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Post by: BryllCream
Probably stormtroopers. If you set aside deepstriking with meltas, they're just "meh". BS4, 4+ armour save and AP 3 guns but still just...lacklustre. I'd like to see them get some love beyond a special rule.
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Post by: TheDraconicLord
Necrons: Flayed Ones. Not only are they finecast now, aka, expensive as hell for 5 models, as a unit they are such a "How about no?"
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Post by: I-bounty-hunt-the-elderly
Eldar: Shining Spears. Just awful, way too fragile and expensive, with super-restrictive rules for assault that make them sort of good for one round only, if they haven't been killed beforehand they will be killed directly afterward.
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Post by: Thatguyhsagun
C:SM
Most underwhelming: Vanguard Vets. 25 points base. 35 with a jump pack. Plus extra weapons. A 10-man squad I run for fun/apoc points filler costs nigh on 600+ points. only once has it made its points. Took out a stompa with meltabombs turn 1 after a really nice 5th ed. Heroic Intervention. Stompa died, no explosion, all inner orks (30 or so) jumped out and killed me to a man.
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Post by: TheKbob
Space Wolves:
Anything with "Blood" in the name. How to make a book more fluffy? Kill the viability of about 4 different unit types in all other books... oh and make them the same point cost.
Sisters of Battle:
Cannoness, Celestians, Sororitas Command Squads... Do I really want to be close combat with SISTERS!? Cmon, guys.
Necrons
Flayed Ones.
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Post by: CrabSlap
Both new flyers in the Tau codex. No need to take them whatsoever.
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Post by: wilsjur
Marzillius wrote:Puscifer wrote:Paladins. They can take a hit, but just cannot dish one out.
You're kidding, right?
My most underwhelming unit is probably the Phoenix Lords. They are soooo expensive and sooooo useless. I think Swooping Hawks are way better.
Maugan Ra is good-ish
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Post by: psychadelicmime
Penal legion squads. Maybe if they rolled for random wargear, they'd be viable.
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Post by: carlosspiceyweiner
Has anybody mentioned Black Templar sword brethren yet?
more useless than tits on a fish!
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Post by: HerbaciousT
For Nids its the Pyrovore, or Old One Eye/most Carnifexes.
Almost everything else at least has a place or can be useful for its points.
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Post by: scottmmmm
+1 to Black Templar Sword Brethren. Absolutely useless and a waste of points. It's a shame because the models are really nice.
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Post by: Kain
HerbaciousT wrote:For Nids its the Pyrovore, or Old One Eye/most Carnifexes.
Almost everything else at least has a place or can be useful for its points.
Ever since the Buff of the chaos unit that shall not be named and the improvement of Vespids and Ethereals the Pyrovore is indisputably the single worst unit in the entire game. The only real competition are furies with their "runs off the board if the other guy says boo" leadership of two.
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Post by: Evil_Toast
Eldar- Tough one, it's showing it's age. If I had to choose, I would go with Swooping Hawks and Guardians.
CSM- I play a fluffy Thousand Sons army. Nothing else needs to be said.
IG- Penal Legions and Conscripts leave me apathetic.
Tau- Can see myself using everything except Vespid. Again.
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Post by: wuestenfux
In the Necron codex, Flayed Ones. Hard to pull off and too expensive money-wise (fine cast).
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Post by: troy_tempest
+1 for celestians, they should be good but are worse than normal sisters.
Having used vespid and ethereals a lot since the new TauDex, they can now finally drop off the list of shame!
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Post by: ElfdarAutarch
People would think it would be guardians, but since 6th edition it would be the Vyper. It's all fine and dandy to have a fast skimmer with a heavy weapon, but it just dies way to easy now that glancing stuff to death is very viable. In my last game it got slugga'd to death. On its front armor. With a 4+ cover save. Yea. Guardians can actually kick butt BTW, they clutched me a win in a 1k point PtA match the other day.
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Post by: Squigsquasher
I'm a Tyranid player, and thus it's a toss-up between 3 units:
Carnifexes. As units they aren't bad, with decent stats, good wargear options and reasonable weapons, but they cost too much. A 20-point reduction would make them work.
Old One Eye. If he could take a Mycetic Spore, join a brood of Carnifexes, or have his old "come back from the dead" rule again, he'd be awesome. Alas, no.
Pyrovores. With the possible exception of Cities of Death, these things are now completely and utterly useless.
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Post by: Mythra
Pyrovores for my Nids. Bad bad bad and double bad. I am with you Squigsquasher. Also anything in the elite slot that isn't Doom, Hive Guard, Ymgarl, or Zoanthropes. I would love to use the Death Leaper but that Elite slot is so tight for Nids. It really makes all but a few elite choices really really bad. Even the Ymgarl I don't consider good. Too high a cost and they die easy and they compete w/ better units.
I also hate Rippers but maybe someone has used them and had results? They can't go out of Synapse or they die, Swarm so Blasts murder them, low toughness so ID easy, and with the swarm rule can they even contest obj? I can't remember.
For GKs it has to be one of the assassins. Not the Turbo Pen guy he is good but some of the others will never make their points.
I will agree w/ wuestenfux on Flayed Ones for my Necrons.
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Post by: Kain
The provore has ever not been useless?
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Post by: Valkyrie
Necrons: Praetorians. Even Flayed Ones have their use with swamping under sheer number of attacks, whereas Praetorians actually do nothing. They were terribad even before GW nerfed them further by making their staffs Unwieldy.
Chaos Marines: Probably the Maulerfiend. Just doesn't cut it with only 2 attacks.
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Post by: orkgoffrocker
Squigsquasher wrote:I'm a Tyranid player, and thus it's a toss-up between 3 units:
Carnifexes. As units they aren't bad, with decent stats, good wargear options and reasonable weapons, but they cost too much. A 20-point reduction would make them work.
Old One Eye. If he could take a Mycetic Spore, join a brood of Carnifexes, or have his old "come back from the dead" rule again, he'd be awesome. Alas, no.
Pyrovores. With the possible exception of Cities of Death, these things are now completely and utterly useless.
What are you talking about "Old One Eye" is a Carnifexes and there both not total poo. You only 180pts of getting 1 shot from a single grey knight or JOTWW, No your right there gak
Orks Boyz
As there only use is cannon fodder in 6ed and grots do it better.
str3 vs T4 = wound on 5+
str3 vs T2 = wound on 3+ same same
str4 vs T4 = wound on 4+
str4 vs T2 = wound on 2+ so 33.3*% less wounding pre point
str5 vs T4 = wound on 3+
str5 vs T2 = wound on 2+ so 66.67% less wounding per point
str6 vs T4 = wound on 2+
str5 vs T2 = wound on 2+ so 100% less wounding per
Also Slavers do better in character challenges then Nobs since they -1 attack
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Post by: Liquid Squid
Chaos Spawn and Possessed. Chaos Spawn are nothing but expensice cannon fodder, and the Warp Talons do a better job of what Possessed are supposed to do.
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Post by: Strat_N8
For Tyranids, I'd actually rate Rippers lower than the Pyrovore. They are a unit that literally has no real function in the army at all, while the Pyrovore can at least in theory be used as a drop-in suicide flamer squad to clear things out of fortifications (not needed, but still). Rippers in contrast are a troop unit that can't score, a damage sponge that takes extra damage from common anti-infantry weapons/dies outright to mid-strength shooting, and a tarpit that can only lock up small squads of basic infantry as anything else will either ID them or cut them down via weight of attacks.
They are cute though... I guess they have that going for them.
orkgoffrocker wrote:
Orks Boyz
As there only use is cannon fodder in 6ed and grots do it better.
Also Slavers do better in character challenges then Nobs since they -1 attack
One problem if I may, you are only looking at how well the units absorb fire (at which point very little can compare to Grots on a cost efficiency basis) but are neglecting other considerations. For instance, Grots are not fearless (Mob Rule specifically only counts how many Orks are in a mob, so only Runtherds and HQs you attach count for it), meaning they can't tarpit a foe nearly as well as Ork Boyz and are more likely to run away after shooting casualties. Yes they do have the Squig Hound for a reroll if they fail, but it depletes their body count each time it is used and it isn't guaranteed to succeed.
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Post by: MarsNZ
Mutilators
They're slow, only 3 of them max, T4 2W is OK but nothing to write home about, have no shooting at all. Sure you can choose what CC weapon you want should they actually see combat, but Oblits come with PF (that's plenty) and can punish the opposition from turn 1. At least they're fast attack, so they can compete with heldrake and spawn *rolls eyes*
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Post by: jonnyboy
Spore mines
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Post by: CaptainHonkey
C'tan shard, cost too much points and dies pretty freakin fast
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Post by: Disciple of Fate
Warp Talons, which for some reason werent given grenades, so they deepstrike, enemy moves into cover -> i1 assault. Too expensive and dependent on luck. Same with possessed, too expensive and weak without a dirge caster.
For IG a full hw slot of 3 teams, dies in the blink of an eye or runs off.
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Post by: Mythra
Spore mines you can at least deep strike them to deny them placement in terrain or deny them the quad gun. They go down 1st.
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Post by: Mythantor
Dark Eldar mandrakes
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Post by: Nevelon
Mythra wrote:Spore mines you can at least deep strike them to deny them placement in terrain or deny them the quad gun. They go down 1st.
Don't they pretty much guarantee giving the first blood VP to your opponent?
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Post by: motyak
Penal Legion. Impossible not to compare to the last chancers, and so boring/bad compared to them.
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Post by: Agent_Tremolo
ElfdarAutarch wrote:People would think it would be guardians, but since 6th edition it would be the Vyper. It's all fine and dandy to have a fast skimmer with a heavy weapon, but it just dies way to easy now that glancing stuff to death is very viable. In my last game it got slugga'd to death. On its front armor. With a 4+ cover save. Heh, that's my experience with rokkit buggies as well. Like the Vyper, they're remnants of a bygone era when a single heavy weapon could spell doom for any armored vehicle, so three S:8 TL shots mounted on a fast platform were credible enough a threat to be worth using as a distraction. Now best I can hope is to scratch a HP or two, so they mostly get ignored, at least until the last of my trukks has been destroyed. As for the most underwhelming, it's probably the deffdread. The thing's meant to be the epitome of stompiness, but has hard time making it to combat, let alone surviving it.
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Post by: ShatteredBlade
Chaos Warp Talons. Sure I can get dual lightning claws jump infantry, but I find that lack of grenades really hurts them. Their blind rule is pretty cool, but you'll only get it off on accident because nobody in their right mind will deep strike that close. Their points cost puts them one point below buying terminators, so their usefulness is debatable.
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Post by: ALEXisAWESOME
Mandrakes
/thread
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Post by: ShatteredBlade
Yeah...we usually play " what do your mandrakes count as?" Awesome models but they're just terrible.
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Post by: rigeld2
Nevelon wrote: Mythra wrote:Spore mines you can at least deep strike them to deny them placement in terrain or deny them the quad gun. They go down 1st.
Don't they pretty much guarantee giving the first blood VP to your opponent?
No, they don't count towards any objectives. (Rather are always ignored for any and all mission objectives)
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Post by: Isengard
I would say:
Eldar - Shining Spears. There are MANY outmoded and basically useless units in the Eldar codex in 6th ed but it is the cost of these one-shot wonders that makes me pick them. They can be devastating in assault but are pretty easy to kill and almost certain to die after one attack.
Tyranids - another codex that has its share of junk in 6th ed. With overwatch the poor armour ratings of nids make assault units pretty poor. Imagine the mess three mutually supporting units of 10 fire warriors could make of a unit of raveners with 60 S5 shots against their armour... However, I am going to stick with the old favourite pyrovores. They are pointless, and expensive to buy which means I bet they sell hardly any.
Grey Knights - I personally think most of the Inquistorial henchmen are pointless. If I had to settle on one unit that is not worth bothering in this codex it would likely be interceptors. The teleport is ok but a one-off jump that moves what is basically a unit of tac marines is not really worth the points.
CSM - surely mutilators, an assault unit with slow and purposeful and the I of an asthmatic aardvark?
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Post by: Valkyrie
Isengard wrote:
CSM - surely mutilators, an assault unit with slow and purposeful and the I of an asthmatic aardvark?
Inititive 4's not bad at all, can be boosted to 5 with MoS. Have a look at the tactica in my sig for an argument on how to use Mutilators effectively.
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Post by: Dracoknight
Isengard wrote:I
They are pointless, and expensive to buy which means I bet they sell hardly any.
Mostly as a conversion kit for Biovores.
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Post by: Valkyrie
Isengard wrote:I would say:
Grey Knights - I personally think most of the Inquistorial henchmen are pointless. If I had to settle on one unit that is not worth bothering in this codex it would likely be interceptors. The teleport is ok but a one-off jump that moves what is basically a unit of tac marines is not really worth the points.
You know Interceptors are also Jump Infantry right? Being able to jump around using Warpquake is far, far from underwhelming.
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Post by: Goat
Isengard wrote:Grey Knights - I personally think most of the Inquistorial henchmen are pointless. If I had to settle on one unit that is not worth bothering in this codex it would likely be interceptors. The teleport is ok but a one-off jump that moves what is basically a unit of tac marines is not really worth the points.
I think my mind just caved in a little. These are some of the best parts of the codex. Assassins(not the Vindicare) and Purgation squads are the black holes of the dex.
Interceptors instantly close the gap for codex: 24" or shunt away to auto contest/cap an objective.
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Post by: pizzaguardian
the shunt move is 30" , and you can also run after that if you are still not in range
and OT, i think the most underwhelming unit is valeria in the gk codex, there are so many other stuff that does what she does better for less points (even if she does anything).
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Post by: zteknon
Tau: Vespids.
Tyranids. Warriors, biovores, pyrovores
Chaos: Warptalons, Maulerfiends
Eldar: Warlock squad, shining spears, falcon, phoenix lords
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Post by: trephines
For Dark Angels, I'd go for the Nephilim Jetfighter, Dark Talon for being way overpriced, the Land Speeder Vengeance for being flawed in principle by mounting such an expensive weapon on a fragile platform.
Or veterans, as they serve no role which other units do, much much better. If they could take upgrades or wargear with a substantial discount they would be viable but otherwise, nah.
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Post by: Selym
Why are mandrakes considered so bad?
(I've never read the DE codex)
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Post by: Kain
Selym wrote:
Why are mandrakes considered so bad?
(I've never read the DE codex)
Pyrovore syndrome.
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Post by: Selym
I also have not read the 'nids codex...
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Post by: TheDraconicLord
Selym wrote:
Why are mandrakes considered so bad?
(I've never read the DE codex)
Ascalam wrote:DE: Mandrakes/ Kaedruakk (or whatever) the Decapitator.
mandrakes have Awesomesauce models, but an infiltrating CC unit that doesn't even get a ranged attack until they kill someone, and which on;y has regular CC weapons, no armour and only a 5+ inv?
Not so hot.
-snip-
Ascalam says it all, really. And yes, a pity because they are awesome looking models.
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Post by: Hoyt
Ogryns. Why just why?
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Post by: SickSix
Vanilla Assault Marines.
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Post by: Vivster
Grots
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Post by: Uial-Ras
the swooping hawks
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Post by: BrotherOfBone
Grotesques. 35pts and they kill your own guys without an IC. Crap leadership and , though there is a high chance of wounding and winning a combat, their armour save is just pitiful, and their wounds don't make up for it. They require a Haemonculus (Ancient pref.) or Urien Rakarth to make their points back, and even then, if your Haemy gets challenged by a decent killy character, you're Grotesques are dead in the water..
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Post by: Nafarious
Devastators in space marines
Flash Gitz in orks
and
vespides as tau. Automatically Appended Next Post:
Grots can be pretty useful if used correctly.
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Post by: Selym
I dispute that. As a CSM payer, devastator squads have proven to be a pretty large problem.
Wouldn't even blink an eyelash at scouts or assault marines, though.
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Post by: mad_eddy_13
Selym wrote:
I dispute that. As a CSM payer, devastator squads have proven to be a pretty large problem.
Wouldn't even blink an eyelash at scouts or assault marines, though.
Never get into a shootout with devastators... You will lose.
And never charge devastators, if you fail you will get pasted repeatedly courtesy of lascannons and plasma cannons.
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Post by: Nevelon
Devestator's problem is not that they don't work, it's what you pay to get them and the other options they compeate with.
There is a diference between underwhelming and useless.
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Post by: BrotherOfBone
Guardians, Combatfexes, Pyrovores, Mandrakes, Grotesques, Praetorians, Leman Russ Vanquishers, Special Weapon Squads, Mutilators, Devestators, Assault Marines, Chapter Masters, Stormboyz... The list continues :(
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Post by: Trondheim
Tyranids : Rippers & Shrieks, both gets chewed appart faster than a hamburger at a late nigth party.
Space Wolves : Iron Priests, Lone wolfs & Lukas The Trickster.
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Post by: Billagio
Easily Flash Gits
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Post by: Crazyterran
Codex: Space Marines - Scout Bikers. If the new (eventual) codex gives them Rad Grenades, that would be great.
Codex: Imperial Guard - Rough Riders. I can't think of a single use for them that they'd actually get to do without being horribly murdered first.
Codex: Tau - Vespids. Cause... yeah.
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Post by: Selym
mad_eddy_13 wrote: Selym wrote:
I dispute that. As a CSM payer, devastator squads have proven to be a pretty large problem.
Wouldn't even blink an eyelash at scouts or assault marines, though.
Never get into a shootout with devastators... You will lose.
And never charge devastators, if you fail you will get pasted repeatedly courtesy of lascannons and plasma cannons.
And the fact that they can have a 48" reach doesn't really help me there.
But I'll survive somehow.
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