You can find some great communities that are friendly to new players. You can also try your luck with groups on Facebook, though I find they move to fast to be of much use. There are a lot of blogs dedicated to one particular army, or a few Warhammer 40K armies.
Some of those blogs will have some great information, and some authors will be kind enough to help you out if you post a comment.
For example, I would gladly help anyone out interested in Chaos Space Marines. With a little luck you can find some awesome blogs that might already have answers to your questions. I do also have a rather extensive list of wargaming bloggers you can check out, as well as a list of top wargaming bloggers I recommend reading. Bear in mind that everyone has their preferences and their own personal experiences when giving advice on Warhammer 40K armies.
Eldar can be seen as overpowered to one person, but someone else will say how balanced they are. Experiences and perception will impact advice given, so do not rely on a single source of information for this reason. Choosing the right army for yourself will make a huge difference in how you perceive the game.
Power level is in a constant state of flux. A new codex, or rules release, can move a strong army from the top to the bottom. If you start with something you like the looks of, and it fits your play style, then you will find the game far more enjoyable and rewarding.
There are ebbs and flows in the game of 40K, and having an army that fits you will make riding those waves easier and less noticeable.
This site uses Akismet to reduce spam. Learn how your comment data is processed. That is a pretty good break down, bravo. I find that while I am loving my Thousand Sons and I am less thrilled about the idea of doing anymore power armour. For starters they make up too much of the armies around as is. Thanks for the article though. Food for thought. OH and sadly Adam is taking a break from his Space Wolves blog, per his latest post.
Painting Marines eventually becomes an exercise in patience. I love them but it get monotonous pretty quickly. I saw that with Adam. I will be adding some Tzeentch Daemons to my force eventually to help even out the non-marine models. How the army is to paint should be a factor. Chaos Marines in particular are the one of the fiddliest armies with all that trim, but can at least look good with a fairly dark low contrast effect.
I suspect Tau are the least forgiving to paint, though quicker than Chaos Marines. Good points. I suppose depending on the style you are going for and the look any army can be quick or slow.
Apart from Harlequins. That way lies madness. Good luck with that. I would agree with that. Most painters, myself included, tend to take more artistic leeways with weapons than aiming for realistic. I see it as a consideration but only of value in a few situations. That way, even if your army gets throttled in an update, at least you have an awesome collection of models to look at!
So very true. At the same time though it can make you very sad to see your favorite models get killed. I mean, Blood for the Blood God!
Yep and in turn effects all aspects of the game. A lack of interest in any one thing will impact how you feel about the hobby, your army and the game. Great stuff. I started all my armies by going on what I loved the look of, and do that still to this day with other gaming systems.
The dark city is a great resource for any dark eldar player. A very friendly forum with lots of good tactical advice and hobby stuff tok :. I do it with ever game too, pick what I think looks cool. As for the mechanicus and skitarii. A semi elite army that can excel at both shooting and assault for a limited time each game. They are glass cannons like dark elder and require finesse as most the models are not tough, the army tends to be static as it lacks transports.
It is not the best first army due to huge Stat line variety and huge differentiation in unit rules. That said the army is very internally balanced, and most units have few options, so any unit you buy and field because it looks cool will be useful. Skip picking an army for the first 6 months. Just play the vanilla space marine codex. Borrow from a friend or buy cheap messed up models off eBay.
Learn to play the game. They are redably available off eBay or friends for very cheap. Especially those coated to death in primer. Once you start to really grasp how the game is played you can use the above method to pick a cool looking army that can build a force to match how you like to play. It requires a lot of time and patience. Especially if you can spend some time using a loaner army. I find this is a good way for me to start this game.
I got one question it is necessary to buy the new codex or I can go for the past versions? You would need the latest version.
I want to see what army looks coolest. Anyone got any good links so I can see all of the armies? The guide was helpful BTW. Orks are predominantly a melee army. The army in general functions on the principle of quantity over quality. Orks also have fun stuff like fast, cheap vehicles to deliver the Boyz into combat. You can see how everything looks and see exactly what they have for models. He has chosen space marines as his army so I was wondering which army would I could choose that would result in repeated varied and even games between the two of us.
I like the look of the chaos daemons. Thanks I advance. You could do a Nidzilla style Tyranid army that focuses on the monstrous creatures. Now I think about it, honestly most armies can be built in a way to have minimal models, so it really comes down to you preference like playstyle and aesthetics.
However, Daemons are a pretty classic grudge match with Marines. Thanks for the swift response! Is there an issue with, say for instance, space Marines fighting the Mechanicus or imperial guard who appear to a total noob like me, to be allies? Maybe your Imperial Guard are traitors or renegades. Could be they were fighting on a planet, called for support from the local Marine chapter, and they never responded. Those Imperial Guard saved themselves at a heavy cost and now resent the Imperium.
Nice article! Clear and concise! Any further tips to decide which one to go for? Harlequins are a very small army.
No problem and have fun. The hardest part will be deciding what to buy first. I feel that Necrons offer a more diverse play style compared to Admech.
Blood Angels are a bit more niche in how they play, which can be a little bit challenging to a newer player. Should i buy them? Honestly, buy an army you enjoy the look of. What other armies interest you?
My favourite is Blood angles. What are psykers as that might help me decide. Psykers are what in fantasy would be considered a magic user like a mage, sorcerer, warlock, etc. They draw upon power from the Warp another dimension of sorts to do any number of things like cast fireballs, teleport, create shields, etc. Genestealer Cult is a very fun army with a more finesse type of approach — bigger learning curve.
I am looking to hop into 9th. Just maybe not Space Marines cause everyone has them. The army is composed of Aspect Warriors, and each Aspect covers a fundamental area: melee, ranged, and pyschic. Basically, an army of specialized units and few other units in the game will match what they specialize in.
I will take a looking into trying them out. Also, I need to say that it is super awesome of you still responding to this post. The Dark Angels, for example, are an ancient legion that has access to more high-tech weaponry than others.
The Adeptus Mechanicus are a cult of pseudo-religious technophiles who worship the Machine God and hang out on big Forge Worlds scattered across the galaxy, cranking out machinery and weapons for the Imperium. Their big clubhouse is on Mars, right next to Holy Terra Earth. Best of all, the Adeptus Mechanicus are best buds with the Knight Worlds, meaning that they have access to some of the coolest units in the games: Titans. Every Warhammer player dreams of owning one of these hundred-dollar behemoths and absolutely wrecking someone with it, and with the Machine Priests, all your wildest dreams can come true.
Only one force in this universe is badass enough to withstand 10, years of continuous, no-holds-barred warfare against the Space Marines: Chaos Space Marines, also known as the Heretic Astartes or Traitor Legions.
These sick bastards decided for one reason or another to betray the Emperor of Mankind and instead side with Chaos, a decision that has doomed them forever. Playing Chaos Marines is similar to playing normal Space Marines, but before you go and call these guys palette-swaps, shut the hell up and listen for a second. Each Chaos Space Marine faction has its own cool, unique traits, just like the normal legions: the Death Guard, for example, have an ability called Disgustingly Resilient that allows all their units to soak up gunfire and knife wounds with their rotting flesh.
They also get access to virulent diseases that can wipe out whole units and special rules that allow them to become a slow-moving juggernaut when it comes to infantry battles. The Thousands Sons, meanwhile, are one of the few armies in the game that focuses on psykers, the psychic sorcerers of the Warhammer 40K universe. Daemons take many forms, from titanic maws like the Great Unclean Ones to legions of horned murderers like Bloodletters, and most of them have the ability to make invulnerable saves, which can instantly negate points of damage.
You usually have to summon them first, like any good Satanic cultist. Eldar are for the kind of person who sympathizes with the graceful, sorrowful elves in Lord of the Rings more than the dirt-covered humans—the sort of cultured sci-fi wargamer who gazes in disdain at armies clad in chunky power armor and prefers more precision and beauty in their faction.
If Space Marines are human meat tenderizers, Eldar are a tray of surgical tools. In terms of lore, the Eldar are among the oldest and most advanced races in the galaxy, with an understanding of technology and the Warp that makes the Imperium look like hairy, religious cavemen which, to be honest, they are.
After reaching their peak, however, the Eldar fell into decadence and ended up unleashing a new Chaos God upon the galaxy, born from their collective unconscious. Now that Chaos God, Slaanesh, is slowly consuming the Eldar that survived the cataclysmic fall of their civilization. Eldar are highly mobile, have excellent high-powered guns, strong and consistent psykers, and great flying units. On top of that, Eldar have a higher learning curve for new players, since each unit of soldiers is usually specialized for one task—if your specialists are in the wrong place with the wrong tools, they can get shredded like mozzarella cheese.
Except the Harlequins. Nobody knows why they do anything. Orks are the lovable, incredibly violent cockney ragamuffins of the 40K universe. Seriously, these guys draw their battle plans in crayons and have trouble pronouncing polysyllabic words. Orks excel at stabbing people at close range and bashing them apart with melee attacks, but their long-range weapons are spotty at best.
Though their weapons are generally unreliable, when they hit, they hit hard. Second, if you do manage to push them in a giant vat of molten lava or you know, just shoot them enough , they have a chance to come back from the dead. As powerful psychic units are often few and far between, the most potent among them tend to cost quite a fair amount of points to deploy.
As Thousand Sons armies have many options for psychic units, a player could choose to build an army around the psychic units that cost the most points to deploy, reducing the number of models needed. It's no surprise the Warhammer 's poster boys are one of the cheapest armies for players to collect.
As one of the most widely supported and available factions in the game, Space Marines are included in numerous starter sets that allow players to accumulate solid selections of units for a significantly reduced rate. Like Space Marines, the chaos legion of the Death Guard are a widely available faction that can be obtained in numerous starter sets. This allows units to be obtained for much less than they would cost normally. As a resilient and bulky army, many of the most durable units that the Death Guard tend to be worth large sums of points, requiring fewer purchases to be made on individual units.
Additionally, Death Guard armies have access to Poxwalkers, which are among some of the most affordable models in all of Warhammer 40, Though Orks are often viewed as a horde army that require a major investment of swarms of infantry, they surprisingly can be built quite cheaply depending on which units a player selects. Most notably, the giant mechanized Ork robot, the "Stompa," costs a staggering points to deploy, costing dollars. This is one of the highest point cost to dollar ratios of any Warhammer model, meaning a player could hypothetically fill out over three-quarters of a point list with two Stompas, and nearly all of a point list with a single Stompa.
Much like the Ork's Stompa options, the Imperial Knights are a faction that is made up of giant mechanized walkers that each cost a significant amount of points. Imperial Knight players can hypothetically build a legal point list with three Knights.
While each of these three knights may appear expensive on their own, the cost of three Knights is significantly less expensive than the entire point armies of the majority of other factions.
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