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Race Strengths and Weaknesses
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Old 13 Oct 2005, 01:27   #1 (permalink)
Shas'El
 
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Default Race Strengths and Weaknesses

After doing Imperial Guard, I'm thinking of getting into Fantasy. Could someone organize a list for me that has the strengths and weaknesses of every race in Fantasy? It would really be convenient.
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Old 13 Oct 2005, 07:42   #2 (permalink)
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Default Re: Race Strengths and Weaknesses

Beasts of Chaos:
Hoarde army, lots of monsters, no shooting. Probably the beardiest army in Warhammer because of the Brayhorn. Can be combined with Hordes of Chaos.

Bretonnia:
Loads of knights, and special rules to make them even more powerful than normal knights. Bretonnia is the army of choice for people who want the traditional "knights in shining armour" style of army.

Chaos Dwarfs:
Slow, tough, and amazing leadership, Chaos Dwarfs are good at staying put and hitting people. They have some nice war machines too. Hobgoblins provide cannon-fodder units, and Black Orcs give you heavy hitters.

Dark Elves:
Dark Elves are a solid force. Capable of lots of shooting, fast attacks or heavy hitting. Dark Elf Mages are some of the most powerful in Warhammer. However, Dark Elves are not cheap, so you will rarely have the advantage of numbers. That said, their good leadership and above-average combat stats will normally carry the day if used properly.

Dogs of War:
There is nothing finer than fighting for what you love... especially when what you love is gold coin!
Dogs of War have a unique and powerful unit; Pikemen. These units fight in four ranks, strike first on the first round of combat (even if they didn't charge!) and gain +1 Str against cavalry. All of this means that, in large enough blocks, Pikemen can even stop a heavy cavalry charge dead in its tracks... though I wouldn't suggest trying it too often!
Dogs of War also make extensive use of Ogres, and can take Bulls, Ironguts or Leadbelchers as a Special Choice, whilst Maneaters are a tempting Rare unit. Crossbows are their ranged weapon of choice, and there's cavalry, cannons and skirmishers to keep you interested, as well as Dwarfs, Halflings and drunken Norse! If you really want to, you can also hurl pots of hot soup at the enemy (although the Halflings won't be pleased...).
Finally, any army in Warhammer (except Bretonnians and Zombie Pirates) can take Dogs of War as a rare choice, giving you even greater flexibility! Combine this with an extensive list of Regiments of Renown available, you can truly create the army of your dreams, and your opponent's nightmares!

Dwarfs:
Like their Chaos counterparts, Dwarfs are slow, tough and nigh on impossible to break. Dwarf shooting is something to be feared, but it is in combat they excel. They have some of the greatest infantry in Warhammer (Ironbreakers!), and a Dwarf shieldwall is all but impossible to break. However, when it does break, things to very wrong very fast...
Dwarfs are also the only army that can march within 8" of the enemy, which is useful when your opponent sends a kamizake flyer to try and slow up your force.

Empire:
Empire are an odd force. Average at almost everything, they make up for it in three areas: abundance of units, war machines, and Detachments.
Empire forces can be almost anything you want; from solid walls of handgunners to thundering cavalry formations. Detachments give you a real tactical edge, providing flexibility that would otherwise be lacking, and making even the most mediocre unit a real threat to the enemy.

High Elves:
Like the Dark Elves, High Elves can be formed into whatever force you wish. They are powerful with magic, and can seriously cripple your opponen't attempts to cast spells. They have a wide variety of elite units, such as the amazing Swordsmasters of Hoeth, and can purchase magic items cheaper than any other army.

Hoardes of Chaos:
Another army with no shooting, Hoardes of Chaos relies on one of two tactics to win; tough stuff, or lots of stuff.
Hoardes of Chaos can really live up to its name with large numbers of Marauders. Backed up by Warriors, Daemons or the dreaded Chosen Knights (one of the most powerful Cavalry units in Warhammer), the army can pack a major punch. Combined with Beasts of Chaos, you've got quite a selection of units... though once again powergaming potential, rare as it is, has seeped well into this list (*cough*Tzeench!*cough*).

Lizardmen:
Lizardmen combine amazing magic, rock-hard infantry and cheap skirmishers. They have some amazing Monsters in their force (stegadons!), and the Slann are truly masters of the magic phase. However, even without the Slann, Lizardmen are a mighty army. Saurus are powerful indeed, and with their Cold Blooded rule, will rarely break from a fight. Skinks provide cheap skirmishers, armed with poisoned weaponry that can seriously cripple your enemies.

Ogre Kingdoms:
Ogres are big, powerful and scary as hell. Even a small unit of Ogres is strong enough to smash its way through most regiments, and units like Leadbelchers provide devastating (if somewhat unpredictable) ranged support. Gnoblar units provide lots and lots of cheap cannon-fodder to tie up your enemy whilst you line up for flank charges... and sometimes they'll even win all by themselves!
However, unless you go over the top on the Gnoblars, you're usually going to be outnumbered. With this in mind, pick your targets well. Ogres cause fear, and five Ogres have a unit strength of 20, which is about average for most regiments. Keep them in big blocks, and most opponents will run screaming from your charges. Be warned, however, for every casualty you suffer represents a massive loss of your fighting strength, and as the army lacks high armour saves, Black Powder weaponry is your bane.

Orcs and Goblins:
This book is, in fact, six armies in one! You get Orcs, Black Orcs, Savage Orcs, Goblins, Night Goblins and Snotlings, all of which can be freely mixed! Throw in some Trolls, the odd giant, and some of the most hillarious war machines in Warhammer (Snotling Pump Wagon ahoy!), and you have an amazing force to command.
Their only downside is Animosity. There are two ways to deal with this; splash out on loads of Black Orc characters, or accept it as a fact of life and carry on regardless. Myself, I suggest the latter; it's really funny when half your army starts beating each other over the head.

Skaven:
Skaven are the army of madmen. Not only do you combine hordes of cheap infantry with some of the deadliest magic and war machines in the game, you can also kill your own side! On purpose! Indeed, some players (like myself) feel so compelled to do this it costs us the game... but it's just too much fun!
A common tactic amongst Skaven players is to take a big unit of Skavenslaves, and charge them into something expensive... then fire into the combat. Skavenslaves are 2-3pts each, depending how you equip them, so even if you kill ten of them just to drop a single Chaos Knight, you're still ahead on points!
Then there's the misfires. Skaven technology is powerful, but when it goes wrong, it does it in style! Anyone after a serious game of Warhammer should leave this army at home... players who want to slaughter their own troops and laughs when their own units explode, this is the army for you.

Tomb Kings:
First of our three Undead armies, Tomb Kings combine rank and file skeletons with lots of chariots, cavalry, and some fantastic Constructs. Their magic is odd in that every spell is a Bound Spell, and spellcasters must work in a specific order (so if you miss one out, tough!). They are also fairly accurate at shooting, thanks to their enchanted bows.
However, whilst their troops cause Fear, Skeletons are not good fighters, and their Cavalry lacks the heavy armour of other forces. With this in mind, you must be careful that your army isn't simply ground into the dirt by better fighters! You can use spells to replace casualties, but unlike the Vampire Counts, you cannot raise new units. As such, you must prevent the loss of regiments whenever possible! Remember, you have no throw-away units; everything must be used with purpose.
Magic is vital to keeping your force going. Losing the Heirophant means your force will begin to crumble, and unless you have some seriously good luck on your side, the game's as good as over.

Vampire Counts:
Lots of dead guys, with some powerful dead guys in support. Vampire Counts have some of the deadliest characters in Warhammer, and some hard hitting units to support them. They have no shooting, and the army is generally slow, so you must co-ordinate your assaults to ensure victory. Like Tomb Kings, your rank and file are pretty weak, so it's best to hurl them forward in massive regiments, rather than lots of smaller ones. Units such as Spirit Hosts and Wraiths can play merry hell with units that don't have magical attacks, and the Black Coach is a thing of wonder when it starts racking up the kills.
Just remember, don't lose the Necromancers! Without magic, your army will soon be returning to the graves you dug it up from, and if the General goes down, the whole army will literally fall apart within a few turns.

Wood Elves:
Another Elven army, and often (quite rightly) considered the most shooty of the three. Elves are amazing at shooting, and in the new rulebook, they only get better! Combine this with some amazing combat troops, and the fey being of their forest, and you have a force that can pepper you with arrows, then hack you apart in close combat.
Like all Elven armies, numbers are not your strongpoint, so avoid casualties at all costs.

Zombie Pirates:
Arg! What could be better than Zombies and Pirates? Zombie Pirates with Guns of course!
Zombie Pirates combine waves of cheap, but weak, infantry with some of the most bizarre and insane units in Warhammer. Queen Bess is a monster of a cannon, which can cause untold devastation when it actually gets around to firing. Handguns, Pistols and Swivelguns provide a very dangerous, though potentially powerful firebase. Be warned, though, these units are as likely to blow themselves up as kill the enemy!
Unlike most armies, the Zombie Pirates have no mages, thus cannot cast spells, raise new units or replensh depleted ones. As such, you cannot afford to sacrifice your Zombies like you would in a Vampire Counts army. Luther Harkon, though unstable, provides a vital combat capability to your army, as well as acting as army general.
If you decide to bring Zombie Pirates, do not forgo your shooting! Tempting as it may be to forget about it, you really do need to soften up the enemy before you attack! Units such as Rotting Leviathans or the Hulks give you some much-needed hitting power in combat, whilst Dead Dogs and Drowned Rats provide rapid-assault and swarm units respectively. They aren't an easy force by any measure, but they're great fun to play all the same...
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Old 13 Oct 2005, 11:06   #3 (permalink)
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Default Re: Race Strengths and Weaknesses

On the downside for Dogs Of War, While they can do ANYTHING, unless you invest in Regiments Of Reknown, they don't excel in anything. Although a small unit of Duelists with a Truthsayer is a cool unit to have.....
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Old 13 Oct 2005, 15:45   #4 (permalink)
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Default Re: Race Strengths and Weaknesses

Just like to add that one major factor of the Tomb Kings are their cheap units of chariots. Those are just painful to face.
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Old 15 Oct 2005, 14:29   #5 (permalink)
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Default Re: Race Strengths and Weaknesses

Hmm. Dwarves seem to appeal to me. Are there any huge differences between Dwarves and Chaos Dwarves?
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Old 15 Oct 2005, 17:49   #6 (permalink)
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Default Re: Race Strengths and Weaknesses

Yes. Dwarves have an official book.

Chaos Dwarves are faster, but don't get as well armoured troops.

Chaos Dwarves get wizards. And orcs and gobbos.

Dwarves get Slayers. And nice runes.
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Old 16 Oct 2005, 13:40   #7 (permalink)
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Default Re: Race Strengths and Weaknesses

More people play dwarfs than chaos dwarfs, so you'll get more discussion / advice. Also dwarfs are much fluffier, than chaos dwarfs, making them, in my opinion, the better choice.
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Old 16 Oct 2005, 16:49   #8 (permalink)
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Default Re: Race Strengths and Weaknesses

Quote:
Originally Posted by Archaon
More people play dwarfs than chaos dwarfs, so you'll get more discussion / advice. Also dwarfs are much fluffier, than chaos dwarfs, making them, in my opinion, the better choice.
Chaos Dwarfs are as much a legitimate "fluff" army as Dwarfs.

Without Chaos Dwarfs, we wouldn't have Black Orcs. Chaos Dwarfs are the reason the River Ruin is poisonous, they are the reason no-one dares to sail to the east of the Southlands, and they are possibly the greatest threat to the Trading Caravans that roam to and from Far Cathay.
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Old 17 Oct 2005, 11:05   #9 (permalink)
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Default Re: Race Strengths and Weaknesses

I was so hoping for those crazy little buggers to get an army book. But, correct me if im wrong, it seems they have been shunned to the background to provide fluffy background to other armies... and spiffy cannons for Chaos
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