imperium.
Grey Knights. Can't stop. Won't stop.
Q>Do you hate the government, love anarchy, and enjoy either, Bleeding, Humping, Being Sick, or Mutating?
You just might be a Chaos player.
Q>Do you envision dying for others to be the pinnacle of honor, like Superman, pump iron all day long (and thats all you do), and suddenly go beserk, adding "for the emperor!" to the ends of your sentences while doing so?
By the Primarchs! A Space Marine!
Q>Do you like all you can eat buffets, own an ant farm, evolving, Starship Troopers and/or Giant ****roaches from Mars, scouring all life from your general viscinity, and find yourself wishing you had multiple arms, or giant talons instead of hands?
You feel the Great Devourer calling you you. The hive awaits you, Tyranid player!
Q>Do you like Robots, Gods, refusing to not get back up when people knock you down, hate everything around you, vowing to be back in an Austrian accent, the colors silver and pink , flowers, and despise puppies(not robotic puppies; the bad, non-robotic kind).
All your base are belong to Necrons.
Q> Do you like incense, having bumbling henchmen who make you feel good about yourself, cleanliness, Monty Python, bureacracy, and telling others what to do knowing they have to do it, no matter what.
No one expects the Inquisition! Have your cake and eat it too; you can play ALL the human armies!
There's a Necron unit analysis thread developing, I'll make a link to it.
Tactica: Necron Unit Usefulness (Tactica: Usefulness of Necron Units)