31466
Post by: svendrex
My brother and I had an interesting idea for an unusual game. Essentially you write a legal army list for your opponent and then play the game as normal. The object of the game would be to write the worst possible list for your opponent to be forced to use. Fill the list with all the pointless upgrades and worthless units as you can. The standard force organization and any other codex rules apply. We will use the Standard Missions from the Big Red Book. We would allow a ten point leeway so legal forces range from 1990 to 2010 pts.
There is only one unit that is forbidden to take and that is the summoned lesser demons from Codex: Chaos Space Marines. With these you could simply not buy any icons for the force and then you would be left with 2 sets of 5 CSM and a blank Chaos Lord. I can not think of any other units that you could not deploy, but any found would be forbidden as well.
After we find the worst army lists possible we plan to fight the battle and put up a battle report as well. We will be using many "counts as" models so do not let that limit your choices.
15115
Post by: Brother SRM
A popular and entertaining one is to just max out an Ork army with 180 gretchin. If you take Mad Dok Grotsnik as your HQ, you can give them all bionic bodies for 5 points a man or so. This way you get an entire army of near-useless troops with 5+ invulnerable saves.
31466
Post by: svendrex
I just want to start the conversation with a few ideas of my own.
1. Codex: Blood Angels
HQ) Captain w/ 2x Storm Shields
Troops) 22x Death Company with 2x Thunder Hammers
Troops) 5x Scouts w/ Combat Blades and Camo Cloaks
Total 1990 pts
In this list you can only control the 5 scouts and the Captain. The 22 death company have rage and they have no guns as well. All you need is one unit that can move quickly and you can sent the death company for a jog around the board. then just kill the captain and the scouts.
2. Codex: Space Marines
HQ) 2x Captain with 2x storm shields and a bunch of other stuff
Troops) 5x scouts with combat blades, camo cloaks, Sargent with melta bombs and Teleport Homer
Troops) 5x scouts with combat blades, camo cloaks, Sargent Tellion
Fast) 3 groups of 10x Vanguard Veterans, Sargent with power weapon and storm shield. all other with 2x storm shields each.
Total 1990 pts
In a battle against bad armies, power weapons are not likely to be found so 3+ save and a 3++ save will not really help the vanguard. you end up with a small model count and most of those models have no weapons.
28311
Post by: Shrike325
Although those SM ones are pretty terrible, and will probably win in the "worst" -
Necrons:
Deciever
10 Pariahas
20 Warriors with fields
28 Scarabs with fields
9 Tomb Spyders with particle thing
2003 points... kill 15 warriors and they phase
12313
Post by: Ouze
I don't have a "terrible list" to contribute, but I'd like to say this is one of the most amusing and fascinating ideas I've seen in a while.
23668
Post by: sevend3f
tau list Space pope. 205 shas'o. command and control node, failsafe detonator, iridium plates, drone controller, ass. 130 gun drone squadron x8 96 gun drone squadron x8 96 gun drone squadron x8 96 fire warriors x6, grenades, carbines. 84 sniper drone team x3 240 stealth suits x6 180 stealth suits x6 180 stealth suits x6 180 fire warriors x6, grenades, carbines. 84 fire warriors x6, grenades, carbines. 84 fire warriors x6, grenades, carbines. 84 fire warriors x6, grenades, carbines. 84 fire warriors x6, grenades, carbines, d fish, seeker missiles. 84 skyray, sms, 2x seeker missiles. 165 2004pts. crap that was hard! Ok Ouze! foot slogging fire-warriors with range 18 guns, a xv8 suit with no weapons, space pope!, seeker missiles that cant be fired, stealth suits without their one advantageous configuration, the worst fast attack choice (imho), the sky-ray is the only semi-ok thing.
12313
Post by: Ouze
Hey, if I could be so presumptuous - can people who post terrible lists explain why they are terrible? For example, everyone so far has explained what the problem is - an army of gretchin with 5+ invulnerable save, 2003 points of necrons that phase out when they lose 15 warriors - but those amused me because I own both codexes. However, there are a lot of codexes out and with some of the more esoteric choices, people maybe might not know why they suck so bad. I didn't even know what space pope was until last week.
21094
Post by: Justicar Alaric
You really don't need to try too hard just download the DH codex and then try and do a GK list trust me no matter how hard you try to make a terrible list it won't be as bad as trying to make a good one
31466
Post by: svendrex
The interesting issue is in the meta game. For example, grey knights have a hard time competing against mech armies as they do not have good anti-vehicle weapons. Against a foot army though they have good mobile firepower and decent close comat. It is easy to make a list that could not beat a competitive Mech Guard list, but then remember the list you write will face a bad list as well.
About the Tau list posted
If you can take a XV8 suit with no weapons, why not take a bunch of them? I thought is was mandatory to take at least one weapon.
21094
Post by: Justicar Alaric
Although you make a good point, in a GK army you are going to be outnumbered at least 3 to 1 and with a lack of transports that's going to mean that even if you are facing an all foot army they are going to out shoot you and then overwhelm you if you do manage to assault.
29507
Post by: Lotet
you know what to do against hoard army with GKs? Holocaust!, works every time
... though, I only use them as allies, so what would I know?
also
Master of the Forge with Thunder Hammer
130
10 Scouts with Combat Blades, Camo Cloaks and a Teleport Homer
185 x2
Vanguard Veteran Squad with 2 Storm Shields each and Jump Packs
625 x2
Techmarine with Thunder Hammer
80 x3
1990
44 guys on the board? is that too many?
21968
Post by: Inquisitor_Syphonious
Justicar Alaric wrote:<Insert Melissiaesque rant here about how some codex is under powered>
Ha. Haha. Hahaha.
-------------------------------
On topic, it would probably be an army that can take armory equipment on sgts, and elite choices.
I would imagine maxed out inquisitorial storm troopers with veterans with useless upgrades would take the bill for troops. Coming around 200 each?
Then three inquisitors with useless upgrades and useless retinues for somewhere around 180 a pop?
Then an inquisitor lord with useless junk.
To top it all off, get their chimeras with maximum upgrades, it will be expensive, with one firing point.
18861
Post by: Sanctjud
Chaos Lord.
5 Chaos Space Marines.
5 Chaos Space Marines.
135 Lesser Daemons.
Can I haz winz?
Aww, but the OP said no.
Why disqualify it... it's a legal list.....
746
Post by: don_mondo
All walking (ie no transports) Dark Eldar.
21968
Post by: Inquisitor_Syphonious
don_mondo wrote:All walking (ie no transports) Dark Eldar.
Don't forget to not give them any dark lances.
31247
Post by: UbiSwanky2
Bunch of Flash Gits with more Dakka and Blastas....will get hot! 75% of time and blow self up.
20867
Post by: Just Dave
Here's one that I made a while ago, basically a CSM list intended to kill itself.
HQ - Fabius Bile - 160pts
HQ - Chaos Lord - MoK, daemon weapon, plasma pistol - 155pts
Elites - Chaos Dreadnought - Plasma Cannon, CCW, Heavy Flamer - 110pts
Elites - Chaos Dreadnought - Plasma Cannon, CCW, Heavy Flamer - 110pts
Elites - Chaos Dreadnought - Plasma Cannon, CCW, Heavy Flamer - 110pts
Troops - 10 Chaos Space Marines - 'Enhanced Warriors', 2x Plasma Gun. Aspiring Champion with Plasma Pistol - 240pts
Troops - 10 Chaos Space Marines - 'Enhanced Warriors', 2x Plasma Gun. Aspiring Champion with Plasma Pistol - 240pts
Troops - 10 Chaos Space Marines - 'Enhanced Warriors', 2x Plasma Gun. Aspiring Champion with Plasma Pistol - 240pts
Fast Attack - 3 Chaos Bikers - 2x Plasma Guns. Aspiring Champion with Plasma Pistol - 155pts
Fast Attack - 3 Chaos Bikers - 2x Plasma Guns. Aspiring Champion with Plasma Pistol - 155pts
Fast Attack - 7 Chaos Spawn - 300pts
Heavy Support - 5 Chaos Havocs - 4x Plasma Gun. Aspiring Champion with Plasma Pistol - 165pts
This has had a few changes from the original, but is very slow, equipped with a mass (gets hot) of plasma weapons, spawn which are inevitably crap, overpriced kill-self bikers, enhanced warriors that could kill themselves and dreads that will plasma and bbq your own troops. Oh and a Khorne Lord to kick his own face in for good measure.
31373
Post by: capt. tyco
Platoon 1
w/ 1x non upgraded platoon command, 5x conscript guard squads
Platoon 2
Same as before but with one less squad
Lord Commissar
Primis Psyker
Crapton of ws/bs 3 sv 5+ conscripts with no heavy weapons. Because of unit consolidation and ordinance weapon could probably destroy half the army with one shot. Not to mention flamers and plasma guns.
11374
Post by: Ktulhut
I don't have my codex with me, but I imagine a tyranid list for this would focus on pyrovores and ripper swarms. Take as few synapse as you can (can you take a list with none?) as ripper swarms take wounds out of synapse range and can take upgrades that are overcosted. Also try for harpies as the only monsters because they are INSANELY fragile without gargs or other monsters screening them. T5 with a 4+ save. STUPID stats for a tmc, heavy bolters raep them.
173
Post by: Shaman
Chaos list is awesome.
11151
Post by: Dashofpepper
All you guys writing Necron fighting lists and death company lists....
Gretchin are STR2, T2, no armor save, with a STR3 single shot 12" gun.
None of these lists seem likely to lose against the gretchin swarm. Anyone with an idea that would LOSE to the STR2 gremlins?
30932
Post by: TheOniTsuki
1 chaos lord = 90 pts
5 marines = 75
5 marines = 75
44 spawns =1760
total. 2000.
That would be epic to see.
27461
Post by: Beta_X
Having an all gretchin would be bad but not unplayably bad. With 180 models and an ok HQ you can pistol whip at S3 and then tie people up while you hold every objective ever. Plus because of the meta game they might do well against other crap armies. Personally I think one of the worst lists is DE on foot and then spamming as much of their useless wargear as possible (having 10 or 15 web way portals, ect.)
btw: I am the one playing OP
7103
Post by: sniperjolly
TheOniTsuki wrote:1 chaos lord = 90 pts
5 marines = 75
5 marines = 75
44 spawns =1760
total. 2000.
That would be epic to see.
Make them thousand sons, and you would have a immidiate post heresy 1K sons list.
I bet Aileros can show you the worst list ever back in 4th edition. I'll give you a hint... It involves giving as many models as possible master-crafted s3 shotguns.
30949
Post by: AbaddonFidelis
this is a really funny idea. my worst list for csm would look something like this...
1 lord no wargear
2 5 man squads of thousand sons
the rest of the army chaos spawn
AF Automatically Appended Next Post: oh I see some other people thought of that too. lol
22637
Post by: DEATH89
Ok this would beat the gretchin by virtue of the armour but its still a good exercise in pointless point allocation
I love this idea
2 Chapter Masters with twin Relic Blades, Artificer Armour, Melta Bombs, Digital Weapons, Hellfire Rounds and Jump Packs, 500 points
2 Scout Squads, Sarge's with twin Powerfist, Combat Blades, Melta Bombs, Camo Cloaks, and Teleport Homers, 320 points
Vanguard Veteran Squad, 10 men all with twin Thunder Hammers, Jump Packs and Melta Bombs, 960 points
Ven Dread with TLLC, TLAC, and Extra Armour, 220
22 men and a dread for 2000 spot on, looks pretty useless to me
15667
Post by: Emperors Faithful
This is really funny. But I'm too tired lazy to put together anything of my own so I'll just sit back and watch.
31285
Post by: Chrysis
Tyranids:
HQ: Parasite of Mortrex (160)
Elites: 1 Lictor (65)
Troops: Ripper Swarm x 9 + Adrenal Glands, Toxin Sacs, Spinefists and Tunnel Swarm upgrade (225)
X 6
Fast Attack: Skyslasher Swarm x 5 + Adrenal Glands, Toxin Sacs, Spinefists (140)
X 3
Total: 1995
A single T4 Synapse Creature, and everything bar the Lictor takes a Leadership test (On Leadership 5) when out of synapse suffering the difference in unsaveable wounds when failed.
Being mostly swarms, nothing can hold objectives. All of the troops choices paid points to be allowed to deepstrike. Of course, with 4 attacks each, furious charge and 4+ poison they might make a mess of the marine armies above.
29680
Post by: SaintHazard
capt. tyco wrote:Platoon 1
w/ 1x non upgraded platoon command, 5x conscript guard squads
Platoon 2
Same as before but with one less squad
Lord Commissar
Primis Psyker
Crapton of ws/bs 3 sv 5+ conscripts with no heavy weapons. Because of unit consolidation and ordinance weapon could probably destroy half the army with one shot. Not to mention flamers and plasma guns.
Infantry platoons have to have at least two infantry squads, you can't just do a horde of conscripts. Sorry.
Also, I believe each platoon can take 0-1 conscript squad, so you can't have five of those anyway.
Maybe take Chenkov?
31466
Post by: svendrex
There seems to be two schools developing in this thread. The first is to take a few models as possible, the second is to take as many bad models as possible.
On gretchin
Mad doc - 160
6 sets of 30x Gretchin 3x Runtherd all w/ Cybork from the Doc - 285 Each for a total of 1710 pts.
The total so far is only 1870.
What else would you spend the points on? Flash gitz maybe? Looted Wagon without guns?
remember some of those gretchin will have a 5++ and Feel no Pain. If you face an army with S3 stuff, like Dark Eldar, the Feel no Pain would actually help.
21392
Post by: Cambak
IG Mass foot slogger 2000 points even
HQ -100
CCS - base - 50 points
CCS - base - 50 points
Troops
Platoon 1 - 480
PCS - base - 30 points
x5 Infantry Squads - 250 points
50 consripts - 200
Platoon 2 - 480
PCS - base - 30 points
x5 Infantry Squads - 250
50 consripts - 200
Platoon 3 - 480
PCS -base - 30 points
x5 Infantry Squads - 250
50 conscripts 200
Platoon 4 - 460
PCS - base - 30 points
x5 Infantry Squads - 250
45 Infantry 180
It's weakness is it's strength, mass Str 3 AP - at BS 3 and 2(conscripts). Plus, your fielding 405 models, takes for ever to set up and they don't have krak grenades so they can do gak against vehicles AND, your best friend if your facing this if your playing Kill points. Roughly 44 kill points.
29373
Post by: Mr. Self Destruct
Ladies and Mentlegen, THE WORST LIST EVER brought to you by the DE 'dex.
Archon, Shadow Field, Xenospasm, Hell Mask, Webway Portal, Jetbike, Punisher, Trophy Rack, Nightmare Doll 235
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
10 Mandrakes 150
10 Mandrakes 150
10 Mandrakes 150
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
10 Hellions, Sybarite w/Combat Drugs, Agonizer 241
Rounds up to exactly 2k. Actually had to shave points because apparently DE has so much useless crap that you can't fit it all in one army. I think the fact that this list has 7 Webway Portals and 1 unit that can use it already makes it take the 'worst list' award. Only thing remotely dangerous is the bike dude.
Oh yeah, and the fact that the warrior sybarites each cost approximately 109pts each (they are unit sergeants)
23066
Post by: mrwhoop
The IG could try to get chenkov and buy SiTNW for even more kps...but that gives a pw! hmm
21392
Post by: Cambak
mrwhoop wrote:The IG could try to get chenkov and buy SiTNW for even more kps...but that gives a pw! hmm
The amount of Kill points I give, the person that beats me first turn might as well get the award right then and there in a tourny.
27997
Post by: Warlordron'swaagh
svendrex wrote:There seems to be two schools developing in this thread. The first is to take a few models as possible, the second is to take as many bad models as possible.
On gretchin
Mad doc - 160
6 sets of 30x Gretchin 3x Runtherd all w/ Cybork from the Doc - 285 Each for a total of 1710 pts.
The total so far is only 1870.
What else would you spend the points on? Flash gitz maybe? Looted Wagon without guns?
remember some of those gretchin will have a 5++ and Feel no Pain. If you face an army with S3 stuff, like Dark Eldar, the Feel no Pain would actually help.
Could soak up other points with BIG GUNZ squad, max the gretchin minimum guns to soak points, run it as a zzap gun, sure its kinda strong but only hits 50% the time and can be strength 2-10 with the chance of killing some of the very gretchin firing it, and the odds aren't in your favor of actually getting a decent counting shot off.
29680
Post by: SaintHazard
Mr. Self Destruct wrote:Ladies and Mentlegen, THE WORST LIST EVER brought to you by the DE 'dex.
Archon, Shadow Field, Xenospasm, Hell Mask, Webway Portal, Jetbike, Punisher, Trophy Rack, Nightmare Doll 235
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
10 Mandrakes 150
10 Mandrakes 150
10 Mandrakes 150
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
10 Hellions, Sybarite w/Combat Drugs, Agonizer 241
Rounds up to exactly 2k. Actually had to shave points because apparently DE has so much useless crap that you can't fit it all in one army. I think the fact that this list has 7 Webway Portals and 1 unit that can use it already makes it take the 'worst list' award. Only thing remotely dangerous is the bike dude.
Oh yeah, and the fact that the warrior sybarites each cost approximately 109pts each (they are unit sergeants)
Am I missing something, or do you have 4 HQ units there?
31105
Post by: NostrilOfTerror
UbiSwanky2 wrote:
Bunch of Flash Gits with more Dakka and Blastas....will get hot! 75% of time and blow self up. 
Make sure you DON'T give them any ammo runts, just to be sure. Oh, and Captain Badrukk. Assault 3 Gets Hot! Anyone?
15667
Post by: Emperors Faithful
Cambak wrote:mrwhoop wrote:The IG could try to get chenkov and buy SiTNW for even more kps...but that gives a pw! hmm
The amount of Kill points I give, the person that beats me first turn might as well get the award right then and there in a tourny.
If you group up the IG Squads into their own power blobs (and do the same for Conscripts), it's closer to 15 kill points. I don't think you have to specify whether or not they're combinded until you actually deploy them. Even then, with 405 models I don't know many lists that can statistically kill even half of these models. And this list will completely own the grots, even considering their feel no pain rules.
Hell, if I could get the money required for the plastic in setting up these models I totally would. It'd take me an hour every phase but it'd be so worth it.
17023
Post by: Con Carne
Double post D:
17023
Post by: Con Carne
svendrex wrote:There seems to be two schools developing in this thread. The first is to take a few models as possible, the second is to take as many bad models as possible.
My brother and I recently thought of this, but set the points level at 500, to ensure maximum pain. He struck first, making a Tau list.
I doubt the existence of an army that can shoot itself in the foot as well as Tau at 500 points.
Maybe Dark Eldar can top it, I don't know too much about them.
My brother strove to meet both schools of thought, giving me an "elite" army. Ahem. He showed me that it was legal to give an Ethereal (who has no ranged weapons) Target Lock and a Blacksun Filter. And oh yes, did he include an Ethereal. With dual close-combat weapons. And as much useless wargear as was legal. I had two teams of 6 Fire Warriors. One team had solely carbines and EMP Grenades as well as Photon Grenades. Another team had 5 Carbines and a single Pulse Rifle (the "designated marksman"). He politely gave me a counter-assault unit: 3 Crisis Suits, all with Advanced Stabilisation Systems, Target Lock, and Targetting Array. (I was thankful that I could choose NOT to be S&P every turn). To round it out, he picked out a Tau Commander with a Blacksun Filter hardwired, a Targeting Array, and a twin-linked Flamer. Along with Iridium Armor, ensuring that I couldn't maneuver him very well. And a Stimulant Injector, which grants Feel No Pain.
-----------------------------------------------------------------
I had no idea about the above monstrousity when I created my own terribad list for him to play with. Pondering for a bit, I decided to go with a Spore Mine-themed Tyranid army. He got three units of 5 Spore Mines, a Tyranid Prime with one set of Scything Talons and no ranged weapons, 14 Termagants with Spike Rifles, 3 Ripper Swarms, and a Venomthrope in a Mycetic Spore. The Spod was actually more of a threat than its cargo. I was proud.
-----------------------------------------------------------------
We played the game on a standard 6x4 table, using Spearhead deployment and the Seize Ground mission. My brother was angry that he had a single source of Synapse, and that the objectives were spread out. It was a great game, with lots of horrible rolling and whiffing on both sides. Especially memorable was my ability to either roll natural 1's or natural 6's on my leadership tests...and nothing else. The only time I rolled a natural 12 was when my Tau Commander charged in to save his Crisis Battlesuit team from Termagants, and seemed especially horrified that the Tau under his command could roll so badly in assault. The Commander with T4, a 2+ save, and Feel No Pain got swept and died fairly quickly :/
My brother got a Coke for his efforts. Let the name of T'au RINGETH in the Halls of Shooting-Oneself-In-The-Foot!
4820
Post by: Ailaros
Man, back in the day, no one beat the IG at making BAD lists (yes, except chaos with lots of demons and no icons). Unfortunately, they threw away all our wargear, so no more spending 100 points per officer on useless crap like macharian crosses for 1 wound models. I seem to recall a 1500 point list I once made that only included something like 28 T3 models with no weapon higher than S4.
Unfortunately, for the purposes of this exercise, they got rid of all the wargear. The best I can think of now is
HQ: 835pts.
CCS - 290
medipack, carapace, camo,
astropath, MoO, OoF, Nork
CCS - 215
medipack, carapace, camo, vox caster
astropath, MoO, OoF, 2x bodyguards
5 ministorum priests w/o weapons - 225
2 techpriests w/ 5 repair servitors apiece - 110
Troops:
Veterans - 265
vox, grenadiers, forward sentries, demolitions
chimera with dozer blade, extra armor, camo netting.
Veterans - 265
vox, grenadiers, forward sentries, demolitions
chimera with dozer blade, extra armor, camo netting.
Veterans - 165
vox, grenadiers, forward sentries, demolitions
Veterans - 165
vox, grenadiers, forward sentries, demolitions
Veterans - 165
vox, grenadiers, forward sentries, demolitions
Veterans - 135
vox, grenadiers, forward sentries,
2000 points.
You're spending all those points for 2 vehicles and 91 T3 models with no weapon stronger than a lasgun (with the exception of a couple of single shot demo charges and 1 ogryn). Not as bad as it could be back in the day due to all the dudes this list brings, but still, it's a pretty crappy list.
21094
Post by: Justicar Alaric
Here we go Daemon hunters at their best
2000 Pts - Daemonhunters Army
Unit Name ## WS BS St To Wo In At Ld Save Cost
Grey Knight Grand Master (HQ) 1 5 5 4/6 4 3 5 4 10 2/5(I) 175
Grey Knight, Psyker, Independent Character;
Teleport Homer; Nemesis Force Halberd; Storm
Bolter
#Terminator Armour 2+ armour save. May not make Sweeping Advances. [0]
Deep Strike if allowed.
Psychic Hood Can be used against each psychic attack made [20]
against the Inquisitors army. Each player rolls a
D6 and adds to their leadership. If the
Inquisitors total is higher then the psychic
power is negated.
Ordo Malleus Inquisitor Lord ( 1 4 4 3 3 3 4/5 3 10 3+ 188
Psyker, Iron Will, Independent Character;
Teleport Homer; Hellpistol (x1)
Targeter Before shooting, you can measure the range to a [1]
target. After any Targeters have been used, no
Guess Range weapons may be fired.
Bionics If the model is suffers a wounding hit and fails [10]
his saving throw roll a d6. If a 6 is rolled the
model ignores the wound. Not effective against
weapons which do not allow a saving throw or
instant kills.
Grimoire of True Names Halves WS of Daemons in contact. [10]
Emperor's Tarot Both players roll 1d6 at start of game. If rolls [15]
are different, get +1 to roll for first turn. If
rolls are same, get -1 instead.
Krak Grenades When assaulting vehicles or immobile [2]
Dreadnoughts, model may make 1 attack with an AP
of 6+1D6.
Purity Seals [5]
Frag Grenades Fight simultaneosly with troops in cover. Models [1]
with Power Fists still go last.
Sacred Incense All Chaos models in assault have -1In. [10]
Psychic Hood Can be used against each psychic attack made [20]
against the Inquisitors army. Each player rolls a
D6 and adds to their leadership. If the
Inquisitors total is higher then the psychic
power is negated.
#Destroy Daemon If psychic test passed, may re-roll to-hit and [15]
wound vs daemons.
#Sanctuary Daemons can't move within 3" of Psyker, and can't [15]
draw LOS through this area.
#Word of the Emperor Enemy units charging psyker or unit must pass [10]
Leadership test, or may not assault at all that
turn.
Familiar 3 3 3 3 3 1 3 1 8 6+ [18]
+1 Initiative to Inquisitor. +1 psychic power
allowed per Familiar. May only use one per turn
unless also take Consecrated Scrolls.
Ordo Malleus Inquisitor (Elite 1 4 4/5 3 3 2 4/5 2 8 4+ 117
Psyker, Independent Character; Teleport Homer
Frag Grenades Fight simultaneosly with troops in cover. Models [1]
with Power Fists still go last.
Targeter Before shooting, you can measure the range to a [1]
target. After any Targeters have been used, no
Guess Range weapons may be fired.
Krak Grenades When assaulting vehicles or immobile [2]
Dreadnoughts, model may make 1 attack with an AP
of 6+1D6.
Purity Seals [5]
#Destroy Daemon If psychic test passed, may re-roll to-hit and [15]
wound vs daemons.
#Sanctuary Daemons can't move within 3" of Psyker, and can't [15]
draw LOS through this area.
Sage 3 3 3 3 3 1 3 1/2 8 6+ [30]
+1 BS to Inquisitor. If 2+ Sages, allow
Inquisitor or member of retinue to re-roll to
hit.; Laspistol & CC Weapon
Familiar 3 3 3 3 3 1 3 1 8 6+ [18]
+1 Initiative to Inquisitor. +1 psychic power
allowed per Familiar. May only use one per turn
unless also take Consecrated Scrolls.
Ordo Malleus Inquisitor (Elite 1 4 4/5 3 3 2 4/5 2 8 4+ 88
Psyker, Independent Character; Teleport Homer;
Hellpistol (x1)
Frag Grenades Fight simultaneosly with troops in cover. Models [1]
with Power Fists still go last.
Targeter Before shooting, you can measure the range to a [1]
target. After any Targeters have been used, no
Guess Range weapons may be fired.
Krak Grenades When assaulting vehicles or immobile [2]
Dreadnoughts, model may make 1 attack with an AP
of 6+1D6.
Purity Seals [5]
Sage 3 3 3 3 3 1 3 1/2 8 6+ [30]
+1 BS to Inquisitor. If 2+ Sages, allow
Inquisitor or member of retinue to re-roll to
hit.; Laspistol & CC Weapon
Familiar 3 3 3 3 3 1 3 1 8 6+ [18]
+1 Initiative to Inquisitor. +1 psychic power
allowed per Familiar. May only use one per turn
unless also take Consecrated Scrolls.
Ordo Malleus Inquisitor (Elite 1 4 4/5 3 3 2 4/5 2 8 4+ 88
Psyker, Independent Character; Teleport Homer;
Hellpistol (x1)
Frag Grenades Fight simultaneosly with troops in cover. Models [1]
with Power Fists still go last.
Targeter Before shooting, you can measure the range to a [1]
target. After any Targeters have been used, no
Guess Range weapons may be fired.
Krak Grenades When assaulting vehicles or immobile [2]
Dreadnoughts, model may make 1 attack with an AP
of 6+1D6.
Purity Seals [5]
Sage 3 3 3 3 3 1 3 1/2 8 6+ [30]
+1 BS to Inquisitor. If 2+ Sages, allow
Inquisitor or member of retinue to re-roll to
hit.; Laspistol & CC Weapon
Familiar 3 3 3 3 3 1 3 1 8 6+ [18]
+1 Initiative to Inquisitor. +1 psychic power
allowed per Familiar. May only use one per turn
unless also take Consecrated Scrolls.
Inquisitorial Storm Troopers ( 9 3 4 3 3 1 3 1 8 4+ 224
Carapace Armour; Targeters.; Hellgun (x9); Frag
Grenades; Mount in Chimera
Veteran Stormtrooper 1 3 4 3 3 1 3 2 8 4+ [30]
Teleport Homer; Hellgun; Frag Grenades
Inquisitorial Chimera 1 BS: 3 Front: 12 Side: 10 Rear: 10 [104]
Carries 12 models (Terminators use two spaces);
Tank; Amphibious; More passengers can fire;
Searchlight; Smoke Launchers; Dozer Blade; Pintle
Storm Bolter; Heavy Bolter; Hull Heavy Bolter
Inquisitorial Storm Troopers ( 9 3 4 3 3 1 3 1 8 4+ 224
Carapace Armour; Targeters.; Hellgun (x9); Frag
Grenades; Mount in Chimera
Veteran Stormtrooper 1 3 4 3 3 1 3 2 8 4+ [30]
Teleport Homer; Hellgun; Frag Grenades
Inquisitorial Chimera 1 BS: 3 Front: 12 Side: 10 Rear: 10 [104]
Carries 12 models (Terminators use two spaces);
Tank; Amphibious; More passengers can fire; Smoke
Launchers; Dozer Blade; Pintle Storm Bolter;
Searchlight; Heavy Bolter; Hull Heavy Bolter
Inquisitorial Storm Troopers ( 9 3 4 3 3 1 3 1 8 4+ 224
Carapace Armour; Targeters.; Hellgun (x9); Frag
Grenades; Mount in Chimera
Veteran Stormtrooper 1 3 4 3 3 1 3 2 8 4+ [30]
Teleport Homer; Hellgun; Frag Grenades
Inquisitorial Chimera 1 BS: 3 Front: 12 Side: 10 Rear: 10 [104]
Carries 12 models (Terminators use two spaces);
Tank; Amphibious; More passengers can fire;
Searchlight; Smoke Launchers; Dozer Blade; Pintle
Storm Bolter; Heavy Bolter; Hull Heavy Bolter
Inquisitorial Storm Troopers ( 9 3 4 3 3 1 3 1 8 4+ 224
Carapace Armour; Targeters.; Hellgun (x9); Frag
Grenades; Mount in Chimera
Veteran Stormtrooper 1 3 4 3 3 1 3 2 8 4+ [30]
Teleport Homer; Hellgun; Frag Grenades
Inquisitorial Chimera 1 BS: 3 Front: 12 Side: 10 Rear: 10 [104]
Carries 12 models (Terminators use two spaces);
Tank; Amphibious; More passengers can fire;
Searchlight; Smoke Launchers; Dozer Blade; Pintle
Storm Bolter; Heavy Bolter; Hull Heavy Bolter
Inquisitorial Storm Troopers ( 9 3 4 3 3 1 3 1 8 4+ 224
Carapace Armour; Targeters.; Hellgun (x9); Frag
Grenades; Mount in Chimera
Veteran Stormtrooper 1 3 4 3 3 1 3 2 8 4+ [30]
Teleport Homer; Hellgun; Frag Grenades
Inquisitorial Chimera 1 BS: 3 Front: 12 Side: 10 Rear: 10 [104]
Carries 12 models (Terminators use two spaces);
Tank; Amphibious; More passengers can fire;
Searchlight; Smoke Launchers; Dozer Blade; Pintle
Storm Bolter; Heavy Bolter; Hull Heavy Bolter
Inquisitorial Storm Troopers ( 9 3 4 3 3 1 3 1 8 4+ 224
Carapace Armour; Targeters.; Hellgun (x9); Frag
Grenades; Mount in Chimera
Veteran Stormtrooper 1 3 4 3 3 1 3 2 8 4+ [30]
Teleport Homer; Hellgun; Frag Grenades
Inquisitorial Chimera 1 BS: 3 Front: 12 Side: 10 Rear: 10 [104]
Carries 12 models (Terminators use two spaces);
Tank; Amphibious; More passengers can fire;
Searchlight; Smoke Launchers; Dozer Blade; Pintle
Storm Bolter; Heavy Bolter; Hull Heavy Bolter
Option Footnotes:
Close Combat Weapon +1A if used with another CCW / pistol.
Dozer Blade Re-roll failed terrain test if move < 6".
Heavy Bolter 36"R, S5, AP4, Heavy 3.
Hellgun 24"R, S3, AP5, Rapid Fire.
Hellpistol 12"R, S3, AP5, Pistol.
Laspistol 12"R, S3, AP-, Pistol.
Nemesis Force Halberd +2Str. Power Weapon if with Justicar, Grey Knight
Terminator or Grey Knight Hero, Force Weapon if
with Grand Master.
Pintle Storm Bolter 24"R, Str 4, Ap 5, Assault 2.
Searchlight Allows one enemy unit to be fired at by any
friendly unit in range and with line of sight.
Smoke Launchers Use instead of shooting- for one turn, pentrating
hits become glancing hits instead.
Storm Bolter 24"R, S4, AP5, Assault 2.
Teleport Homer Teleporting troops don't scatter if they are
placed within 6" of a model with a Teleport
Homer.
Total Army Cost: 2000
Notes:
Grey Knights have the Fearless, Deep Strike, True Grit, The Aegis, The Shrouding,
Rites of Exorcism and Daemonic Infestation special rules.
Models in Army: 92
8261
Post by: Pika_power
Two CSM units, small as possible. One Chaos Lord.
As many Spawn as possible.
20867
Post by: Just Dave
Canis Wolfborn - 185pts
10x Scouts, 2x plasma pistol - 180pts
10x Scouts, 2x plasma pistol - 180pts
10x Scouts, 2x plasma pistol - 180pts
15x Fen Wolves - 120pts
15x Fen Wolves - 120pts
15x Fen Wolves - 120pts
15x Fen Wolves - 120pts
15x Fen Wolves - 120pts
15x Fen Wolves - 120pts
8x Swiftclaws - 200pts.
Whirlwind - Extra Armour, Storm Bolter, Dozer Blade - 115pts
Whirlwind - Extra Armour, Storm Bolter, Dozer Blade - 115pts
Whirlwind - Extra Armour, Storm Bolter, Dozer Blade - 115pts
NO SCORING TROOPS. Only anti-armour is rending HQ and plasma pistols. Not the worst, definitely not the best.
31553
Post by: LordWynne
Ok some interesting lists but my all time fav comes from old school a 2,000 pts army created from the Rouge Trader book yes 1 edition a 20th century guard force with 215 troopers. Each 10 man squad had 2 hvy weapons: hvy stubber, missile launcher, grenade launcher, vet sgt. 1-3 20th century predator tanks (Bradleys) and a few rhino's (M-115 APC). I acctually played a force of this nature against Space Wolfs and fought 6 hard bloody turns and one with the sole survivor a missle launcher soldier who took out the Marine Chapters Patriarch with a lucky krack shot winning the game. I could not hit nothing that game with anything...wait I hit terrain and made it dissapear basic human troops are hell to play but I liked it and my buddy Andy took the loss with a laugh and nick named me the building destroyer. I also once played a Blood Axe Freebooter army and never once won a game but had more fun laughing using those Malfuntion cards I think they had back in 3rd edition rules way funny. I believe no army is bad only bad choices on forces, after all one can win a battle using nothing but grots and snotlings if armed right and have a good leadership stat. But if you really need my opinion on the worst army in WH40K universe well I would choose Necrons, I fought them not long ago and found that there Tomb Spiders are cheesy but thats just my opinion and I hope I do not offend any Necron players, but those things just never went away in my encounter. But then again Eldar Swooping Hawks upset me long ago with there first appearance in 3rd edition rules I hated them, me playing choas I felt there special rules about drove me nuts. Nids I love playing them I had a Nid Cultist army back in the day and they rocked I hope to see a come back of Cultists soon. Tao I have seen on the table but never played against them but they remind me much of and old Eldar Aspect Warrior army all shooty and tuff looking but not worth spit in close up actions. I resently faced a hvy tank Imperial Guard army and was impressed with the fact they could stay and take a pounding and give it back in spades. I am sad the Stuntie army was removed (Nids wipping them out) because they had great vehicles that caught my eye long ago.
10279
Post by: focusedfire
Baharroth-200
Jetaurch w/laser lance
5x Wraithguard
5x Wraithguard
7x Wraithguard
10x Wraithguard
10x Wraithguard
10x Wraithguard
0 Warlocks, Spiritseers or Farseers
Have fun
21392
Post by: Cambak
Emperors Faithful wrote:Cambak wrote:mrwhoop wrote:The IG could try to get chenkov and buy SiTNW for even more kps...but that gives a pw! hmm
The amount of Kill points I give, the person that beats me first turn might as well get the award right then and there in a tourny.
If you group up the IG Squads into their own power blobs (and do the same for Conscripts), it's closer to 15 kill points. I don't think you have to specify whether or not they're combinded until you actually deploy them. Even then, with 405 models I don't know many lists that can statistically kill even half of these models. And this list will completely own the grots, even considering their feel no pain rules.
Hell, if I could get the money required for the plastic in setting up these models I totally would. It'd take me an hour every phase but it'd be so worth it. 
Thing is.... Every gun in my army is Str 3 AP - with BS 3 normal 2 for conscripts.
29373
Post by: Mr. Self Destruct
SaintHazard wrote:Mr. Self Destruct wrote:Ladies and Mentlegen, THE WORST LIST EVER brought to you by the DE 'dex.
Archon, Shadow Field, Xenospasm, Hell Mask, Webway Portal, Jetbike, Punisher, Trophy Rack, Nightmare Doll 235
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
10 Mandrakes 150
10 Mandrakes 150
10 Mandrakes 150
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
10 Hellions, Sybarite w/Combat Drugs, Agonizer 241
Rounds up to exactly 2k. Actually had to shave points because apparently DE has so much useless crap that you can't fit it all in one army. I think the fact that this list has 7 Webway Portals and 1 unit that can use it already makes it take the 'worst list' award. Only thing remotely dangerous is the bike dude.
Oh yeah, and the fact that the warrior sybarites each cost approximately 109pts each (they are unit sergeants)
Am I missing something, or do you have 4 HQ units there?
Haemonculi are 3 per HQ choice representing their cheapness and general squishiness.
21968
Post by: Inquisitor_Syphonious
focusedfire wrote:Baharroth-200
Jetaurch w/laser lance
5x Wraithguard
5x Wraithguard
7x Wraithguard
10x Wraithguard
10x Wraithguard
10x Wraithguard
0 Warlocks, Spiritseers or Farseers
Have fun
Good thing that list is illegal then eh?
I am pretty sure you need spirit seers to take them as troops.
25700
Post by: Space_Potato
Cambak wrote:Emperors Faithful wrote:Cambak wrote:mrwhoop wrote:The IG could try to get chenkov and buy SiTNW for even more kps...but that gives a pw! hmm
The amount of Kill points I give, the person that beats me first turn might as well get the award right then and there in a tourny.
If you group up the IG Squads into their own power blobs (and do the same for Conscripts), it's closer to 15 kill points. I don't think you have to specify whether or not they're combinded until you actually deploy them. Even then, with 405 models I don't know many lists that can statistically kill even half of these models. And this list will completely own the grots, even considering their feel no pain rules.
Hell, if I could get the money required for the plastic in setting up these models I totally would. It'd take me an hour every phase but it'd be so worth it. 
Thing is.... Every gun in my army is Str 3 AP - with BS 3 normal 2 for conscripts.
Anything that can spam a tank will defeat this. TANK SHOCK!!
S_P
23395
Post by: Gavo
Inquisitor_Syphonious wrote:focusedfire wrote:Baharroth-200 Jetaurch w/laser lance 5x Wraithguard 5x Wraithguard 7x Wraithguard 10x Wraithguard 10x Wraithguard 10x Wraithguard 0 Warlocks, Spiritseers or Farseers Have fun Good thing that list is illegal then eh? I am pretty sure you need spirit seers to take them as troops.  Nah, if they have a 10-man squad, they count as troops. I think.
10279
Post by: focusedfire
Inquisitor_Syphonious wrote:
Good thing that list is illegal then eh?
I am pretty sure you need spirit seers to take them as troops. 
Doh!!, Your right. Still If I go back and put in the Spiritseers for only 2 troops and put in wraithlords...maybe. I'll try again in a bit, got things to do IRL.
31466
Post by: svendrex
I like the Eldar ideas posted. You can use Storm Guardians with out special weapons as your troops, they are kinda useless. Then Baharroth as your HQ who is also kinda of useless, especially on his own. The rest of the points are filled with units with wraith sight with no was to counteract it. However the Wraithlords are immune to weapons with S4 or less. The wraith guard are immune to S2 so gretchin can not hurt them in combat. About one unit should fail wraithsight a turn on average. Bad? Yes, but most of the units are durable against the kind of armies posted here.
HQ: Baharroth 200
Elite: 3 groups of 10x Wraith guard, 350 pts each.
Troops: 3 groups of 10x Storm Guardians 80 pts each
Heavy: 3 Wraithlords with 2x Bright Lance. 170 Each
Total 2000 Even
13664
Post by: Illumini
Baharrots VYPER DEATHSTORM!
HQ - 285
Baharroth
200
Farseer, runes of witnessing, spirit stones
85pts
Troops - 160
10 Storm Guardians
80pts
10 Storm Guardians
80pts
Fast - 1485
3x Vyper, 3x bright lance, 3x vectored engines, 3x star engines, 3x holo-fields, 3x spirit stones, 3x shuriken cannon
495pts
3x Vyper, 3x bright lance, 3x vectored engines, 3x star engines, 3x holo-fields, 3x spirit stones, 3x shuriken cannon
495pts
3x Vyper, 3x bright lance, 3x vectored engines, 3x star engines, 3x holo-fields, 3x spirit stones, 3x shuriken cannon
495pts
Heavy - 70
War walker, spirit stones, shuriken cannon, bright lance
70pts
23252
Post by: ZoomDakkaDakka
Does anyone know how many gun drones you can fit in a tau army?
28848
Post by: KamikazeCanuck
Emperors Faithful wrote:Cambak wrote:mrwhoop wrote:The IG could try to get chenkov and buy SiTNW for even more kps...but that gives a pw! hmm
The amount of Kill points I give, the person that beats me first turn might as well get the award right then and there in a tourny.
If you group up the IG Squads into their own power blobs (and do the same for Conscripts), it's closer to 15 kill points. I don't think you have to specify whether or not they're combinded until you actually deploy them. Even then, with 405 models I don't know many lists that can statistically kill even half of these models. And this list will completely own the grots, even considering their feel no pain rules.
Hell, if I could get the money required for the plastic in setting up these models I totally would. It'd take me an hour every phase but it'd be so worth it. 
Ya, actually I think he actually did the opposite and made an unbeatable list!
30036
Post by: del'Vhar
Dont have my DE codex here, but surely a DE Wych Cult with no transports and rolling as many dice as possible for combat drugs?
21392
Post by: Cambak
Ailaros wrote:Man, back in the day, no one beat the IG at making BAD lists (yes, except chaos with lots of demons and no icons). Unfortunately, they threw away all our wargear, so no more spending 100 points per officer on useless crap like macharian crosses for 1 wound models. I seem to recall a 1500 point list I once made that only included something like 28 T3 models with no weapon higher than S4.
Unfortunately, for the purposes of this exercise, they got rid of all the wargear. The best I can think of now is
HQ: 835pts.
CCS - 290
medipack, carapace, camo,
astropath, MoO, OoF, Nork
CCS - 215
medipack, carapace, camo, vox caster
astropath, MoO, OoF, 2x bodyguards
5 ministorum priests w/o weapons - 225
2 techpriests w/ 5 repair servitors apiece - 110
Troops:
Veterans - 265
vox, grenadiers, forward sentries, demolitions
chimera with dozer blade, extra armor, camo netting.
Veterans - 265
vox, grenadiers, forward sentries, demolitions
chimera with dozer blade, extra armor, camo netting.
Veterans - 165
vox, grenadiers, forward sentries, demolitions
Veterans - 165
vox, grenadiers, forward sentries, demolitions
Veterans - 165
vox, grenadiers, forward sentries, demolitions
Veterans - 135
vox, grenadiers, forward sentries,
2000 points.
You're spending all those points for 2 vehicles and 91 T3 models with no weapon stronger than a lasgun (with the exception of a couple of single shot demo charges and 1 ogryn). Not as bad as it could be back in the day due to all the dudes this list brings, but still, it's a pretty crappy list.
Camo gives you +1 to cover saves, so that is a +, Grenadiers gives you Carapace, witch is a 4+ armor save, which is a +, Forward sentries gives you camo cloaks and snare mines (count as having counter charge) so that is a +, and demolitions give you a demo charge per squad and melta bombs, your anti tank. Astropath gives you +1 to reserves(stacks), Officer of the fleet makes the take a -1(stacks) to reserves and have to reroll their outflanking. Master of Ordnance gives you a Basilisk shot every turn on Unlimited range, but always scatters, unless you roll a 3 or 2. Medi pack gives the squad Feel no Pain. Nork acts like a body guard, kills commissars that exicute the commander and and goes into a blind range and deals d6 wounds in close combat after losing his last wound, in close combat. Body guards are your extra wounds for your commander. Vox casters let you re roll leadership tests for Orders that your officers give.
A solid Infantry List.
13664
Post by: Illumini
A solid Infantry List.
No, no it's not.
Still, I think my Vyper list would fall against that list, brightlances against 3+ cover guardsmen = fail. The IG player can simply camp his men on the objectives, and I stand no chance.
The 450 guys list has the same problem, only tenfold. Sure, it can't kill tanks with AV over 10, but it has enough men to simply camp enough objectives, so I think it will win against most of these lists.
The wraithguard/lord lists are also waaaaay to good to be put in this thread. 30 wraithguard are very hard to get rid off, especially for such poor armies. The army also has 6 troops and few KP's. It's a total fail in creating the worst list ever.
Archon, Shadow Field, Xenospasm, Hell Mask, Webway Portal, Jetbike, Punisher, Trophy Rack, Nightmare Doll 235
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
Haemonculus, Webway Portal, Scissorhand, Destructor 95
10 Mandrakes 150
10 Mandrakes 150
10 Mandrakes 150
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
20 Warriors, Sybarite w/ Webway Portal, Combat Drugs, Agonizer 261
10 Hellions, Sybarite w/Combat Drugs, Agonizer 241
That is pretty bad, but I think you would kill my Vyper-list. I simply can't kill 60 warriors, while my own 20 scoring guys would be eaten by mandrakes/hellions.
21392
Post by: Cambak
Posted by: Illumini
The 450 guys list has the same problem, only tenfold. Sure, it can't kill tanks with AV over 10, but it has enough men to simply camp enough objectives, so I think it will win against most of these lists.
I actually pulled this on some one. They gave me a blank stare, and didn't even bother deploying. He went to the Tourny judge and asked " I have to play Objectives against THAT *points at my army*."
The judge said it was legal, so he basically said "screw it, no matter how many shots I'll put into it, I wont take out enough men to take the objectives he captures." and forfeited the match. Next game, annihilation. I went up against a Deathwing company, you would not believe the number of Termies you can take down with so many lasguns. Next game, all mech guard, Dawn of war, annihilation, again. I smiled, once I saw how wide his eyes got, and I said "Go right on ahead." Needless to say, he won the tourny.
10279
Post by: focusedfire
Second try:
Baharroth
Jetaurch
=300
10x Wraithguard
10x Wraithguard
10x Wraithguard
=1050
10x Rangers
10x Rangers
15x Storm guardians
=500
Support weapon Vibro cannon
Support weapon Vibro cannon
Support weapon Vibro cannon
=150
2000 pts
(0 Warlocks, Spiritseers or Farseers)
(no anti- tank)
(very slow)
(Very Low VoF)
31466
Post by: svendrex
My take on a Dark Eldar List. Using Terrible Wargear to its fullest.
HQ 6 Heamonculus with Webway portal, Plasma + Haywire Grenade, Gruesome Talisman, Trophy Rack, Hell Mask, Soul Seeker Amunition, Tormentor Helm 648 Pts.
Elite 2 groups of 5x wyches all with Plasma and Haywire Grenades and Wych Weapons,
Succubus with Webway Portal, Gruesome Talisman, Trophy Rack, Hell Mask, Soul Seeker Amunition, Tormentor Helm 330 pts.
Troops 6 Sets of 10x Warriors,
Sybarite with Webway Portal, Plasma + Haywire Grenade, Gruesome Talisman, Trophy Rack, Hell Mask, Soul Seeker Amunition, Tormentor Helm 1014 pts.
Total 1992 pts.
The whole army is LD 8 with small squad sizes for many leadership tests in the shooting phase. Low armor Saves. No power weapons. No guns over S3. The only way to get S4 is for a good roll on the wych drug table and this is the only anti tank ability in the army. T3 except for the Hemis. Only 76 models.
So far I think this is going to be my choice, but I am not sure yet.
28765
Post by: braindeadmonkey
Ok so ignoring the DA FAQ:
Libby w/ Plasma pistol, and meltabombs-140
5 man tac-90
tac squad w/ plasma pistol, meltabombs, 22 sets of additional space marines (115 tacs total including only 1 sarge in 1 squad)-1760pts
and thats 1990 pts
13664
Post by: Illumini
@another try at wraithguard eldar: 30 T6 3+ save scoring units is hard. They also supply anti-tank/ MC weapons. You also have 3 more scoring units, all of which are actually decent. It not a good list, but it's far from the worst list. Wraithguard are too good to be included in a worst of list.
svendrex wrote: My take on a Dark Eldar List. Using Terrible Wargear to its fullest.
HQ 6 Heamonculus with Webway portal, Plasma + Haywire Grenade, Gruesome Talisman, Trophy Rack, Hell Mask, Soul Seeker Amunition, Tormentor Helm 648 Pts.
Elite 2 groups of 5x wyches all with Plasma and Haywire Grenades and Wych Weapons,
Succubus with Webway Portal, Gruesome Talisman, Trophy Rack, Hell Mask, Soul Seeker Amunition, Tormentor Helm 330 pts.
Troops 6 Sets of 10x Warriors,
Sybarite with Webway Portal, Plasma + Haywire Grenade, Gruesome Talisman, Trophy Rack, Hell Mask, Soul Seeker Amunition, Tormentor Helm 1014 pts.
Total 1992 pts.
The whole army is LD 8 with small squad sizes for many leadership tests in the shooting phase. Low armor Saves. No power weapons. No guns over S3. The only way to get S4 is for a good roll on the wych drug table and this is the only anti tank ability in the army. T3 except for the Hemis. Only 76 models.
So far I think this is going to be my choice, but I am not sure yet.
Now we're starting to talk. You still have too many troops though. Is it possible to buy scourges without heavy weapons?
18176
Post by: Guitardian
All I know well enough to even begin to fathom this game of sucking is Eldar, but I'll give it a shot:
HQ: Autarch, no weapon upgrade, just his dumb shuriken pistol. Oh yeah he does give you a reserve roll bonus I guess.
TR: 10 guardians, shuricannon
TR: 10 guardians, shuricannon
These guys just suck, especially in the minimal 10 squad size. No range, no save worth a damn, bad Ld, no toughness. Ooooh they have fleet though! and a high Initiative for their 1 attack at S3 WS3... And way overpriced compared to other armys basic troop choices. Each squad costs 90 points and dies to a single turn of fire from, well, anything.
FA: 3 squads of 3 Vypers, shuricannon and bright lance, holofield, etc every upgrade you can get... these things can be swatted like flies, carry two overpriced weapons when they can only fire one, open topped AV10 means holo-fields ain't gonna make much difference. Each one has vector engines, star engines, spirit stones, holo fields... all close to useless in combination with the 5th ed. vehicle move-n-shoot rules that totally nerfed them... each one costs 165 points so x9 thats 1485 wasted points on 9 models that can be shot down with a bolter but just move around fast and fire 1 gun a turn (maybe) .
EL: Harlequins(10) no upgrades, no kisses, no veil-of-tears, just a walking wad of points with lots of ineffective furious charging S3 attacks. and a 5+ invul. Yeah that'll keep them safe...
I have 75 points left... what to do with 75 points... ah yes...
another useless shuriken pistol wielding autarch! 70 points. that makes 1995... has jack gak for troops, 9 easily gunned down vehicles, and 2 redundant HQ... Not bad for my first time 'this army sucks' attempt...
13740
Post by: Valkyrie
Hmm, I played someone who once took a 2000 point Ork list that was absolute crap. His "super-powerful" unit of Flash Gitz cost more than my Baneblade. He had given them every upgrade under the sun and they still sucked.
21094
Post by: Justicar Alaric
2000 Pts - Daemonhunters Army
HQ
Ordo Malleus Inquisitor Lord 238 - Teleport Homer Purity Seals Grimoire of True Names Sacred Incense Emperor's Tarot Psychic Hood Holy Relic #Word of the Emperor #Sanctuary #Holocaust Sage x3 Familiar x3
Elites
Ordo Malleus Inquisitor 149 - Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics Consecrated Scrolls Psychic Hood #Banishment #Destroy Daemon #Sanctuary #Word of the Emperor Familiar x3
Ordo Malleus Inquisitor 149 - Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics Consecrated Scrolls Psychic Hood #Banishment #Destroy Daemon #Sanctuary #Word of the Emperor Familiar x3
Ordo Malleus Inquisitor 149 - Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics Consecrated Scrolls Psychic Hood #Banishment #Destroy Daemon #Sanctuary #Word of the Emperor Familiar x3
Troops
Inquisitorial Storm Troopers 10 man 135 - Veteran Stormtrooper Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics
Inquisitorial Storm Troopers 10 man 135 - Veteran Stormtrooper Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics
Inquisitorial Storm Troopers 10 man 135 - Veteran Stormtrooper Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics
Inquisitorial Storm Troopers 10 man 135 - Veteran Stormtrooper Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics
Inquisitorial Storm Troopers 10 man 135 - Veteran Stormtrooper Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics
Inquisitorial Storm Troopers 10 man 135 - Veteran Stormtrooper Teleport Homer Frag Grenades Targeter Auspex Krak Grenades Bionics
Heavy Support
Grey Knights Purgation Squad 10 man 335 - Grey Knights; Incinerator (x4) Grey Knight Justicar
Grey Knights Purgation Squad 4 man 170 - Incinerator (x3) Grey Knight Justicar
All psychic power only affect Daemons and every squad has teleport homers but no one can deep strike. None of the inquisitors have any weapons
30726
Post by: Arson Fire
Lets give this a shot.
Tyranids 2000 pts
HQ
Hive Tyrant
TL Deathspitter, Heavy venom cannon, Hive Commander, Indescribable Horror, Old Adversary, Adrenal Glands, Toxin Sacs, Acid Blood, Implant Attack, Toxic Miasma, Regeneration, Wings.
430 pts
Hive Tyrant
TL Deathspitter, Heavy venom cannon, Hive Commander, Indescribable Horror, Old Adversary, Adrenal Glands, Toxin Sacs, Acid Blood, Implant Attack, Toxic Miasma, Regeneration, Wings.
430 pts
Thats a total of 860 points spent on HQ. I was tempted to throw in some tyrant guards and bring the total up to 1310, but I didn't want to make it too tough.
Troops
Ripper Swarms x 9
Spinefists, Adrenal Glands, Toxin Sacs, Tunnel Swarm
225 pts
Ripper Swarms x 9
Spinefists, Adrenal Glands, Toxin Sacs, Tunnel Swarm
225 pts
Ripper Swarms x 9
Spinefists, Adrenal Glands, Toxin Sacs, Tunnel Swarm
225 pts
Ripper Swarms x 9
Spinefists, Adrenal Glands, Toxin Sacs, Tunnel Swarm
225 pts
Yay ripper swarms. Even when they aren't sitting around eating themselves, these guys can't capture objectives.
Fast Attack
Spore Mines x 6
60 pts
Spore Mines x 6
60 pts
Spore Mines x 5
50 pts
These things tend to either all blow up in a chain reaction before they even get to move, or they drift uselessly around an empty section of table because your opponent saw them, and deployed somewhere else.
Elites
Lictor x 1
65 pts
I think lictors are the nids worst elite choice, at least a pyrovore might be able to fry a few guys before getting shot off the table.
Total: 1995 points
18176
Post by: Guitardian
Funny that, because the Lictor used to be the most feared of all the 'nids when they first came out in 2nd... (sigh) codex updates...
I like how half your stuff can kill itself. Pretty good angle. Hadn't thought of that.
13664
Post by: Illumini
Oh, I like that tyranid list, it certainly has potential to be one of the worst. I think a walking pyro would be much worse than the lictor though.
10279
Post by: focusedfire
Illumini wrote:@another try at wraithguard eldar: 30 T6 3+ save scoring units is hard. They also supply anti-tank/MC weapons. You also have 3 more scoring units, all of which are actually decent. It not a good list, but it's far from the worst list. Wraithguard are too good to be included in a worst of list.
I disagree for the following reasons:
1)The 10 x Wraithguard are not scoring. Book staes tha they have to be acompanied by a spiritseer to scoring.
2)This list was built to lose againt the gretchin list. Other than the tissue paper ranger units, It has no long range weapons, no speed, and a VoF so low that it would take all game to force one gretchin unit to break.
3) There are no real assaut squads so that when it gets time to take objectives the gretchen swarms will be able to take on or at least bog down any of the Eldar units.
4)The most effective units in my Eldar list are Baharroth, a naked JetAurch, and rangers.
27872
Post by: Samus_aran115
Ha. That blood angels list is so bad I had ti take a couple more looks at it. Emperor's throne death company are expensive! Glad I don't play blood angels...
13664
Post by: Illumini
focusedfire wrote:Illumini wrote:@another try at wraithguard eldar: 30 T6 3+ save scoring units is hard. They also supply anti-tank/MC weapons. You also have 3 more scoring units, all of which are actually decent. It not a good list, but it's far from the worst list. Wraithguard are too good to be included in a worst of list.
I disagree for the following reasons:
1)The 10 x Wraithguard are not scoring. Book staes tha they have to be acompanied by a spiritseer to scoring.
2)This list was built to lose againt the gretchin list. Other than the tissue paper ranger units, It has no long range weapons, no speed, and a VoF so low that it would take all game to force one gretchin unit to break.
3) There are no real assaut squads so that when it gets time to take objectives the gretchen swarms will be able to take on or at least bog down any of the Eldar units.
4)The most effective units in my Eldar list are Baharroth, a naked JetAurch, and rangers.
Ok, didn't know you needed the spiritseer. Still, you can't build the worst eldar list without spending 1500pts on vypers. Also, rangers have stealth, right?
31466
Post by: svendrex
@ Illumini
You can take scourges with only splinter rifles. The only issue is that they are still fast. There is still the Blood Angel List I posted that can be beaten by anything fast as you can lure the Death Company away. The choice is between slow and scoring units or faster and non-scoring. Depending on the list I am facing one of those choices would be worse, but I am not sure which one...
Three of the squads of 10x warriors could be traded for a 5x squad of scourges. They are exactly te same point cost. the list would lose 15 bodies and 3 scouring units, but gain 3 units that can move quickly.
8052
Post by: Terminus
Ouze wrote:I didn't even know what space pope was until last week.
Space pope?
20585
Post by: 1-UP
Some fun looking stuff in here. One thing I noticed though - the "Spam 100 of the worst unit in the codex army - hur hur" armies are kind of...dumb. The premise of making your opponent's army has the potential for being an absolute riot of a game, but really who wants to play with a giant mob of the same unit?
In a 2k game, I would propose you need to take 2 units from each possible force slot. That way you actually have to THINK about what you're giving your opponent rather then looking for stuff that wasn't playtested very well. It'd be really interesting figuring out what heavy support to give your opponent considering how much trouble the crap units will probably have taking out even AV12. Just thinking about a CSM list, what would you not want to see in the heavy slot? Everything has the potential for some pretty serious pain, even if they're not the most points efficient.
21968
Post by: Inquisitor_Syphonious
Illumini wrote:Ok, didn't know you needed the spiritseer. Still, you can't build the worst eldar list without spending 1500pts on vypers. Also, rangers have stealth, right?
Those 1,500 point vypers are going to have a HARD time going down though.
I STILL can't believe you can actually get holo-fields on them.
Rangers indeed have stealth... and a 5+ save, and WS 3...
13664
Post by: Illumini
Vypers in a squadron die on 3+, or a 5+ on a glancing hit.
Against most of these armies, they also won't hurt anything. I think those 9 vypers are the biggest pointsink in any army
21968
Post by: Inquisitor_Syphonious
Heh, at least they're holo-fielded, unlike my usual vypers.
29408
Post by: Melissia
Master of the Forge w/Conversion Beamer
Scout Squad w/5 Shotguns
Scout Squad w/5 Shotguns
Vanguard Veteran Squad w/Jump Packs
-- 3 TH/SS VanVets
-- 7 2xTH VanVets
Vanguard Veteran Squad w/Jump Packs
-- 3 TH/SS VanVets
-- 7 2xTH VanVets
25443
Post by: JSK-Fox
Conversion Beamer gives them a chance.
15712
Post by: muppet slayer
i played someone who took as many leman russes as possible and they were soo badly done and he profesed they were awsome and he also made up rules and the list wasnt even leagal.
8352
Post by: Lord Bingo
muppet slayer wrote:i played someone who took as many leman russes as possible and they were soo badly done and he profesed they were awsome and he also made up rules and the list wasnt even leagal.
I knew someone like that as well.
24196
Post by: KingDeath
Hrm, for Chaos i offer you this...
Ahriman
2x20 Rubric Marines with boon of mutation ( the one which turns a hostile model into a spawn )
1x12 Rubric Marines with boon of mutation
3x3 Chaos Spawn
->1987 points and utterly useless
18176
Post by: Guitardian
I still think 1500 points of 9 overupgraded easy to kill Vypers is FTW. Add on naked autarchs and naked harlies and minimal guardians and you have an army that couldn't win even against that self-destructive nid list.
I tried one with SM and this is what I came up with: NOTHING! You can't really make a worse SM army than the double storm-shield thing already posted. Maybe Rhino spam full of 5 man naked tac squads, but way overupgrading the rhinos?
Still Vypers FTW and I've been over the SM codex, ork codex, SW codex, and I can't think of a better points sink.
13740
Post by: Valkyrie
I knew someone who would run a terrible Ork list consisting of overpowered units which were focused on ranged attacks rather than CC.  . I also once played their Daemon army, and he was gak-scared of 3 GK Terminators, completly ignoring the rest of the army.
18176
Post by: Guitardian
Hey guys... I found one... might even beat the Vypers as a point sink...
3 preds with no upgrades, just stoopid autocans. 180
, 6x 5 man tac squads with overblown rhinos (90 per squad, 75 per rhino) x6 = 990 points
, and the biggest stupidest honor guard possible (bikes, meltabombss and storm shields , standard, champy) = 920
tack on a naked captain and you get 2010 points of uselessness.
30094
Post by: FyoraSilverwolf
1-UP wrote:Some fun looking stuff in here. One thing I noticed though - the "Spam 100 of the worst unit in the codex army - hur hur" armies are kind of...dumb. The premise of making your opponent's army has the potential for being an absolute riot of a game, but really who wants to play with a giant mob of the same unit?
In a 2k game, I would propose you need to take 2 units from each possible force slot. That way you actually have to THINK about what you're giving your opponent rather then looking for stuff that wasn't playtested very well. It'd be really interesting figuring out what heavy support to give your opponent considering how much trouble the crap units will probably have taking out even AV12. Just thinking about a CSM list, what would you not want to see in the heavy slot? Everything has the potential for some pretty serious pain, even if they're not the most points efficient.
I think one of the worst Heavy Support type units for CSM would be a 5-man squad of Havocs, with 4 plasma guns with the Icon of Slaanesh or Khorne, with a plasma pistol, combi-plasma & Power Fist armed Aspiring Champion. Wastes a lot of points (220-230 Slaanesh-Khorne) and you can just pick them off from across the table, if they don't explode trying to fire. If you want to waste more points, give them weapons that won't explode. It's unlilkely they'll hit much before you pick them off. And if you're probably going to end up fielding a lot-of-models type bad list, maybe try a Lascannon and make the Strength and AP of it kinda wasted on all your weak little guys.
I say this because my Havocs keep dying from all the way across the table every single time (*sigh*), and rarely take out anything of any significance, even with the traditional weapons (lascannon, missile launcher, autocannon, heavy bolter) and Icon of Tzeentch.
9502
Post by: Daytona
Ok here's my shot at losing to the gretchin, courtesy of codex with hunters.
2x IQ Lord w/3 familiars, 3 penitents, 3 chirurgens, 1 sage, 3 psychic powers (hammer of the witches, his will be done, word of the emperor), master crafted power stake, auspex, bionics, digital weapons, liber hersius, psi traker, psyocculum, purity seals = 295 pts of no shooting but still not great in hth fail, (so nice, why not take it twice?)= 590 total pts
3 x Inquistors w/3 familiars, 3 acolytes all with mancatcher in place of laspistol, add power armor, he has auspex, bionics, digital weapons, liber hersius, power armor, power stake,psy tracker, psyocculum, power armor, psychic hood, purity seals and the psychic powers his will be done and word of the emperor = 247 pts no shooting and still only str 3 in hth = 741 pts of total fail
2x10 Inquisitorial Stormtroopers with priest, substitute shotguns for hellguns to make them arbites(no range 24 or ap here!), upgrade 1 to veteran, and give him auspex, bionics, power armor, master craft his shotgun, purity seals, give the priest the same thing but add a rosarius = 260 pts of range 12 str 3, ap - = 520 points
1x 7 Inquisitorial stormtroopers w/o the priest (as above) = 122 pts
1 psyk-out warhead (causes no damage, but can make you lose a power) = 30 pts
total = 2003 pts that couldn't hurt anything beyond 12, doesn't exceed str 3 and only totals 72 models
This has given me an idea for an unusual but possibly fun tournament. What would you think about a tournament where you made a list, brought your army (must be wysiwig and legal) and first two games, you switched armies with your opponent so you had to play and win with what he gave you and vice versa, but third and final round, you had to play your own for the win? If you made one too lousy, you would lose third game and be done, but make it too good and 2 other players will knock you out before round 3! Any thoughts or feedback?
18176
Post by: Guitardian
sounds like fun daytona
27200
Post by: OmniRemix
Logan Grimnar
Njal Stormcaller
Bjorn the Fell-Handed
Ragnar Blackmane
5x Wolf Guard x2
- Arjac Rockfist
- 9x Bikers
- 9x Thunder Hammer
Lone Wolf in Drop Pod
Sixteen models  Probably not the worst, but staring down a gigantic army of dudes, even bad bad dudes, with a couple models is pretty awful.
10127
Post by: Happygrunt
Ladies and gentelmen, the worst list ever, by far, is the all footslogging bolter DC list with lemertes. You take lemertas and as many dc with bolters as you possibly can. Congrats, your opponent is now playing two armies.
10279
Post by: focusedfire
HQ-Da Pope Aun'va..........................205
HQ-Ethereal w/Honour Blade+ hwdc (2 Marker Drones).............120
Elite- XV25 Stealth 1 Shas'vre + 3 Shas'ui w/8 Marker Drones...........370
Elite- XV25 Stealth 1 Shas'vre + 3 Shas'ui w/8 Marker Drones...........370
Troop-10 Kroot + Shaper + 3 Krootox..................................193
Troop-10 Kroot + Shaper + 3 Krootox..................................193
Fast Attack- 7 Pathfinders +1 Shas'ui + 2 Markerdrones + Photon grenades
W/ Devilfish + Sensor Spines + target lock+ Decoy Launcher.............................. 274
Fast Attack-7 Pathfinders +1 Shas'ui + 2 Markerdrones + Photon grenades
W/ Devilfish + Sensor Spines + target lock+ Decoy Launcher.............................. 274
Total of 1999
Very few units doing shooting damage
Have fun
22637
Post by: DEATH89
focusedfire wrote:HQ-Da Pope Aun'va..........................205
HQ-Ethereal w/Honour Blade+ hwdc (2 Marker Drones).............120
Elite- XV25 Stealth 1 Shas'vre + 3 Shas'ui w/8 Marker Drones...........370
Elite- XV25 Stealth 1 Shas'vre + 3 Shas'ui w/8 Marker Drones...........370
Troop-10 Kroot + Shaper + 3 Krootox..................................193
Troop-10 Kroot + Shaper + 3 Krootox..................................193
Fast Attack- 7 Pathfinders +1 Shas'ui + 2 Markerdrones + Photon grenades
W/ Devilfish + Sensor Spines + target lock+ Decoy Launcher.............................. 274
Fast Attack-7 Pathfinders +1 Shas'ui + 2 Markerdrones + Photon grenades
W/ Devilfish + Sensor Spines + target lock+ Decoy Launcher.............................. 274
Total of 1999
Very few units doing shooting damage
Have fun
And the potential for 2 army shattering ld checks, 2 Ethereals to kill is pretty much a shot in both feet before a marathon
10279
Post by: focusedfire
DEATH89 wrote:And the potential for 2 army shattering ld checks, 2 Ethereals to kill is pretty much a shot in both feet before a marathon 
2 or 4 ldship checks? I don't remember GW ever addressing the problem with Aun'vas bodyguards. They carry ethereal only weapons but are it is never covered whether they force a ultimate failure check or not. So this list loses in that it can start an argument as to whether there are additional tests or not.
So, I take it that this list is in contention for worst list?
27997
Post by: Warlordron'swaagh
I still don't see any of these really losing to a horde of gretchins that need a miracle from the gods to hurt anyone. WS 2, BS 3 with a 12" gun Ap- str 2 they can't even hurt anything with a toughness of 5, can't EVER destroy a vehicle no matter what they do. 4 leadership, and no armor saves. They aren't fearless, they dont have mob rule, odds are they would be swept in every combat they come across. Even if you throw cybork 5+ invuln on them, some will die, and still do little to nothing in melee causing loss and ldrship check.
10279
Post by: focusedfire
Warlordron'swaagh wrote:I still don't see any of these really losing to a horde of gretchins that need a miracle from the gods to hurt anyone. WS 2, BS 3 with a 12" gun Ap- str 2 they can't even hurt anything with a toughness of 5, can't EVER destroy a vehicle no matter what they do. 4 leadership, and no armor saves. They aren't fearless, they dont have mob rule, odds are they would be swept in every combat they come across. Even if you throw cybork 5+ invuln on them, some will die, and still do little to nothing in melee causing loss and ldrship check.
1)Gretchin are leasership 5 and come with leadership 7 runtherds.
2)A squad of 30 needs 7 unsaved shooting wounds before taking a morale check.
3)The list still has to take an HQ that is effective
4)The proposed grot list still had 150-ish points left over after HQ and grots.
5)When you do break the unit you have the Squig hounds to keep them in place.
Against the Tau list posted above, it would be interesting.
31734
Post by: cheapbuster
15 devastators in 3 squads with only bolt guns
Automatically Appended Next Post: Warlordron'swaagh wrote: WS 2, BS 3 with a 12" gun Ap- str 2 they can't even hurt anything with a toughness of 5, can't EVER destroy a vehicle no matter what they do.
Yeah but what about the eldar Wave Serpent.
27997
Post by: Warlordron'swaagh
The eldar wave serpent can at least tank shock, it could even chase the gretchin off the board (forcing leadership success or run away)
Automatically Appended Next Post:
focusedfire wrote:Warlordron'swaagh wrote:I still don't see any of these really losing to a horde of gretchins that need a miracle from the gods to hurt anyone. WS 2, BS 3 with a 12" gun Ap- str 2 they can't even hurt anything with a toughness of 5, can't EVER destroy a vehicle no matter what they do. 4 leadership, and no armor saves. They aren't fearless, they dont have mob rule, odds are they would be swept in every combat they come across. Even if you throw cybork 5+ invuln on them, some will die, and still do little to nothing in melee causing loss and ldrship check.
1)Gretchin are leasership 5 and come with leadership 7 runtherds. LOOKED AT SNOTLINGS BY MISTAKE FOR THAT PART
2)A squad of 30 needs 7 unsaved shooting wounds before taking a morale check. ONLY IN FIRST SHOOTING PHASE, AS NUMBERS GET LOWER OR THEY ARE HIT IN cc THEY WILL FAIL
3)The list still has to take an HQ that is effective GROTSNIK FOR CYBORK
4)The proposed grot list still had 150-ish points left over after HQ and grots. ADD SMALL UNIT OF REG KOMMANDOS, NO NOB, NO SPECIAL GUNS
5)When you do break the unit you have the Squig hounds to keep them in place. THIS ONLY ALLOWS ONE MORE CHANCE TO ROLL LDRSHIP WHICH WILL PROLLY STILL FAIL...
Aye my bad on a few stats i was confusing them with snotling herds i used the other day  however, the HQ is taken by mad dok grotsnik hence allowing them to take cybork armors; who can be lead around by the nose , most go after nearest visible enemy unit, so not very effective against a wise player.
Against the Tau list posted above, it would be interesting.
31466
Post by: svendrex
Gretchin guns are S3 not S2. Even with a 12" range they can cause some damage.
30 S3 shots at BS3 is 15 hits and against T4 that is 5 wounds, and with a 3+ save that is 1.66.. dead MEQ's when the MEQ's have 30 bodies to 180 even loosing a few hurts badly.
Also S2 can hurt T5 but not T6.
Below I have a few Mathammer examples of 30 Cybergrots fighting 10 Dark Eldar Warriors with lots of crap. The gretchin unit is 279 points. the DE one is 164 points.
---------------------------
Gretchin shooting at a 10 man squad of DE would cause 15 hits, 7.5 wounds and then a 5+ armor save leaves 5 dead.
3 runtherds get 3 shots, 1 hit, .67 wounds, .4 dead
Total Lost: 5.4 Dark Eldar Warriors
DE squad shooting super Gretchin.
9 guns in rapid fire range. 18 shots, 12 hits, 8 wounds, and then 5.33 die.
Sarge has soul seeker ammo (TL no cover). 2 shots, 1.78 hits, 1.19 wounds, .79 dead
Total Lost: 6.12 with FNP reduced to 3.06
When the DE are outnumbered 180 to 66 these are not good odds. They only cause about 1 more death, but have 1/3 the model count. This is not a winnable shooting match.
-------------------------
Instead the DE charge in combat. 10 guys and a sarge get 21 attacks, then lose 3 from runtherds. 18 attacks, 12 hits, 8 wounds, 5.33 dead
then the gretchin attack back, 25 grot attacks plus 6 runtherd attacks.
Gretchin: 25 attacks, 12.5 hits, 4.16 wounds, 2.78 dead.
Runtherds: 6 attacks, 3 hits, 1.5 wounds, 1 dead.
Total dead: 3.78
the gretchin lose by 1.5 and then test on LD 5 or 6 with a reroll. high chance of sweeping the squad if they run.
The DE did okay here, but they still lost over 1/3 of the unit, but could take out a whole squad if they run. The DE would lose to the FNP squad even when they are charging.
---------------------------
This time the Gretchin charge the DE
DE go first they get 11 attacks reduced to 8 by the runtherds.
8 attacks, 5.33 hits, 3.55 wounds, 2.37 dead
28 Gretchin get 56 attacks plus 9 runtherd attacks with furious charge.
Grots: 56 attacks, 28 hits, 9.33 wounds, 6.22 dead.
Runtherds. 9 attacks, 4.5 hits, 3 wounds, 2 dead.
Total dead: 8.22
The DE then test on LD 2 and can not regroup. Low chance of sweeping the squad when they run.
When the gretchin charge they only lose less than 1/10 of the unit.
-------------------------
Against the Dark Eldar the Gretchin come out on top almost every time. the only way the Dark Eldar could win is if they get the charge EVERY time. The gretchin would lose to some things yes, but not everything
28311
Post by: Shrike325
Grots would win against the Necron list I posted. Sheer weight of fire. Only gotta kill 15 dudes.
And that Tau list a few posts back is illegal. Have to take 1 battlesuit commander and 1 firewarrior team.
10279
Post by: focusedfire
Shrike325 wrote:Grots would win against the Necron list I posted. Sheer weight of fire. Only gotta kill 15 dudes.
And that Tau list a few posts back is illegal. Have to take 1 battlesuit commander and 1 firewarrior team.
You gotta point that out huh. Seriously, congrats on catching that.
Here is the legal version of the list that loses to the grethin horde.
HQ-Da Pope Aun'va..........................205
HQ-Shas'O W Fusion, Multi tracker, BSF, hwdc w/ 2 gundrones...123
Elite- XV25 Stealth 1 Shas'vre + 3 Shas'ui w/8 Marker Drones...........370
Elite- XV25 Stealth 1 Shas'vre + 3 Shas'ui w/8 Marker Drones...........370
Troop-11 FW + 1 Shas'ui w/hwdc + 2 Markerdrones..................................190
Troop-10 Kroot + Shaper + 3 Krootox..................................193
Fast Attack- 7 Pathfinders +1 Shas'ui + 2 Markerdrones + Photon grenades
W/ Devilfish + Sensor Spines + target lock+ Decoy Launcher.............................. 274
Fast Attack-7 Pathfinders +1 Shas'ui + 2 Markerdrones + Photon grenades
W/ Devilfish + Sensor Spines + target lock+ Decoy Launcher.............................. 274
Total of 1999
15667
Post by: Emperors Faithful
Space_Potato wrote:
Thing is.... Every gun in my army is Str 3 AP - with BS 3 normal 2 for conscripts.
Anything that can spam a tank will defeat this. TANK SHOCK!!
S_P
Remember, these are versing other lists here, so Vehichles are obviously going to be a minimum.
This list really is the "best" worst list I can think of as sheer weight of fire is going to drag the rest down. The funny thing is, the only army so far listed that I think could possibly beat this list is the Eldar "1500 pts of Vyper fail" List.
27997
Post by: Warlordron'swaagh
Your math hammer only works if you can somehow get all shots off, and all the gretchin into combat, quite hard to do with a blob of thirty
31466
Post by: svendrex
Most of the armies here do not have any template or blast weapons, meaning that the grots can be in one huge close clump rather than being pspaced out in a more normal game. This would help in the shooting phase especially.
27461
Post by: Beta_X
ok here's another idea, space wolves as the worst army possible.
Heres what you do:
logan grimnar 275
10x wolfguard (all with 2x storm shield and melta bombs, half with jumps) 855
10x wolfguard (all with 2x storm shield and melta bombs, half with jumps) 855
*this is an approximation
With only 20 models and 3+ save all the wolf guard would easily get shot down and then your whole army can fight logan without too much trouble.
Also, we have chosen this army (logan shield) to fight dark eldar (webway repairmen) so look for the battle report this weekend.
24267
Post by: akaean
while I enjoy some of the Eldar lists, and agree that they have the correct idea, here is my take on the matter
(98) Autarch- las blaster, warp jump generator
(98) Autarch- las blaster, warp jump generator
(1320) 6x 20 Guardians + warlock- enhance
(210) 10 Swooping Hawks
(189) 9 Swooping Hawks
(85) Vyper- Bright Lance, Spirit Stones
This way we have 2 HQs, armed only with an s3 gun, and a jump pack that can kill them if they roll a double. haha
120 Guardians without any heavy weapons, enchanted to be effective in close combat
19 flying guardsmen
an av10 open topped skimmer armed with a weapon that misses half the time, and ignores shaken results.
Sad thing is, it looks like this list would beat alot of those posted with sheer number of naked guardians.
I feel like the space marines are cheating by not taking any weapons though =(
18176
Post by: Guitardian
Guardians are required to have a heavy weapon, it isn't an option every squad gets one. Still, throwing in a bunch of Brightlances shot with their ROF 1 and crummy BS would work. warlocks with 'enhance' would enhance the suck factor too since those guys have no business in assault anyways. Still, that wouldn't have gak on the Vyper-fail. At least the Guardian list has enough numbers to put up somewhat of a fight.
Also, a space marine statline, even armed as poorly as possible, could still power them through. Nobody argues with a line of 4s with awesome armor, regardless of their lack of heavy weapons. SpecshhMureeens are definitely out of the picture if you want an army that really REALLY sucks because their innate superiority at even the most basic troop level gives them quite an advantage over other suck armies like the grots, guardians, and they could just get it done with their bolter and power armor, still be hard to kill, and only really be worrying about vehicles they can't penetrate I don't see any killer vehicles on any of these lists though.
24267
Post by: akaean
I suppose you are right, although the list would be legal if those were storm guardians (and I didn't specify  ). but then again if they were storm guardians the enhance would actually make a difference haha Also I do believe the Autarchs are a piece of genious. an s3 gun, and the ability to pop themselves. BAHAHAH
18176
Post by: Guitardian
If they were storm guardians I would think leave the warlocks out... since any of their powers would be useful, and they are pretty effective in cc, which is what their intention for. They are a nice points sink, but anything you could give them with a Warlock would do nothing but make them better at their job, and Warlocks are kind of hard to kill with that invul compared to the guardians they herd around.
5421
Post by: JohnHwangDD
Shrike325 wrote:Although those SM ones are pretty terrible, and will probably win in the "worst" -
Necrons
kill 15 warriors and they phase
good choice and design, tho I'd sub the C'Tan with a naked Lord
22637
Post by: DEATH89
Guitardian wrote:Also, a space marine statline, even armed as poorly as possible, could still power them through. Nobody argues with a line of 4s with awesome armor, regardless of their lack of heavy weapons. SpecshhMureeens are definitely out of the picture if you want an army that really REALLY sucks because their innate superiority at even the most basic troop level gives them quite an advantage over other suck armies like the grots, guardians, and they could just get it done with their bolter and power armor, still be hard to kill, and only really be worrying about vehicles they can't penetrate I don't see any killer vehicles on any of these lists though.
I disagree, I reckon the grot army would paste any of these tiny marine armies, remember how effective massed small arms fire can be. 180 grots could easily do 20 weaponless marines, and Logan with an average of 10 falied saves from grot guns a turn and the only return fire would be logan's SB. But thats my take on it, I seldom see marines' statlines save them from so much weight of fire. But YMMV an all that.
18176
Post by: Guitardian
Well the point is to build an army that cannot win, but you have to keep in mind that the player will be playing to win with an army that can't win. A smart marine player will be trying to whittle down the gretchin while hovering at maximum range as long as possible, then charge them and break them as they close in. They wont just be standing there trading volleys they'll be trying their best to use terrain and such to their advantage while the grots have no choice but to be one giant advancing clump.
27997
Post by: Warlordron'swaagh
Guitardian wrote:Well the point is to build an army that cannot win, but you have to keep in mind that the player will be playing to win with an army that can't win. A smart marine player will be trying to whittle down the gretchin while hovering at maximum range as long as possible, then charge them and break them as they close in. They wont just be standing there trading volleys they'll be trying their best to use terrain and such to their advantage while the grots have no choice but to be one giant advancing clump.
Thats what i was trying to say earlier, but no one agreed with me.... Space marine bolters have a much better range and can even rapid fire the gretchin as they slowly advance, the gretchin wont have range til 12" IIRC.
22637
Post by: DEATH89
Warlordron'swaagh wrote:Guitardian wrote:Well the point is to build an army that cannot win, but you have to keep in mind that the player will be playing to win with an army that can't win. A smart marine player will be trying to whittle down the gretchin while hovering at maximum range as long as possible, then charge them and break them as they close in. They wont just be standing there trading volleys they'll be trying their best to use terrain and such to their advantage while the grots have no choice but to be one giant advancing clump.
Thats what i was trying to say earlier, but no one agreed with me.... Space marine bolters have a much better range and can even rapid fire the gretchin as they slowly advance, the gretchin wont have range til 12" IIRC.
Show me 180 grots losing to 20 weaponless wolf guard + Logan and I will concede, the marines have no choice but to try to assault with only one storm bolter in the whole army. Against the normal Marine armies that may be a point but against this wolf list there's nothing but sheer luck will tip it to the wolves. Even with the nilla marines numbers will tell eventually you can only run so far.
21392
Post by: Cambak
Is there even a way to make a crappy IG list at 2k points???
20408
Post by: Bio-Merc91207
all conscripts and no heavy weapons and an ill equipped command squad?
15667
Post by: Emperors Faithful
You need at least a few regular guardsmen and a Platoon Command to take Conscripts. With all those FRFSRF orders flying around it's actually not that bad a list.
41833
Post by: Rogueyopants
90 Orks being in 3 30 man squads
90 Gretchin in 3 30 man squads
The idea is to line up all your Boyz behind the Gretchen to get a 4 cover save, and as your grots are getting moan down like a ice-cream Sunday given to a fat-man, and slowly but surely your boyz will make in to the heart of the troops and get CRUMPIN!, and hopefully some of your grots can get in to!
11731
Post by: The Bringer
I think Tau can take the cake on this one.
Farsight w/ 7 Bodyguards (completely maxed out, with no weapons)
-1301
Etherial
-50
Crisis Suits (3)
(W/ 2MDs each, Shield Generator, A.S.S., 'vre w/ all)
-383 Pts.
Crisis Suit Unit (1)
(vre' w/ all but no weapons)
-153
Fire Warriors (6)
-60
Fire Warriors (6)
-60
2007 Points
A completely useless farsight bomb (with no ability except in CC) with a load of markerdrones...
The fire warriors are the most harmful unit, and they will most likely not even survive that long because of their weakness, small unit size, and the Jr. Space Pope.
25983
Post by: Jackal
Necron lord: solar pulse - 120
10 pariahs - 360
10 pariahs - 360
10 pariahs - 360
10 Warriors - 180
10 Warriors - 180
3 tomb spiders - 165
3 tomb spiders - 165
2 tomb spiders - 110
2,000 dead on.
Phase out at 5 with only 21 necron models.
30 pariahs wont do alot really unless you rush them with termies or anything else that strikes last.
8 of the worsed MC's ever designed that game will will end up killing themselves before anything else.
Wargear on the lord is great ....... if your playing night fight rules.
171
Post by: Lorek
Thread Necromancy.
Locked.
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