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Moved it to the main topic,please delete it.
Last edited by Pando; October 21st, 2009 at 18:03. Reason: Moved to main topic
Well if you are looking for an interesting army to play fantasy is the place to do it. Before I go any further please note these are my personal opinions shaped by playing the game for 5+ years and having played with, against, or using every army in the book.
Since you do not want direct armies that just walk up the field and club things that rules out Bretonnians and Ogre Kingdoms. There are a couple of armies that people generally dislike due to cheese factor and will not help your cause to have friendly games lol – Daemons of Chaos, Tomb Kings, and Vampire Counts fall into this category. I’ll also exclude Orcs and Goblins for 2 reasons – their book is terrible and being a horde army, it will be a very expensive one to start up. The rest are unique in how they play and can be friendly or tourney ready depending on how you set up your army. Also, these armies allow for serious customization for play styles and lists.
Beasts of Chaos are an interesting army since they are the most non rank and file one out there. Beasts can leave some units in reserve and have them ambush from the table edges, disrupting your opponent’s battle line. Also, the entire army (except for a couple units) have the “Raider” special rule. This allows them to skirmish, but also rank up in combat like regular troops and get rank bonuses unlike normal skirmishers. The big problem is that when their book came out, you needed 4 models wide to get a rank bonus, but in this edition you need 5. This could easily be fixed with 1 line errata, but GW, in their infinite wisdom, decided that would be too much work. So Beasts sit in an awkward place, many Beast forces relied on the Hordes book to make a unified force, but with the separation into 3 books (Warriors, Daemons, and Beasts) they have a lot of holes in their army that cannot be patched up. However, they will be receiving a new book next year, so if you are looking for an army that moves around uniquely, ambushes opponents, and has strong magical abilities, this would suit you well. Keep in mind though that this is a horde army, so it will take some monetary investment to get started.
Dark Elves got a book recently and have some excellent abilities. They are a prime example of the glass cannon – intense magic, great ranged weapons, hard hitting units, and saves akin to wearing a sheet of tinfoil. Even more deadly now is their assassin models and Cauldron of Blood, which can obliterate characters and make a block of troops unbreakable, respectively. Dark Elves require much flair (like their 40K cousins) and some daring nerves to play well. If you want to have incredible power with a great cost, using your wits and tactics to pull ahead, this is a great army for you.
Dwarfs are as tough as nails. They have amazing armor saves and can use runes to stop magic in their tracks. And they better be good at both since they have 0 magic and a movement value of 3. This makes Dwarfs an incredibly static army, mostly utilizing long range firepower with superb accuracy to get the killing done. Sadly there really isn’t anything more to the dwarfs than this, there are a few interesting units that can tunnel (Miners) or zip around (Gyrocopters) but they are the exception rather than rule. If you want a gunline that can take a charge and come out on top, Dwarfs are for you.
The Empire is the most customizable army in the game, hands down. There are so many variations to their lists it can boggle the mind and possibly cause an aneurysm. While customization is their greatest strength, being human is their greatest weakness. Humans have low stats and will gladly run from a fight if given the correct dice rolls. This can be countered by using Priests of Sigmar and certain banners to make the unit unbreakable or stubborn. Keep in mind though that those characters are human as well, and rarely have more than a single wound. Empire may take massive cannons and the almighty Steam Tank to the fight, allowing a violent blend of maneuverability and firepower. Beyond that, units make take detachments that can counter-charge or even suicide in hold for their parent squad. A wide range of models and choices await this army, and if you like to have freedom in making lists and the ability to try new tactics, give the Empire a shot.
High Elves are another army that can be customized according to the player’s persona. If wanting a shooting army, highly accurate bolt throwers and basic archers with longbows are there. A more hands on force can take White Lion Chariots or blocks of spearmen. A magic orientated player can take the best mage in the game and supplement that with mages on dragons. Key among High Elf abilities are ASF (always strikes first) and Martial Prowess which allows them to fight in multiple ranks instead of just 1 (or 2 in some cases.) The glass cannon rule applies here as well however, so crafty tactics and unique play styles will be required to win.
Lizardmen have the best basic troops in the game. Period. A base 4+ save (Scaly Skin and Shields) and 3+ in close combat using a hand weapon allow for resilient troops. Their base attack of 2 (!!!) means that if using spears, that is 20 attacks at strength 4. Chief among their unique rules is Cold Blooded, meaning they roll 3 dice and choose the 2 lowest when testing leadership. This makes them the almost as reliable as the undead, which is scary. Accompany this with some intense special characters, the Slaan Mage Priest (a very powerful caster), and Stegadons and you have an army that is a tough army to crack. Lizardmen have some of the worst magical items though (except for a few) and can be very expensive points wise.
Skaven will be getting a new book in November, but the core powers of their army will remain the same. Skaven are cheap, and getting cheaper lol. Along with numbers Skaven bring incredible firepower (ahem, Jezzails) with potent magic. This has to be one of the most unique armies in the game, but suffer from a fatal flaw that is truly Skaven – unreliability. Some guns can fire at Strength 12 or 2, others can spin in circles shooting your own units, or sometimes even catch on fire, run in a random direction screaming bloody murder before exploding in a spectacular green flame. Skaven players have to literally toss the dice and hope for the best many (if not all) the time, so if you are lucky, give these a shot.
Warriors of Chaos have come a long way. First being a mixed army in Hordes, to having a 5 page White Dwarf army book, to now finally landing their own book, and in a big way. Warriors are all around good, but lack in the ranged department (just the Hellcannon) but can easily make up for it in magic. The big problem comes down to points – they are incredibly expensive. The army can be done very uniquely though, using different marks of the Chaos Gods allows for units to have specific battlefield roles. This allows for a varied force that can be painted a varied number of ways to get the true Chaos Host feel.
Finally there are the Wood Elves. The basic units of elves in this army have no saves. 0. But if adding in their tree brethren the Wood Elf bows have a chance to hit their targets, and the trees have a chance to mangle theirs up close. Wood Elves can surf forests (that is not a joke) and use magic that can conceal them or make terrain open and available to be charged out of. This army is finesse with a capital F, so anyone not willing to take a beating a few games and figure them out should look elsewhere. If given a chance though an experienced player can just tear through opponents with ease.
Last edited by adhesivespatula; October 21st, 2009 at 18:58.
0/0/0 Dark Eldar 0/0/0 Skaven0/0/0 Chaos Dwarfs
Starting on January 1st 2010
That was way better than I hoped to get at first(no offense anyone )
That was really helpful,and got me focused on 3 armies mainly:
Beasts of chaos, Lizardmen, and Wood Elves.
I'm gonna do some reading,and checking out who plays what around(that is important after all ).
Thanks a lot,and I'll post back for questions,I guess.
How much important is it an upcoming update to the armies?
Are there any chances of it being a complete army changer?Or make difference in key units or rules?