Kirb your enthusiasm!

Update 18/05/2012: 6th edition looks to be released early July, Chaos to follow. Project Biomorph posts. Wayland free shipping code ONTHEMOVE.

"Pink isn't a color. It's a lifestyle." - Chumbalaya
"...generalship should be informing list building." - Sir Biscuit
"I buy models with my excess money" - Valkyrie whilst a waitress leans over him


Warhammer 40,000 Armies in 5th





The Armies and 5th and 8th articles aim to look at core army and system constructs and how they impact upon the specific edition they are related to. A major aim of these articles was to look at armies widely perceived as really good or bad and look at how these perceptions were generated; often counter-pointing them and ultimately aiming for an overall review of how the army works on the table-top. The key to this process is looking at these widely held perceptions and analysing why they may be wrong. Rather than full codex reviews, these article series hopefully give an overview of the army and where they fit into the scheme of things within their current edition.

To make the navigation of these articles for viewers easier I've made a dedicated page to my 5th edition 40k and 8th edition Fantasy articles. Thanks for all the feedback so far and anything you'd like me to cover just let me know.






Armies in Warhammer 40,000 5th Edition
 
General Basics:

Part 1: Army Composition I
Part 2: Army Composition II
Part 3: Target Priority
Part 4: Movement
Part 5: Synergy
Part 6: Assault I
Part 7: Assault II
Part 8: Summary & Flexibility
Blood Angels:

Part 1: Differences to Marines
Part 2: Army Styles
Part 3: Speed & Assault
Part 4: Force Multipliers
Part 5: The Core
Part 6: Summary

Chaos Space Marines:

Part 1: Mobility
Part 2: Anti-tank
Part 3: HQ & Utility
Part 4: Troops
Part 5: Summary
Dark Eldar:

Part 1: Power fron Pain & Combat Drugs
Part 2: Poison and Darklight Weaponry
Part 3: Glass Cannon
Part 4: Mobility
Part 5: Close Combat
Part 6: Summary
Grey Knights:

Part 1: Psycannons & Stormbolters
Part 2: Nemesis Force Weapons
Part 3: Tanks and Fortitude
Part 4: Psychic Abilities
Part 5: Ranged Support
Part 6: Henchmen
Part 7: Summary
Imperial Guard

Part 1: AV12 + Chimeras
Part 2: Mobility
Part 3: Bubble-wrap and parking lots
Part 4: Shooting
Part 5: Blasts and anti-tank
Part 6: Summary
Orks:

Part 1: Trukks
Part 2: Anti-armor
Part 3: Troops & Battlewagons
Part 4: Heavy Support
Part 5: Summary

Psychic Powers:

Part 1: Introduction
Part 2: Eldar
Part 3: Space Wolves
Part 4: Blood Angels
Part 5: Space Marines
Part 6: Imperial Guard
Part 7: Tyranids
Part 8: Chaos Space Marines 
Part 9: Grey Knights

Space Wolves:

Part 1: Not Better Marines: Different Marines
Part 2: Aggression & Fire Support
Part 3: Counter-attack
Part 4: Leadership
Part 5: Utility, Disruption & Grey Hunters
Part 6: Ranged anti-infantry
Part 7: Summary

Tau:

Part 1: Crisis Suits
Part 2: Fire Warriors & Piranhas
Part 3: Kroot & Defenses
Part 4: Railguns
Part 5: Markerlights & Commander
Part 6: Summary

Tyranids:

Part 1: Anti-tank
Part 2: In your face - Deep Strike/Assault
Part 3: Midfield Core
Part 4: Utility Units
Part 5: HQ & Synapse
Part 6: Summary




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