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Discussion Starter · #1 ·
Well, I own about 1500 points of Dark Angels, I'm going to expand it to 2000 and leave it at that.

I was wondering what would people suggest for good second army... keeping in mind I am only really used to painting Space Marines, I like shooty armies, and I think Eldar are pussies. I was thinking maybe Tau or Necrons, both seem to have a lot of firepower.

I generally don't like painting humans, so Guard are no good.
 

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haha~eldar are not pussies!! >.< ;P
necrons, tau and eldar all have there own weaknesses. tau in combat..necrons in numbers and speed, eldar in armour. it depends on how shooty you wanna go.
tau aren't bad..neither are necrons.
any tactics in paticular other than shooting?
 

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Tau are definitely a bigger shooty army than necrons, but the necrons actually can survive in cc. and both armies are easy to paint for the most part. The major differences is that tau have more options for units and wargear, while necrons have usually better saves and can stand back up.

What it really boils down to is whether you want to be able to customize your troops to kill far away or have unkillable uniformed machines?
 

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Discussion Starter · #4 · (Edited)
So Tau are basically screwed in close combat? I have never fought against them, they have some nice looking minis though.

Necrons are bad bastards, in my last battle I was absolutely served by a Necron army and an obviously superior player.
 

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Really, having an army that fists you likes, while giving you a completely new experience is likely best.... Go for Tau. I would have seconded Necrons, but you'll likely enjoy the game more if you are not playing another Tou4/3+Sv army.


Also, consider the Orks... while they may not be as shooty as IG, they actually can be much shootier than Tau, and are not Humans or MEqs. Just another option.
 

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Discussion Starter · #6 · (Edited)
I really didn't give Orks much thought at all. They look like they'd be fun to paint and play, totally different to Marines, and I could make some great Orky terrain.
 

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my tournament army is tau and they have great weapons and there suits rock at dropping hole squads of marines in one volley but like every one else has said they are horable in close combat but this is why you get all those cool extra moves with the suits and have all the long range guns so you can most of the time avoid combat it can be a hard army to run but if you know what you are doing they can devastate your opponents so I wish you good luck.
 

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From what I have seen if you want shooty then Tau are great but they are hosed in HtH. Orks are a decent balance army. Never really played alot of Necrons but they are badasses if built right. Eldar do not have the greatest saves but the are awesome in regards to being a balanced army.
 

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Discussion Starter · #9 · (Edited)
So... Orks or Tau?

Kroot are pretty good in close combat situations right? I'm leaning more towards Tau at the moment... but those Ork minis look really cool.
 

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erm i think a necron destroyer army would be good for you but all are good choices
 

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Kroot are pretty good in close combat situations right?
Yep kroot are pretty good in close combat, apart from Intuitive they are as deadly as assault marines, are much cheaper, much easier to kill, have slightly worse guns than marines, though they aren't as accurate.

Overall i'd say Tau, i am biased as i'll soon be collecting them, but with no squad special weapons, poor CC, and suits i'd say they are more shooty and about equally different from marines as orks.
 

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Don't Kroot kinda bounce off regular Tac Marines? I don't think I've ever heard of a successful army that focused on Kroot, or even relied on them to any extent to be competitive. From what I understand, Kroot are only good combat troops for the Tau when compared to the Tau themselves. They're better than IG, maybe on par with Eldar Guardians, but worse than just about any other basic trooper. Am I missing something?
 

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Kroot are quite good shooters and close combatant's, for example compared to an ork boy they have better BS, WS, S and I, some special rules, but lack choices, 2 Attacks base, and furious charge. However they are easy to kill (no armour) and can't specialise so Firewarriors tend to be better.
 

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You can toss in a shaper with the kroot, which will then let you get armour for your kroot, but if you want hem for cc them max out the number of kroot hounds in your kroot units. they have 5 for initiative, multiple attacks, and same WS and S as a basic marine. they are also about a fifth the points of a marine as well.
 

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You can toss in a shaper with the kroot, which will then let you get armour for your kroot, but if you want hem for cc them max out the number of kroot hounds in your kroot units. they have 5 for initiative, multiple attacks, and same WS and S as a basic marine. they are also about a fifth the points of a marine as well.
Shaper armour is a bit useless, because of the amount of AP6 or better weapons, but hounds are best for CC as they are cheaper than kroot and have a higher intuitive. However hounds aren't 1/5 of a marines points, or they'd be 3-4 points. They are actually 6 points.
 

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make your 2nd army unique! don't go for the average. My first army was space wolves, then my second was exodites? who the hell has exodites? There's alot of cool army themes out there, you just have to find one you want.

An ork shooty armor would be great at this. A bunch of truks full of shoota boys doing drive by's (open topped). Then you could add war trakks and buggies for additional fire support. and in the event you get charged.. your orks! ork like a fight!

some other ideas, an all walker IG army (Sentinels, shooty and no need to paint 'umies'), walker WH list (penitent engines and sentinels), Yriels Corsairs, Croneworld eldar, fallen angels, a tau Drone army (proxy larger drones for crisis suits, here's an example:

I would check out blue table paintings website, you can get alot of cool ideas there, or read fluff. There's alot of neat forces out there.

~dan
 

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Discussion Starter · #17 · (Edited)
I'm a shooty kind of player, but playing DA, I've always had close combat options if I needed them, I'm sure I like the idea of relying entirely on my guns to win battles, I'm just not entirely sure it will work.

I've been looking at a few Ork armies, they seem pretty versatile, they can move and shoot, and go hand to hand. I'm big on customizing and converting, and it seems I have plenty of opportunities for that with an Ork army.

The armies I most often play against are 'Nids, Eldar, and Guard.

Had a good look at both the Ork and Tau codexes, in the end I decided to go with Tau, picked up a box Fire Warriors over the weekend so I'll see how I go.
 

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Kroot are quite good shooters and close combatant's, for example compared to an ork boy they have better BS, WS, S and I, some special rules, but lack choices, 2 Attacks base, and furious charge. However they are easy to kill (no armour) and can't specialise so Firewarriors tend to be better.
Kroot actually have the same WS as ork boyz (4), better BS but rapid-fire weapons (boyz either have shootas that are assault 2 or pistols, same str and ap as the kroot), lower toughness (orks' t4 is what really makes them worthwhile), and higher init. However, when orks charge they have equal str and init. but still have their higher toughness (and a 6+ save vs. no save). Most importantly, Orks have the ability to take a nob with a power klaw that hits at str 8 or 9 on a charge and ignores armor, which is huge. It makes the mob much more deadly in CC. Ork mobs can also be fearless and carry special weapons.

An Ork shoota boy mob is superior in pretty much every way to Kroot and can do pretty much all the same things (just better). Kroot still have their place though, because they can infiltrate and if you put them into a forest they're actually pretty resilient shooters (4+ cover save) and great hand to hand against units that aren't dedicated meleers (decent against smaller groups of ones who are). Kroot aren't going to do well going toe-to-toe with the main body of their army, but are great skirmish units. Don't use them for the main push though.

As for a good idea for a second army, I'd say that necrons would probably feel a lot like playing marines (your basic troops pretty much have the same stat line). I'd say the biggest change in tactics would be to play eldar, but tau are still pretty different. Orks are a lot of fun but unless you're doing a warbiker mob led by wazdakka you're going to have to paint a lot of models. I suggest using Vassal to play some games with various armies and find one you like that plays differently than your marines.
 
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