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Strengths and Weaknesses of Each Army
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Old 18 Jun 2008, 14:14   #1 (permalink)
Shas'Vre
 
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Default Strengths and Weaknesses of Each Army

i am setting up something for new players, so what are the strengths and weaknesses of each army?

TY for any help ;D
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Old 18 Jun 2008, 14:23   #2 (permalink)
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Default Re: strengths and weaknesses

ORKS
Strenths: the basic ork has 2 attacks base and furious charge. Lists can be written to fill many needs. Should outnumber MEQs. Mob rule makes relatively small groups of orks fearless. Fun to play. Slugga boys work wonders when killing MEQs. inexpensive yet durable troops.

Weaknesses: BS 2, though the S 4 gun makes their shooting about equal to guardsmen, get used to taking alot of shots and not hitting much. Most vehicles are relatively weak and take an upgrade to make them not open topped, battle wagons are better than most.
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Old 18 Jun 2008, 15:53   #3 (permalink)
Shas'La
 
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Default Re: Strengths and Weaknesses of Each Army

TAU
Strengths
Has arguably the best fire power in the entire game.
Auxiliaries can be used well.
Basic troops have the Highest strength standard gun.
Excellent mobility and flexibility. (Crissis Suits)
Markerlights.
Best anti-tank weapons in the game, Railguns. Can be applied quite cheaply for what the are as well. (XV-88s)

Weaknesses
Lacking in close combat.
XV-8s are large fire magnets and can use up a lot of points.
Some Auxiliaries are expensive e.g. Vespids.
Particularly vunerable too deep striking units.
No Artillery.

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Old 18 Jun 2008, 17:32   #4 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

For the Tau I would also be incline to add:

Strength:
Fish of Fury,
Stealth shield
Rail rifles
Tau Skimmers (with Decoy launcher and multitracker (I think))

weakness:
Ethereal (death)
Low leadership (relatively speaking)

But this is true and valid in 4th ed, and it will change -at least part of it will- in 3 weeks or so with the arrival of 5th ed
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Old 18 Jun 2008, 17:57   #5 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

Imperial Guard

Strength: Numbers, firepower, and heavy armor.
The Imperial Guard almost always outnumbers its opponent and can field an immense ammount of heavy and special weapons, such as heavy bolters, autocannons, missile launchers, and lascannons. No army can survive a shooting match with the Guard. The Guard also has what is arguably the best tank in 40K, the Russ Battle Tank, as well as some very useful variants such as the Demolisher Tank, and the Hellhound. The Basic Guard transport, the Chimera also doubles as an Infantry Fighting Vehicle, having better front armor, and a much better armament than other transports.

Weakness:
Close Combat, and the lasgun
Guardsmen are the second weakest race for close combat, and they have no true assault units. The basic infantry weapon of the guard is also virtually useless against most enemies.
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Old 18 Jun 2008, 18:56   #6 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

Thanks guys for posting up what you have. So far:
* Orks
* Guard
* Tau

Missing:
* Space Marines
* Inquisition (Alien, Witch and Daemon Hunters)
* Dark Eldar
* Eldar
* Necrons
* Tyranids

I'll PM a few mods to see if they can help you out.
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Old 18 Jun 2008, 19:08   #7 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

are we talking strengths for now or strengths for the new addition because i have loads of those
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Old 18 Jun 2008, 19:24   #8 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

Space Marines

Strengths

Great basic statlines on their troopers.
Very verstatile troops choices, very resilient.
Army can be built many ways geared towards specific goals and tasks.
Great leadership and "They shall know no fear" means the army rarely runs, and when it does it doesn't go far.
Rites of Battle makes them even more resistant to breaking.
Cheap and decent vehichles.
Deep strike access.


Weaknesses

Potentially high points costs can leave armies very small.
Jack of all trades and master of none. As soon as marine armies start to put a lot of focus on one area their armies often suffer in other areas and can quickly become unbalanced.
Very common, people know lots of anti marine tricks.
Slow, most units cannot move more than 6" a turn, and transports have relativley weak armour.
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Old 18 Jun 2008, 19:26   #9 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

its current strengths ATM, most of them will still be around in 5th ed (not tactics like FOF but strengths of the army) :
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Old 18 Jun 2008, 19:33   #10 (permalink)
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Default Re: Strengths and Weaknesses of Each Army

Necrons

Strengths

Durability. Necrons have some of the most durable basic infantry in the game, and also the single most durable vehicle.

Shooting. Necrons have some excellent mobile firepower, and their basic guns are capable of destroying heavy vehicles. Destroyers are one of the better mobile gun platforms in the game.

Wierd special rules. Necrons can interfere with a lot of normal game mechanics, redeploying troops on the fly even out of close-combat. Their special characters are very powerful in different ways. The Monolith ignores many anti-tank abilities, making it very hard for some armies to even slow it down, let alone destroy it. It is also the heaviest vehicle that can deep-strike and the heaviest skimmer outside of Forge World.

Weaknesses

Phase-out. Necrons have an additional means of losing games, and it is absolute. Take too many casualties and it doesn't matter what objectives you have taken or how many enemies you have destroyed.

Numbers. Necron models are expensive, so you will often be outnumbered.

Close Combat. While Necrons do have a few good close-combat units, their basic infantry do not excel in this roll, and it is much easier for their durability to be overcome in assault than it is in shooting. Their initiative is quite low.

Options/Flexibility. Necrons are a relatively new book with only one full edition, and as such their model range is small. They have fewer options than most other armies. And while their basic weapons are good, they don't have the option to include special or heavy weapons in their infantry units.

Speed. Necrons in 4th Edition can be fairly slow. The Monolith can deep-strike, but after that it is restricted to lumbering around at 6" per turn. In 4th Edition it was never protected by movement in the same manner as Tau and Eldar skimmers, and in 5th only terrain will be able to obscure it. Along with wargear options the speed of the Necrons can be offset by redeployment during the game, but it is fairly easy to outmaneuver them with faster armies. This can be offset by taking Destroyers and Wraiths, but this will lower your model count and could leave you vulnerable to phasing out.

[hr]

In terms of modeling, Necron armies look great on the table and are relatively easy to paint quickly and well.

On the downside, there are not as many models to choose from, and the models themselves lack some of the opportunity for individuality and conversion offered by the other armies.
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