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Daemonhunters "Innocence proves nothing."

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Old June 30th, 2006, 19:55   #1 (permalink)
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Default The opponents I can face on Medusa V

The store that I will be playing the MEdusa V campaign has sent otut the list of players and the armys they will use. I was wondering if you all would be kind enought to give a small brief on the armys I could face. I thank you in advance.

The armies are:
Chaos World Beaers
Chaos Worls Eaters
Chaos Nightlords
Chaos Lost and the Damned
space marines
Chaos
Tyranids
Orks
Necrons
Eldar Ulthwe
Eldar Alaitoc Eldar


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Old July 1st, 2006, 04:40   #2 (permalink)
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Quote:
Originally Posted by AtlantianWarrior
The store that I will be playing the MEdusa V campaign has sent otut the list of players and the armys they will use. I was wondering if you all would be kind enought to give a small brief on the armys I could face. I thank you in advance.

The armies are:
Chaos World Beaers
Chaos Worls Eaters
Chaos Nightlords
Chaos Lost and the Damned
space marines
Chaos
Tyranids
Orks
Necrons
Eldar Ulthwe
Eldar Alaitoc Eldar

What are you talking about? Any body in your area, thats signed up, willbe your oppenent
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Old July 1st, 2006, 05:38   #3 (permalink)
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I took this from the building a chaos army thread by Inquisitor Hause-, it gives a brief overview of each chaos legion.
Quote:
Black Legion:
This Legion is the ‘Vanilla’ Chaos Space Marines. It has the most options, and has access to every unit in the Chaos Space Marine Codex. A Black Legion army can be good for close combat, shooting, or a mix of the two. It’s the most versatile of all the Legions, and is good to start out with. If you are unsure what Legion to start with, then Black Legion is probably for you because it gives you the ability to try out most things in the codex, and lets you get a feel for the general Chaos army.

Alpha Legion:
Alpha Legion focuses on infiltrating. You get the Infiltrate special ability at a cheaper price for some units, and access to Chaos Cultists, a hoard type unit. As the Alpha Legion is an undivided force, it may only take the Mark of Chaos Undivided. Alpha Legion has access to Daemons, which is different compared to some of the other undivided legions of Chaos. Typically, Alpha Legion is a more infantry base list mainly because of their access to Chaos Cultists. They generally have a mix of shooting and close combat units. If you like a sneaky, infiltrating infantry army, then this Legion is for you.

World Bearers:
World Bearers are an infantry, and daemon heavy force with access to all types of daemons. They may get extra troop slots, but have to give up an Elite, Heavy Support, and Fast Attack choice. The World Bearers can be lead by Dark Apostles that makes the units around him fearless. Unfortunately, the World Bearers can’t take specialized marked squads. If you like Daemons, this is the Legion for you.

Iron Warriors:
The Iron Warriors probably have the most firepower compared to the other legions. They gain an extra Heavy Support Choice, and the limitation on Obliterators is removed! You also gain access to the Basilisk (see IG codex) and Vindicator (see SM codex) tanks. You also gain access to the Servo Arm, which acts similar to the Space Marine Tech arm. . However, they must sacrifice two Fast Attack options to gain the heavy support selection, as well as not being able to select Daemons or specifically marked units. If you like firepower and ordnance then Iron Warriors are for you.

Night Lords:
The Night Lords are swift and stealthy. By giving up 2 Heavy Support choice, they gain one fast attack choice. A Night Lord army can be fast and hard hitting with many Bikers and Raptors. They lose access to Daemons exept Furies and God specific marks however. They can also take the stealth adept veteran skill. If you want a quick, and mobile force that can hit fast and hard, then Night Lords may be for you.

Khorne (World Eaters):
Khorne is a close combat oriented legion that serves the blood god. Their main daemons are the Bloodletters, and the Bloodthirster. Their main troop choice is Berserkers. Basically, they charge forward and try to get into assault, usually backed up by a Predator for some fire support. They have limited firepower, but they make up for it in close combat. The Sacred number is 8. If you like crazy blood frenzy units charging for close combat, then World Eaters may be for you.

Nurgle (Death Guard):
The Mark of Nurgle gives an extra toughness, gets the True Grit ability, and makes them Fearless. Many forces have infiltrating/rhino squads with melta/plasma guns blast away, and then assault usually accompanied with an AC. The main daemon of nurgle is Plague Bearers, and their main troops are Plague Marines. They are very resilient, and are overall a powerful army with 7 as their sacred number. If you like resilient, a powerful units, then Death Guard may be for you.

Slaanesh (Emperors Children):
Emperors Children serve the god of Slaanesh. They utilize sonic weaponry that can be very powerful. The Noise Marines are excellent at shooting and assault. Daemonettes are the daemons of slaanesh, and though they can be fragile they can be very devastating on the charge. Slaanesh are considered by some to be the best legion for doing the ‘Daemon Bomb’ tactic. There sacred number is 6.Accompanied by their good psychic, shooting, and assault abilities the Emperors Children can be a powerful, and fun legion to play.

Tzeentch (Thousand Sons):
The Tzeentch have greater sorcerers, and powerful spells. They are granted an extra wound, but move slow. Because of this, Thousand Son armies tend to be slow, shooting and psychic oriented armies. Their Daemons can be impressive, by laying down lots of firepower.
Their sacred number is 9.If you like resilent, and psychic powers coupled with a lot of firepower, then the Thousand Sons might be for you.


Alaitic eldar have a lot of rangers so they can pin you alot.

Ulthwe have lots of psykers and BS4 guardians.

The others are the basic armies of 40k read up in your rule book for synopsis of each one (the hardcover rulebook), why not skim through the codexes next time your in the store?
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Old July 1st, 2006, 13:24   #4 (permalink)
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Thank you Helbrecht for the breifing on the Chaos. After posting I started thiinking about the Nids,Orks, and Crons. I more or less know aboout them from the Wargear book. I should have left them off.

*talking to Bladeweaver* "What are you talking about? Any body in your area, thats signed up, willbe your oppenent" Where I will be playing the Medusa campaign these are the rules.

The Good, The Bad, and The Guilty.
* Imperial: Can fight Chaos and Xenos.
* Chaos: Can fight Imperial and Xenos.
* Xenos: Can fight anyone other than themselves.

So I can only fight Chaos and Xenos.
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Old July 1st, 2006, 15:47   #5 (permalink)
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As said already ill skip chaos.Ulthwe is it strike force or army.Strike force you really dont stand a chance any Grey Knight army will fall to strike force due to there high int and just swarm out of the webway.Orks again you need to go all shooty on them do not advance unless there with ib 12' then you run 6 assault 6 and hope you droped enough from storm bolter fire etc to have killed them all.Marines you shouldent play them I thin this is ally based so imperium doesent fight each other I think.Well need any more advice post again and ill check sry G2Go.
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Old July 1st, 2006, 18:40   #6 (permalink)
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Against necrons you'll want to avoid shooting, and rush for melee, where your higher I will destroy the slower 'crons. A few units will be able to keep up, however, you still have a strength and weapon advantage. For tau, again, just charge into melee and watch your grey knights dominate.
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Old July 11th, 2006, 05:31   #7 (permalink)
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I played my first game yesterday(Monday) I lost because I forgot some things. One round I forgot to shot my Inquisitor and the Gun Servitors, the other I forgot to move my GKT one round. That was what cost me the game. We played Firesweep. He had 3 buildings I had two. On the 5th turn If I had moved my GKT on the 6th I would have had 3 buildings. He hada Tomb Spider in the 3rd building.I had killed it in the 5th turn because I for got to move. I would have been in range to advance into the building on the 6th turn.

He had:
2 Necron Lords both had a Rez Ord. One Lord was mounted on a destroyer body.
20 Warriors
9 Wraiths
20 Flayed Ones
1 Tomb Spider

I killed off all of his Flayed Ones. 8 out of 9 Wraiths died, 1 was fleeing the board. Killed his Tomb Spider, The Necron Lord with destroyer body, and I think 3 Warriors. I had an enjoyable game. I have to remember to move all of my units and fire all of them.

My nextgame will be against Nids. If the guy is going to use the same list I will be fighting 3 Lictors and 48 Genestealers.

Thank you all for the advice.
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