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I have aksed for the Ork Battle Force for Christmas, This will put my army in a good place points wise for now and I'm trying to think what a new army I could start is. I really like Orks but after christmas I'll have everything I want for Orks, it will only be 1410pts but There are alot of units I dont care for enough to spend money on at this point so I feel even if I don't start it right away, I should still have an idea of the next army I want to collect.
I really can't figure out what other army I want to play.
I have though about SM and Nids but the more I learn about them the more I don't like them. I already play Chaos and Necrons and plan on selling what I have since neither fit my play style.
Infact other than Orks I dont think any armies fit my play style without crippiling their strenghts or making them to expensive to collect. I mean if Scouts came in boxes of 10, not 5 I would play SM. If IG didn't need huge start up costs and play more effectivly. If Aspect Warriors didn't come in 2s and Vipers were not so expensive I would be more likly to play Eldar (still thinking though). With the Tau I like the fluff but not game mechanics (might change).
Here is my problem:
As a commander I think on a meta-level, beyond just battles but of logistics and things more related to an entire theater of war or the war itself. My tactical strenghts reflect this unfortunity they don't factor into 40k at all. I can't strike my enemy at critical locations when the time they are least prepared, cut off supply lines, using demoralizing tactics or force them onto a battle feild of my choice at a time of my choice, everything is "equal and fair".
I don't have the choice of only commiting certain troops to missions I know they have a chance to succsed at because most of the time the opponent I face is random so I have no intel and frankly it makes it hard for me to play, being forced onto a level playing feild. It allows people with expert knowledge of the rules and armylists to win without knowing anything about real tactics and how to manage military campaigns. This bothers me becuase my families military history and the fact I've been made learn these things, while slack-jawed 12 year olds can go online, find the best army list and have "mommy and daddy" buy it for them and win thinking they are a better tactician whilst immaturly insulting everyone they beat (we have 3 kids like this at my GW).
Becuase no 40k army list I know that can be taylored to differnt threats on the fly (as in not needing to get a ton of guys put together, painted and based in the 5 minutes before a battle) I dont know what to do. With my Orks I just advance and destroy, it works well and I have taken as little as 7 losses in 800pts battles becuase my use of difficult terrain and unique use of Kroot Hunters no other ork players have supported on these boards but seriosuly make marine players cry.
I didnt mean for this to turn into a rant but seriously, the problem with 40k is its to fair. The lack of air support also bothers me, if you need an opponents permission to feild flyier they will just not let you ever beucase the advantage. The point of an advantage is not to be fair! Why would I send a hoard of boyz vs. Genestealer hoards, I send 5 Fighter-Bombers to take them out cause they cant shoot up at me!
It's a game man, geez. It needs to be fair, because if it wasnt, people would be screaming IMBA and it would eventually lose out on popularity.
how about an alaitoc ranger force? then you can make your opponent start with a disadvantage..
I'm actually not in my sixties. For some obscure reason, my age is set 50 years older than what it actually is.
Also known as Jianaran
I think you need to get a handle on yourself, mate. It's a game and the scope of the game is battlefield skirmish. Check out epic scale, it might suit you better.
No more NG spearmen, thanks! Now I need some pump-wagons!
Honestly I think you are into the wrong game. Yes i like to do a little calculation but i dont think that the entire game is based on advantages. I play the game one cause the models are expensive and i think it would be pretty wasteful not to so i guess i'll be the best general in my gameing group, plus i enjoy it.
If you are like me well then you will enjoy warhammer because this type of thinking is required to win. You should also go the the actual tournaments, besides a list dosent make a winner, you still have to play the game. I dont know much about epic, but 40 isn't supposed to be an actual battle. It is supposed to represent a key point in the battle. Seriously HOW MANY CHAPTER MASTERS ARE THERE IN AN SM CHAPTER 1 so that is just one spot in the whole battle. First i think you would be happy with the tau if you want a military force that can be adaptive, I mean mech tau to add to that, and yes this army requires a couple of tricks to win with. Sorry if my respons seemed harsh or like a rant.
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I will offer some Constructive advice, i think you need to find the group at your GW who you consider to be good winner/losers, mature enough to have an attention span, and throw together an epic campaign.
Then your part of the game comes in, Include teh works, supply lines, fortresses. I would suggest fighting over different planets with pre defined pros and cons, I would also play on a broken down point level, for every turn of the campaign the planets you own could produce "x" points of either troops, elites etc depending on the type of planet. This will require that players make bold assaults to capture the right planets. I would also say that they can have a set number of armies moving around the board. This gives you all the tactical delight you could ever want and may even be fun for your opponents as well.
I highly suggest designing missions/a campaign of your own. By selecting the choices available in the scenario, you can taylor your army to that kind of style. For example:
1. You create several missions based on an elitist force sneaking up on an encamped enemy, with the mission of assassination/demolition/etc. You use Sentries for your enemy, Night Fight, and change the Force Organization:
Attackers: 2-6 Elites or Fast Attack, 0-1 All other choices, 1 HQ
Defenders: 2 Troops, 2 Heavy Support, and 1 HQ
2. You create a campaign consisting of ALL the players at your GW.
3. You taylor your list to fit your role in the campaign/missions.
Now I'll apply names to all these:
1. Nuke da' Resource Station
Play with: Night Fight, Sentries, Infiltrate, Random Game Length, Ork Silencerz
Dem' rotten (insert adversary) gon and took up da' resource station while da' Boyz backs waz turned. Pink foo's, they gun pay when da' Kommandoz sneak up and bomb da' place!
In this mission enemy forces have captured a vital resource station from the Orkz. Stingy from the embarassing retreat, they send all their best Elites to bomb the intruders. However, they must hurry, because sunrise is counting down and Kommandos in daylight are dead Orkz.
Defender starts in the middle of the board with 2 Troops and all vehicles present in the army list. Place a small "Tent" marker, representing the armies General in his tent. All units except Sentries cannot move until the alarm is raised. When the alarm is raised, all units in the army roll a "Ready Check" on a 4+. If passed, they may act that turn. Keep rolling at the beginning of every turn. A large container, representing the main fuel cannister, will be placed adjacent to the General's tent.
Attacker may use only Kommandos. They may infiltrate. In the darkness, they gain a 5+ cover save due to their camoflauge skin. If any shots are fired before the alarm has been raised, the alarm is only set off on a 4+ (due to crude Ork silencerz) and the General awakens immediately and can act in the Defenders following turn. All Nobz in the army must be equipped with Super Stikkbombz at the points cost listed, instead of just Mekboyz, which would normally be the case.
Attackers win by destroying the fuel tank, or (wow good luck ) defeating the entire Defending force. Defenders win by sparing the Fuel Tank until sunrise, or defeating the Orkz. (which is really gonna make em ornery! )
2. In a campaign: Think of this. The campaign is based on a Chaos siege of an Imperial Forge World aided by payed mercernary Orkz. Imperial Guard and Space Marines have been summoned to repel this siege. The Iron Warriors face a number of battles, finally punching a hole in the tremendous wall of the Capital. Imperial forces are holding the Chaos, but who knows for how long. Suddenly, the Speed Freekz burst through a perforation in the giant wall!
3. For the above, 1 would be a bunch of Kommandos (cheap, easy, and good conversion possibility) and 2 (bikes are expensive, but Speed Freekz are a very powerful army in teh hands of an experienced general, which you are sure to become after a few battles )
THERE! In summary, why dont YOU pick your battlez, by designing them yourself! As for armies, dem' Gitz an' Nuttaz DA ORKZ, are about the funnest army to play, I think, because you can be utterly foolish and silly about tactics and army composition, and it will work!
2H - LEGIO HYDRA
Thanks for the advice. I think I'll use the leauge to start a campaign, since we dont have time limits on our tables like at the GW.
On the assumption you want to continue playing 40K and not epic, then I would consider some the more backwater Eldar armies:
As someone said, Alaitoc, or Siam Hann, or Harlequins
Everything you have been told is a lie!