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post #1 of 17 (permalink) Old 12-15-13, 10:58 AM Thread Starter
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Default [Beginner] A brief overview of 40k Armies

Choosing an initial army to begin with (or even a second, third... eighth...) can be tricky. You want something that you’ll enjoy building, painting and playing with on the tabletop. There are so many units, themes, army archetypes and colour schemes the 40k universe can be an incredibly bewildering place to begin looking! Here’s a very brief summary and rundown of the official published armies i.e. the ones with their own codex.

Blood Angels

What’s their story?

One of the most noble First Founding Space Marine legions, their geneseed was already mutated more than average by their Primarch Sanguinius’ extended flight through the warp, but with his death at the hands of Horus, they have slowly been sliding towards the brink of extinction as more and more of their numbers suffer the Black Rage, losing all control and thirsting for the blood of others while gaining near-impossible strength and pain thresholds. If they do not suffer that fate, then Blood Angels are the longest lived of all Space Marines, allowing them time to create exquisite works of art in their banners, armour and weapons.

What makes them stand out in the game?

A focus on fast moving resilient units with significant short range and melee capabilities. If you want to get into the thick of it, and fast, Blood Angels can do that for you. You can get Feel No Pain and Furious Charge across the entirety of your infantry, most of which have Jump Packs. You get lots of Meltaguns and some unique units in Death Company, Furioso Dreadnoughts and Sanguinary Guard. You also get to play with most of the toys available to Codex: Space Marines with the added bonus that all your tanks have the “Fast” special rule.

What about their looks?

Red marines. Heh, a bit obvious really. There are some successors (or invent your own) if you don’t like red though. They also have access to some of the prettiest models in power armour, standouts are the Sanguinary Guard and Death Company models, which have detail levels not found on the older kits. You can also use the Blood Angel codex to represent another chapter that relies on Jump Packs or Fast Tanks such as White Scars or Raven Guard, so long as you steer away from the unique units like Baal Predators or Furioso Dreadnoughts.

Chaos Space Marines

What’s their story?

Fully half of the original Space Marine legions rebelled against the Emperor and followed Horus 10,000 years ago, and since then even more chapters have spat on their oaths of loyalty and seceded from the Imperium. Almost all of them have inexorably been drawn to the Eye of Terror, playground of the Chaos gods where time has no meaning and mutation runs rampant. They still harbour a burning hatred for those who remained loyal and cast them out of the Imperium, and will always look for opportunities to make their erstwhile brothers pay for their weakness.

What makes them stand out in the game?

The sheer variety of options. You have 4 Chaos Gods plus Undivided, and they each can have different units as Troops choices to reflect that. Generally speaking, they’re better in melee combat than normal Marines, and perform more specialised roles, but have worse Leadership and are slightly more expensive. You also trade in some of the reliability of Space Marines for random effects and some unusual (and powerful) units such as Spawn, Forgefiends and Heldrakes. Chaos is nice for people who don’t yet know how they like to play, as you can add different units to get very different results from the same base of an army just by altering their wargear and upgrades.

What about their looks?

Lots of spikes, generally, although that’s been toned down a little in recent years. It’s a LOT less uniform than Space Marines, which you would expect from an army with “Chaos” in the title... However you can save the army from looking like a patchwork quilt by keeping broad themes running through to tie it all together, like bases and basic colour palette. Alternatively you can choose an Undivided legion such as Black Legion or Alpha Legion, and add Cult units such as Bezerkers in small amounts. There are so many warbands and cults then there must be something that you like the look of out there! The new models in particular (such as Raptors and Maulerfiends) look excellent indeed.

Daemons

What’s their story?

The Warp is a realm of pure emotion, and the strongest emotions have their own gods – Rage, Entropy, Lust and Manipulation. Such gods (Khorne, Nurgle, Slaanesh and Tzeentch respectively) can split off small portions of themselves and instil them with basic awareness and instincts. These daemons can enter the material universe through rifts and summoning rituals, there to wreak havoc and taste mortal fear before inevitably being sucked back into the Warp to be reabsorbed by their masters.

What makes them stand out in the game?

Daemons are possibly one of the most unique armies in the entire game. They can all Deep Strike – no exceptions – which means you can access every single part of the board. There is a solid melee focus to the codex, but they’re far from helpless in shooting. Again, it mostly comes down to which God(s) you want to follow – Slaanesh is fast and choppy, but fragile. Khorne hits harder, but is slower and equally fragile. Nurgle is tough but not very killy, and Tzeentch relies on range instead of combat. Most people find a mix of two to three Gods works best. There is a lot of randomness built into the book, ranging from a Warp Storm chart you roll on every turn to the fact that you don’t actually have any Wargear per se, just rolls on a Rewards table.

What about their looks?

Normally follows the primary colours of the Gods – Khorne is Red, Slaanesh is Purple/Pink, Nurgle is Green and Tzeentch is Blue. Provided you’re not running four Gods then it looks cohesive enough, and there’s plenty of opportunity for conversions. Lots of Daemon players especially enjoy putting a lot of work into their bases, to represent worlds in the Eye of Terror itself, or the warping effect that Daemons have on reality whenever they manifest.

Dark Angels

What’s their story?

Another of the First Founding, the Dark Angels suffered the embarrassment of almost half their Legion and their home planet of Caliban rebelling against the Emperor. Although they triumphed over the traitors, it cost them their Primarch who disappeared without trace after confronting Luther - the architect of the rebellion - and their planet, which disintegrated under the power of the bombardment levelled at it. Since then they’ve scoured the galaxy looking for the Fallen Dark Angels with complete secrecy in order to erase their sin and guilt.

What makes them stand out in the game?

Dark Angels are the only army who can build all-Terminator armies, all Bike Armies and all-Marine armies in one book. Both their terminators and bikes get access to toys that nobody else does, such as twin linked Plasma Guns on the bikes or S10 power Weapons on the Terminators. Their Marines are cheap, and also have some tricks the vanilla codex doesn’t have, such as Force Field Generators and Chapter Banners which give unique benefits. If you love the concept of a pure Terminator list without having to turn to Grey Knights, or you love the Ravenwing models then the Dark Angel codex is good for you. If you prefer lots of normal marine squads then Space Marines might be a better choice.

What about their looks?

Green Marines (no, duh!). They also have a nice tri-colour split within the chapter, with Bone for Deathwatch, Black for Ravenwing and Green for normal battle companies. They tend to use a lot of feathers and angels, and have excellent looking robed Veterans as well. Some of the successor chapters allow divergence from those three primary colours, such as the Angels of Vigilance which are primarily Yellow, or Guardians of the Covenant who have silver armour underneath dark red robes.

Dark Eldar

What’s their story?

The Dark Eldar fled into the Webway just before the Fall of the Eldar, and therefore survived. However they do not use Soulstones to capture their spirits at the moment of death, instead using pain and suffering of others to psychically nourish their ancient and withered frames, keeping them alive much longer than normally possible. Their culture revolves around capturing slaves to torture and mutilate in order to reap their suffering, which the Dark Eldar consume like fine wine.

What makes them stand out in the game?

Very glass cannon-y. They can put out a fantastic number of shots (only Eldar match it) which can remove entire parts of the enemy army wholesale, but if you get hit back... you know about it. Most Dark Eldar armies use a lot of skimmers, so it can look very intimidating and powerful when you deploy, but don’t be fooled! You’re riding paper aeroplanes that will explode to even small arms fire if you take enough of it to the face. It’s about using your speed to hide from all but a couple of enemy units, massacring those units so they can’t hurt you, then repeating it next turn. Sound tricky? It is.

What about their looks?

Dark Eldar got the most complete and total revamp that any army has had... well, ever, really. And it shows, oh how it shows. Books like Eldar and Tau are still running around with models near 20 years old, and can only envy the clean lines and attention to detail that was lavished on the Dark Eldar this side of 2010. Normally dark colours with bright trims work well here, and gloss armour plating can create an especially unique effect which contrasts well with the pallid skin tones.

Eldar

What’s their story?

Over 10,000 years ago, the Eldar ruled the galaxy, with their technology allowing them to dedicate their entire near-immortal lives to studying the arts and indolent pursuits. This culture of personal satisfaction incubated and then unleashed the god Slaanesh in the Warp, creating the Eye of Terror in the centre of the Eldar empire. Billions died, with most survivors being those who fled on giant moon-sized spaceships called Craftworlds. Thereafter the Eldar have exercised great discipline and asceticism to prevent such a tragedy happening again. However their grip on survival is slowly weakening as they are hemmed in on all sides by ascendant alien empires, and they do not have the numbers to directly combat all of them, though their technology is second to none.

What makes them stand out in the game?

Specialists, through and through. Most Eldar units have one job to do, and they do it incredibly well. You want to kill tanks? Land Raiders (and even Titans) dissolve into sad piles of metal before Fire Dragons. Want to slice and dice infantry hordes in melee? Striking Scorpions have your back. Want to do it at range? 20 Guardians with the right psychic support will throw out 40 S4 AP5 Rending shots at BS4 twin linked, and then do it AGAIN on Overwatch when the sad survivors try to assault you. The trick is using the right tools for the right jobs! They can be tough as nails when fighting on their terms, but if you catch them unprepared they fold like a depressed napkin.

What about their looks?

Lots of different colours available from the major craftworlds, and the freedom to create your own. There’s a few different aesthetics as well, from the basic guardians to the glitzy Aspect Warriors through to the graceful Wraith units and aggressively elegant grav tanks and jetbikes. Eldar are most often seen in bold, bright colours, but pastels also suit them very well. It's up to you whether you want your Aspect Warriors to be painted in the colours of their shrine, or whether to mix them up with the primary scheme of your Craftworld. For example Swooping Hawks are normally blue/white/grey but in an Ulthwé army you coud have them primarily black and bone with just a few light blue or grey touches to make them stand out from the rest of the army.

Grey Knights

What’s their story?

Originally formed during the Horus Heresy as a direct counter to the forces of Chaos, it is rumoured that their geneseed is that of the Emperor himself, although this has never been proven. Chosen for their incredible mental strength and stoicism as well as being Psykers one and all, the Grey Knights are the elite of the elite, benefitting from the most exotic and powerful wargear the Imperium has to offer and specializing in fighting Daemons in utter secrecy wherever they are found. Grey Knights often ally with the Inquisition when their work coincides, but the other militant arms of the Emperor's forces such as Imperial Guard and Space Marines distrust them more than usual due to a history scattered with incidents of mind wipes on allies who have seen too much, and wholesale Exterminatus (orbital bombardment) declared upon planets which still have other loyal forces fighting for victory.

What makes them stand out in the game?

The ultimate elite army, every single model has a Force weapon, storm bolter, and is a Psyker. You do, however, pay for it in points – Grey Knight armies are habitually smaller than equivalent Space Marine armies. You can counter this, if you want, by including a few henchmen units as Troops with the right Inquisitor, which gives you very cheap bodies to hold objectives with while your more expensive infantry get on with the serious business of killing things. You get some lovely shiny toys that Marines don’t have access to, such as the Dreadknight and Assassins, and in a straight fight you’ll win 1v1 against almost any unit in the game but your low model count means that you can’t afford to take many casualties, so a straight up fight of attrition is not in your best interest!

What about their looks?

Silver, most of the time. You can paint them anything you want, actually, but most people stick to the tradition. They do have some of the very nicest and most ornate power armour you’ve ever seen, while the massed power weapons can look excellent with the right techniques. A well painted Grey Knights army is a sight most people remember for a very long time!

Imperial Guard

What’s their story?

The Imperial Guard are the sledgehammer to the Space Marine scalpel, normal humans numbering in the billions, recruited from thousands of worlds and trained to fight the enemies of mankind, whoever that might be. Command structures and regimental doctrine can be as varied as the planets they come from. They perform all battlefield roles, from the Tanith First and Only who are scouts and infiltrators without compare, to the Death Korps of Krieg, masters of the horror, slog and mud of trench warfare.

What makes them stand out in the game?

The common human in a universe full of monsters and aliens who are faster, stronger and tougher. There’s only one thing to do... use ALL the tanks, and drown them in bodies while you do it! Imperial Guard is an almost exclusively shooting focussed army, with possibly Tau being the only ones worse in melee. You’ll often find you outnumber your enemy both in numbers of men, and tanks, but the quality of both can sometimes be lacking. Leman Russes are extremely tough, but not very killy for the points spent. There are lots of Heavy Weapons, but only BS3 and no real way to improve it, and your guys die on 3+ with no armour save against the majority of small arms. However if you dig into cover and keep the enemy at range, the sheer weight of fire you put out will wear them down until all that is left is for you to mop up.

What about their looks?

Imperial Guard can vary wildly in their appearance between armies. You can create any regiment you want with whatever colours you like, and you can play with an army full of Flyers, Tanks or Infantry, or a mix of all three. They tend to be one of the most uniform armies within themselves though, favouring muted colours across tanks and men alike, and with no special shiny toys that are radically different from everything else.

Necrons

What’s their story?

The Necrons (or Necrontyr as they used to be known) fought an immense war across the stars with the Eldar empire aeons ago. In their desperation to win, they bargained with the C’Tan, a race of god-like beings who devour stars and traded their biological bodies for robotic metal shells. However only the most powerful of the Necron dynasty lords and priests retained any personality or awareness, with the majority of the race being transformed into near-mindless automatons. After being forced into a long hibernation they are now awakening, and finding the galaxy a very different place to the one they knew!

What makes them stand out in the game?

Necrons can be one of the most resilient armies in the game, with every infantryman who dies repairing himself on a 5+ at the end of the phase. Large blobs of infantry are therefore very difficult to remove, especially when accompanied by a Lord. Their vehicles are extremely tough, being 13/13/11 in most cases until they suffer a penetrating hit. They can also call on the cheapest and most numerous Flyers in the game to provide mobility and hitting power. Their primary weaponry, Gauss, always causes Glancing Hits on vehicles on a roll of a 6 to penetrate, making even a small squad of Warriors a threat to the heaviest tank. Overall Necrons have the tools to play any kind of game, but benefit most from a shooting-heavy approach.

What about their looks?

The basic concept of Necrons is metal robot bodies, but they can be painted in any colour at all, such as bone, gold, red and so on. Your imagination is the only limit! There are three main types of Necron unit: Vehicles, Infantry and Canoptek units. Any given army will normally focus on one of these elements, giving a very nice unified look. More advanced painters will often use weathering techniques on their Necron armies to represent them waking from their aeons-long sleep beneath the ground of a Tomb World.

Orks

What’s their story?

Orks love three things. Fighting, fighting and fighting. They are extremely strong, brutish and tough, being algae based lifeforms (hence the green skin) that reproduce incredibly quickly from fungal spores. Their hierarchy is determined by who wins the most fights, and as an Ork wins fights he gets bigger and stronger, which means the leaders are the biggest and strongest of them all! Once a world is invaded by Orks it can be an extremely arduous task to eradicate them entirely, and clans have a habit of popping up years after the world’s inhabitants thought they were safe. Once a population of Orks hits critical mass, they will set off on a rampage across the stars, slaying and destroying anything in range of their ramshackle ships.

What makes them stand out in the game?

Orks are probably tied for first place with the Tyranids for the premier melee horde army type, being able to flood the board with cheap models that are still relatively efficient in combat. They can also call on cheap vehicles, artillery and walkers to support their infantry masses, making for a very large and intimidating army to be facing! The downside of their numbers is their reliability, having a lot of random effects as part and parcel of many units. This can occasionally frustrate the player, but can also lead to hilarious turnabouts from a losing position with a lucky string of rolls.

What about their looks?

Orks are without doubt the most ramshackle army in 40k, with their vehicles looking like they were salvaged from a junkheap and their armour and clothing being not much better. Their green skin is best accompanied by one or two bright colours and then muted leather tones for all the straps and pouches.

Sisters of Battle

What’s their story?

Sisters of Battle are the military arm of the Ecclesiarchy, the religious power in the Imperium. Males are prohibited from joining since a bloody era of civil war and strife initiated by Goge Vandire, so the Sisters are a purely female force. Equipped with power armour and boltguns like the Space Marines, they lack the genetic modification of the Angels of Death and so are individually weaker, but can call upon strong reserves of faith and fury to smite the enemies of the Emperor! Their ranks are often bolstered by Inquisitors and Imperial Guard who are drawn into their wars against Heretics and Mutants.

What makes them stand out in the game?

The most obvious one is that they are all women! This is unique to 40k over almost every other game system. They have power armour and boltguns, so superficially could resemble Space Marines, but because they tend to wear bodices and cover their armour and vehicles with Fleur de Lyses, you’re never going to confuse the two! The tactics you’ll use are also very different to Space Marines, as you don’t have their staying power. A plethora of flamer and melta weapons is your strength, as are your acts of Faith, which can provide some very powerful effects such as rerolling misses or ignoring cover. The Sisters have the tools to deal with anything, but similar to Eldar, their units tend to be quite specialised.

What about their looks?

Boobs! *cough*

On a serious note, there seems to be two main ways to paint them – black or white, and both colours work well with red trim. Sisters reward a good eye for detail work, as they have a lot of stuff inscribed onto their armour. There are also lots of modelling and conversion opportunities present in their units like Repentia and Penitent Engines, and you can work in Imperial Guard or Stormtroopers very well as a counterpoint to the Sisters themselves.

Space Marines

What’s their story?

After unifying Terra, the Emperor decided that he needed help to start conquering the galaxy, and so created 20 superhuman beings called the Primarchs. They were stolen by the Chaos gods and scattered throughout space, so the Emperor used a watered down version of their genetic code to create the Legiones Astartes –the Space Marines. Each of the 20 Legions was created using the geneseed of a Primarch, and after the events of the Horus Heresy they were broken down into Chapters, each consisting of roughly 1,000 Marines. The Codex: Space Marines book holds the rules for the Raven Guard, Salamanders, Iron Hands, Imperial Fists, Black Templars, White Scars and Ultramarines chapters.

What makes them stand out in the game?

Space Marines are the entry point to the hobby, and the vast majority of players will have collected them at some point. They are by far the most common enemy you’ll see across the table from you, and they are among the most forgiving armies to play with. They are tough, will never run away, and have access to plenty of shooting and melee options along with the widest variety of vehicles in the entire game bar perhaps Imperial Guard. Each Marine unit is capable of shooting and close combat, although in general the book lends itself best to ranged firepower. The ultimate generalists, Space Marines won’t have the sheer damage output of Tau or Eldar, but will keep on fighting in the face of incoming shooting that would have shredded those armies a long time ago.

What about their looks?

Space Marines benefit from a very homogenous model form – power armour looks the same from army to army, and Space Marines tend to leave theirs relatively unadorned (compared to Space Wolves, for example) although you can jazz it up with lots of purity seals and icons. They have lots of large flat areas which are great for practicing your freehand, or using transfers, and there are roughly 1,000 chapters, so creating your own colour scheme is entirely in your hands! The models also have very clear and distinct body sections (arms, wrists, knees, hips and so on) which makes them the easiest models to convert, allowing beginners to get their teeth sunk in, and advanced modellers to really go to town.

Space Wolves

What’s their story?

One of the First Founding, the Space Wolves ignored the mandate to break down into Chapters, and remained as one cohesive legion, although they tend to wage war in thirteen “Great Companies” that roughly approximate a Chapter in strength. They have a wild and barbaric mien, as exemplified by their Primarch effectively charging into the Eye of Terror solo. They have all the deadly precision of Space Marines when waging war though, so only a fool mistakes them for untrained savages. Merciless to the end, a Space Wolf will always finish any battle that he finds himself in, to the utter destruction of the enemy.

What makes them stand out in the game?

Effectively Vikings in space, the Wolves fight an excellent short range war in the manner of the Blood Angels, although they tend to disembark from their Rhinos or Drop Pods (instead of using Jump Infantry) and unleash a torrent of rapid fire bolters and plasma/melta guns before either receiving a charge (and counterattacking) or charging themselves. They have the best anti-Psyker defence in the game on their Rune Priests (Psykers themselves) and are unique in having Sergeants attached not as part of the squad, but as an elites choice which is allocated model-by-model before the game begins, and each can be given a wide variety of equipment including Terminator armour. Having 4 HQ slots means you can fit in a lot of characters, and the basic Grey Hunter troops are very cheap by Marine standards, leading to very efficient armies.

What about their looks?

Clad in the familiar power armour, Space Wolves generally follow a grey as their primary colour, with yellow or red for trim, along with lots of fur and wolf pelts/tails for decoration. They also have lots of runes and amulets dangling on leather thongs, making for a very different look to the more traditional Marine legions. Their uniformity can be broken up by including units such as Thunderwolf Cavalry or Fenrisian Wolves, which allows you to mix up your painting techniques a little!

Tau

What’s their story?

The only psychically null race in the galaxy, the Tau are a relative newcomer to the endless war in the 41st Millennium, having only risen from barbarity a few thousand years ago. This rapid rise is due to the Ethereals (the ruling caste) propagating a philosophy of “For the Greater Good” which encourages every Tau to work in harmony with their kin to achieve more as a species. This has virtually eliminated internal conflict and allowed co-operation between all branches of society, to the benefit of them all. They are now, however, coming into conflict with less “Enlightened” species such as Humanity, against whom they are waging several destructive wars in their bid to carve out new territory to expand into.

What makes them stand out in the game?

Tau are probably the premier ranged army in the game, being utterly abysmal in combat and having no real dedicated melee units. They make excellent use of high strength weaponry (the basic gun is S5!) and use Markerlights to improve their accuracy and remove cover saves from their enemies. They are also quite manoeuvrable, with most Tau generals having at least one unit of Crisis Suits who can move in both the movement phase and the assault phase, allowing them to hop out of cover, blast away and then hop back. They can combine overwatch between units against assaulting enemies, making them much more deadly on the defence than comparable infantry from other armies. Their biggest battlesuit, the Riptide is the last word in tough firepower, rocking 6 Wounds, a 2+ save, and being able to generate a 3+ invulnerable when it needs it, along with a choice of ridiculously oversized guns!

What about their looks?

Tau have a very individual look which many collectors admire – they have an alien helmet shape and look very “Mecha” similar to Transformers and other robots from Anime. It is blocky in one sense, but also extremely streamlined in another, and the segmented armour plating gives you lots of choice in painting options. They tend to go for a two-tone theme, with contrasting colours for the hard plates and the soft underlayer. Camouflage patterns are fairly common, but so are Sept schemes, which identify a particular army.

Tyranids

What’s their story?

Invaders from outside the galaxy, the hive fleets of the Tyranids are like locust swarms spearing into the heart of the galactic disc. They consume whole worlds for their biomass, which fuels their entirely organic swarms of monstrous creatures. Each fleet is controlled by a telepathic overmind which is capable of extreme cunning as well as voracious brutality, and can only be stopped with a huge expenditure of men and equipment. Every time a fleet has invaded, it has stripped world after world and cost millions of lives before being halted in desperate last stands by the Imperium. Their strength is their incredibly fast evolution, allowing the creatures that make up the swarm to alter their entire biological structure within a few short generations and adapt to new worlds and weapons being deployed against them.

What makes them stand out in the game?

Tyranids are the only non-humanoid race in the game, consisting of insectoid models with six limbs and armoured carapaces. They have several different ways of playing, depending on your preference for large living battering rams like the Carnifex or Hive Tyrant, hordes of smaller critters like Termagants, or ambushes in your enemies deployment zone with Lictors and Genestealers. The army can put out respectable amounts of torrent firepower, but the quantity doesn’t often make up for the quality (low ballistic skill and negligible AP values) so tearing things apart with fang and claw tends to work best! Think “Starship Troopers” and you’ll have an idea of how the army functions! They also have no transports of any kind apart from Deep Striking Mycetic Spores (which you can’t assault out from) so they tend to rely on running across the table as quickly as possible, using screens of flying Gargoyles or Termagants to cover the more valuable models.

What about their looks?

Obviously radically different to the other Xenos races, Tyranids present some excellent opportunities for drybrushing, washes and highlighting. They can range from full camouflage through to bright contrasting primary colours, although most players settle for a bright chitin and a more subdued skin tone (or vice versa), but different units can be painted in different themes, with “Hive” units being very similar, and “Scout” units such as Lictors and Genestealers being a completely different scheme. There are plenty of conversion opportunities as well, particularly among the bigger beasties, as a lot of arms, heads, bodies and wings are interchangeable.

The Squats

What's their story?

A great many of the earliest colonists to leave Terra during the Stellar Exodus headed straight for the Galactic Core. In the dense clusters of dying stars they found vast mineral wealth on planets that were almost entirely inhosphitable, having no native life and gravity several times Terran norm. This gigantic store of resources was of great use at the beginning of the Age of Technology, however the Core Planets were eventually cut off from the rest of the galaxy by impassable Warp Storms. Over their thousands of years of isolation, the original settlers evolved to be tougher, shorter and to have outrageous beards.

What makes them stand out in the game?

Squats are a very robust army - with native T4 and WS4 they make excellent close quarter combatants, and their strong armour allows them to survive their opponent's blows, which is important since their Initiative is tied lowest in the game with Necrons. Making good use of their exo-armour is extremely important, which is as tough as Terminator armour, but a lot more customisible. Their slow foot speed is made up for by their access to numerous bikes and trikes, which gives them formidable heavy firepower on a very mobile chassis.

What about their looks?

Basically Dwarves in space, large beards and shortness are two major features of Squat models. Colours tend to be primarily reds and greens, although there's also a lot of metal colours due to the armour and size of weaponry most of them wield! Because of the age of the models, it can be difficult to convert Squats effectively, so good use of the plastic Fantasy dwarves can lead to better results.

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.

Last edited by Sethis; 12-16-13 at 10:44 AM.
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post #2 of 17 (permalink) Old 12-15-13, 11:12 AM
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Bloody awesome work, I'm sure a few beginners will find this very useful! + rep
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post #3 of 17 (permalink) Old 12-15-13, 01:28 PM
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This is fucking amazing! Exactly what I needed 4 years ago! +rep for sure!
This should also be stickyed

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post #4 of 17 (permalink) Old 12-15-13, 01:52 PM
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This is my first post in a while on here. I used to post a lot but got a bit fed up with arguments and smart arses, but this is quality work. Exactly what forums like this needs. Would definitely encourage me to come back and post more often. +rep for you.

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post #5 of 17 (permalink) Old 12-15-13, 02:21 PM Thread Starter
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Thanks for the kind words, I'm continuing to add bits and pieces to the shorter paragraphs to flesh it out a bit more.

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.
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post #6 of 17 (permalink) Old 12-16-13, 12:13 AM
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Great work man, you must have put a lot of work into it.

6th Edition. 7th Edition

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post #7 of 17 (permalink) Old 12-16-13, 08:44 AM
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This is brilliant - Excellent article!
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post #8 of 17 (permalink) Old 12-16-13, 10:00 AM
nice boy, daft though !
 
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what about the Squats ????? only joking



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post #9 of 17 (permalink) Old 12-16-13, 10:28 AM
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You just reset the timer. Again. Cheers bits.
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post #10 of 17 (permalink) Old 12-16-13, 10:43 AM Thread Starter
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Quote:
Originally Posted by bitsandkits View Post
what about the Squats ????? only joking
Done and done.

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.
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