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So, I've been doing little tournements around the country for a while now and think its time to poke my head into the room of eternal filth that is a gt. From experience, I know of a few cookie cutter builds that turn up in most tournements e.g 4 units of fleshhounds+horrors+flamers+Kipper but it would really help me, and anyone else that is in a similar position, if between us we can get a fairly thourough picture of the lists you can expect to see all over the top tables. I'll get the ball rolling with some of what I've seen and run myslef
-2 engines, slann in temple guard lizardmen
-ran this myslef except with 3 engines
- dwarf lots of cannons+the odd counter charge unit
-Black guard deathstar+ring of hotek+pendant of khaleth bsb+ hydra
-blocks of stubborn plaugebeares with nurgle heralds in-
4 fleshhound, 3 horror, 2 units of flamers+ keeper of secrets
-Brettoian knight buss-
High elf star dragon list
-double steam tank+ war alter empire
p.s it is not illegal to ask advice on beating specific lists or writing a little about their strenths+ weaknesses.
Last edited by Heimagoblin; March 9th, 2010 at 21:19.
A common variation for the Dark Elves is that Shades deathstar. Don't know any specifics though, I despise the GT circus and its refusal to use a composition system.
As far as what's competitive, it depends on the book.
DE: dual Hydras are popular, as is SAFH, Shadestar (40 Shades, BSB w/ ASF banner, Ring, and so on), BG deathstar, and magicky doom. The DE book has a lot of variety and viable builds, so it's nigh impossible to hammer it down to a few lists.
Daemons: Lots of options here too. Any GD can cause problems, mono Tzeentch can do PD spam nasty, Slaanesh Ld bombs are a gamble but work against certain armies, and all Herald armies end up with a lot more models on the table with no real loss in power.
High Elves: Very flexible. Teclis, Dragons, massed Bolt Throwers, Swordmasters, cavalry, Phoenix Guard, and so on.
Skaven: Once again, lots of viable options. Furnace, Bell, any SC, massed shooting, horde, A-bombs, Doomwheels, PD spam. Skaven can do anything.
Beastmen: Not as shooty, but still plenty of viable builds here. Speedy, choppy, cheap, MSU, magic nastiness. Look for monsters (Cygors, Ghorgons or Jabberslythes), chariots out the wazoo, Razorgors, ambushers, SCs, and lots of cheap, disposable troops.
Lizardmen: Engines, Stegadons of any stripe, Slann without or without TG bunker, Carnosair, Terradons, Skinks, and artillery critters. They have lots of viable builds too.
Bretonnians: Knights running at you to stab you in the face. Hit like a freight train and cheap enough to take lots. Look out for Trebuchets, cheap skirmishers and bowmen, stubborn Reliquae anvils, Pegasus knights and strong anti-magic. Most Bretonnian armies look similar since the book is so outdated, but they can still compete in every phase and are tough to crack.
Empire: Very middle of the road, so much that nothing is really good enough. Best they can do these days is Stanks, War Alters, fast cav and shooting. Knights are cheap and tough, but don't hit hard.
Vampire Counts: Set sail for fail. Limited mobility, no shooting, no offensive magic, they just shuffle up and hope you'll play attrition with them. Expect lots of PD, but they get wasted in Invospam so any real spells (vanhels) are easy to stop. Blood Knights are nasty, but Frenzy hobbles them. Everything else pretty much folds in combat and they have no way to force you to fight on their terms. Great noobslayer, but fail against good players.
WoC: More fail. Universally slow, no flyers or skirmishers and no shooting. March block and laugh, kill their cav and you're done. Expect Gateway, but laugh when they don't roll it or use it to kill 1 expendable unit.
OK: Every OK army looks the same and they all suck. Tyrant, 3 Butchers, Guts/Bulls, Gnobs, Leadbelchers, and Scrap/Gorgers. No shooting, terribad magic, no SCR.
O&G: Like WoC, only every turn 1/6 of his army does nothing. Some decent, if unreliable shooting, and Fanatics make it salvageable. Approach Night Gobbies with disposable units and watch the Fanatics explode themselves.
Dwarfs: No movement, no magic, just sit there and shoot. Yawnsville. Thorek will be there, as will plenty of Bolt Throwers.
TK: Lots of shooting, poor combat, chariots, catapults, Cask, Neferata.
WE: Mobile, annoying units with no real staying power or potency. Watch for lots of forest spirits, tree surfing and lots of skirmishers with bows. Magic is a non factor, they can't break ranked units.
Since you can see so many different armies from just DE, building a flexible, balanced army that can compete in all phases of the game is your best bet. Bringing an army tailored to beat specific builds will backfire if somebody bucks trends and brings the Scissors to your Paper. Balance is key.
Check out ==My== blog: www.bnhblog.blogspot.com