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Well, as my second army Chaos get a lot of love from me. Now, I put a thread up in the general 40k forum but it doesn't seem to be getting much of a reply. So, I'm making separate posts in each forum. I am torn between five armies, one of which is Chaos. Now, can you give me reasons to make me stay? I don't like being torn in choice. Convince me why Chaos is better than all the others put together people
I would never be able to quit on chaos, there's just too many possible themes for them.
I've got a Death Guard army, a World Eaters, planning to start my own Iron Warriors successors the Priesthood of Steel and have been studying Night Lords history with interrest. There's just too much to do with chaos to be able to quit. Also, renegade chapters have far more fluff versatility to work on. Codex Astartes are still bound by their loyalty, whereas renegade chapters can be totally screwed up.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
Join the darkside, we have cookies..
and boundless pleasure, and power..(daemonette-night back at the lodge aint bad either)
Take what you want, burn the rest!
ooc : we have the most bad assed standard troops in the game, the weakest of ours easilly wipes their boots on certain armies elite's.
and that's just the unmarked ones..
However, if youre gonna play an army, do it for the looks and fluff, (rules will always change)
Something requested on the eldar thread. The armies im looking at:
The armies are:
Thanks for the responses so far, i agree with them to be honest. There is a lot of versatility to be had.
And thanks in advance.
Archnomad, I've had similar problems in the past, (mostly because i've got the bad habit of wanting to pick up whatever new shiny thing that GW is touting at the moment). However I always come back to Chaos.
Partly I'm sure this is because i've already got a lot of chaos stuff and don't want to be bothered starting another army from scratch. I've considered all of these armies in the past, even played a few of them (either in previous editions or borrowing models to try the army out).
Here's my thoughts on your choices (hopefully it will help )
Eldar: Space elves! aloof, supposedly working towards a better purpose in 'protecting' the younger races in some ways (such as fighting the necrons). In game, they have some choices to rip your common enemy asunder (dark reapers cut right through space marine armor). However: unlike other armies, eldar are pretty unforgiving, and very specialized. You really have to know what unit needs to be where at what time, and often to make a well-balanced force to plan for contingencies one would end up with a few useless units (even more useless now that only troops can hold objectives).
Nids: these guys are fun, great for fans of Arachnids from Starship troopers, Zerg from Starcraft, or Aliens from the movie trilogy of the same name. I recently had the fortune to play these guys again (since i haven't played them since 2nd edition). They are still incredibly powerful, Synapse and the horde tactics make the whole army feel like an oncoming wave of chompy death (i've not tried out Godzilla yet, I'm not sure how good it'll be in 5th edition for the whole troops=objective holders thing). There's a big drawback though: you're going to be paying a lot of money for these guys, even moreso now that Battle For Macragge is no longer sold. Something else that I've not liked about this army is the general invariability of the tactics employed... you run forward and get into close combat with your horde and monstrous creatures, hoping that you can survive or take out the things shooting you to death along the way. Yes you can do this in slight variations (do i want to rush with raveners? or do i want to bombard with spore mines WHILE my guys go up), BUT it always comes down to RUSH THE ENEMY!
Witch Hunters: ahhh, yummy Sisters of Battle, looking so sexy in that form-fitting corsetted power armor, not to mention the S&M girls with chainsaws. I admit i've considered this army off and on for some time now, but never actually played it (though i've played AGAINST one, though it was a non-sisters list). Witch Hunters have some great heavy support in the Exorcists, they have some cool background, they even have some cool models in my opinion. Where this army fails, in my opinion, is the lack of support from GW. No plastic troops with rising metal costs, no new codex in the forseeable future, and little love in Apocalypse (here's a strategem, have fun). That having been said, the non-sisters force did do quite well for itself in the game against me.
Orks: WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH! These green guys have great fluff, lots of support, and a new codex! They're cheap too if you have friends who want to sell the orks out of the new Black Reach box! I personally will never play them because of the local gaming group already having an ork player or two. They DO however have a similar problem to the Tyranids... fundamentally its 'mob up and take 'em, boyz!' while shooting on your way there... though they DO have more flexibility than the 'nids, they can use vehicles, they can drop pie plates, etc.
Chaos: best for last... They've got great fluff, great models, great abilities (marks and icons, yum). They have the ability to be themed with troop choices without costing you overall playability. With a second chaos army having just come out (chaos Daemons) you've got an even greater variety of troops and can have a nice chaos alliance army in Apocalypse! From a modeller's perspective, making chaos mutations and intimidating chaos lords from scratch is not only possible, but its a fun way to really get into the army! There's a great variety of troops, and if you don't WANT to theme your army and just have it be whatever you can get, you've got a wide variety of troops and tactics to use them in (i'm personally looking forward to my next game where i can use death guard as objective holders). The only downside to this army i've seen has been in the change from 3.5 to 4th edition codices, where the legion and sacred number for marked units rules were taken out, as well as the specific demon packs and greater daemons, but I've come to like the most recent codex, its more balanced (save for one or two gripes... bloody lack of rending).
Very nicely done. Well. Where do we start.
Eldar, I already play with and let me tell you 5th isn't a problem I take 4 troops in 1500.
Nids and Orks: Well, I would be quite shooty oriented with nids and combat orks. But I know what you mean. >.>
Witch Hunters: I would be more Inquisitorial based, with some sisters, and probably my own highly specialised guard regiment as well. Have you seen the "Sewer Rats" in the 5th ed rulebook?
Chaos: Ah yes, I agree with that. Apocalypse would be fun with a dual army. However I played Emperor's children, Word Bearers and Night Lords before the new book. My EC got destroyed (noise havocs, dreads, termies and bikes), my Word Bearers gimped (Although now i have a small daemons army ) and all the fun taken out my Night Lords.
I do not like the new codex XD. It's the main reason i moved to Eldar in the first place. I'm competative but always have a theme in my army. And they took that away. And are slowly taking it away completely.
Although thanks for the brilliant reply. Rep for you, my friend
Yep, saw the sewer rats, i like the ideas of the specialized units there, they'd just be expensive and somewhat annoying to pull off in conversions.
I would be rightfully cheesed off if I had gone through the trouble of making an EC army, complete with sonic vehicles and then found out that they were obsolete (except as an Apocalypse formation); and the Word bearers really having less to work with is annoying as well. That being said I would shelve the EC units (except the troops, I've yet to use some myself but I'm very tempted to) and pull them down for Apocalypse games using the formation that allows a bunch of chaos stuff to be festooned with noise weapons. The Word Bearers (depending on the depth of your conversions) could be stripped of their paint and made into a new renegade chapter or kept and given the generic summoned daemons for some nice daemonbombs (remember, they are one of the ONLY units that can deep strike and assault the same turn with no penalty, not even Chaos Daemons or the SMURF Vanguard vets can do that).
With the way that the new Chaos book is written, I'd suggest this: make a distinctive mark (a pauldron or gauntlet or something painted differently or with a new symbol) and go out and buy a new chaos lord and a few chosen or termies and paint them in a new color scheme in line with that mark (to represent units from these other legions signing on under this new chaos warlord). You've suddenly DOUBLED the size of your chaos army, and have no thematic restrictions (yes, this may not present as much of a challenge or boon as the restrictions did in the past, but it forces you to consider a wider variety of units that you may not have had access to in the past). After that, if you're still looking for another army, proxy what you don't have for a few games with the Chaos Daemons and try them out, it won't cost as much as it would in getting into a completely new army since you've already got some daemons, and it would make sense fluffwise for Apocalypse games.
Currently I've got my chaos army (which now consists of my two different chaos armies under the previous edition, World Eaters and Death Guard, plan on picking up some undivided and slaaneshi troops next), a decently sized chaos daemons army (still need the two Greater daemons I'm missing, but i'm working on it), and I've recently picked up some things for Imperial guard which i will convert and run as traitors, all three of which can be used in tandem in Apocalypse games.
Quick Edit: Though, if you still want to play a completely different army, remember the bad beakies could ally with Orks in second edition, and they did in Dawn of War: Winter Assault (sorta).
Last edited by We Are Legion; October 19th, 2008 at 22:18.