First of all i know this armies are not competitive, I'm more interested to know if the armies are viable (aka I may have a chance if I outplay my opponent). Important things i want feedback on: price, the cheaper (wrong hobby I know...) the better, how easy to paint (I really suck at painting) the army is, I'm not gonna get an aspect warrior based army because I find it stupidly hard to paint, and how tough the units are (don't like squishy units to much), with that in mind this are the 3(4) 1500 (1750 if needed) points thematics armies: Crimson Fist: I love the CF background and I love powerfist so I've been thinking about making CF Crusade company focused on Pedro Kantor and Sternguard, with some tactical marines and transports (probably 1 terminator squad with librarian?). The idea is a shooty army with a considerable ammount of bodies (considerable for SM at least), the 2 tactical marines squads will have heavy weapons to handle the enemy armour, rhinos to move them around, 1 sternguard or termi in a drop pod, bikes? tank? dunno, never had a SM army. When i say tematic CF army i mean it, I will buy upgrades packs for every single squad and all my sergeants will have a freaking powerfist, so this army will be against my first priority (the cheaper the better) and it will be a really really long time till i finish it. Iyanden: I kind of like the idea of a wraithguard/wraithblade based army (though bastards more simple aesthetically than the rest of the eldar army but still cool models), I haven't put much tough into it because I don't know how viable it is but my general idea was: spiritseer and wraithseer as HQ(one of the best looking forgeworld units IMO) a group of 5 wraithblades with ghostaxes and shield a couple squads of wraithguards and something to support them, what? no idea I was thiking of war walkers (because I like the model more than anything else lol), wraithlord and I guess I will need transports to get the wraithblades in range but I don't know and I'm really scared of the shitty range of the D-scythes (12"). Really slow army and (I guess) really hard to play it properly. Chaos SM: I've never played chaos and I like the Dark Angel miniatures (pun intended) so I was thinking on a Deathwing army, Belial with Terminator Command Squad, a Deathwing Knights squad (with a librarian with terminator armour and conversion/displacer field?), a couple of Deathwing Termi Squads with missiles and chainfist (maybe 1 with assault cannon instead of pod missiles? both?), 1 drop pod and 1 Land Raider and i think that will around 1500 points. The 4th option is to buy the Dark Vengeance box and make a mixed DA list with Belial (if possible) another terminator squad (maybe the command squad) and that should be pretty close to the 1500 points. I don't dislike the idea but I prefer the other 3. I've been to many years out of TT (and the last thing I played was fantasy) so feel free to destroy my list and make it from scratch (as long as it follows the theme). Don't worry if the armies get destroyed by some cheese list that everyone uses, I will refuse to play against list with 4 flyers and shit like that. I'm aware that Grey Knights and possibly Necrons will be the cheaper, but let's say I'm a Black Templar and those armies are psychers, I really don't like the new necron fluff or the idea of the grey knights.
as long as you don't play tyranids, cause they are right now the hardest (in some way weakest) army right now (and it breaks my heart)
Have you played any games with the new nid codex? play a few games and reevaluated that terrible assumption... I would suggest play whatever your local area has a lot of because you can see what other people are playing and hopefully you can borrow elements of other peoples armies so you can try out new combinations for free..This would lead me to say go for crimson fists but buy the sentinels of terra codex supplement it has far better chapter tactics for the son's of Dorn than the standard codex.
So they are not that bad? they did get some buffs and some nerfs but I don't know if they etiehr became worse, better or the nerfs and buffs chanceled out eachother
The army play very similar to its previous book thought here are at this point more viable units and some changes that promote change. Carnifex's dropped in points a lot and combined with venome thropes they make a nasty combination. The new flyers are both good in their own fields, the tyranid psyic powers combine well with shadows and are all very useful. Tervigons go a deserved nurf as well as hive guard (-1 bs and gained ignore cover). Any unit that had no model at the end of the last codex is gone except the tyranid prime who remained and got a new model. Lots of other changes i really do like this codex but the reason why theors dont like this codex is because people wanted a tyranid version of a wraith knight, wave serpents, commander friendly, ect and other overpowerd units all wrapped into one codex.
May be so, but the nerf to the instinctive behavior and the fact that they took away the mysetic spore is kinda annoying to me. Now my main tactic (If I don't have trygons,) is to start at a certain place and run at the enemy
/rant The 'nerf' to IB is closer to what it was when it was first introduced and is still pretty much negligible, I can count on one hand the number of times I've had to roll an IB test, and in none of those cases would it have really mattered at that point of the game if my beat up squad of gaunts had stayed under control. If you are getting beat bad enough that you are out of synapse, something went seriously wrong in the game, and you've already lost anyway. Deep striking is stupid. While spores sounded neat, for everything except the ridiculously overpowered Doom, they were useless. Why? Because at a minimum, it means you won't be getting into melee until turn 3, unless you opponent charges, in which case they are confident that their charge will finish off whatever came out of the spore. Conversely, if you just start on the table, you'll be charging on turn 2 almost every time, start ~24" apart, move, run, move, charge gives a 15-30" range. Assuming you roll absolutely horrible and your opponent moving away from you, you'll still be charging on turn 3, the deep striking does nothing except allow for the opponent to focus on the few units you have on the board, then focus on the ones the DS. Trygons have no reason to DS. Why? see above. Plus, they have an 18" range. If your opponents go first, you'll be in range to shoot, if your opponents don't go first, you can still take out those infiltrators. If they have no infiltrators and you go first, you'll still get a 2nd turn charge (fleet + monstrous... yeah, you'll be in range), which is still a turn earlier than if you DS. There are 3 units that might want to consider DS, that would be. Mawloc, because eating things, A large swarm of gargoyles, to go after rear hits on vehicles or other to herass other annoying units (but, given they are also jump units, there's no need for them to DS either in most cases), and large groups of spore mines. Even Lictors are better just infiltrating than deep striking. /rantoff Anyway, the new bugs are every bit as terrifying as they always have been, they just got rid of the overpowered units.
And what about my armies guys?? Common you are TT players, you have to know how much balls my list suck and how can improve them.
I would say though that carnifexes could be useful with DS. Deepstrike it behind the enemies infanty (best if the unit you DS behind is mainly anti-infantry) and charge at them the next possible moment. IF you want to risk something you simply use a tryannofex with either acidspray or the hive things (I can't remember what they are called and decimate them from behind.