eis as mesmas:
Eldar -
- Very few close combat units, defined as units that can damage a majority of units/vehicles in the game with a timely charge
- Expensive Transports
- Inability to make an army with useful multiple small units
- Anti-Tank is very focused onto specific units
Greyknights -
- Very expensive
- Fragile per-point
- Very limited firepower outside of 24"
- Almost total reliance on Str4/AP5 and Str7/AP4 Rending
Orkz -
- Despite all the improved shooty units (lootas, tankbustas, mek gunz) im still finding the that the surest way to get rid a tank is to punch it
- Transports are either shitty or expensive & limited to expensive units
- Army relies on volume, not quality. Units drastically lose effectiveness as they take casualties
- Moving hordes of models around is a pain
Necrons -
- Anti-tank is still mostly burying them in cheap gauss
- Poor combat ability outside of specialized units
- Capturing far away objectives can be difficult without certain units
- Short range on the shooty shoots
Space Wolves -
-No grav weapons: Not having Centurions makes sense, but not being able to take grav-guns as a special weapon hurts. The reasoning I'm guessing is because we have Helfrost weapons, but really they're a novelty. So we're stuck with plasma which is nowhere near as adaptable.
-Crappy fast attack: Basically comes back to no grav-guns on bikes. Adding to the fact that Skyclaws and Swiftclaws are WS3 BS3. Being cheaper is their only upside.
-Wolf Scouts: Elite slot. Cost the same as a Grey Hunter. Gear and weapons cost exactly the same as sm scouts, special rules the same as well. Only advantage is acute senses.
-Chapter Master: Logan Grimnar is the Chapter Master, so our 'equivalent' is Wounds 3.
-Flyers: No cheap options. Our combat flyer's weapons aren't twin-linked, but the transport is, plus it has a transport capacity. No AA tanks, so its our flyers, flakk missiles which cost too much or an aegis with a weapon.
-Eternal Warrior: No way to get Eternal Warrior outside of special characters.
Troops: Grey Hunters are our only option. Making Blood Claws effective requires a massive points commitment (Wolf Priest, Stormwolf etc).
- Having to deal with that one kid who wont shut up about how OP the night scythe is u guise
Dark Angels -
Poor options for HQ characters (no AP2 at initiative for example)
Poor anti-air units
Overcosted and poor fliers
Overcosted Bikes
Crappy chapter tactics
Imperial Guard / Astra Militarum -
1) Speed is an issue (mitigated somewhat by projectable firepower [ARTILLERY!])
2) Most troops evaporate in CC (mitigated by cheap morale control and CHEAP bodies)
3) Most vehicles evaporate in CC (mitigated by proper bubble-wrapping & blocking units)
4) No real viable infantry platform for Heavy Weapons (anything S6+ instagibs HWT's -- and not an efficient use of points)
Chaos Space Marines -
- Lots of melee oriented infantry, no effective delivery system for them
- Seriously overcosted upgrades, especially on "elite" units
- Virtually no anti-air
- Anti-armor platforms are, for the most part, tilted towards the "low volume high S low AP" rather than "high volume, mid-strength, irrelevant AP" end of the scale in an edition that strongly favors the latter over the former
- Despite assault/aggressive focus, most of their melee units do not measure up well to high-end assault units (wraithknights, imperial knights, etc)