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Civ Play Styles


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#1 Assassinatus41

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Posted 17 March 2012 - 04:28 PM

I've been trying to look up reviews on the different civilizations' playstyles, but have met with little success. I think I have the core figured out, but I'm still fuzzy on a few things.

Feel free to shout out your favorite army and play style, along with some Do's and Dont's you've learned along the way. Any and all input about all civs are welcome. This is a learning thread for me, the super-newb.

Here's what I think I have nailed down:

Space Marines: shooty, some tanks, less melee

Imperial Guard: shooty, more tanks, poor melee

Orks: hoardy, some shooty, better melee

Tyranids: numbers, numbers, numbers

Eldar/Dark Eldar: ?

Tau: shooty, poor melee

Chaos: shooty, good melee, some tanks

Necrons: ?

Please correct me if I'm wrong. Thanks!

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#2 Domine Nox

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Posted 17 March 2012 - 05:34 PM

Are you basing this off of table top?

If so Space Marines can do everything well, as can Chaos. If you build your army right Eldar can too, but that's VERY dependent on how you build your army. You nailed Tau, Tyranids and Guard in my opinion. Necrons... I don't know anymore. They used to be primarily midrange.

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#3 Thugren

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Posted 17 March 2012 - 07:52 PM

Chaos also uses a lot of blast weaponry

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#4 Drake Malice

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Posted 17 March 2012 - 07:59 PM

Guardsmen and Tau are very support-oriented as well using long range to protect close-range, while Chaos, Daemons, and Eldar can be completely "Psyker-Supported" due to their massive Warp influence and use of Sorcerers and Farseers
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#5 CruciasNZ

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Posted 17 March 2012 - 08:19 PM

Eldar and Dark Eldar rely on good tactical army choices, and swift applications of tactics. They are good in melee and in range, but are not the best of either. With these races you really need to play all your advantages.

Necrons could be likened to a glass of honey. Spill the glass and the honey expands, slowly and surely. With them you just want to walk across the board hosing things. Now they have transports to make that faster, you'll find a major part of your army revolves around using the Monoliths gateway.


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#6 Armoured Priest

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Posted 17 March 2012 - 09:30 PM

Honey of green glowing death!

With tyranids you want to make sure to keep synapse control at all times. So don't skimp of synapse creatures, for with them a tyranid army can never be broken by any moral checking. Becareful when selecting the carnifex squad since they pretty much hiked their points cost and nerfed ther ablilites quiet a bit.

Now that trevigon models are out, I'm gonna try for a factory army!:D

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#7 Darkanis

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Posted 18 March 2012 - 12:54 AM

For Imperial Guard you need range and protect your tanks. I use auto cannons or lascannons mainly for my heavy weapon teams. I love the vanquisher tank with either a punisher or executioner as a command tank. I like to use chimeras or sentinels to cover my tanks from being shot at as much as I can. The most wins I have gotten with IG is by using a large platoon of 50 or so guys in the middle of the table with my armor on one side. I've slaughtered tyranids, orcs, and space marines using this battle plan. The only army that has beaten me is space marines and that was mainly due to losing my tanks due to bad rolls lol. I've never played eldar, dark eldar, or necrons.

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#8 Domine Nox

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Posted 18 March 2012 - 04:56 AM

Eldar can sneak up on you if you don't know what you're up against. As Guardians are quite crap, and that's the rank and file. However things like Howling Banshees or Dark Reapers can throw a major fly in the ointment especially if you think they are the same worthless lot as Guardians. Add in the impressive Psy powers on the Eldar side and their wicked speed and they can put the hurt on. Their one noticeable drawback is they are on the more delicate side. Low toughness and only okay armor saves.

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#9 Draco Ny'ade

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Posted 18 March 2012 - 05:13 AM

eldar are fragile and weak but are fairly versatile
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