By far the most important choice when playing Warhammer is the choice of
army.
Far too many people start playing with one army for exactly the wrong reasons,
only to switch to another leaving the first half-finished and never used.
With this document I try to aid those wouldbe-generals with a simple guide to
the strong and weak points to each army.
Note however that I have only actual experience with a few of these armies, and
that any playability factors are based on speculation and articles.
I have split the list into three parts, the codex armies, the non-codex armies
and the unofficial armies.
Codex armies are the armies you can go to the shop and buy a codex for. These
are the most common and well-supported armies.
Non-codex armies are those armies that do not have an official codex (yet).
Obtaining the rules for these armies is the most difficult, since these can
often only be found in a White Dwarf Magazine.
Unofficial armies are armies that have been created by fans, and have no support
from Games Workshop at all. Off all three parts, these codexes are the easiest
to come by, requiring only a short search on the Internet.
Codex Armies:
Space marines. The Space Marine army consists of the most elite forces of
Mankind, and every single model is a hero in his own right. Space Marine armies
favor fast attack tactics, though they are very able to sustain themselves in a
long firefight.
Advantages: Very easy to use, extremely well supported, cheap to collect, easy
to paint well.
Disadvantages: Suffer from over-exposure, seen as a newbie-army, not many
possibilities to develop a good tactical sense, very commonly seen army, most
non-marine players design their army to defeat Space Marines.
Dark Eldar: Those Eldar who have continued their decadence and survived the
birth of Slaanesh. They are a very fast and fragile army.
Advantages: Relatively new army, not used very often, a tactical challenge,
total freedom in modeling trophies and other gruesome totems.
Disadvantages: No longer actively supported, fragile, hard to use.
Tyranids: The Tyranids are a collection of races all controlled by their Hive
Mind. They have entered this galaxy to devour all life. Their main focus is
close combat, though they have some good shooting capabilities as well.
Advantages: Well supported, model range recently renewed, many modeling
possibilities, ability to create your own units, special rules allow them to
enter close combat quickly.
Disadvantages: Older models strikingly different compared to the new ones,
recently received a codex meaning many people have an army, many rules to
remember, limited shooting capabilities.
Eldar: Like the Dark Eldar, the Eldar are an army that prefers speed and hitting
power over sheer force. Their high technology allows them to out-maneuver almost
any foe. Unlike their dark cousins, Eldar have access to the powerful Aspect
Warriors.
Advantages: Many different aspect warriors provide a varied choice of troops,
high speed, high firepower, Many different painting possibilities.
Disadvantages: Fragile, often seen as an unfair army, transport vehicle not for
sale in the shop, some of the older models look out of place.
Chaos Space Marines: The eternal foe of Mankind, the Chaos Space Marines have
been corrupted by the allure of Chaos. Supported by daemons, they perform
strikes on random planets and are a constant threat.
Advantages: Excellent modeling possibilities, a highly character full army.
Disadvantages: Lower technology than Space Marines, old model range, codex
suffers from several inconsistencies, several units branded as useless.
Imperial Guard: The common soldiers of the Imperium, the average guardsman comes
in great numbers and us supported by mighty tanks and other warmachines.
Advantages: Cheap troops, many heavy weapons, many tanks, the most human
army.
Disadvantages: Models only available in metal, many models needed, weak core
troops.
Orks: The orks and goblins are more commonly known as greenskins. These
savage creatures live to fight, and they travel in looted or scratchbuilt
vehicles to find a good battle.
Advantages: Lots of troops, shoddy vehicles do not demand a high skill in
assembly, an enthusiastic army, many opportunities to add a comical note to
it, decent hand-to-hand skill.
Disadvantages: Many models needed, unreliable, difficulty in taking out enemy
armor, low shooting capabilities.
Tau: The newest army, these highly advanced aliens prefer to expand their empire
trough diplomacy, but when forced into a war they have access to extremely
powerful weapons and vehicles.
Advantages: Very powerful weapons, exotic vehicles, unmatched in
firefights.
Disadvantages: Virtually no hand-to-hand capabilities, little background
information, full tactical capabilities not known yet, recent release causes
them to be a common and hyped army.
Non-Codex armies:
Sisters of Battle: The military forces of the Ecclesiarchy, the official
religion of the Imperium, is made up of the Sisters of Battle. These pious women
wear power armor and will take any opportunity to smite the enemies of their
Emperor.
Advantages: A rare army that will attract attention, good armor, many flamers
make them a tough opponent in difficult terrain, able to use powerful
artifacts.
Disadvantages: Limited troop choices, very limited vehicle choices, lack of
dedicated heavy weapons, an all metal range of models.
Necrons: Sinister robotic beings are all that remain of the ancient Necrontyn
civilization, or are they?
Advantages: Tough troops, powerful standard weapons, difficult to kill, codex
due next year, very easy to paint well.
Disadvantages: Extremely limited choices in troops and options, model range
nearly depleted, complete metal model range, lack of heavy support.
Harlequin: Those Eldar who are deemed worthy are taught the way of the
Harlequin. These travel the galaxy to perform great plays for their kin, and
worship the Laughing God, one of two surviving Eldar gods.
Advantages: Extremely powerful in hand-to-hand, extremely rare, the mere
mention of their name causes seasoned players to shiver, powerful special
abilities and equipment, looks fantastic if painted with care.
Disadvantages: Models out of print and have to be recast, codex in play-test state, limited shooting
capabilities, limited numbers.
Unofficial armies:
Squat: Thousands of years ago a group of mining colonies was cut off from the
Imperium. Over the years, the colonists adapted to the rugged, high-gravity
worlds until their bodies were shorted yet stronger.
Advantages: Powerful vehicles, tough troops, a very rare army.
Disadvantages: Actively opposed by Games Workshop, molds destroyed so models
cannot be recast, several versions of the army list exist, very old model are
of clearly lower quality, despised by a portion of the players.
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Last revision: November 20th, 2001