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What should i collect

  • Chaos Marines

    Votes: 3 8.3%
  • Daemonhunters

    Votes: 6 16.7%
  • Dark Eldar

    Votes: 1 2.8%
  • Eldar

    Votes: 6 16.7%
  • IG

    Votes: 9 25.0%
  • Necrons

    Votes: 2 5.6%
  • Orks

    Votes: 12 33.3%
  • Witch Hunters

    Votes: 3 8.3%
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Discussion Starter · #1 · (Edited)
As some of you know im getting back into WH40k after 7 years and have decided to collect space marines and tyranids. Recently I also decided to collect the Tau empire. Im fairly new and im just wondering what race i should pick if i was forced to have a 4th race. I dont care about models or looks i just want to pick something that has a different play style.

What do you guys think?

PS: You can choose more than one if your torn (changed poll options)
 

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my vote was Witch Hunters. More people should collect Witch Hunters and more specifically Sisters as far as i am concerned.

Though in truth, what i really think is that you should focus on one of the armies that you already have before moving on to the next army
 

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It's good to be green. I'm personally looking forward to a resurgence of Ork players. They really ought to be as numerous army-wise as Space Marines... the models have always been awesome for the most part, and the army has always had a ton of character. I appreciate why people haven't been playing with them for the last few years, but with a VERY good new codex, I imagine that we'll be seeing a worldwide Waaagh! building.

If I hadn't burned myself out painting Orcs for fantasy, I might even consider an Ork army for 40k. And if I weren't working on a Space Marine Battle Company plus armoured support and possibly the 1st and 10th full Companies to go with it...
 

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Discussion Starter · #6 ·
Well ive always been an orc kinda guy throught my mmo experience. I was planning on playing orks but i thought that the new codex wasnt coming out till around march.

Ty thus far for the polls : ) keep em comin : P
 

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Porn King!!!
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I vote for Chaos as the fluff and plastics are just too cool :)
 

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Chaos Marines - too much like space marines to really be of much difference on the table. They share the same strengths - durable, good shooting, good assault, unique units.

Dark Eldar - Actually, oddly enough, they are very much like Bugs in my opinion. They can be very fast with many small arms firing each turn. Lightly armoured with a few exceptions, and can pack a solid punch with the few heavy weapons they'll fire each turn.

Eldar - Very much like the Tau in many respects. Very shooty if designed to be so, and some of the most useful vehicles in the game. Differences being that the Eldar actually have an assault element, though many players seem to disregard this major point.

IG - All the weaknesses of the Bugs with the shooty ability of the Tau. A horde army that can sure deliver the pain but just can't manage against a fast army.

Necrons - Marines with Feel No Pain and very limited options. A very nice convertaholic's army, but will get very dull after playing Marines.

Orks - Bugs with rides. A largely combat oriented force which relies upon numbers and speed to close with the enemy in order to dish out the pain and take control of the field. Fun army, but not too different from the Bugs.

Witch Hunters - Imagine a cross between the Marines, IG, and Eldar and you get the Ordo Hereticus. Special units all over the place with many many interesting rules to confuse yourself with. It can be a blast, but is considered a pretty strong list when used with competition in mind. Generally, though, they'll play much like Marines and Marine Scouts, but with a few extra options.

Daemonhunters - My pic of the list. If you have been successful with your current armies, then you have mastered the Balanced game, the Assault game, and the Firepower game. Now you need to test your mettle with the uber-elite and see what you can make of the specialised Ordo Malleus units. Grey Knights, both PA and TDA, are expensive but very powerful. Their true weakness is in their inability to field more than a handful at a time and make that mere handful work the magic. The Inquisitors of the Ordo Malleus are the most difficult to perfect. Their options seem to be designed to keep you guessing. But, overall, these guys are great at taking out multi-wound and psyker heavy opponents, and can really surprise an opponent throughout the game with their deepstriking PA and TDA GKs and mobile firebase ISTs and Inquisitors.

Hope this at least gave you an idea or two.
 

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Discussion Starter · #12 ·
Chaos Marines - too much like space marines to really be of much difference on the table. They share the same strengths - durable, good shooting, good assault, unique units.

Dark Eldar - Actually, oddly enough, they are very much like Bugs in my opinion. They can be very fast with many small arms firing each turn. Lightly armoured with a few exceptions, and can pack a solid punch with the few heavy weapons they'll fire each turn.

Eldar - Very much like the Tau in many respects. Very shooty if designed to be so, and some of the most useful vehicles in the game. Differences being that the Eldar actually have an assault element, though many players seem to disregard this major point.

IG - All the weaknesses of the Bugs with the shooty ability of the Tau. A horde army that can sure deliver the pain but just can't manage against a fast army.

Necrons - Marines with Feel No Pain and very limited options. A very nice convertaholic's army, but will get very dull after playing Marines.

Orks - Bugs with rides. A largely combat oriented force which relies upon numbers and speed to close with the enemy in order to dish out the pain and take control of the field. Fun army, but not too different from the Bugs.

Witch Hunters - Imagine a cross between the Marines, IG, and Eldar and you get the Ordo Hereticus. Special units all over the place with many many interesting rules to confuse yourself with. It can be a blast, but is considered a pretty strong list when used with competition in mind. Generally, though, they'll play much like Marines and Marine Scouts, but with a few extra options.

Daemonhunters - My pic of the list. If you have been successful with your current armies, then you have mastered the Balanced game, the Assault game, and the Firepower game. Now you need to test your mettle with the uber-elite and see what you can make of the specialised Ordo Malleus units. Grey Knights, both PA and TDA, are expensive but very powerful. Their true weakness is in their inability to field more than a handful at a time and make that mere handful work the magic. The Inquisitors of the Ordo Malleus are the most difficult to perfect. Their options seem to be designed to keep you guessing. But, overall, these guys are great at taking out multi-wound and psyker heavy opponents, and can really surprise an opponent throughout the game with their deepstriking PA and TDA GKs and mobile firebase ISTs and Inquisitors.

Hope this at least gave you an idea or two.
Helped alot. Im still unsure however... IG Seems to be pullin ahead in my mind. The problem with Witch hunters and Daemonhunters is that they seem to be underdeveloped if u know what i mean. they use SM and IG models in alot of cases if im correct. My prediction is in a couple codex updates from now they will have a completely different roster. Do you see what im saying, or am i totally off?]

Either way im def not collecting CSM or Necrons
 

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Jac "Baneblade" O'Bite
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The advantage with taking Deamon Hunters is that you can use units from one of your existing forces to build it. For example if you make a Imperial Guard army then you only need to buy one or two units to make a Deamon Hunters one.

Just something to keep in the back of your mind - if you go IG then you basically have a Inquistion army as well because all you need to do is buy three or four units to give it a =I= slant.
 

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Mohawk-Wearing Crazyman
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My vote is for IG: you want a different play style than the armies you already have? Seems to me like the perfect candidate.
 

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im with wraithlord cos of his reasons and the fact that a chaos army can be feilded in so many ways
deamon armies with 2 or 3 marine squads and a greater deamon who can go wrong
the lost and the damned-homicidal mutants led by chaos marines
and the armis of the gods - an entire hoard of bezerkers or plauge marines
so if you want something different to play with and paint then look no further than chaos space marines

also how cool are the models the converting options are limitless!

death to the false emporor:king::spiteful::russianroulette:
 

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I picked orks. They can also be tailored to be just about anything you want. You can have a fast hard hitting army or a stand and shoot army. WIth the new codex and the new models they are a fun army to play.
 
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