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Hey guys trying to decide between Dark Angels or Tyranids
all comments welcome
Dark Angels are a marines army. Most of the units come pre-set with few options and the army as a general rules is relatively easy to construct and fiddle around with. It is the first of the "new standard" marine lists to come, and is not likely to change for some time. Check with the Marine forums for specifics.
Dark Angel armies can be pretty vanilla shooty armies, fast ravenwing-based armies with lots of speeders and bikes, or terminator-heavy deathwing armies.
Tyranids are the opposite. Nearly every unit in the army list can be tailored to be better or worse at certain roles, or even multiple roles. Crafting a solid army list is difficult, and you face the ever-present and often violated rule not to put too much crap on any individual model. Most "new" Nid lists involve way too many biomorphs and not enough models or force chart selections.
Nids provide a much more potent army if used right, and a good nid player will dominate lesser opponents. Marines are much easier to learn to use. If you're a veteran 40k player, and can afford the high # of models you need for the army, go 'Nids. If you're newer to 40k, or are thinner in the wallet, go for Dark Angels.
Also, take a look at the fluff and see how you feel about it as well. That'll eventually play into your love of the army.
'Nids represent the galaxy's most alien and direst threat, with not just the ability but the promise of eventually consuming everything - chaos, imperium, tau, orks, whatever. The hive fleets to date, who individually nearly destroyed the Imperium on their own, have been the barest vanguard tendrils of a much, much, much larger threat.
Dark Angels represent a chapter of marines dedicated to the Emperor but possessed of a very questionable past. On the surface, they are a Chapter dedicated to the eradication of the stain on their honor caused by half their members joining Chaos in the Horus Heresy. Darker and more personally believable theories conjecture that the Dark Angels are actually traitors, who defeated their loyal brethren and cast them into the warp while nearly destroying their home planet. After hearing of the failure of the Heresy many light years away back on Earth, they donned loyalist colors and proclaimed their victory over the traitors. Hence their desperate hunt for the Fallen. The Fallen are actually (in this theory) the true, loyal Dark Angels, led by Cipher and desperately seeking to reveal the true nature of the Imperium's worst traitors.
Nids & Guard
GMail = MVBrandt
with a horde nids army wat r some good things to keep in mind
Thanks for the other advice
My own approach is to mix a few monstrous creatures in with a large number of smaller critters. I don't go overboard with either.
The thing to remember is that you should focus on one job. Either go with a melee nids army, or a shootier nids army.
My own approach is shooty. Nids are BUILT good at close combat, or at least decent. The basic gaunt is better than the basic guardsmen for less at both shooting and melee (IMO). That is to say, a spinegaunt shoots a twin-llinked S3 12" shot at BS3, is fleet, and has I4 in melee while being fearless if kept properly within Snyapse, for 5 points. Compare that to a minimum 6 point guardsman, whose only advantage is a marginally better saving throw and the ability to shoot one ap- s3 shot 24".
I feel many Tyranid players go for the melee happy gribbly horde, and I feel this is not the way to play them. The ability of a Tyranid army for very few points to outshoot almost any competition is very present, and they follow this up with the fact that all of their weapons are assault and Tyranids with nothing but shooty biomorphs are better point for point than their enemy counterparts in melee ANYWAY.
I've mentioned this before, but take a tyrant (hq) armed with a pair of twin-linked devourers. For 121 points you get a model that can shoot 12 times at BS4 and S5, re-roll misses AND wounds at an 18" range, and then if he's close enough can charge, get 4 attacks at S6 and WS5 in close combat with I5, none of which allow saving throws, and then count for 10 models for combat resolution purposes, all along with a 3+ save and T6/W4. Please edit this paragraph if it has too much statwise.
My point is that to make a "proper" melee tyrant (for example) you need to spend more points, get it airborne with wings, and really all you're going to get is a couple more attacks and a better weapon skill and init, both of which may or may not come in handy, and you lose the shooting on the way in.
Same with the gaunt example. For TWICE the points you get one more weapon skill, a 6" longer charge, and one more attack. You lose the ability to shoot, and you don't gain any durability at all.
So, as you plan your swarm, read lots of posts, but remember my own $.02 as simply this: Nids don't require any upgrades to be effective at close combat, and the upgrades available in most cases don't make them THAT much better at it. Nids upgraded for shooting, however, are generally cheaper and can shoot like crazy, while still maintaining their still considerable and very meaningful point-for-point awesome base melee stats.
If you DO go with a "swarm," I strongly urge a true mass of spinegaunt type critters, backed up by raveners in your fast attack for the hard hitting melee punch, and monstrous creatures in at least your HQ and Heavy Support choices for durability, synapse, and higher powered shooting. In your elites, you can be more flexible ... melee warriors with close combat upgrades, shooty warriors choosing from a variety of possible weapon combinations, or in 1500+ point games "machine gun" or "dakka" monstrous creatures.
Nids & Guard
GMail = MVBrandt
Do you like playing with swarms of little creatures and massive hulking monsters?
Do you like being one of the best in the 40k universe at close combat?
Do you easy to paint miniatures that look great on the battle field?
If so then choose tyranids.
Do you like painting green?
Do you like being boring?
If so then choose Dark angels.
Also, it is expensive to play dark angels these days. $30 for a 10 man tac squad and 25 for a chapter upgrade set.... yeesh!
Last edited by Supraboytt; July 6th, 2007 at 18:52.
Well, if ya want a good mix, you could get two battleforces and a tyrant. Pretty cheap for a solid mixed army. Especially if you get it through BWB or the WarStore.
Last edited by psichotykwyrm; July 7th, 2007 at 00:37.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes