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Best/worst choices for each army @ 2011/02/21 13:18:11


Post by: bucheonman


In this thread, please choose 1 (only one!!!) choice in the army that you think is the best. And the worst. One that could be deleted from the book and you wouldn't care. Feel free to answer about any army you play or know well enough to comment on.

Tyranids:

Best: Tervigon: Spawning gaunts, synergy to gaunts, can be HQ or troops, T6 W6, what more to say?

Worst: Pyrovore: What a bag of crap. And a $40 model, so I don't even want to buy one and give it a chance.

Orks:

Best: Ork boyz: Just simply so economical and so deadly in large numbers.

Worst: Big Gunz: Just fail. I wouldn't even consider putting them in my list.


Best/worst choices for each army @ 2011/02/21 13:37:27


Post by: ChocolateGork


Crons

Destroyer-Amazing

Pariahs-Given the necron rule they could be good. buuuuuuutt...


Best/worst choices for each army @ 2011/02/21 13:40:19


Post by: Jackal


Daemons


Best - Crushers - If you have played with or against them i dont need to start explaining.


worsed - Nurglings - They have no use what so ever.


Best/worst choices for each army @ 2011/02/21 13:52:56


Post by: Exergy


DE

Best: Trueborn. Excellent weapon choice, relatively cheap, I dont see any army with extra elite slots not taking more trueborn.

Worst: Grotesques. 35points per model for a unit of s@ck that needs to be accompanied by an IC or will destroy your own army. Only 4 fit in a raider. Sure they have S5T5 but so do a lot of things. Beastswarms and Sslyth both do the same thing much better.


Best/worst choices for each army @ 2011/02/21 14:17:02


Post by: Jihallah


۞ Jack ۞ wrote:Daemons


Best - Crushers - If you have played with or against them i dont need to start explaining.


worsed - Nurglings - They have no use what so ever.


Comedy value? like snotlings


Best/worst choices for each army @ 2011/02/21 15:53:19


Post by: Alphacerberus


۞ Jack ۞ wrote:Daemons


Best - Crushers - If you have played with or against them i dont need to start explaining.


worsed - Nurglings - They have no use what so ever.

i play daemons and in objective nurglings are great they hold thing and tie up dev teams for at least 3 turns and if you ever ran a mono nurgle list with epidemis they have the possiblities of getting 2+wounding power weps not bad for the little guys (i don't have the codex to hand atm so may not be entirely accurate)


Best/worst choices for each army @ 2011/02/21 15:57:04


Post by: Jackal


Its nowhere near right mate


Nurglings cant hold objectives.
Being a swarm they dont mix with blasts.
Low T means alot of things instant death the whole swarm.
They cant fight to any extent, no matter what you do to them.


Jihallah - Whats comical about them other than the price?


Best/worst choices for each army @ 2011/02/21 16:06:01


Post by: 4M2A


Nurglings can be amazing. I run an epidermus tally list and nurglings are great in that list. They are cheap and get the same bonuses as everyone else.

Tau

Best: crisis suits- Great for every role, I always take as many as possible.

Worst: ethereal- allows you to give the enemy the chance to make all units flee, for no real benefit.


Best/worst choices for each army @ 2011/02/21 16:06:44


Post by: Jokorey


Tau:

Best: Broadsides - pretty much the premiere gun platform in 40k imo.

Worst: Space Pope

CSM:

Best: Daemon Princes - customizable beatsticks, yessir.

Worst: meh, few options here, I will go with Possessed simply because they do not come any where near to what their model/fluff potential could imply.


Best/worst choices for each army @ 2011/02/21 16:42:59


Post by: Trickstick


IG:

Best - Platoons. The amount of men you can put down is pretty awe inspiring, also there are so many different ways to run them.

Worst - Deathstrike. Can be fun but not the most useful unit ever invented.


Best/worst choices for each army @ 2011/02/21 17:14:28


Post by: Soo'Vah'Cha


Tau:
Best:
Hammerhead : strikes hard moves quickly, great upgrades, and tends to strike alot of fear in landraiders for some reason....
Runner up:
Crisis suits : just so darn fun to use and frustrates the crap outta your enemies, especially in a cityfight enviro.

Worst:
Sniper drones : I love the idea but to take up a precious heavy slot.....I don't think so, its just not worth it.
Runner up:
Vespid : again great concept..poor usage

Imperial Guard:
Best:
Leman Russ MBT : to many variations to list, and always a preformer.
Runner up:
Guard infantry squads : often under-estimated but always useful.

Worst:
Ratling snipers : just ugly models (IMHO) and can be done almost as well in a special weapon squad.
Runner up:
Rough riders : I love cavalry but I wish these guys had a few more options.

ORKs

Best:
Nobz: big bad and dangerous to know.
Runner up:
Killer Kanz : at one time the secret weapon of the Ork codex now just incredibly useful and pt. cheap.

Worst:
Flash gitz: It kills me to say it cause in the last edition of the Orks they were alot of fun now just to expensive to justify.
Runner up:
Big Gunz: since the neutering of Zzap gunz, its just no fun to field these anymore.


Best/worst choices for each army @ 2011/02/21 17:17:21


Post by: Ailaros


I'm going to agree that for guard the best is infantry platoons, though a very honorable mention goes to the CCS. Lots of options, meta-bending advisers, bufftastic orders. Hell of a thing.

As for worst, I'm going for techpriest. Because... seriously...



Best/worst choices for each army @ 2011/02/21 18:53:13


Post by: Volkan


IG:
Best: Basic Guard Infantry Squad. It is cheap and can be kitted to perform any job effectively.

Worst: I'm going to agree with the Tech Priest. 1 w with a 3+ sv thats stuck on its own or with servitors....bleh

Also the only thing bad about rough riders is taking Mogul Kamir as a unit upgrade. he gets my vote for worst entry in the codex.

BA:
Best is the Predator IMHO. Cheap mobile firepower that can be decent anti tank or a good anti infantry unit.

Worst: Death Company Tycho. I mean really, would you like a free Kill point that I have no control over?

Cheers,
~Volkan


Best/worst choices for each army @ 2011/02/21 20:31:46


Post by: Bavers


SM:
Best: Thunderfire. Unbeliveable firepower that can negate cover saves. Usualy only lasts one turn but so do the infantry squads it fires at

Worst: Well hard choice but.....AssultTerminators. Very expensive and just cant kill enough and its pointless trying to deep strike them becouse....


Best/worst choices for each army @ 2012/04/21 20:47:46


Post by: Brutii11


Orks:

The best lot:
- IMHO, (and I know this might go against the grain something serious) ork stormboyz. In those high point games (1750+) where my troop slots run out, knowing that I can use a FA slot to take what is essentially a faster mob of boyz is a godsend.

Runner up:
- Skorcha wartracks. Fast, durable skorchas that will rip through almost any infantry. Even MEQs don't react well to 3 S5 templates worth of wounds. And if you run into some firewarriors... 2+ wound with no saves. Slap those fish on the BBQ!

The worst:
- For me, the weirdboy. The one time he does something useful is counteracted by the many times he completely ruins your strategy.

Runner up
- Looted Wagons, BS2 (or is it 1?) template with open topped and no AV to speak of, expect huge scatters, wasted shooting phases when the damn thing presses dat and drives off, completely useless... (proceeds to be violently ill all over computer)


Best/worst choices for each army @ 2011/02/21 20:59:36


Post by: Claypool


۞ Jack ۞ wrote:Daemons


Best - Crushers - If you have played with or against them i dont need to start explaining.


worsed - Nurglings - They have no use what so ever.



Fiends are better than Crushers in most any circumstance. They have more attacks, can actually get somewhere once they land, and are better against vehicles.

Also, Beasts of Nurgle are way worse than Nurglings. Nurglings become amazing in a Mono-Nurgle Tally list when they have 3 attacks that wound on 2's and ignore armor.


Best/worst choices for each army @ 2011/02/21 20:59:53


Post by: Shelegelah


Dark Eldar:

Best:
Archon. After playing Chaos Marines for so long, having an HQ that can actually weather a TON of fire and attacks in close combat is a novelty to me (with Shadowfield) . Oh, and it can kill almost anything in the game, barring vehicles. With an escort of Incubi, nothing's stopping you.

Worst:
Mandrakes. Oh god, Mandrakes. One of the coolest models in the goddamn game, and they give it conflicting rules that don't benefit it's 'role'. I mean, really, a close combat unit without any sort of power weapon, rending rule, or even advanced strength score, and then just a 5+ to top it off? I would have been happy with a 4+ ARMOR save rather than the 5+, to be honest.


Best/worst choices for each army @ 2011/02/21 21:01:07


Post by: Claypool


۞ Jack ۞ wrote:Its nowhere near right mate


Nurglings cant hold objectives.
Being a swarm they dont mix with blasts.
Low T means alot of things instant death the whole swarm.
They cant fight to any extent, no matter what you do to them.


Jihallah - Whats comical about them other than the price?


You do know that all Daemons have Eternal Warrior right?


Best/worst choices for each army @ 2011/02/21 21:07:22


Post by: timetowaste85


Nurglings are also great if you know you are going to a tournament that is only doing kill points. Spend ~80 points to have your troops done and you can spend a lot more on the heavies, elites and HQs. Worst models for daemons have to be plaguebeasts. Twice the cost of plague marines and next to worthless. If they were just bumped up to T6 instead, they'd be much better... Also, best unit is either Fiends or Flamers for daemons-I just tend to be safe and run both


Best/worst choices for each army @ 2011/02/21 21:07:30


Post by: I-bounty-hunt-the-elderly


Eldar Best: Fire dragons. The only melta unit in the army besides some characters, and the best melta carriers in the game.
Eldar Worst: Swooping Hawks? Several "strong" contenders here.

IG Best: Seconding some opinions here, platoons or vets or command squads. Then again, vendettas and manticores are both scary . . .
IG Worst: Conscripts. Absolutely unnecessary at 80% the cost of vastly superior infantry squads.


Best/worst choices for each army @ 2011/02/21 21:30:42


Post by: calypso2ts


Witch Hunters

Best
Celestians - Cheap unit that can take 2x Melta and an Immolator with Faith they can gain all sorts of neat powers.

Worst
Orbital Strike - It is keyed to a piece of terrain, required a unit to unlock it that is pretty bad on its own (Inquisitor) and scatters all over the place. They are expensive, unlikely to make back their points and horribly predictable!

Runner Up:
Penitent Engines - They are expensive (80 points) require a bad 40 point character to unlock them (Priest) who comes with no gear. They are AV 11, open topped and you have no control over where they go making them hard to hide. Add to that the fact they are I3 so most things swing first and they compete with one of the best HS choices in the game (Exorcist).

Chaos Daemons
Best
Fiends in my opinion, these are brutal and effective in almost any list.

Worst
Furies - Expensive for what they do, they do not score and they are miserable in CC. They also don't shoot so I am not sure what to do with them exactly (these are way worse than nurglings imo).


Best/worst choices for each army @ 2011/02/21 22:35:09


Post by: Galador


Dark Eldar

Best: Duke Sliscus: Deepstriking army, 2 combat drug rolls, 2+ poison weapon that ignores armor on a 5+, turns a squad of trueborn or warriors into 3+ poisoned, and CHEAP!!!!

Worst: Kheradruakh: crappy deployment, crappy rules, and will die worse than Marbo when he actually appears. If he had been able to assault the turn he appeared he would have been outstanding, but without it, he's just a 140 pt target/killpoint


Best/worst choices for each army @ 2011/02/21 22:46:35


Post by: juraigamer


-Tau-

Best: Crisis suits: They can do anything you need them to do, minus decent CC. They kill stuff dead at range.

Worst: Four way tie between ethereal, sniper drones, skyray, and vespid. I don't really need to explain why.


Best/worst choices for each army @ 2011/02/21 22:53:17


Post by: mrsmith


IG: best: Chimeras - cheap and sturdy. makes infantry hard to kill.

worst: Mogul Kamir. an "upgrade" that makes your riders worthless.


Best/worst choices for each army @ 2011/02/21 23:09:31


Post by: Illumini


Bavers wrote:
Worst: Well hard choice but.....AssultTerminators. Very expensive and just cant kill enough and its pointless trying to deep strike them becouse....


What what what what??!?

You certainly have a unique outlook on this game

Space marines:
Best: Many good units, but Assault terminators just fit so well in almost all lists.

Worst: Legion of the Damned. Just so insanely overcosted and useless.




Best/worst choices for each army @ 2011/02/21 23:18:18


Post by: Shenra


۞ Jack ۞ wrote:Its nowhere near right mate


Nurglings cant hold objectives.
Being a swarm they dont mix with blasts.
Low T means alot of things instant death the whole swarm.
They cant fight to any extent, no matter what you do to them.


Jihallah - Whats comical about them other than the price?


Except nurglings are daemons, and thus immune to instant death.


Automatically Appended Next Post:
Daemons:

Crushers and fiends obvious choices, but my vote goes to the Daemon Prince as probably the most versatile unit in the game.

Worst: Skarbrand. I know, everyone's like what??? But come on...giving your enemy re-rolls to hit in CC??? Especially a Khrone Greater Daemon...Khorne usually have a better weapon skill than their opponents, so the reroll benefits the enemy more than the home team.


Best/worst choices for each army @ 2011/02/21 23:28:34


Post by: ChrisWWII


Imperial GUard
Best: Infantry Platoons. These guys are customizable enough to do anything. Firing line? Check. Close Combat? Check. Meat shield? Check. What more can you ask for?

Runner Up: Basilisk/Leman Russ. THE iconinc Imperial Guard units...these toys are nice, especially when they're hiding behinda meat wall. Nothing beats AP3 large blasts being shot out of an AV14 tank, or being dropped on you from a Bassie you can't even see.

Worst Unit: Mogul Kamir. The one upgrade that actually makes your unit WORSE.


Best/worst choices for each army @ 2011/02/21 23:37:40


Post by: ZacktheChaosChild


Chaos Space Marines:

There a few that come to mind but...

Best:
Daemon Prince. He can kill just about anything and can move 12' with wings. Honestly, I think it's the most feared CSM unit.

Worst:
Spawn. Slow and Purposeful, with none of the upsides and all of the downsides. It's not even a good annoying distraction unit. It just dies. The worst 40 points you could ever spend.



Best/worst choices for each army @ 2011/02/22 00:12:05


Post by: Shake Zoola


Orks:

Best: Tooled up nobz! Insanely tough to kill though pricey you get what you pay for!

Runner up: Boyz...you can never have enough!
Lootas...awesome range light armor poppers, very very necessary most of the time

Worst: There are still too many units I havent tried yet for me to make a choice on worst...most people say flash gitz but I havent tried em! So I dont really have a choice here.

Necrons:

Best: Destroyers...T5 fast as hell S6 3 shot gun whats there not to love here?

Worst: As much as I hate to say it Flayed Ones...this is from extensive experience as I have tried numerous times to find a use for them (I love them so!)...but they just never seem to do anything but get wiped!

EDIT: pressed Enter too fast like an idiot before I finished my post!



Best/worst choices for each army @ 2011/02/22 00:28:30


Post by: EmilCrane


My take on Imperial Guard

Best:
Veterans: Cheaper than a tacitcal squad by a long shot with more versatility. 3 special weapons and BS4, these guys are your go to infantry for all occasions.

Runner up:
Leman Russ: Arguably the best MBT in the game, the Russ excels at whatever you need it to do. Anti-marines, anti-horde, anti-tank and it can take a lot of punishment. Its psychological factor should also not be ignored either as it is easily capable of drawing a lot of anit tanks fire from manticores, hellhounds and vendettas.

Worst:
Mogul Kamir: An expensive downgrade on an already crappy unit.

Runner Up:
Rough Riders: Alright damage on the charge, pity you'll never get there because they're as weak as guardsmen but in a very small and usually exposed squad.


Best/worst choices for each army @ 2011/02/22 00:36:55


Post by: Chaos Lord Gir


Shenra wrote:
Daemons:

Crushers and fiends obvious choices, but my vote goes to the Daemon Prince as probably the most versatile unit in the game.

Worst: Skarbrand. I know, everyone's like what??? But come on...giving your enemy re-rolls to hit in CC??? Especially a Khrone Greater Daemon...Khorne usually have a better weapon skill than their opponents, so the reroll benefits the enemy more than the home team.


Skarbrand is actually pretty good IMO, esp when my big blocks of Daemonettes charge the enemy. More hits= more rends and already with high number of attacks its all good. plus its a bloodthirster, and thats always a good thing!

Plus aside from Plague bearers, what Daemon unit do you expect to loose and actually STAY in combat? You either win in one assault or proceed to die horribly, and with I6+ slaneesh units and FC Khorne stuff, even Meq squads should be wiped in one go if you manage to keep enough numbers up from shooting the round before.

Imperial Guard: Best unit- Marbo. 65 points I NEVER regret.

Worst unit- ergh, rough riders. I want to like them, but man they suck!



Best/worst choices for each army @ 2011/02/22 00:40:56


Post by: Lycaeus Wrex


IG:

Best: Veterans - inexpensive, multiple special weapon options, variety of transports, can be equipped with interesting and flavourful doctrines

Runner-up: CCS - cheap, lots of versatility, excellent advisors, brilliant orders

Third place: Leman Russ - tons of variants, inexpensive yet deadly for the base model.

Worst: Conscripts - becuase...well...they are just utter junk. No weapon options, rubbish BS, rubbish WS, rubbish Ld, need a dedicated HQ to stop them running, need a platoon AND a special character to get without number and just...yeah, utter gak.

L. Wrex


Best/worst choices for each army @ 2011/02/22 00:53:39


Post by: O'shovah


My (personal, not metagame) tau picks:

Favourite = Farsight and retinue (watching them demolish half a nid army in shooting and then combat was comical, as well as one volleying trygons).

Least favourite = Rail rifle pathfinders (not using ethereals, pope, vespid, etc so no experience with them so I won't comment, out of them though none of them even are allowed due to farsight).


Best/worst choices for each army @ 2011/02/22 01:06:33


Post by: Requia


While I'm close to agreeing on the OPs best for Nids, Pyrovore is not nearly the worst unit. Parasite has that honor, nothing like generating 5 or 6 free KP for your opponent.


Best/worst choices for each army @ 2011/02/22 01:31:58


Post by: Alphapod


Tau Empire:
Best- Crisis Battlesuits - Flexible weapons and JSJ makes them the mainstay of most Tau lists.

Worst- Ethereal Caste- Paying to give your enemy a chance to make your army run away? Oh boy...

Eldar:
Best- Fire Dragons- Best Melta Squad in the game, guaranteed to kill any vehicle most of the time.

Worst- Swooping Hawks- Man they suck. It's a shame, because the models are so cool.

Dark Angels:
Best- Belial, Master of the Deathwing- A 130 Point Captain in Terminator armor that happens to make Terminators scoring? Yeah, that's awesome.

Worst- Assault Squad- Costs as much as Vanguard vets without any of the benefits. Just such a horrible pile of failure.


Best/worst choices for each army @ 2011/02/22 01:34:46


Post by: bucheonman


And if you play a battle that does not count kill points, then what? I am not fond of him either, but I want to try him in a squad of shrikers or gargoyles and see what he can do.

Runner-up for worst: Old One Eye. This guy has no shooting weapon whatsoever?

The pyrovore is a big piece of crap. I can not imagine what may be worse. Especially in an elite slot.

Requia wrote:While I'm close to agreeing on the OPs best for Nids, Pyrovore is not nearly the worst unit. Parasite has that honor, nothing like generating 5 or 6 free KP for your opponent.


Best/worst choices for each army @ 2011/02/22 01:40:34


Post by: freddieyu1


Ailaros wrote:I'm going to agree that for guard the best is infantry platoons, though a very honorable mention goes to the CCS. Lots of options, meta-bending advisers, bufftastic orders. Hell of a thing.

As for worst, I'm going for techpriest. Because... seriously...



I completely agree..the humble platoon is extremely flexible..and has the option to take Capt' Al.....

And platoons are much more characterful than the much maligned mechvet army....am sick and tired of the mechvet list being equated to be the "ultimate" IG build....

The other "best choice" for the IG...the chimera transport..as it is a true IFV (Infantry fighting vehicle) where both the transport and passengers get to fight (shoot) well.

Worst for me? Besides the techpriest I find conscripts a very poor choice. The 4th ed conscript was much better.....

For my eldar, I find the best choices to be the fire dragons, as well as the farseer and seer council as a unit.

Worst? Hmmm, shining spears and swooping hawks..not really because they are useless (they are not, they have their functions), but rather they are overcosted for what they can do.

Witchhunters? The best would be the Exorcists, as well as mounted battle sisters with the book of st lucius.

Worst? The esoteric WH stuff, like the arcoflagellant and the sisters repentia..if they could be mounted then they would be much better. Otherwise they are overcosted fire magnets who have a poor save....feel no pain would make them feel and act more like the deranged nutters they really are....

Necrons? Best is the Monolith..nuff said.....

Worst? Pariah's, as they are not necrons and thus will not get back up.


Best/worst choices for each army @ 2011/02/22 03:14:26


Post by: Ailaros


Kinda surprised at all the conscript hate, actually. They have two roles, both of which they can do pretty well: meat shield, and armywide 4+ cover save for a turn or 2.

Yes, you could always take more infantry squads instead, but really look at that. Do you take infantry squads with NO upgrades? In all likelihood, you're spending at LEAST 160 points on a pair of infantry squads, and now you're looking at something that's twice as expensive.

If you're taking a throwaway unit, it doesn't MATTER how good it is at things like shooting or assault. When you throw away the reasons to dislike conscripts that don't actually matter, the conscripts definitely aren't the WORST unit in the codex.

I mean, they're at LEAST above ratlings...



Best/worst choices for each army @ 2011/02/22 03:15:49


Post by: The Bringer


Tau

Best - Crisis Suits
2nd Best - Broadsides

Worst - The Space Pope/Etherial
2nd Worst - Stealth Suits/Vespids

Skyrays can be used well... despite what many think.


Best/worst choices for each army @ 2011/02/22 03:44:39


Post by: freddieyu1


Ailaros wrote:Kinda surprised at all the conscript hate, actually. They have two roles, both of which they can do pretty well: meat shield, and armywide 4+ cover save for a turn or 2.

Yes, you could always take more infantry squads instead, but really look at that. Do you take infantry squads with NO upgrades? In all likelihood, you're spending at LEAST 160 points on a pair of infantry squads, and now you're looking at something that's twice as expensive.

If you're taking a throwaway unit, it doesn't MATTER how good it is at things like shooting or assault. When you throw away the reasons to dislike conscripts that don't actually matter, the conscripts definitely aren't the WORST unit in the codex.

I mean, they're at LEAST above ratlings...



Ah the ratlings have DEFINITE uses....I have been using them poorly though I admit...but the ratlings for me I would take over conscripts....

An infantry squad with a flamer....55 pts.....and as mobile cover and meat shield I will prefer to have 2 squads separate rather than lumped together....this is theoretical of course and in direct comparison to conscripts, since in reality if I want cover and a meat shield I will deploy 1 or 2 of my regular squads (with GL and AC) "up front" ahead of the others....and the enemy has to contend also with my mobile component composed of mounted PCS and SWS in the middle of the field before they even reach those frontline squads...



Best/worst choices for each army @ 2011/02/22 04:37:50


Post by: Requia


bucheonman wrote:And if you play a battle that does not count kill points, then what? I am not fond of him either, but I want to try him in a squad of shrikers or gargoyles and see what he can do.

Runner-up for worst: Old One Eye. This guy has no shooting weapon whatsoever?

The pyrovore is a big piece of crap. I can not imagine what may be worse. Especially in an elite slot.



Parasite is pretty awesome outside of KP missions, but unless you can get the people you play with to agree otherwise, you'll spend 1/3rd of the games he's in your army sticking him in reserve so that he doesn't accidentally kill something.


Automatically Appended Next Post:
Ratlings are dirt cheap long range poison, hardly useless, but a bit specialized.


Best/worst choices for each army @ 2011/02/22 04:52:53


Post by: Ailaros


Ratlings hit on 3's, wound on 4's, and don't ignore armor. 9 ratlings cost the same as a 3ML HWS, and the missile launchers will do nearly the same damage against the ratling's juiciest targets.

Except the missile launcher is also good against vehicles, light infantry, and can inflict instant death while ignoring FNP...

Ratlings are pretty crap. The reason I'd rank them near the bottom is that the ONLY purpose of ratlings is to sit around and do damage, which they do very poorly. Meanwhile, if conscripts don't do much damage, that's plenty fine if they claim an obejctive or give some squads a 4+ cover save or eat a turn of assault from something big and scary and let you shoot at it the next turn at close range.



Best/worst choices for each army @ 2011/02/22 05:12:19


Post by: freddieyu1


Ailaros wrote:Ratlings hit on 3's, wound on 4's, and don't ignore armor. 9 ratlings cost the same as a 3ML HWS, and the missile launchers will do nearly the same damage against the ratling's juiciest targets.

Except the missile launcher is also good against vehicles, light infantry, and can inflict instant death while ignoring FNP...

Ratlings are pretty crap. The reason I'd rank them near the bottom is that the ONLY purpose of ratlings is to sit around and do damage, which they do very poorly. Meanwhile, if conscripts don't do much damage, that's plenty fine if they claim an obejctive or give some squads a 4+ cover save or eat a turn of assault from something big and scary and let you shoot at it the next turn at close range.



Ah ratlings are cuter than conscripts..nuff said..hahahahaha!!!


Best/worst choices for each army @ 2011/02/22 05:21:40


Post by: Requia


You can also only take HWS with a platoon, and they die at the drop of a hat.


Best/worst choices for each army @ 2011/02/22 05:25:47


Post by: Maenus_Rajhana


CSM:
Best - Much as I love DPs, I'm gonna hafta go with Oblits on this one. Drop em in close and watch them blast everything around them into oblivion. So yummy.

Worst - Spawn. No question.

Daemons:
Best - Crushers narrowly edge out fiends here for me. Fiends just don't have the staying power to survive any length of time against an opponent who's been eaten by them once.

Worst - Furies? I can honestly think of no reason whatseover to field them. Heck, most of the time I forget they're even in the codex.


Best/worst choices for each army @ 2011/02/22 05:28:45


Post by: Darien13


CSM:
Best - One I don't think people have mentioned: Termicide Squads. Deep striking squads that slag vehicles, burn infantry, and then draw firepower? Oh and they're super cheap too.

Worst: Probably spawn.


Best/worst choices for each army @ 2011/02/22 05:48:54


Post by: Guitardian


Eldar have no true 'best' as they are all good at one thing and lousy to mediocre (at best) at doing anything else. Some will say fire dragons, but this is only because there are so many mech armies. They are a complete waste against hordes though, and die just as quickly as any Eldar and absolutely need a transport that costs more than they do - so, sorry dragons, your transport is more valuable than you are.

speaking of which:
Probably the Wave Serpent is the best all around as any army can benefit any combo of Eldar in some way or another. Even when not transporting, they are a tough kill for a transport, and have heavy enough firepower to fight by themselves.

Worst is Guardians. squishy low statline having crap that dies if breathed on the wrong way, costs way too many points, runs easily unless buddied up to an expensive warlock, and has no range worth even bothering with.


Best/worst choices for each army @ 2011/02/22 05:57:15


Post by: Volkov


Ratlings for the win!

Ever suffer from fear the Wraithlord or Deceiver ruining your warhammer game? Tired of firing missiles only to see them miss or fail to wound? Then fear no longer with Ratling 2000. Ratling 2000 works by bringing dedicated anti MC firepower, which in turn frees up your anti tank weapons to do what they were meant to. Not fighting Monstrous creatures? No problem, Ratling 2000 can also effectively pin enemy infantry buying precious time for your guardsmen to destroy them. All of this for the low low price of 100 points. Ratling 2000 buy it today!


Best/worst choices for each army @ 2011/02/22 06:02:22


Post by: ElCheezus


IG:

Best - Vendetta. I can't see running a list without two anytime in the near future.

Worst - Techpriest. I've contrived ways for every unit in the codex to be useful, including Ratlings, Mogul Kamir, and Conscripts. Never have I considered using a Techpriest for more than ten seconds. You never know when or where you vehicles are going to break down (or if, if you're lucky), so you can't really keep them in the best position. The only thing they add is servitors with Plasma Cannons or Multi-Meltas. Yeah, two BS 3 Multi-Meltas for 135 points. wooo.

BTW, rage doesn't have any effect on what you assault, only on movement, running, and consolidation. So you can use the 12" assault of Rough Riders to take out units other than the closest. Mogul Kamir isn't *quite* worthless.


Best/worst choices for each army @ 2011/02/22 06:14:05


Post by: Requia


Darien13 wrote:CSM:
Best - One I don't think people have mentioned: Termicide Squads. Deep striking squads that slag vehicles, burn infantry, and then draw firepower? Oh and they're super cheap too.

Worst: Probably spawn.


What exactly is a termicide squad?


Best/worst choices for each army @ 2011/02/22 06:25:36


Post by: Maenus_Rajhana


Requia wrote:
Darien13 wrote:CSM:
Best - One I don't think people have mentioned: Termicide Squads. Deep striking squads that slag vehicles, burn infantry, and then draw firepower? Oh and they're super cheap too.

Worst: Probably spawn.


What exactly is a termicide squad?


3 terminitors, usually armed with combi-meltas and perhaps a heavy flamer and/or chainfist. Relatively cheap, they just deep strike in and try to blow up a tank or two before getting mulched.


Best/worst choices for each army @ 2011/02/22 07:22:38


Post by: Volkan


I'm surprised at all the rough rider hate. I find that with the speed that they bring that they almost always get to a decent target. They may not be a stellar unit but what are you expecting from them? They are very economical points wise and make a wonderful little shock unit. Yes they take up a fast attack slot but the fact that there are so many great FA choices doesn't make them bad. The only thing truly bad about them is the models GW has for them.

Also My outlook on kamir isn't totally based on that he has rage. Its also that he gives them Furious charge (which doesn't work) and fearless and I'm not sure I want either of those on my fragile horses.

Cheers,
~Volkan


Best/worst choices for each army @ 2011/02/22 09:10:11


Post by: Lycaeus Wrex


Ailaros wrote:Kinda surprised at all the conscript hate, actually. They have two roles, both of which they can do pretty well: meat shield, and armywide 4+ cover save for a turn or 2.


A role that is fulfilled even better by PIS.

Ailaros wrote:Yes, you could always take more infantry squads instead, but really look at that. Do you take infantry squads with NO upgrades? In all likelihood, you're spending at LEAST 160 points on a pair of infantry squads, and now you're looking at something that's twice as expensive.


But is also 4 x as useful. I've also never spent 80pts per PIS.

Ailaros wrote:If you're taking a throwaway unit, it doesn't MATTER how good it is at things like shooting or assault. When you throw away the reasons to dislike conscripts that don't actually matter, the conscripts definitely aren't the WORST unit in the codex.


But why take a throwaway unit in the first place? Cover is prevelant all-round in 5th, so the purpose to act as a 4+ cover save is kind of useless, and they are rubbish as a meat shield as they will run away the second they lose 25% of their model count, unless you purposefully spend points on a LC or Chenkov. This would be fine, except now you are paying even more points to make a terrible unit only slightly less rubbish.

L. Wrex


Automatically Appended Next Post:
ElCheezus wrote:BTW, rage doesn't have any effect on what you assault, only on movement, running, and consolidation. So you can use the 12" assault of Rough Riders to take out units other than the closest. Mogul Kamir isn't *quite* worthless.


Kamir's FC doesn't stack with either the hunting lances or the frag/krak grenades that come with RR as standard, so he gives no tangible benefit whatsoever to the unit on the first turn of charging vs infantry, and no tangible benefit any subsequent turns of charging against vehicles. If you regularly come across foot-slogging T3 armies then maybe maybe the FC boost could be put to use. Except then you realise you could have bought four more RR for the same price as including Kamir. He's junk. Worst special character in the game.

L. Wrex


Best/worst choices for each army @ 2011/02/22 09:31:42


Post by: freddieyu1


ElCheezus wrote:IG:

Best - Vendetta. I can't see running a list without two anytime in the near future.

Worst - Techpriest. I've contrived ways for every unit in the codex to be useful, including Ratlings, Mogul Kamir, and Conscripts. Never have I considered using a Techpriest for more than ten seconds. You never know when or where you vehicles are going to break down (or if, if you're lucky), so you can't really keep them in the best position. The only thing they add is servitors with Plasma Cannons or Multi-Meltas. Yeah, two BS 3 Multi-Meltas for 135 points. wooo.

BTW, rage doesn't have any effect on what you assault, only on movement, running, and consolidation. So you can use the 12" assault of Rough Riders to take out units other than the closest. Mogul Kamir isn't *quite* worthless.


For me, the vendetta/valk is the BEST looking unit in the IG list...efficient yes, but the best unit/choice in the dex no..I have run successful lists without a single skimmer at all...

The chimera borne units are more useful/functional than a vendetta and its passengers, for the reason that the former can both fight, and versus different targets too. These days I find that the outflanking platoon of Capt. Al (especially if it has mounted elements) a much more effective option than even a couple of vendettas. In addition, the tank busting role of vendettas can be assumed by other elements of the IG army (medusas, manticores etc.), while no other unit can do what the chimera does, ands that is to be an excellent IFV which also allows its passengers to fight.



Best/worst choices for each army @ 2011/02/22 16:14:19


Post by: ElCheezus


Lycaeus Wrex wrote:Kamir's FC doesn't stack with either the hunting lances or the frag/krak grenades that come with RR as standard, so he gives no tangible benefit whatsoever to the unit on the first turn of charging vs infantry, and no tangible benefit any subsequent turns of charging against vehicles. If you regularly come across foot-slogging T3 armies then maybe maybe the FC boost could be put to use. Except then you realise you could have bought four more RR for the same price as including Kamir. He's junk. Worst special character in the game.

L. Wrex


One of the biggest complaints about Rough Riders is that they're one-use, and Kamir helps with that. Hitting on initiative with marines and wounding on 4s instead of 5s is a huge difference. I would only run max squads of RRs, so no, I couldn't buy more with his points. Is he amazing? No. But I can see a place for him in a foot list, mainly used to apply more damage to units that are already locked in combat, to fix a tarpit.

Whether or not he's good, he's better than techpriests.


Best/worst choices for each army @ 2011/02/22 16:31:02


Post by: Tri


I-bounty-hunt-the-elderly wrote:Eldar Best: Fire dragons. The only melta unit in the army besides some characters, and the best melta carriers in the game.
Eldar Worst: Swooping Hawks? Several "strong" contenders here.
... got to say that I've done fairly well with a 5 man unit of these guys; they've take a knock in 5th but i don't think they're the worst. They give you one large blast and can normally cripple a vehicle.

The prise worst choice would have to go to guardian defenders; expensive, weak shooting and combat ... about the only thing they have going for them is a move and shoot weapons platform.

Still have to agree with every one on best, FD's for the win.

SM: Best choice vulkan. Worst Land-speeder storm; like a LS but not as good. If it could be taken in squadrons or as dedicated transport but as a it is it sucks.



Best/worst choices for each army @ 2011/02/22 16:38:04


Post by: ductvader


Daemonhunters

Best-Brother Captain Stern

Worst-Daemonhost


Best/worst choices for each army @ 2011/02/22 16:38:36


Post by: Polonius


For IG, the techpriest is pretty clearly the worst for me. It seems to do very little, even in it's best case scenario.

Riders, conscripts, and ratlings all have moments where they shine. Techpriests seem to lack that.

As for the best, I'd say Veterans. They do what they do cheaper than nearly anything else in the game.


Best/worst choices for each army @ 2011/02/22 16:51:35


Post by: Shenra


Chaos Lord Gir wrote:
Shenra wrote:
Daemons:

Crushers and fiends obvious choices, but my vote goes to the Daemon Prince as probably the most versatile unit in the game.

Worst: Skarbrand. I know, everyone's like what??? But come on...giving your enemy re-rolls to hit in CC??? Especially a Khrone Greater Daemon...Khorne usually have a better weapon skill than their opponents, so the reroll benefits the enemy more than the home team.


Skarbrand is actually pretty good IMO, esp when my big blocks of Daemonettes charge the enemy. More hits= more rends and already with high number of attacks its all good. plus its a bloodthirster, and thats always a good thing!

Plus aside from Plague bearers, what Daemon unit do you expect to loose and actually STAY in combat? You either win in one assault or proceed to die horribly, and with I6+ slaneesh units and FC Khorne stuff, even Meq squads should be wiped in one go if you manage to keep enough numbers up from shooting the round before.

Imperial Guard: Best unit- Marbo. 65 points I NEVER regret.

Worst unit- ergh, rough riders. I want to like them, but man they suck!



Actually Skarbrand not a bloodthirster...he has no wings. That's why I prefer the bloodthirster...that flight on him makes him scary.....er.


Best/worst choices for each army @ 2011/02/22 16:58:37


Post by: dayve110


Eldar.

Best: A few possibilities. A Farseer is always a welcome choice and can find a roll in any build. I really do like Fire Dragons, but they usually seen to die after popping one thing, so that rules them out for the best unit IMO. I may have to go with war walkers, simply because of how cheap they are and how many shots they can throw out.

Worst: Well heres alot of choice... Shining spears are pretty bad, but at least they kill one unit before they die so my vote goes to the Hawks. The only good experiances i've had with them is in small games and big games. By small games i mean 500-1000 points against armies like orks, where they can simply stay out of assault range, stay out of LOS of ranged shooting and pour on the fire into a doomed unit to help out a little. In large games, I'm talking Apocolypse when you take skyleap and every turn drop grenades onto hordes of tightly packed guardsman. In a normal game? I'll pass on them.


Best/worst choices for each army @ 2011/02/22 17:09:25


Post by: ChrisWWII


I could see a Techpriest with a small army of servitors being useful in Apoc games. Just have him walking behind a Titan or Baneblade or whateve, and each turn have him fix up a weapon or leg that you really REALLY would prefer to have working.

But yeah, I used to have a Techpriest. He's just not worth it. Maybe if the gun you repaired could fire the turn you repaired it, it'd have SOME usefullness. I do like the model though.


Best/worst choices for each army @ 2011/02/22 19:23:13


Post by: Grakmar


Interesting comments on Eldar.

I'm going to have to disagree with Fire Dragons being the best. They work incredibly well in a mech force. But, they die long before they can get to their target in a foot slogging army. They also lose all usefulness against a pure horde army of all light infantry (not that you see that very often). Don't get me wrong, they're an excellent unit, but not the best.

The best has to go to a Farseer. Great in a mech army. Great in a foot army. Great if you're running Alaitoc rangers. Great if you're running all wraith Iyanden. They're simply amazing in any Eldar force you can come up with. They'd also work amazingly well in every other army.

The worst is clearly Baharroth. 200pts for a model without much firepower, not particularly good in assaults, and no invul save with only T4. Swooping Hawks (his aspect) get the nod if special characters aren't included.

Guardians are also a close worst. But, if backed up by an Avatar, they can be a decent unit.


Best/worst choices for each army @ 2011/02/22 20:16:41


Post by: Maelstrom808


Tyranids

Best: There are several units that I think could equally fit in this slot, but having to pick one, I'd say Gargoyles. Super cheap models, super cheap and effective upgrades, they can fit well in almost any list, and with the proper units synergizing with them, they become more scary than genestealers.

Worst: Again, there are a few units that could get this "honor" but I gotta go with the Pyrovore. It's rules and stats completely clash with each other, most of it's rules only come into play when it's getting the crap kicked out of it, and to top it off it competes for one of the golden elite slots.


Necrons

Best: I think the Necron lord is probably the best unit as no matter how you build your army, it's often the lynch pin that holds it together. You can outfit them for almost any role, and they aren't incredibly expensive for what you get.

Worst: Pariahs stand out as the single really poor choice these days. When running a phalanx was still farily viable, they had a place. Now however, they are too slow, too fragile, too expensive, and lack the punch to make up for the other three faults. It wouldn't take much to make them great, but as they stand, they will never see the light of day in any of my lists with the current meta.

Imperial Guard

Best: Personally, as much as I like the infantry squads when blobbed, that's the only competative role I see for them. While I usually will take at least one blob, Vets will tend to fill out the rest of my troop choices in a variety of froms...and that's why they get my vote for best unit. Very flexible and adaptable to most any build, not to mention cheap.

Worst: Gotta agree with Mogul. Bad upgrade for a bad unit...[gump]and that's all I have to say about that[/gump]

Tau

Best: Crisis suits hands down. I love Broadsides, but Crisis suits are so flexible it's not even funny.

Worst: Space pope is worst pope! Has anyone ever made a competetive list with this guy?

Blood Angels

Best: Really tough choice, but I'd say the Librarian as it can complement almost any list and be an effective support unit,effective offensive threat, and psychic defense all at the same time.

Worst: I hate to say worst, but I have to put the Captain in here. I just can't see any reason to take him...ever. He's not bad by himself, but you lose a LOT of utility for some slightly better stats in choosing him over the libby.


Best/worst choices for each army @ 2011/02/22 20:52:56


Post by: Exopheric


Dark Angels
Best Choice: Belial, Master of the 1st Company: scoring Terminators and an Apothecary in Terminator Armor. Deathwing is probably the thing that drew most DA players in in the first place.

Worst Choice: Scouts. The veteran stat-line is nice, but they don't have the Scouts rule or homing beacons, they have to pay extra for sniper rifles, and of course they are not scoring.

Chaos Marines

Best Choice: Obliterators. They edge out the daemon Prince, in my view, though only just.

Worst Choice: Although Chaos Spawn seems like an obvious choice, I'm going to go with something people might actually be tempted to take and say: Posessed Chaos Space Marines.


Best/worst choices for each army @ 2011/02/22 21:39:35


Post by: Heffling


Orks

Best:
Lootas - 15 Points for effectively a space marine autocannon. Yes please.

Runners up: Shoota Boyz - Point for point the best troop in the game.
Killa Kans - The cheapest walker in the game with a DCCW.

Worst:
Flash Gitz - 30 points for a mobile, short ranged heavy bolter? Pass.

Runner Up:
Storm Boyz - Double the cost of a boy for a boy with a jetpack that can kill him?


Best/worst choices for each army @ 2011/02/22 22:33:52


Post by: Illumini


Grey Knights:

Best:
Dreadknight - get ready to see three of these in all GK lists

Worst:
Unsanctioned psyker - Ld 8 psyker, his power only works if you take lots of them, he is in an army of better psykers, they all die if you roll a perils. You should get pts for including these guys


Best/worst choices for each army @ 2011/02/22 22:43:58


Post by: ElCheezus


Illumini wrote:Grey Knights:

Best:
Dreadknight - get ready to see three of these in all GK lists

Worst:
Unsanctioned psyker - Ld 8 psyker, his power only works if you take lots of them, he is in an army of better psykers, they all die if you roll a perils. You should get pts for including these guys


Sweet, you have a leaked Codex?


Best/worst choices for each army @ 2011/02/23 01:02:28


Post by: bucheonman


Agreed for stormboyz. They need some burna or big shoota options in that squad.

I am surprised for all the hatred of flash gitz. I want to take them someday and see what they can do. I'd take the Assault 2 option. With a lucky roll of 2 or 3, the Ap of the weapon will rip apart MEQ. They are also 25 points base, not 30.

Heffling wrote:Orks

Best:
Lootas - 15 Points for effectively a space marine autocannon. Yes please.

Runners up: Shoota Boyz - Point for point the best troop in the game.
Killa Kans - The cheapest walker in the game with a DCCW.

Worst:
Flash Gitz - 30 points for a mobile, short ranged heavy bolter? Pass.

Runner Up:
Storm Boyz - Double the cost of a boy for a boy with a jetpack that can kill him?


Best/worst choices for each army @ 2011/02/23 03:20:59


Post by: freddieyu1


Grakmar wrote:Interesting comments on Eldar.

I'm going to have to disagree with Fire Dragons being the best. They work incredibly well in a mech force. But, they die long before they can get to their target in a foot slogging army. They also lose all usefulness against a pure horde army of all light infantry (not that you see that very often). Don't get me wrong, they're an excellent unit, but not the best.

The best has to go to a Farseer. Great in a mech army. Great in a foot army. Great if you're running Alaitoc rangers. Great if you're running all wraith Iyanden. They're simply amazing in any Eldar force you can come up with. They'd also work amazingly well in every other army.

The worst is clearly Baharroth. 200pts for a model without much firepower, not particularly good in assaults, and no invul save with only T4. Swooping Hawks (his aspect) get the nod if special characters aren't included.

Guardians are also a close worst. But, if backed up by an Avatar, they can be a decent unit.


guardian storm units I like..they are very flexible, and have the option for special weapons...add in a warlock with wargear/power tied up to the squad weapons (singing spear if the squad has fusion guns, destructor if the guardians have flamers) and the unit becomes quite useful....and they can fight in a pinch....


Automatically Appended Next Post:
Maelstrom808 wrote:[
Imperial Guard

Best: Personally, as much as I like the infantry squads when blobbed, that's the only competative role I see for them. While I usually will take at least one blob, Vets will tend to fill out the rest of my troop choices in a variety of froms...and that's why they get my vote for best unit. Very flexible and adaptable to most any build, not to mention cheap.

Worst: Gotta agree with Mogul. Bad upgrade for a bad unit...[gump]and that's all I have to say about that[/gump]



When you talk about IG squads, don't forget that you select the IG platoon as a choice. The Ig squads themselves are very flexible (and trust me blobbing them is NOT the only way to play them..there will be instances where you will NOT want to have them blobbed), you also get access to the platoon command squad, which for me is the cheapest support weapon carrying squad available for the IG, as well as the SWS (while not as cheap, by hitching a ride in a squad's chimera they become my other SW units). In addition, with the platoon, you get the chance to get a lot of chimeras in just a single troops slot.

In my recent lists (including the one where I won my local GT), I have not even used a single veteran squad, instead relying on multiple SWS plus a couple of PCS (1 of which is upgraded to have Capt. Sidewinder (my Al'R), all mounted in their own or borrowed chimeras, with 1 riding a vendetta. That gives you a LOT of special weapon squads PLUS the firebase squads, and thus becomes a better holding force without sacrificing a lot of ability to claim objectives on the opponent's side of the table as well.

This makes the IG platoon a LOT more flexible than veterans. A fluffy AND effective FOC choice.


Best/worst choices for each army @ 2011/02/23 07:57:12


Post by: Maelstrom808


I like the BS4 and ablative wounds of the Vets, but I do see your point. I'll try out some adjusted lists with them.


Best/worst choices for each army @ 2011/02/23 08:06:06


Post by: krato123


I find it suprising that nobody really likes sniper drones, but to each there own. I know many uses for them (like taking down a squad of carnifexes), but I honestly have to say Aun'va is THE WORST THING EVER TO HAPPEN TO TAU!!! I would play with 6 6-man FW teams in a KP match and not shoot just to lose before i played with that sorry sack of $#!T......nuff said.....


Best/worst choices for each army @ 2011/02/23 19:48:59


Post by: skycapt44


Orks

Best: Love those Killa Kans. One of the coolest looking models, customizable, cheap points and fun to play with.
Runner Up: To go with the kans a Mek with KFF is the bees knees

Worst: Can't say I am a big fan of those tank bustas. Too tough to control and a lot points to spend when there are lootas and coptas available.

Tyranids

Best: Trygon, just awesome to see and have great CC abilities.
Runner up: Genestealers, even with the new codex they still run a train in CC

Worst: Rippers, there is really no need for these things.


Best/worst choices for each army @ 2011/02/23 19:59:18


Post by: ObiFett


Tau

Best: Pathfinders (Markerlights win games)

Worst: Ethereal (Really, though, what were they thinking with this guy?)


Best/worst choices for each army @ 2011/02/23 21:11:50


Post by: Redbeard


Orks:
Best: The ork boy. 6 points...

Worst: The looted wagon. Not only is it a model with a drawback, but it's so much less than it could have been. Old-school ork players remember how much fun we had with looted vehicles in the old edition. What's wrong with looting a basilisk or a russ? No, instead, here, have a half-ranged battle-cannon on an AV11 platform, with the opportunity to malfunction. Brilliant.

P.S. Anyone who said Big Guns are bad needs to seriously re-evaluate them in a footslogging list. 60 points for 3 kannons that can hide at range are some of the best support units we have. Unless you're running a heavy-support based list (kans or wagons), these are easy add-ons that help bust transports before you get to them.

Daemons:
Worst: Beast of Nurgle.
Best: Probably Fiends, although tzeentch and khorne chariots are pretty amazing for their cost.

Witchhunters
Best: The humble sister. 11 points for BS4, power armour and a bolter, with options for flamers and meltas.
Worst: Sisters Repentia, too slow and vulnerable to have strike-last weapons.


Best/worst choices for each army @ 2011/02/24 00:51:18


Post by: jab4962


Space Wolves:

Best: Grey Hunters. If you aren't making a terminator army, grey hunters are your staple, no question about it.

Worst: swiftclaw bikers. Just...no.

Runner up: Blood Claws. Just my opinion, but the rules for them do not make up for BS and WS3



Best/worst choices for each army @ 2011/02/24 13:50:06


Post by: mrwhoop


Vanilla Space Marine

Best: I'd say a tie between all the SCs to play how you like with whatever list you like. Mix it up to be fluffy or competitive.

Worst: Devastators, I love them to bits but the point cost kills any lists you try to make with them.
Runner up: Chapter Master. Costs more than a captain and a pip in stats to gain Orbital Strike: How can I lose?

*edited for spelling


Best/worst choices for each army @ 2011/02/24 14:52:09


Post by: nevertellmetheodds


"As for worst, I'm going for techpriest. Because... seriously..."

Damn right man.


Best/worst choices for each army @ 2011/02/24 15:05:12


Post by: Gitsplitta


Interesting that it took 3 pages for someone to post on vanilla marines. With the theoretical dominance of vanilla marines amongst the armies (I'm talking numbers, not competitiveness) that's surprising to me.



Best/worst choices for each army @ 2011/02/24 15:35:51


Post by: Guitardian


Vanilla Marines:
best unit: red or grey-blue paint and a different codex?
No seriously though, I think heavy-bolter predators are a lot of bang-for-the-buck pointswise and LRC for a ridiculous unstoppable beast (especially if you fill it with assault terminators). Both of those can come with red or grey-blue paint and a different codex too though, so maybe that's why nobody posted about vanilla marines yet.

worst unit: I think the thunderfire cannon looks pretty lame. Easy target, easy to kill, hard to keep safe, and it doesn't really hit that hard. PLus it takes up a valuable slot in the FOC. It is definitely an afterthought weapon. Between that and the Chapter Master who just costs too much.

I also think tactical squads, while not the worst unit, are pretty inefficient. People say "horray! I get a free flamer and missile launcher" but they forget that they are overpaying for Sarge, and that cost is figured in.

Comparatively to any other Marine-like codex, they suck. No other version of Marines requires a full 10 models in order to get a weapon upgrade. Who wants to buy 5 marines and overpay for sarge? Your hand is forced by practicality to throw on the extra 5 guys or it's just a useless squad. When you do add the "free" missile launcher and flamer you have a choice between splitting into two squads that are either too small to last long in cc, or one big squad with multiple personality disorder that will either never fire anything but the missile, or never fire the missile.


Best/worst choices for each army @ 2011/02/24 15:36:15


Post by: Polonius


Gitsplitta wrote:Interesting that it took 3 pages for someone to post on vanilla marines. With the theoretical dominance of vanilla marines amongst the armies (I'm talking numbers, not competitiveness) that's surprising to me.



there's no clear worst or best with Nilla marines. There isn't even a top tier. I mean, what are the best marine units: assault marines, redeemers, ironclads, sternguard, typhoons, biker commands, vulkan. They are all about the same level of good, just in different lists.

As for worst, the only real duff units are Legion of the Damned, Venerable Dreadnoughts, and maybe techmarines. Everything else could have a pretty decent use.


Best/worst choices for each army @ 2011/02/24 15:41:32


Post by: Guitardian


Oh yeah I forgot about legion of the damned!
pros: tough to kill
cons: why would anybody go out of their way to try?


Best/worst choices for each army @ 2011/02/24 15:57:36


Post by: TheCapm


ORKS
best: Nobz, they are just so darned tough when geared up and they can pretty much tear through any unit with big choppas or PKs
2nd best: Deffkoptas, they have the potential of racing across the map and destroying all enemy vehicles on the first turn.

worst: haven't bought a whole lot of the "bad" models so I wouldn't know. Out of mine I would say kommandos, while they are really cool looking, they are expensive for just being able to get infiltrate and move through cover. There's not a whole lot of situations they come in handy for. I'd much rather spend the extra 4 pnts. per model on making them 'ard boyz.


Best/worst choices for each army @ 2011/02/24 17:31:16


Post by: Daemon-Archon Ren


'ere we go!

~IG~
Best Unit: Vendetta - Absolutely oustanding for the cost... and it can be harboring a bunch of angry vets that have very decent firepower as well (the meltavets are a VERY close second)

Worst Unit: Ratling snipers - Anything they can do, anything (almost) can do better. If you can beat me with an IG list on vassal that focuses on these guys, I'll mail you a Land Raider...

~SM~

Best Unit: Vulkan Hestan - Incredibly broken, especially in the current meta..

Worst unit: Probably Legion of the damned, if you count IA however, the Deathstrike Drop Pod(or whatever its called) is byfar the worst thing in existance... a few extra bolters at bs2 is no reason to sac your Xport Capacity!

~Black Templars~

Best Unit: Ha! I guess Land raiders can go here, cause no matter how bad your Codex is, LRs ftw!

Worst Unit: The Codex. Drastically needs a refresh, relies on old, non-existant rules, and even if those rules were in place, they still are the worst things you can get in power-armor...(kidding aside, initiates)

~Blood Angels~

Best Unit: Sanguinary Priest. His power is maximum (followed closely by furiosososososo Dreds)

Worst Unit: Sternguard Veterans. With all the other Amazing elites choices, why would you ever take these guys?

~Dark Angels~

Best unit: Belial - Hello Termi-troops!

Worst Unit: That guy who no-one knows his name. Srs, hes bad enuf that nobody knows his name... I think he casts terribad spells or something stupid.. IDK all I can say is that he doesnt multiply FoC or do anything worth-while, so he wins this prize!

~Space Wolves~

Best Unit: Long Fangs. Srsly, overpowered donkey-caves who cost close to nothing, and can split their firepower... did I mention they have counterattack and are semi-decent in CC?

Worst Unit: Bloodclaws on Bikes/Bloodclaws with Jetpacks. Either way, they are bloodclaws, and thus are inherently bad... they also cost extra points to make them still bad.. just bad!

~CSM~

Best Unit: Plague Marines. Srsly, wtf. Who made these guys? They arent SnP anymore, have FnP, Defensive grenades, and a 5 man squad can take 3 plasma/melta guns (depending on your flavor) and they are T5 to boot!

Worst Unit: Spawn of Chaos, even when you get it for free (via Boon/Gift) its still absolute garbage... SnP Random movement, Random Attacks, no save... its basically a free kill point (and each one counts as its own KP if made via ability!)

~CD~

Best Unit: Probably Seekers/Crushers. Both are outstanding in what they do/how they do it. Both are great units to take (especially Skull taker on a Crusher.. he probably takes the cake all things considered)

Worst Unit: Worst Unit: Spawn of Chaos, even when you get it for free (via Boon/Gift) its still absolute garbage... SnP Random movement, Random Attacks, no save... its basically a free kill point (and each one counts as its own KP if made via ability!) the only benefit of this one vs the CSM one ((IIRC)) is that its EW from the Daemon special rule, but don't quote me on that!

~DH~

NA Till April, I've got the demodex, but its not enough to say anything. As of right now however, inquisitor Kazamanof (or W.E) is the worst while Cotez(for =][= lists) and Draigo (for GK lists) would be the best.

~WH~

If I'm going to do which hunters/SoB I might as well do Squats... since that seems to be the direction GW is taking this army (since alot of the previously SoB exclusives are now found in the GK codex).

~Eldar~

Best Unit: Eldrad- For what he is worth, hes amazing!

Worst Unit: Either Pooping Hawks or Vyperrrrrrrs both are pretty terrible, and both can't really do much (in any edition lol).

~Dark Eldar~

Best Unit: Venom Transport. A Much needed addition to the Codex with outstanding Firepower/Survivability. If only I could fit more then like, 2 guys in it! Even with the restriction, its still a great unit!

Worst unit: Cronos Pain Engine. As of right now, this thing is just too costly/useless, as anything it can do, many other slots can do better. Its not worth the HS slot its in, nor is it worth converting a model for it (as none currently exist). (sadly, Mandrakes((and the new decapitator)) are a VERY close second/third for this one... I was really hoping for some better rules for them)

Side Note: To anyone who thinks Grotesques should belong at the "worst slot"... try them out more, they are outstanding with their t5(FnP) s5(6 on charge with a Haemonculi) and they have like 4 attacks each on the charge (the leader can have 6 with proper wargear) and when you kamikazi them on purpose, they can be DEVASTATING to horde.

~Tau~

Best Unit: Hammer Head Gunship. Outstanding in Low-Point games, even better in high point games. All and all a great unit!

Worst Unit: Space Pope (since he is the worst unit in the game, Its fair to call him the worst unit in the dex as well)

~Necrons~

Best Unit: Monolith - Its survived years of codex and rules updates and still is one of the scariest models to ever see placed on the board... sure, you can ignore it and try to phase out the crons by killing warriors, but if you can't get them quick enough, this thing will do MASSIVE damage to your lines! ((Did I mention that it CANNOT be killed via glance by non AP1?))

Worst Unit: Heavy Destroyers. "Hi, I'm slightly better then normal destroyers, but more points per guy, you can't get many of me per HS slot and I use up slots that could go towards more monoliths! But thats ok, I'm still a Legitimate pick in some peoples eyes!"... no!

~Nids~

Best Unit: Tervigon: A MC that can count as troops (aka scoring), poop out other scoring troops, hold its own in CC (especially against vehicles), and grants buffs (like FnP) to friendly units nearby! YAY!

Worst Unit: That big Beetle/Dinosaur thing with the cannon on its back... Why? its not a trygon!

~Orkz~

Best Unit: Lootas! tons of Str 7 shots for not too many points. Whats not to love?

Worst Unit: Flash Gits. Lootas are better and honestly, they are WAAAAY to point heavy for what they produce...

I think that covers just about everyone!

But those are just my opinions as well!
~DAR


Best/worst choices for each army @ 2011/02/24 17:32:33


Post by: Exopheric


Gitsplitta wrote:Interesting that it took 3 pages for someone to post on vanilla marines. With the theoretical dominance of vanilla marines amongst the armies (I'm talking numbers, not competitiveness) that's surprising to me.

I feel there aren't any plain awful units in C:SM: devastators are pricey, the thunderfire cannon is an awkward fit for a mobile army, but they are not without their uses.

It goes without saying that Sternguard Veterans are one of the best units, ever.


Best/worst choices for each army @ 2011/02/24 17:49:46


Post by: Guitardian


Its interesting that sternguard are considered one of the best SM choices, and one of the worst for BA due to there being so many better options for an elite slot.

Like I said, best unit for SM is a bottle of red paint.


Best/worst choices for each army @ 2011/02/24 17:55:48


Post by: Daemon-Archon Ren


Guitardian wrote:Like I said, best unit for SM is a bottle of red paint.


Don't forget seasons 1-3 of Trueblood and all the Twilight books!


Best/worst choices for each army @ 2011/02/24 18:04:13


Post by: Requia


Isn't there a special character in C:SM that boosts sterngaurd though? I doubt BA have that.


Best/worst choices for each army @ 2011/02/24 18:07:48


Post by: Gitsplitta


Kantor makes them scoring... handy depending on your list but not overpowering.


Best/worst choices for each army @ 2011/02/24 18:13:34


Post by: Retrias


or Grey Paint

SW
Best Unit : Grey Hunter/Rune Priest/LF
Worst Unit :.... ummmm Iron Priest? I mean WHY are you taking this?, and Wolf Scout and Swiftclaw

BA
Best Unit : Furioso, no need of explanation
Worst Unit : DC tycho, has to be this 175 point of uncontrollable model

Tau
Best Unit: Suit of any kind
Worst Unit: Space Pope, WHY OH WHY?

Tyranid
Best Unit: Tervigon, It birth more model, seriously what could go wrong?
Worst Unit : Pyrovore, he is in the way of my elite slot, he is "only" a heavy flamer

DA
Best Unit: BELIAL, troop terminator with free LC and TH and SS
Worst Unit: that special librarian guy, complete and utter....





Best/worst choices for each army @ 2011/02/24 18:37:38


Post by: Daemon-Archon Ren


Retrias wrote:Worst Unit: that special librarian guy, complete and utter....


Daemon-Archon Ren wrote:
Worst Unit: That guy who no-one knows his name. Srs, hes bad enuf that nobody knows his name... I think he casts terribad spells or something stupid.. IDK all I can say is that he doesnt multiply FoC or do anything worth-while, so he wins this prize!


AHA! I'm not the only one that didnt care to know his name!


Best/worst choices for each army @ 2011/02/24 18:54:57


Post by: Grakmar


Daemon-Archon Ren wrote:
Retrias wrote:Worst Unit: that special librarian guy, complete and utter....


Daemon-Archon Ren wrote:
Worst Unit: That guy who no-one knows his name. Srs, hes bad enuf that nobody knows his name... I think he casts terribad spells or something stupid.. IDK all I can say is that he doesnt multiply FoC or do anything worth-while, so he wins this prize!


AHA! I'm not the only one that didnt care to know his name!


You mean Ezekiel?

He seems rather overcosted and not much better than a regular Librarian. But, nothing terrible that I'm seeing.

What's the big drawback I'm not seeing?


Best/worst choices for each army @ 2011/02/24 18:56:42


Post by: Exopheric


Ezekiel? because I actually have to amend that 'worst option' for DA to all Dark Angels Librarians. 2 Lousy powers, LD 9 psychic hoods. And the Chief Librarian doesn't improve much (at all). He gets a model-sniping power and confers fearless within 12". Umm yeah.

Edit: ninja'd


Best/worst choices for each army @ 2011/02/24 21:51:22


Post by: Requia


Gitsplitta wrote:Kantor makes them scoring... handy depending on your list but not overpowering.


Not overpowered no, but it lets sterngaurd fulfill troop duties, with elite firepower.


Best/worst choices for each army @ 2011/02/24 22:46:46


Post by: Slick


Illumini wrote:
Bavers wrote:
Worst: Well hard choice but.....AssultTerminators. Very expensive and just cant kill enough and its pointless trying to deep strike them becouse....


What what what what??!?

You certainly have a unique outlook on this game

Space marines:
Best: Many good units, but Assault terminators just fit so well in almost all lists.

Worst: Legion of the Damned. Just so insanely overcosted and useless.




I agree with this more than the thunderfire/assault termies best and worst.


Best/worst choices for each army @ 2011/02/25 00:20:43


Post by: Guitardian


assault termies gave me a headache, but only when I have them shovelled at me by a LRC. Slogging it they are dumb, but a lot of codex have units that really only shine when backed up (like my fire dragons who just define useless without their wave serpent)


Best/worst choices for each army @ 2011/02/25 05:18:43


Post by: AdeptSister


Witchunters:

Best: Basic Sister. Power armor, bolter, faith, and BS 4 for only 11 points is a steal.

Worst: Repentia. They are the worst unit in the game. They cannot work, ever. A 20 pt t3 model that moves 6" and has only a 4+ save and stikes last....Your joking right?


Best/worst choices for each army @ 2011/02/25 05:53:43


Post by: Neconilis


Blood Angels -

Best: Troop choice assault squads; they're not exciting, but they're the core of what the BA army is about. I've never had a list without an assault squad in it, and they get things done.

Worst: DC Tycho; honestly, what was the design decision behind him? A 175 point uncontrollable HQ that's not even an IC... Where do I sign up?!


Best/worst choices for each army @ 2011/02/25 11:06:00


Post by: Far Seer


Blood Angels:
Best:Assault marines
Why:Because they kill tanks, they rock at assault. You can turn them into Khorne Beserkers with a priest.
Worst:Tactical marines
Why:Because assault marines are simply better at doing everything that a tactical marine does. Tactical marines can't keep up carrying their heavy weapons with a typically fast BA army.


Best/worst choices for each army @ 2011/02/25 14:10:46


Post by: Daemon-Archon Ren


Far Seer wrote:Tactical marines can't keep up carrying their heavy weapons with a typically fast BA army.


That's why you use Combat squads to split the Tac squad so the heavy weapon doesn't move while the special weapon does...

Also, I do not think Assault Marines are not the best thing in the codex... If we were going with "usage" over "potential" then Genestealers would probably top the Nid list, Hellions or Wracks on DE, and Dire Avengers for Eldar, none of which are truely the "best options" (just the "most used") of the dex. I mean, in reality based on the meta, all the SM "best units" would probably be Las-Plas Razorbacks.

~DAR


Best/worst choices for each army @ 2011/02/25 16:16:49


Post by: AlmightyWalrus


Black Templars

Best: Terminators. Tank Hunters with 2 CMLs on 5 dudes? YES PLEASE!

Runner-up: Emperor's Champion. 140 points for army-wide preferred enemy and a pretty good melee dude who lets you ignore taking other HQs? Yes please.

Worst: Assault Marines. Attack Bikes. Expensive and you have to take at least 2? Meh.

Runner-up: Techmarine. While potentially killy, 70+ points for an IC with 2 wounds, no ++ and one elite slot less, competing with terminators and venerable tank hunters? Riiiight.


Best/worst choices for each army @ 2011/02/26 03:31:09


Post by: Rex-Nine


Guitardian wrote:I also think tactical squads, while not the worst unit, are pretty inefficient. People say "horray! I get a free flamer and missile launcher" but they forget that they are overpaying for Sarge, and that cost is figured in.

Comparatively to any other Marine-like codex, they suck. No other version of Marines requires a full 10 models in order to get a weapon upgrade. Who wants to buy 5 marines and overpay for sarge? Your hand is forced by practicality to throw on the extra 5 guys or it's just a useless squad. When you do add the "free" missile launcher and flamer you have a choice between splitting into two squads that are either too small to last long in cc, or one big squad with multiple personality disorder that will either never fire anything but the missile, or never fire the missile.
Not true, at my local GW they wanted to know out of all the space marine codexes who had the best marines? so they had a bunch of small games with all of the SM codexes, SM with tac squad, SW with grey hunters, BA with assault marines, and so on. All squads were at full strength and could only take free upgrades. In one game we had a full squad of tac marines with free flamer and ML and pit them against a full squad of gray hunters and boom those space pups ate dirt.

Why? 1: the tac squad was split in to combat squads, now those puppies could only deal with one squad at a time. the pups got blasted by the ML, and turned in to hot dogs by the flamer!

2: the puppies shot as they advanced of corse! But this was not the best idea as the tac marines just fail their moral and fell back, making it harder for the puppies to get in to close combat!

3: O look the puppies got into close combat with A (remember a unit can only shoot, assault one target at a time, so that leaves the other combat squad to rapid fire the pups) tac combat squad, the tac squad is going to die now finaly! But what is this??? they failed their moral test and are falling back? how are the pups going to hit them now? ( I know thats only if they live, which they did, and the pups can do a sweeping advance but more often then not I have seen a tac squad escape from cc, which they did) Now both of the tac marine combat squads just rapid fired and flamed the pups in the face during their turn!

The SM player only lost 4 marines in that game! The same thing happened between the SM and the BA, but it was a close match with the SM on top by 2 guys! As it turned out the SM came out on top of all the others! This is not to say that all other marines eat dirt, It showed us that all of them are great if you take advantage of their special rules and use them in roles they were made for (do not send a tac squad into CC, that is why they have combat tactics to avoid CC!)

Rex-Nine


Automatically Appended Next Post:
O yeah SM

Best: hmmm Thunderfire, cheap, powerful(it is, don't be stupid and shoot vehicles, shoot infantry duh!) ignored more often then not.

Worst: Legion of the Damned, cause they are damned

Edit: stupid spelling


Automatically Appended Next Post:
Daemon-Archon Ren wrote:
Far Seer wrote:Tactical marines can't keep up carrying their heavy weapons with a typically fast BA army.


That's why you use Combat squads to split the Tac squad so the heavy weapon doesn't move while the special weapon does...

Also, I do not think Assault Marines are not the best thing in the codex... If we were going with "usage" over "potential" then Genestealers would probably top the Nid list, Hellions or Wracks on DE, and Dire Avengers for Eldar, none of which are truely the "best options" (just the "most used") of the dex. I mean, in reality based on the meta, all the SM "best units" would probably be Las-Plas Razorbacks.

~DAR
I think only C:SM can combat squad.


Best/worst choices for each army @ 2011/02/26 03:44:16


Post by: Requia


All that yeah, Tac squads are awesome, especiall for the price (compare what anybody else gets for 16 ppm)


Best/worst choices for each army @ 2011/02/26 03:44:46


Post by: Rex-Nine


Wow I just can not stop posting!


Best/worst choices for each army @ 2011/02/26 11:11:25


Post by: Illumini


I think only C:SM can combat squad.


Blood Angels can
Dark Angels can
BT can't
SW's can't


Best/worst choices for each army @ 2011/02/26 12:04:33


Post by: Inquisitor Cyotle


SoB:

Best: Seraphim Squad. Fast-paced women with jet packs and duel pistols makes for the best FAST choice in the entire Codex.

Worst: Celestians/Reg SoB/Dominions
The ONLY thing different with these choices is A) the number of what you can have in each squad and B) what APC they go in.... wtf??


Best/worst choices for each army @ 2011/02/26 12:09:15


Post by: I-bounty-hunt-the-elderly


AdeptSister wrote:Witchunters:
Worst: Repentia. They are the worst unit in the game. They cannot work, ever. A 20 pt t3 model that moves 6" and has only a 4+ save and stikes last....Your joking right?


I actually had my shining spears beaten by repentia. I came in from reserve, planned it well, and was about to multi-assault the repentia and an immolater. This was my first time playing witchhunters. Standing over the table with my opponent, I said to him "I suppose I might as well shoot first . . . they'll still be in range . . . I suppose it won't make any difference eh?" He said "yeah, sure". As soon as I shot, he proclaimed that repentia had an ability allowing them to move forward immediately, and assault me!

So, thanks to that little bugger, I was in probably the only conceivable situation where repentia can beat shining spears. I suppose even if a unit is terrible, you can make it work by concealing its special abilities from your opponent until the last minute. I honestly could have strangled that guy . .


Best/worst choices for each army @ 2011/02/26 12:20:43


Post by: mwnciboo


Space Marine IMHO...

Best
1. STERNGUARD All round brilliant unit
runner up - Telion with a Scout sniper unit + ML

Worst
2. VANGUARD over priced, never used, crap special rules
runner up - Whirlwind


Best/worst choices for each army @ 2011/02/26 12:29:36


Post by: Tri


Inquisitor Cyotle wrote:Worst: Celestians/Reg SoB/Dominions
The ONLY thing different with these choices is A) the number of what you can have in each squad and B) what APC they go in.... wtf??
This is a codex that is 8 years old alot of things have happened since then. Also ...
Celestians ... always hit on a 3+ regardless of weapons skill (not MC or characters but to be frank that still leaves them hitting most of them on a 4+). At 13pts in power armour, nothing much wrong there.
Reg SoB ... 11pts power armour, BS4, bolter, and choice of flamers or meltas. Nope can nothing wrong here (if you look down the page 10pts storm trooper is a much worse unit)
Dominions ... 11pts can take 4 meltas and must have a transport. Great

Now they may be a little similar but that's like complaining that all SM are 4 4 4 4 1 4 1 8 ... All those sister units are faithful ... means they can strike at Str5 I1, AP1/ Power weapon attacks on a wound roll of 6, add +2Initive, become fearless, or turn their 3+ armour into a 3++ inv

... Now if we're talking about bad units well:-
Death-cult Assassins, sister Repentia and penitent Engines


Best/worst choices for each army @ 2011/02/26 13:01:01


Post by: MechaEmperor7000


Shenra wrote:
۞ Jack ۞ wrote:Its nowhere near right mate


Nurglings cant hold objectives.
Being a swarm they dont mix with blasts.
Low T means alot of things instant death the whole swarm.
They cant fight to any extent, no matter what you do to them.


Jihallah - Whats comical about them other than the price?


Except nurglings are daemons, and thus immune to instant death.


Nurglings also go well when you have Epidemius, especially if you have over 20 kills (basically each base deals out 3 2+ poisoned power weapon attacks). Granted this is hard to get, but you get the 2+ poison after only 10 kills (easy against anything but Death Wing). You can also spawn Nurglings with Ku'gath. Otherwise though, they're just there to provide a cover save.


Best/worst choices for each army @ 2011/02/26 13:39:10


Post by: Lord Rogukiel


Eldar:
Best: banshees in a wave serpent backed by guide/doomseer.
Well yeah, its expensive but it owns.

Runner up: fire dragons: five meltas. 90 points. enough said

Worst: Pheonix lords: expensive, tooled up exarchs with no invl. saves. FAIL



Best/worst choices for each army @ 2011/02/26 13:45:36


Post by: DeJolly


Ok I just have to respond to all this hate on Rough Riders because they are arguably my favorite unit in the whole codex and I never build a list without them. Ok lets take a quick look at them here is how I run them a 5 man squad with a melta bomb for the sergeant so 60 pts. For that I get a great counter assault unit with 11 S 5 I 5 power wep attacks on the first assault. They fill this role very well and always end up paying for them selves especially against Assault terminators or MEQs. They are also a great assault unit for Mech armies because they are really good at dealing with dug in units because they have frag grenades and even if they don't get their, which they usually do as fast as they are, just drawing the fire they usually do pays for their modest cost of 60 pts. After the assault however they are far from useless though I am more then welcome to let my opponents think that. If they survive their initial assault then they are usually ignored by your opponents but they are still very fast, and remembers the sergeant still has melta bombs, so now I throw then at vehicles. Each Rough Rider has krak grenades and with the speed of rough riders it shouldn't be too hard to find a target and hit it hard, don't forget that if the vehicle hasn't moved you auto hit. I hope this mini tactical guide will help you find some love for these too often overlooked models. The problems most people run into with Rough Riders is only run one unit and keep it at 5 models.


Best/worst choices for each army @ 2011/02/26 22:27:00


Post by: Whirling Blade Exarch


Eldar:
best- harlequins, 4 attacks each + strength 4 + rending = one dead (insert name of dead unit here)

worst- storm squad guardians, an assault unit that's crap at assault.


Best/worst choices for each army @ 2011/02/27 00:42:22


Post by: freddieyu1


DeJolly wrote:Ok I just have to respond to all this hate on Rough Riders because they are arguably my favorite unit in the whole codex and I never build a list without them. Ok lets take a quick look at them here is how I run them a 5 man squad with a melta bomb for the sergeant so 60 pts. For that I get a great counter assault unit with 11 S 5 I 5 power wep attacks on the first assault. They fill this role very well and always end up paying for them selves especially against Assault terminators or MEQs. They are also a great assault unit for Mech armies because they are really good at dealing with dug in units because they have frag grenades and even if they don't get their, which they usually do as fast as they are, just drawing the fire they usually do pays for their modest cost of 60 pts. After the assault however they are far from useless though I am more then welcome to let my opponents think that. If they survive their initial assault then they are usually ignored by your opponents but they are still very fast, and remembers the sergeant still has melta bombs, so now I throw then at vehicles. Each Rough Rider has krak grenades and with the speed of rough riders it shouldn't be too hard to find a target and hit it hard, don't forget that if the vehicle hasn't moved you auto hit. I hope this mini tactical guide will help you find some love for these too often overlooked models. The problems most people run into with Rough Riders is only run one unit and keep it at 5 models.


For those who posted here regarding the IG, I don't think the RR was mentioned unanimously. If they are worst, it's not the rules but the current models. They look awful.

And I love my converted bike riding RR. They do just fine and when they work they REALLY work..


Best/worst choices for each army @ 2011/02/27 01:53:32


Post by: Ailaros


Right, the worst things aren't those things which have niche roles in which they're effective. Were this true, everyone would hate autocannons.

The worst things are those things that have NO role that they do better than other options, or they have a role, but even in opportune circumstances do it poorly, or are still not worth taking.

And for the record the thunderfire cannon gets my vote for the worst thing in the SM codex. You're spending 100 points for a single W1 marine with no invul save. Kill the marine OR JUST GLANCE A PIECE OF AV10 ONCE, and the whole thing comes crashing down.

If I get first turn, and my opponent fails to seize, it will never get a shot off. If that's not true, then it gets exactly one shot off, against spread out troops.

I don't actually own the SM codex, so I can't say this for absolute certainty, but I'd have a hard time imagining there's anything worse than that.



Best/worst choices for each army @ 2011/02/27 02:00:50


Post by: Norade


How has Nork not been mentioned as one of the worst IG units yet?


Best/worst choices for each army @ 2011/02/27 02:27:17


Post by: DeJolly


Yea the worst model in the IG codex to me is probably the tech priest I have tried hard to make him useful but he is just not worth it under any of the circumstances I have encountered.


Best/worst choices for each army @ 2011/02/27 09:18:32


Post by: Volkan


Nork has not been mentioned because he is too funny I'd say. Seriously though Nork Might actually hurt something or soak some wounds off your commander...he is definately waay to expensive but the tech priest just isn't really useful in the majority of circumstances. Even in the role it was designed for it isn't what I would call reliable and you can't repair things that go boom.
Just my thoughts.
Cheers,
~Volkan

And for the Record I think Death Cult Assassins are more useless that Repentia.


Best/worst choices for each army @ 2011/02/27 10:53:47


Post by: =I= White-Wolf


DE
Best: RAVAGER with a flickerfield, this thing will always make it's points back, it's cheap as all hell and it will win you games every time
Runner up: Beastmaster, my god they can kill so much and not die, if it wasn't for the price ($) they would be amazing!
Worse: Mandrakes, why oh why do GW you make the coolest models in existence and make them crap? Come on I would pay 20-25 points a model if they had rending/power weapons, they just aint killy enough! And their special character, WHY!!!
Runner up: I would put a succubus here, but at lower point games (750) she/he is cheap and cheerful, and will pretty much take any other HQ on, in other words, the rest of the codex is awesome in their own way

SOB
Best: Seraphim, I live and die by these gals, never have they let me down!
Runner up: Battle sister, you know why, faith points rule
Worst: Arco Flagelents, worst unit in the game by far, even rival to the space pope, even repentia can do more damage then these guys!


Best/worst choices for each army @ 2011/02/27 11:29:47


Post by: Commander Endova


Space Wolves:
-Best: Grey Hunters. It's hard to find a more solid and deadly core unit in any codex. Cheap, durable, deadly, and decently mobile if given transport.

Worst: Skyclaws. Can't say I've ever seen them used. Literally. It almost requires a Wolf Priest with them just to make them effective, which makes them too expensive.

Space Marines:
-Best: Vulkan. Seriously. He makes some of the best weapons in the game even better. With the right list, he can double the effectiveness of almost every unit in an army.

-Worst: Chronus. Never seen him taken. Out of all the units he can upgrade, it only matters on one unit, and only in one configuration, and he's really too expensive to be worth it. Land Raiders either have Twin Linked or Template weapons (I guess if you really need that BS5 MM shot) and for Whirlwinds and Vindicators, 1 inch less scatter hardly makes a difference. Only marginally useful on an AC/Las Pred, since none of those weapons are twin linked. Still, for what you pay for him, you could just buy another AC Predator.

Blood Angels:
-Best: Sanguinary Priests. Doesn't matter what he's near. Chances are, his going to buff it in close combat. With the right list and correct tactics, he's a force multiplier for the entire army.

-Worst: Death Company Tycho. Could be decent but for the lack of one common special rule which I am forced to believe was left out of his profile purely out of spite on Matt Ward's part. Without Independent Character, he an average CC character than can be instant death'd by way too many things before he can even make a difference.

Grey Knights (Predictions):
-Best: Henchman Squads. "Here's 12 dudes with power weapons and Storm shields for less than a Hammernator Squad. Hope your deathstar has fun for the next 4 turns." and "Obliterators? Yeah, those were cute. Also, I hope you didn't get nightmares from Planet of the Apes, or this is gonna really suck for you."

-Worst: Castellan Crowe: See DC Tycho but add "Also, gives Furious Charge to enemies that assault him. Double you. Tee. Eff?"


Best/worst choices for each army @ 2011/02/27 11:32:03


Post by: AlmightyWalrus


Rex-Nine wrote: Not true, at my local GW they wanted to know out of all the space marine codexes who had the best marines? so they had a bunch of small games with all of the SM codexes, SM with tac squad, SW with grey hunters, BA with assault marines, and so on. All squads were at full strength and could only take free upgrades.


Firstly, this proves nothing. You're setting up a scenario that favours vanilla SMs and then act all high and mighty when they win.

Secondly, I find it hard to believe that the tac squad described would win against a maxed crusader squad, considering they get RZ...


Best/worst choices for each army @ 2011/02/27 11:32:50


Post by: A-P


How did I miss this? Ah well. Better late than never.

Imperial Guard
Best - Infantry Platoon/Veteran Squad. Yes, the top prize is split between these two.
Runner up - Chimera. It is a workhorse that gets the job done.

Worst - Mogul Kamir. Just get more guys with the points.
Runner up - Tech-Priest. One wound model without any transport of his own?

Space Marines
Best - Tactical Squad.
Worst - Thunderfire Cannon.

Chaos Space Marines
Best - Obliterator. Solution for any situation.
Worst - Chaos Spawn.


Best/worst choices for each army @ 2011/02/28 00:42:20


Post by: Rex-Nine


AlmightyWalrus wrote:
Rex-Nine wrote: Not true, at my local GW they wanted to know out of all the space marine codexes who had the best marines? so they had a bunch of small games with all of the SM codexes, SM with tac squad, SW with grey hunters, BA with assault marines, and so on. All squads were at full strength and could only take free upgrades.


Firstly, this proves nothing. You're setting up a scenario that favours vanilla SMs and then act all high and mighty when they win.

Secondly, I find it hard to believe that the tac squad described would win against a maxed crusader squad, considering they get RZ...

I think they did lose that one. But the point was to show that ALL of them are really good as long you use them to their advantage. I did noticed that we did not have Grey Knights hmmm... I think they would have won hands down!


Automatically Appended Next Post:
O and I did not make the scenario, the local GW did.


Best/worst choices for each army @ 2011/02/28 15:38:56


Post by: Swiftblade


Tyraninds:
Best Unit: Hive Tyrant
Between some Great Psychic powers (Paroyxsm!) and the fact he is a MC with some great stats, this guy is honestly one of the best non-hero HQ units in the game. He is expensive, sure, but he can be worth every penny of it when he tears straight through most units in CC. Plus, the Model for it looks amazing.

Runner Up: Tervigon

Worst unit: Pyrovore
Must I explain? Its horrible. Volitile is an awful rule. And its an Awful unit.
Runner Up: Rippers.


Best/worst choices for each army @ 2011/02/28 16:22:32


Post by: Tomb King


CSM:

Best Unit:
Lash Prince w/ wings (what he is only 155pts?????) Best point by point HQ in the game.

Worse:
chaos spawn but runner up is
CSM terminators (30pts base and then upgrades make them too expensive, so much more can be taken for less)

Nids:
Best:
Trygon Prime

Worst:
Warriors (3 wnd models are great until you have no invul and get instant killed by S 8 and above)

Dark Eldar:
Best:
Vect without a doubt (6 attacks with preferred enemy against everyone with a 3+ pw, a 12" range grenade that is S10 vs infantry and heals his wounds, AND a 4+ to steal intiative. Oh btw a 2+ invul save)

worst:
Mandrakes (lmao, no explanation needed)

IG:
Best:
what do you get for 3 TL Las, outflank, fast vehicle, and transport capacity with F: 12 S: 12 R: 10? You get the best tank in the game for 130pts. Vendetta

Worst:
conscripts (never will I take these guys unless I am pulling a prank or wanting to waste points)

SM
Best:
Vulcan (yea these are all twin linked )

Worst:
Sniper scouts (great on paper. bad in practice)

Orks
Best:
Gorzagh (I hate this guy)

Worst:
Bikers (they are over priced and get insant killed easily enough)

Tau
Best:
Broadsides (they hurt when you play them right)

Worst:
the rest of the army...



Best/worst choices for each army @ 2011/02/28 16:28:06


Post by: Nurglitch


This thread should be in the Army List forum.


Best/worst choices for each army @ 2011/02/28 16:43:23


Post by: somerandomdude


A-P wrote:
Space Marines
Best - Tactical Squad.
Worst - Thunderfire Cannon.


I understand that the SM codex doesn't really have much bad in it (outside of some special characters) but seriously? The Thunderfire Cannon is ridiculous when used correctly. Four S6 blasts? Four ignore cover blasts? It suffers from the artillery rules, and the fact that it only has one gunner, but this thing is definitely not the worst. Ever hear of Tigirius?

Tomb King wrote:

CSM terminators (30pts base and then upgrades make them too expensive, so much more can be taken for less)


I disagree because of the possibility of small (3-man) units, and those are actually the cheapest Terminators in the game.

Tomb King wrote:Nids:

Worst:
Warriors (3 wnd models are great until you have no invul and get instant killed by S 8 and above)


Those missiles should be firing at your big bugs. If they're not... you win? I can't stand how people bad mouth the Warriors now. If you look at the stats alone, then yes it's not great, but actually put an army on the table that has them (and still has other things like Hive Guard, Tervs, etc.) and see how many missiles get shot into them.

Tau
Worst:
the rest of the army...



Except for Battlesuits and Pathfinders.


Best/worst choices for each army @ 2011/02/28 17:53:12


Post by: Requia


Warriors are great of they have a prime. Use a screen of termagaunts to make sure they have cover saves when charging closer to the enemy, the prime can absorb a lot of ID hits. (not to mention he makes the unit deadly as hell when it gets into range). Won't do you much good against battle cannon spam, but they handle missiles fine.