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What is an op unit in your codex that nobody knows is op? @ 2016/11/04 19:19:16


Post by: Jaxler


For Tau I'd say it's the humble skyray. It often goes unnoticed due to its lack of a huge gun or ability to flatten a whole army if ignored. It's strength though comes in its support capabilities. Its constant supply of reliable markerlights and enabling any unit in the codex with skyfire makes it invaluable, especially at only 115 points minimum. Throw in the fact that those 6 seeker missiles can be fired off turn one (without markerlight support),and are pretty much guaranteed to make your points back with the alpha strike, it's hard to argue that this isn't one worth while investment.

Now, what units do you have in your codex that are op, but float happily under the radar?


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 19:31:13


Post by: mrhappyface


If used correctly Fiends of Slaanesh can be quite OP; their -5I to enemies when charged can be quite a shock for I5 or less models, because their I becomes 0 they do not actually get to attack. When paired with high strength units with low I they can do some serious damage.
Their only problem is their lack of actual hitting power and that they are pretty easy to take down, but MSU of fiends to dip into combats when you want to deny attacks can be effective at higher point games.

Example: Wraith Knight vs Chaos knight, the WK wins, but if you charge a fiend in before the CK then the WK is denide any attacks and the CK can beat them quite easily... quite...


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 19:41:50


Post by: CrownAxe


 mrhappyface wrote:
If used correctly Fiends of Slaanesh can be quite OP; their -5I to enemies when charged can be quite a shock for I5 or less models, because their I becomes 0 they do not actually get to attack. When paired with high strength units with low I they can do some serious damage.
Their only problem is their lack of actual hitting power and that they are pretty easy to take down, but MSU of fiends to dip into combats when you want to deny attacks can be effective at higher point games.

Example: Wraith Knight vs Chaos knight, the WK wins, but if you charge a fiend in before the CK then the WK is denide any attacks and the CK can beat them quite easily... quite...

You can't bring initiative below I1


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 19:47:14


Post by: mrhappyface


Sorry, I am remembering that little trick from sixth.

But that is a rather specific exception to the cannot go less than 0 rule, wonder why they decided Initiative was different. :/


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 20:02:47


Post by: Yarium


Wasn't it also a thing in 6th, and still is a thing I think, that at the end of combat any model that hasn't yet made attacks does so?

Let's see... OP units that people don't realize are OP...

Tyranids:
None? I think everyone knows how strong Flyrants are, and that Mawlocs can be pretty mean. It might be the humble Zoanthrope. There's few things in the game that give you a better direct Warp Charge for points cost (except Tzeentch Heralds), and a squad of these with Warp Lance coming out a pod is pretty good at taking out lots of targets, but it's expensive.

Orks:
OP? Hahahahaha! Something that doesn't get as much respect as it probably deserves though are Bubble Chuckas (one of the artillery options). They're inexpensive, and yes they're random, but often once over the course of a game you'll get a good roll against the right target, and then it instantly makes its points back!

Chaos Space Marines:
Typhus is a surprisingly capable fighter, and Obliterators can pull some work. I think people know that already though.

Harlequins:
Every unit in this codex does better than what people think they'll do. They're faster than you think, able to avoid attacks better than you think, shootier than you think with grenades, and deadlier in close combat than you think. Probably the most underestimated army in the game.

Eldar:
Okay, opposite problem... they're all so good and everyone already knows it! So for that reason, I'm going to say Fire Dragons in a Falcon Grav Tank. Classic, and I love it.

Genestealer Cult:
New kids on the block, but already I hear people say that Abberants aren't that good. I think they're not seeing how, as the strongest and toughest unit in the codex, they benefit the most from all the buffs the army can give itself.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 20:10:12


Post by: mrhappyface


 Yarium wrote:
Wasn't it also a thing in 6th, and still is a thing I think, that at the end of combat any model that hasn't yet made attacks does so?

I'm not exactly sure on the exact rules behind it. All I remember is, before I started playing daemons, someone explained to me that the fiends caused enemy models with I5 or less to become I0 which then meant they had no skill in that area and couldn't attack.
I suppose it's similar to the argument of whether a genestealer patriarch can actually use psychic shriek as it is a shooting attack (witchfire) and the patriarch has BS0. Honestly I haven't really followed the debate that closely so inform me if it is different for I.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 20:21:03


Post by: Grimgold


All of the forge world necron stuff is pretty beef, and you rarely see them. but they are all a bit over the top, especially the pylons and Tomb stalkers.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 20:26:03


Post by: Snake Tortoise


I think with most factions it's more a case of underrated units than secretly OP units. Anything in the weaker codexes that's secretly overpowered wouldn't be a secret for very long at all.

I'd suggest the CSM helbrute is good value now it has four attacks. For about 100 points you can't really expect better than 12/12/10 3HP defensively, and offensively it has whatever you need it to have. They can also be obsec with the new CSM decurion


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 20:28:28


Post by: CrownAxe


It technically did work in sixth ed until they erratad the minimum of 1 into the rules like 2 months after the daemon codex dropped. Which is good because i0 didn't actually work well in the game. The best example was its interaction with Unweildy because it would actually buff your initiative up to 1 which isn't the point of Unweildy.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 02:50:57


Post by: Kaiyanwang


Eldar Scatbikes.

Troop Jetbikes that can take an heavy weapon each.

When people will figure it out, will go nuts. NUTS! Sadly game balance will be affected.



What is an op unit in your codex that nobody knows is op? @ 2016/11/04 21:11:57


Post by: NInjatactiks


Probably the stormraven especially when you pair them with an ironclad and maybe centurions or assault terminators. I've had a lot of luck ninja'ing warlords and super-heavies with this combo lol and it synergizes with my more defensive playstyle since I have a hard hitting fast unit that can touch my opponent's back lines.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 21:27:39


Post by: EnTyme


I don't know if you would call them OP, but Immortals are sure as hell underrated, especially if properly buffed. Use Anrakyr and Szeras (with a luck roll for +5 T), and Immortals can really live up to their name.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 21:33:42


Post by: Reavik


 EnTyme wrote:
I don't know if you would call them OP, but Immortals are sure as hell underrated, especially if properly buffed. Use Anrakyr and Szeras (with a luck roll for +5 T), and Immortals can really live up to their name.


No one ever believes me when I tell them Immortals consistently live up to their name. Toss a Cryptek in to add +1 to reanimation protocols and you've got a unit that's almost impossible to pry off of an objective.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 22:29:00


Post by: generalchaos34


For the guard I have had a lot of success with the Heavy Artillery Carriage. Use medusas on it, throw in an IC to boost leadership (i like to use Yarrick so my orders stick) and you can have an unmovable T7 platform that can drop Str 10 AP 2 ignores cover pie plates. Just make sure you bubble wrap!

For the actual codex and not forge world I will give it to armored sentinels and Master of Ordnance. For the Sentinels you can easily run 6 with the talon formation and thats 18 Str 6 shots going downfield from an armor 12 platform for a fairly small point investment. Plus you can give it preferred enemy on one unit. As for the Master of Ordnance for only 20 points you get a Str9 Ap3 big blast that will hit.....something. If you hit ANYTHING at all with it you got your points back, plus not to mention the fact your are typically hiding your CCS anyways so it works out even better, just be mindful of friendly fire.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 22:53:28


Post by: BBAP


 Yarium wrote:
Genestealer Cult:
New kids on the block, but already I hear people say that Abberants aren't that good. I think they're not seeing how, as the strongest and toughest unit in the codex, they benefit the most from all the buffs the army can give itself.


Aberrants seem a bit expensive for what they are, which is a tie-breaker unit. You throw them into close combat with stuff your other units can't handle and they end the fight. You can get 15 Acolyte Hybrids for the same points, and 45 Rending attacks will clear up a tied combat just as well as a couple of powerfist swings.

In that Codex it seems anything with "Acolyte" or "Brood" in its name is quality. The Iconward is great, especially in a Brood Cycle; the 24" Furious Charge bubble can turn Neophytes into a borderline-dangerous close combat unit and makes your Rock Saws S9 from half a table away.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 23:13:05


Post by: Dantes_Baals


C:SM: Honor Guard. Short of Wulfen (which are OP as balls anyway ) they'll blend anything they touch. Especially when combined with a lvl 2 psyker.

CSM : Nurgle Spawn. Surprised everyone the first time I ran a unit of 3. Hell, run em as single units and they can perform a number of tasks quite well for the points investment

Nids: Exorcine and/or a good ole fashioned brood of wrecker-fexes with adrenal glands. I wouldn't say they're any here near op, but they can and usually do perform surprisingly well.

BA: LOL are you serious? Fast vehicles and maybe mephy...

KDK: Plain Jane Thirster. Everybody fears the D version, but I prefer 8 strength 7 appreciate 2 attacks on the charge.


What is an op unit in your codex that nobody knows is op? @ 2016/11/04 23:26:38


Post by: AnomanderRake


Craftworlds: War Walkers. They've gotten lost in the hullabaloo over Scatterbikes but they're almost the same price (60pts for two heavy weapons as opposed to 27pts each), tougher (2-HP AV10 with a 5++), MSM-capable (Battle Focus), and can get more gun options if necessary. They may not be fast Troops units, but they couldn't give the entire Codex fantastic offensive price-performance, unparalleled deployment flexibility, and the power to make mockery of any scenario.

SM: Salamander Land Speeders. Fluff-heresy par excellance, but in the Flameblade Strike Force 50pts nets you two Deep Striking S6 Heavy Flamers.

Grey Knights: Nope. Everything performs exactly like you'd expect (Dreadknights do well, everything else underperforms unless it's in a very, very specific game situation or used as allied shenanigans).

Inquisition: The humble Henchmen warband has the power to do a lot of silly things. People get into fights with them without realizing what Death-Cult Assassins do, they can make the cheapest summon-spam list imagineable (18pt unit of three models with a Mastery level), and the old Chimera rules let them load up with heavy weapons and make terrifying impromptu battle tanks.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 01:17:49


Post by: Martel732


There's nothing really undercosted in C:BA, which is basically a condition of OP.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 01:19:39


Post by: toasteroven


Orks: Gretchin! See, because everyone forgets that they're there.

And so they happily sit on some points. And somehow, you win.

Ok... maybe that's a bit of a stretch.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 02:43:42


Post by: Bryan01


Not OP, but probably underrated, Legion Of The Damned. Built in ignore cover is pretty great.

Another SM pick, that is Forgeworld, is Lias Issodon. I could wax lyrical about him, not a cheap date @ 175pts, but he brings a bucket load of utility to any imperial army and I take him every time.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 02:50:09


Post by: Traditio


Thunderfire cannons and whirlwinds.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 03:06:43


Post by: Happyjew


 Kaiyanwang wrote:
Eldar Scatbikes.

Troop Jetbikes that can take an heavy weapon each.

When people will figure it out, will go nuts. NUTS! Sadly game balance will be affected.



The humble Wraithknight. 295 points of GMC goodness, with a couple of D weapons. Especially nasty when paired with Scat bikes and Spiders.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 03:09:04


Post by: CrownAxe


 Traditio wrote:
Thunderfire cannons and whirlwinds.

Thunderfire cannons aren't a secret and Whirlswinds aren't op


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 03:12:52


Post by: BBAP


 Happyjew wrote:
 Kaiyanwang wrote:
Eldar Scatbikes.

Troop Jetbikes that can take an heavy weapon each.

When people will figure it out, will go nuts. NUTS! Sadly game balance will be affected.



The humble Wraithknight. 295 points of GMC goodness, with a couple of D weapons. Especially nasty when paired with Scat bikes and Spiders.


Could you fit those psyker HQ dudes in there as well? Can't remember what they're called. I think they can take bikes as well.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 03:27:42


Post by: Bryan01


I played against Space Marine quad mortars twice. A FW unit. Kills light-medium armor and infantry real well.

Yeah, those things now that I think of it, are under priced.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 04:02:34


Post by: Saber


I have had opponents be surprised by the effectiveness of the following Space Marine (Crimson Fists specifically) units:

Whirlwind Suppression Force. Three of them with Shred and Twin-linked is just great.

Vindicators. Lots of stuff doesn't like ST 10.

Assault Squads, with Eviscerators, led by a Chaplain. Surprisingly killy on the charge.

I don't think any of those things are OP, but whenever I take those units to a tournament I get comments about how good they are, and how they are rarely seen.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 05:25:24


Post by: epronovost


I had good results with a dark eldar witch unit led by a succubus mounted on a raider (or waiting for a portal) for a late game charge or two. Since they aren't that pricey, neither shooty neither overly agressive, they are rather easy to hide and thanks to the Power of Pain and combat drugs, they get to hit pretty hard on turn 3-4-5.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 05:33:16


Post by: gummyofallbears


Bloodclaws, they make clean up real easy!

Oh and skyclaws, a few units of 5 with 2 meltas and a fist is nasty


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 11:42:16


Post by: malamis


IG Punisher Vulture - Best thing in the armory, in some cases better than Pask, and almost 2/3rds the price with no upper limit
IG Trojan - 35 pts for preferred enemy on a squad of tanks or a superheavy tank, *for any faction*

SM Mortis Contemptor - Intercept at bs5 and *optional* skyfire, with 2 multimeltas and 2 krak missiles, or a 12 shot assault cannon. Quite possibly the best null deploy hard counter there is, at least for imperials

SM Templar Close Combat Scouts - 110 pts for a maximum 36 s4 close combat attacks on top of 10 bolt pistols. Can and do wipe out vanguard. Even more fun with a powerfist.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 12:09:00


Post by: Kaiyanwang


 BBAP wrote:
 Happyjew wrote:
 Kaiyanwang wrote:
Eldar Scatbikes.

Troop Jetbikes that can take an heavy weapon each.

When people will figure it out, will go nuts. NUTS! Sadly game balance will be affected.



The humble Wraithknight. 295 points of GMC goodness, with a couple of D weapons. Especially nasty when paired with Scat bikes and Spiders.


Could you fit those psyker HQ dudes in there as well? Can't remember what they're called. I think they can take bikes as well.


I hope not too many people will read the thread, otherwise we will start to see the same Eldar list over and over in the Army List board, asking for "advice".


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 13:59:53


Post by: SemperMortis


As a heads up to EVERY Eldar player out there.

There i literally nothing in your codex that we don't know is stupidly OP. Even down to your Basic infantry models....we know.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 14:00:31


Post by: Skullhammer


And people over look rough riders for the gaurd... fast cav that can have 2 spec weapons and on the charge with frag grenades each get 3 i5 s5 ap3 attacks......syre its a first charge only deal but at 55 for 5 whats not to like there even cheaper than seekers of slaanesh and most people woukd say they are d@#$ good.

There are also deathmarks from the necrons who wouldn't like (counter)deepstriking interceptor assault snipers with marine stats and reanimation for under 20pts each.
I have found that these guys are feared/hated by all drop pod/reserve armys that ive faced when using them. Of course your value may differ.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 14:35:10


Post by: EnTyme


Bonus secret OP unit: Vargard Obyron. It's not that his rules are in any way OP (they're actually just decent), but I roll so stupidly lucky with his attacks and saves that I'm convinced this guy is secretly the Silent King.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 14:49:57


Post by: Wakshaani


No one ever believes me, but, for the Tyranid?

Pyrovores.

The lil' guys do all the things that you need them to do, for a good price, and are just adorable lil' fluffballs at the same time.

But nobody takes 'em.

Love you, lil' Pyrovores!


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 16:06:39


Post by: Jancoran


Iwould say the VoidRaven Bomber is pretty crazy. People don't like it because of its price and I suppose it would matter in what kind of meta you are playing in on this one. But the Void Raven Bomber is pretty ridiculously scary and it doesn't get a lot of press.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 17:21:04


Post by: Insectum7


 CrownAxe wrote:

Thunderfire cannons aren't a secret and Whirlswinds aren't op


Three of them gets you Shred, Tigurius or Telion gets you Rending, WWs themselves have an Ignores Cover round. In the Formation they can re-roll to hit if you're spotting for them. Add it all up and you get a pretty nasty barrage weapon. Three Large Blasts, re-rolling hits and wounds, 6s autowound at AP2 and everything ignores cover. Not necessarily OP, but a nasty surprise.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 17:22:58


Post by: ProwlerPC


For Orks I can only think of two things atm that might be op but I'm fairly sure they are known.
Mega Armoured Warboos with Da Lucky Stick. What you get out of this guy for his price us amazing.
Battery of Traktor Kannons. Very cheap and will take down any flier big or small. If the opponent is aware of their effectiveness then watch him/her try their best to avoid their range. It's just as satisfying seeing a fly rant lingering in the back field doing luttle as it is popping one.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 17:31:44


Post by: Waaaghpower


Here's a little jem: Imperial Psykers for Inquisition. One Psyker plus two bare-bones Acolytes is 18pts, giving the cheapest point-for-point Warp Charge in the game. Unbound, you can get over 100 Warp Charges (and 100 rolls on Summoning...). Even bound, you can get something like 80. (A buncha ML1 Inquisitors to grant access to all those Acolytes.)
Sure, they are incredibly fragile (3 T3 5+ wounds), but who cares? Turn one, you just summon an entire second army. (Assuming you can reliably pass a ML3 power with 8 dice, you're summoning a whopping 8 units on turn one. And since most armies can't kill 80+ individual targets with anything resembling speed...)

If you don't care about friends, respect, money, or time, it's practically an auto-win.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 17:52:02


Post by: nareik


Waaaghpower wrote:
Here's a little jem: Imperial Psykers for Inquisition. One Psyker plus two bare-bones Acolytes is 18pts, giving the cheapest point-for-point Warp Charge in the game. Unbound, you can get over 100 Warp Charges (and 100 rolls on Summoning...). Even bound, you can get something like 80. (A buncha ML1 Inquisitors to grant access to all those Acolytes.)
Sure, they are incredibly fragile (3 T3 5+ wounds), but who cares? Turn one, you just summon an entire second army. (Assuming you can reliably pass a ML3 power with 8 dice, you're summoning a whopping 8 units on turn one. And since most armies can't kill 80+ individual targets with anything resembling speed...)

If you don't care about friends, respect, money, or time, it's practically an auto-win.
My fluff for this army: an obscure inquisitorial faction believes The Emperor's spirit is similar to a daemonic entity and could be summoned back to the Materium through the combined efforts and sacrifice of many psykers.

Unfortunately, the excruciatingly planned ritual runs afoul when YOUR (the reader, not the quoted poster) army turns up. The interruption results in the ceremony breaking down into a daemonic explosion, opening a gateway from which a horde of daemons pour into YOUR army!

The next time I'd play this list it would be a new inquisitor who discovered the notes and logs of the previous inquisitor and foolishly thinks he can complete the ritual without calamity...


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 18:47:57


Post by: Baldeagle91


Salamanders in the Guard IA book. Great alternatives to sentinels of both types.

On a AV 12/10/10 platform, fast tanks(no-one misses them not being walkers), outflank, autocannon + heavy bolter, then give them a heavy stubber.

That's 6x S7 ap4 + 9x S5 ap5 + 9x S4 ap6 shots flanking enemy units and armour. Ok it's 195 points (cost of 4 Armoured Sents or 5 scouts) ... but damn you should look at peoples faces when they shred units.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 18:59:01


Post by: BBAP


Waaaghpower wrote:
Here's a little jem: Imperial Psykers for Inquisition. One Psyker plus two bare-bones Acolytes is 18pts, giving the cheapest point-for-point Warp Charge in the game. Unbound, you can get over 100 Warp Charges (and 100 rolls on Summoning...). Even bound, you can get something like 80. (A buncha ML1 Inquisitors to grant access to all those Acolytes.)
Sure, they are incredibly fragile (3 T3 5+ wounds), but who cares? Turn one, you just summon an entire second army. (Assuming you can reliably pass a ML3 power with 8 dice, you're summoning a whopping 8 units on turn one. And since most armies can't kill 80+ individual targets with anything resembling speed...)

If you don't care about friends, respect, money, or time, it's practically an auto-win.


Yeah, but you're summoning, like, Bloodletters and stuff. Someone earlier was talking about Whirlwinds; one of those would have a field day here.

... or maybe any Psyker who rolls Possession just runs into the middle of the field and Possesses himself on turn one. You're bound to have at least 5-10 of those, so that's 5-10 Bloodthirsters on turn one. The rest of your dudes summon Horrors, some of whom will have Possession, then turn two they Possess themselves for another 3-5 or so Bloodthirsters; the rest summon Horrors, etc etc. Top kek.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 19:03:01


Post by: Yoyoyo


Inq don't get access to Malefic.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 19:03:55


Post by: Waaaghpower


 BBAP wrote:
Waaaghpower wrote:
Here's a little jem: Imperial Psykers for Inquisition. One Psyker plus two bare-bones Acolytes is 18pts, giving the cheapest point-for-point Warp Charge in the game. Unbound, you can get over 100 Warp Charges (and 100 rolls on Summoning...). Even bound, you can get something like 80. (A buncha ML1 Inquisitors to grant access to all those Acolytes.)
Sure, they are incredibly fragile (3 T3 5+ wounds), but who cares? Turn one, you just summon an entire second army. (Assuming you can reliably pass a ML3 power with 8 dice, you're summoning a whopping 8 units on turn one. And since most armies can't kill 80+ individual targets with anything resembling speed...)

If you don't care about friends, respect, money, or time, it's practically an auto-win.


Yeah, but you're summoning, like, Bloodletters and stuff. Someone earlier was talking about Whirlwinds; one of those would have a field day here.

... or maybe any Psyker who rolls Possession just runs into the middle of the field and Possesses himself on turn one. You're bound to have at least 5-10 of those, so that's 5-10 Bloodthirsters on turn one. The rest of your dudes summon Horrors, some of whom will have Possession, then turn two they Possess themselves for another 3-5 or so Bloodthirsters; the rest summon Horrors, etc etc. Top kek.

Who said anything about summoning Bloodletters?... I never suggested that people use this to summon Bloodletters. We're all well aware that Bloodletters suck.


Automatically Appended Next Post:
Yoyoyo wrote:
Inq don't get access to Malefic.

Source? Because unless that got changed very recently, you're completely wrong. Inquisition aren't Grey Knights.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 20:58:57


Post by: Yoyoyo


Waaaghpower wrote:
Source? Because unless that got changed very recently, you're completely wrong. Inquisition aren't Grey Knights.

I believe it was changed in a stealth update to the digital codex.

http://www.dakkadakka.com/dakkaforum/posts/list/689345.page


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 21:16:00


Post by: mrhappyface


Yoyoyo wrote:
Waaaghpower wrote:
Source? Because unless that got changed very recently, you're completely wrong. Inquisition aren't Grey Knights.

I believe it was changed in a stealth update to the digital codex.

http://www.dakkadakka.com/dakkaforum/posts/list/689345.page

That discussion doesn't really explain anything; they show an ordo mallius inquis can't take it but they don't show regular psykers and they didn't link an update.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 21:36:09


Post by: Yoyoyo


You're right, it doesn't explain anything.

Feel free to buy the digital codex and have a look for yourself.


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 21:54:44


Post by: Vankraken


Ork Blitza Bommer. It can drop a S7 AP2 large blast bomb (barrage rules and only D6 scatter) with Armorbane. Its RNG chart seems unreliable but as long as you don't roll double 1s or 1,2 then your fine. Murders vehicles hitting side armor, kills the gak out of infantry, and a strong argument can be made that it can bomb invisible units as it isn't doing a shooting attack and snap shots make no difference for bombs (FAQ might change that but its a draft that they seemed to have shelved).


What is an op unit in your codex that nobody knows is op? @ 2016/11/05 22:04:48


Post by: mrhappyface


Yoyoyo wrote:
You're right, it doesn't explain anything.

Feel free to buy the digital codex and have a look for yourself.

I don't doubt that they changed the rules for psykers but that thread was hardly evidence that psykers don't get malefic.

It would of course help if GW anounced changes to interactive codices rather than changing them in secret, it would allow people who don't own codex inquisition but know some of the rules (such as myself) to help others with rules and tactics problems without having an argument.


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 01:21:43


Post by: alex0911


 Kaiyanwang wrote:
Eldar Scatbikes.

Troop Jetbikes that can take an heavy weapon each.

When people will figure it out, will go nuts. NUTS! Sadly game balance will be affected.

They can ???


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 04:31:12


Post by: ERJAK


Saint Celestine is ridiculously baller. WS7 S5 I7 is no joke even with T3 AP3, she solokills 3+ characters like Kharn all the time.


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 06:59:35


Post by: ZergSmasher


For my Dark Angels, I would say Deathwing Knights are underrated. They really want to be in a Land Raider to get where they need to be, but they will absolutely wreck anything without a 2+ armor save (and even some things that do have one thanks to Smite mode). Toss Ezekiel in there for +1 attack on everybody to make them even better. Actually, Ezekiel himself is somewhat underrated. He's one of the better psykers in the game. Level 3 mastery and a 2+ armor save is not bad, even if his special rules are not as good as Tiggy or Loth.

For my Tau, I'd say Stealth suits are underrated. They may be low toughness, but they have decent armor saves and in any kind of cover they get a 2+ cover save. I've found them to be pretty good at holding objectives in ruins. I even had one keep an Eldar Autarch on a jetbike tied up in combat for an entire game.

For my Daemonkin, I'd have to say Raptors. A squad of five with two Meltaguns can pop a vehicle reasonably efficiently, and then kill any passengers afterwards. Skull cannons are also underrated, even though a S8 attack is death to any MEQ that fails its armor save.


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 07:21:15


Post by: wuestenfux


C'tan shard if you roll good on its shooting table.


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 08:35:59


Post by: Crazyterran


 malamis wrote:
IG Punisher Vulture - Best thing in the armory, in some cases better than Pask, and almost 2/3rds the price with no upper limit
IG Trojan - 35 pts for preferred enemy on a squad of tanks or a superheavy tank, *for any faction*

SM Mortis Contemptor - Intercept at bs5 and *optional* skyfire, with 2 multimeltas and 2 krak missiles, or a 12 shot assault cannon. Quite possibly the best null deploy hard counter there is, at least for imperials

SM Templar Close Combat Scouts - 110 pts for a maximum 36 s4 close combat attacks on top of 10 bolt pistols. Can and do wipe out vanguard. Even more fun with a powerfist.


Mortis contemptors haven't been bs5 for like two years now.

And if you stand still to get interceptor I'm pretty sure you get saddled with Skyfire too.


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 09:00:17


Post by: 2ManyNids


I'm only a new Tyranids player, and I don't have the models, so I can't experiment, but I think Pyrovores.

I would say to only get them in through a Tyrannocyte or a Trygon. If they go against an army like Tau then they'll a few things and then get shot and explode in flames, killing even more stuff. If you did that, then it would probably distract the enemy for a turn, letting you advance with the rest of your army.


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 09:09:54


Post by: hotsauceman1


Ok
Space Marines: Hmmm, this is tough, no units in the codex is OP, but forms together as a greater whole that is op
Dreadnaughts though, when played right, their fine and can be pretty god tier.
Tau
Kroot, 20 sniper rounds going down ranges is brutal. Rending sucks
IG
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 09:16:13


Post by: General Kroll


AnomanderRake wrote:Craftworlds: War Walkers. They've gotten lost in the hullabaloo over Scatterbikes but they're almost the same price (60pts for two heavy weapons as opposed to 27pts each), tougher (2-HP AV10 with a 5++), MSM-capable (Battle Focus), and can get more gun options if necessary. They may not be fast Troops units, but they couldn't give the entire Codex fantastic offensive price-performance, unparalleled deployment flexibility, and the power to make mockery of any scenario.

SM: Salamander Land Speeders. Fluff-heresy par excellance, but in the Flameblade Strike Force 50pts nets you two Deep Striking S6 Heavy Flamers.

Grey Knights: Nope. Everything performs exactly like you'd expect (Dreadknights do well, everything else underperforms unless it's in a very, very specific game situation or used as allied shenanigans).

Inquisition: The humble Henchmen warband has the power to do a lot of silly things. People get into fights with them without realizing what Death-Cult Assassins do, they can make the cheapest summon-spam list imagineable (18pt unit of three models with a Mastery level), and the old Chimera rules let them load up with heavy weapons and make terrifying impromptu battle tanks.


You got me all excited with the summoning Henchmen thing. But the Inquisitor codex clearly states they can only cast Sanctic powers :(


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 20:48:34


Post by: koooaei


 hotsauceman1 wrote:
Ok
Space Marines: Hmmm, this is tough, no units in the codex is OP


orly


What is an op unit in your codex that nobody knows is op? @ 2016/11/06 20:59:18


Post by: NoiseMarine with Tinnitus


Noise Marines. I have had them beat to death terminator squads on the charge courtesy of I5.


What is an op unit in your codex that nobody knows is op? @ 2016/11/07 19:16:24


Post by: Xenomancers


I think hive guard are really good for what you pay. for 165 you get 6 str 8 ignore cover shots from some pretty tough units at decent range that don't even require LOS. BS3 is't great but the downsides end about there.

Exocrines are pretty nasty too but quite expensive. Still a really tough MC with 6 str 7 ap2 shots.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 00:05:04


Post by: Dantes_Baals


 Xenomancers wrote:
I think hive guard are really good for what you pay. for 165 you get 6 str 8 ignore cover shots from some pretty tough units at decent range that don't even require LOS. BS3 is't great but the downsides end about there.

Exocrines are pretty nasty too but quite expensive. Still a really tough MC with 6 str 7 ap2 shots.


Dunno how I overlooked tyrannocytes and exocrines. I don't see Exorcines fielded much, but stick one in a cyte, so it drops after your opponent's termies do and he'll make his,points back in one turn. A few games back in had one kill a squadron of rifle dreads on his own.

As for Demonkin I agree on the skullcannon. Used one for the first time against DA last week and it killed half of a devestator squad (subsequently charged and swept by bloodletters) and doubled out a chaplain who flubbed his armor. The dreads kills definitely come in handy and the fact that it's a,chariot is icing on the cake.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 01:32:39


Post by: BBAP


Waaaghpower wrote:
Who said anything about summoning Bloodletters?... I never suggested that people use this to summon Bloodletters. We're all well aware that Bloodletters suck.


Horrors, Daemonettes, Plaguebearers - doesn't matter, they're all just padding, though Flesh Hounds and Flamers might work. Assuming you can find someone willing to let you play it against them/ a tournament format where it's legal. And can afford the 600-1,600 models you'd need to field it.

Conceptually OP. In real terms, not so much.


Automatically Appended Next Post:
 General Kroll wrote:
You got me all excited with the summoning Henchmen thing. But the Inquisitor codex clearly states they can only cast Sanctic powers :(


... but the BRB says every psyker aside from Tyranids and Grey Knights can manifest Malefic powers, they just face additional Perils for doing so.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 03:10:40


Post by: Dantes_Baals


Codex>BRB


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 06:05:01


Post by: Stormonu


Personally, I still like the Tau Hammerhead with a rail gun (with submunitions). Few units have the range to match this gun and it tends to pop whatever vehicle or troop it shoots at. Always seems to get ignored by the enemy (in favor of chasing down other units) until it's unloaded at least twice, and with some skill you can keep it alive until the end of the game.

Also, Zopes are pretty robust. In an army full of suck, these have been the synapse units I have seen survive to the end of the game, take a pounding and put out a lot of hurt all rolled into one.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 06:10:00


Post by: BBAP




... so no psykers can take Malefic powers? Give your head a wobble.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 06:20:00


Post by: Matt.Kingsley


No, 7th Ed Codexes and the FaQs/Errata that came out since the release of 7th (not the Facebook FaQs, the ones on the GW website) added Daemonology to the list of Disciplines the Psykers inside said codexes can use specifically.

Some Psykers for certain Codexes were purposeful not given access to Malefic with their codex releases/updates, like Craftworld Eldar, Harlequins and Inquisition.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 11:49:31


Post by: malamis


 Crazyterran wrote:
 malamis wrote:
IG Punisher Vulture - Best thing in the armory, in some cases better than Pask, and almost 2/3rds the price with no upper limit
IG Trojan - 35 pts for preferred enemy on a squad of tanks or a superheavy tank, *for any faction*

SM Mortis Contemptor - Intercept at bs5 and *optional* skyfire, with 2 multimeltas and 2 krak missiles, or a 12 shot assault cannon. Quite possibly the best null deploy hard counter there is, at least for imperials

SM Templar Close Combat Scouts - 110 pts for a maximum 36 s4 close combat attacks on top of 10 bolt pistols. Can and do wipe out vanguard. Even more fun with a powerfist.


Mortis contemptors haven't been bs5 for like two years now.

And if you stand still to get interceptor I'm pretty sure you get saddled with Skyfire too.


IA:Aeronautica says no on both counts. However if you're referring to Horus Heresy books then fair enough.




Automatically Appended Next Post:
 Baldeagle91 wrote:
Salamanders in the Guard IA book. Great alternatives to sentinels of both types.

On a AV 12/10/10 platform, fast tanks(no-one misses them not being walkers), outflank, autocannon + heavy bolter, then give them a heavy stubber.

That's 6x S7 ap4 + 9x S5 ap5 + 9x S4 ap6 shots flanking enemy units and armour. Ok it's 195 points (cost of 4 Armoured Sents or 5 scouts) ... but damn you should look at peoples faces when they shred units.


Or 3 Wyverns, but i'll admit they have a significantly wider threat profile. Plus they're hilariously easy to scratch build, since it's literally 'a chimera' without the top part and some plasticard.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 15:23:45


Post by: jreilly89


Plaguebearers. God they're slow, but at a 20 man squad with FNP and a Herald, they can be dangerous and a pain to remove from an objective. Plus they have defensive grenades (which I ALWAYS forget to use) and Shrouding.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 16:31:21


Post by: Baldeagle91


 malamis wrote:

 Baldeagle91 wrote:
Salamanders in the Guard IA book. Great alternatives to sentinels of both types.

On a AV 12/10/10 platform, fast tanks(no-one misses them not being walkers), outflank, autocannon + heavy bolter, then give them a heavy stubber.

That's 6x S7 ap4 + 9x S5 ap5 + 9x S4 ap6 shots flanking enemy units and armour. Ok it's 195 points (cost of 4 Armoured Sents or 5 scouts) ... but damn you should look at peoples faces when they shred units.


Or 3 Wyverns, but i'll admit they have a significantly wider threat profile. Plus they're hilariously easy to scratch build, since it's literally 'a chimera' without the top part and some plasticard.


Yeah but I think Wyverns are hardly a codex secret are they? Wyverns vs those hunkered down in cover, Salamanders for flanking medium/light vehicles and medium/light infantry out in the open.


What is an op unit in your codex that nobody knows is op? @ 2016/11/08 20:11:29


Post by: BBAP


 Matt.Kingsley wrote:
No, 7th Ed Codexes and the FaQs/Errata that came out since the release of 7th (not the Facebook FaQs, the ones on the GW website) added Daemonology to the list of Disciplines the Psykers inside said codexes can use specifically.

Some Psykers for certain Codexes were purposeful not given access to Malefic with their codex releases/updates, like Craftworld Eldar, Harlequins and Inquisition.


BRB epub, p.28 - "Unless otherwise stated, all Psykers, other than those belonging to the Tyranids Faction, can generate powers from the Daemonology discipline". Right there in the rulebook. All psykers. It's nice that the FAQ/errata specifically added Malefic to the list of disciplines some psykers can roll on, but unless there's something which specifically abrogates the ability of Eldar, Harlequin and Inquisition psykers to summon Daemons, then the rulebook says they can.

Lack of access to Malefic is not the reason this army is bad.


What is an op unit in your codex that nobody knows is op? @ 2016/11/10 23:36:25


Post by: MHaruspex


Dark Eldar Reavers. For the cost of a Tactical Marine, you have T4 3+ cover (5+ armor), Eldar Jetbike movement, Skilled Rider, and Rending Hammer of Wrath attack. Can MSU easily with 3 models per unit.

Roll night fighting turn one for 2+ jink and you've essentially got Terminators for less than half the cost.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 04:20:41


Post by: Pouncey


Sisters Repentia.

At first glance, they seem incredibly pathetic. They get killed off so easily they're hardly a threat. Eventually you start to think of them as insignificant enough you devote your army's firepower elsewhere.

Then they actually manage to reach combat with a decent-sized squad, and the unit they reached ceases to exist because it was just attacked by a dedicated melee unit wielding the equivalent of chainfists who still get to attack even if they die before their turn.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 06:27:24


Post by: koooaei


 Pouncey wrote:
who still get to attack even if they die before their turn.


You must be confusing sister repentia with wuffen.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 06:41:56


Post by: DarknessEternal


 Pouncey wrote:
Sisters Repentia.

At first glance, they seem incredibly pathetic. They get killed off so easily they're hardly a threat. Eventually you start to think of them as insignificant enough you devote your army's firepower elsewhere.

Then they actually manage to reach combat with a decent-sized squad, and the unit they reached ceases to exist because it was just attacked by a dedicated melee unit wielding the equivalent of chainfists who still get to attack even if they die before their turn.

They're once per game Act of Faith merely gives them Feel No Pain 3+.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 06:57:04


Post by: Pouncey


 koooaei wrote:
 Pouncey wrote:
who still get to attack even if they die before their turn.


You must be confusing sister repentia with wuffen.


...No. Apparently I'm remembering how their Act of Faith worked the last time I actually fielded a unit of them. Which I think was in 5th Edition with the White Dwarf Codex.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 13:42:09


Post by: Alcibiades


Wakshaani wrote:
No one ever believes me, but, for the Tyranid?

Pyrovores.

The lil' guys do all the things that you need them to do, for a good price, and are just adorable lil' fluffballs at the same time.

But nobody takes 'em.

Love you, lil' Pyrovores!


Assuming you're not joking, how do you use them? I really want to use the things.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 14:48:24


Post by: koooaei


Alcibiades wrote:


Assuming you're not joking, how do you use them? I really want to use the things.


Droppods!


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 15:28:38


Post by: Galef


Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 19:11:49


Post by: Xenomancers


 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Totally awesome unit but ultimately obliterated by a whirlwind or equivalent.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 19:31:01


Post by: DarknessEternal


 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Why bother with the Autarch at all. You could have 6 more Reavers.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 19:35:08


Post by: Xenomancers


 DarknessEternal wrote:
 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Why bother with the Autarch at all. You could have 6 more Reavers.

For Character hunting I guess.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 21:15:37


Post by: pm713


 Xenomancers wrote:
 DarknessEternal wrote:
 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Why bother with the Autarch at all. You could have 6 more Reavers.

For Character hunting I guess.

Stopping Overwatch is a good thing too.


What is an op unit in your codex that nobody knows is op? @ 2016/11/11 23:46:32


Post by: Slayer-Fan123


pm713 wrote:
 Xenomancers wrote:
 DarknessEternal wrote:
 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Why bother with the Autarch at all. You could have 6 more Reavers.

For Character hunting I guess.

Stopping Overwatch is a good thing too.

Overwatch isn't even that dangerous. Even to t-shirt armies.


What is an op unit in your codex that nobody knows is op? @ 2016/11/12 01:48:42


Post by: MagicJuggler


Ionheads in a Tau Armored Interdiction Cadre. Flat rerolling to-hit means rerolling scatter and Gets Hot, so you're basically running a trio of discount Leman Russ tanks that actually do better at Battle Cannon-ing stuff.

Also, Skyrays are amusing in squadrons of 2 in that formation. 2 twin-linked Markerlights and another 2 snap-shooting tl on the move means they're actually a fairly mobile beta-strike.

An honorable mention goes to Plasma Cannon Servitors in an Emperor's Wrath Artillery Company, because they can twin-link and Ignore Cover with Fire On My Target. It's even more hilarious now thanks to the Haemotrope Reactor making them Large Blasts.

With the Chaos Warband, I have a soft spot for Slaaneshi Bikers. Mostly because Daemon Princes of Slaanesh are dank when you get them from Path to Glory/Favored Scions.


What is an op unit in your codex that nobody knows is op? @ 2016/11/12 05:33:50


Post by: nareik


Slaanesh bikers also make a good congaline to drag abaddon into combat AND give him fnp (handy on an eternal warrior!)


What is an op unit in your codex that nobody knows is op? @ 2016/11/12 05:58:06


Post by: Wakshaani


Alcibiades wrote:
Wakshaani wrote:
No one ever believes me, but, for the Tyranid?

Pyrovores.

The lil' guys do all the things that you need them to do, for a good price, and are just adorable lil' fluffballs at the same time.

But nobody takes 'em.

Love you, lil' Pyrovores!


Assuming you're not joking, how do you use them? I really want to use the things.


I never joke about Pyrovores. They're too adorable for that!

As for use? I simple have 'em toodle along behind a Gaunt screen, enjoying Venomthrope protection and being generally ignored by people. Nobody ever bothers shooting at them as they're thought of as laughable.

Then they get close.

Then the screaming begins.


What is an op unit in your codex that nobody knows is op? @ 2016/11/12 06:13:55


Post by: EmpNortonII


MHaruspex wrote:
Dark Eldar Reavers. For the cost of a Tactical Marine, you have T4 3+ cover (5+ armor), Eldar Jetbike movement, Skilled Rider, and Rending Hammer of Wrath attack. Can MSU easily with 3 models per unit.

Roll night fighting turn one for 2+ jink and you've essentially got Terminators for less than half the cost.


... unless your enemy is Tau.


What is an op unit in your codex that nobody knows is op? @ 2016/11/12 13:24:39


Post by: pm713


Slayer-Fan123 wrote:
pm713 wrote:
 Xenomancers wrote:
 DarknessEternal wrote:
 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Why bother with the Autarch at all. You could have 6 more Reavers.

For Character hunting I guess.

Stopping Overwatch is a good thing too.

Overwatch isn't even that dangerous. Even to t-shirt armies.

It's worth having for the Dark Angels and some Tau armies. It's not a massively expensive thing to do really.


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 00:37:32


Post by: Ecdain


 BBAP wrote:
 Matt.Kingsley wrote:
No, 7th Ed Codexes and the FaQs/Errata that came out since the release of 7th (not the Facebook FaQs, the ones on the GW website) added Daemonology to the list of Disciplines the Psykers inside said codexes can use specifically.

Some Psykers for certain Codexes were purposeful not given access to Malefic with their codex releases/updates, like Craftworld Eldar, Harlequins and Inquisition.


BRB epub, p.28 - "Unless otherwise stated, all Psykers, other than those belonging to the Tyranids Faction, can generate powers from the Daemonology discipline". Right there in the rulebook. All psykers. It's nice that the FAQ/errata specifically added Malefic to the list of disciplines some psykers can roll on, but unless there's something which specifically abrogates the ability of Eldar, Harlequin and Inquisition psykers to summon Daemons, then the rulebook says they can.

Lack of access to Malefic is not the reason this army is bad.


This just comes down to wether you use the Faq or not, honestly I've never even been to a store(in 3 states so far) that does not use the Faq and thus my eldar stopped summoning stuff. But hey, if your group goes with the 'as read in the rules' way to play Than power to you, summon all you want. Just note that it will definitely not work everywhere(especially most tournaments)


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 05:04:10


Post by: SemperMortis


Slayer-Fan123 wrote:
pm713 wrote:
 Xenomancers wrote:
 DarknessEternal wrote:
 Galef wrote:
Eldar Autarch on Jetbike with laser lance & Banshee mask in a unit of Dark Eldar Reavers with Caltrops.
Fairly cheap, 3+ Jink, devastating charge, denies overwatch has Hit & Run, will eventually have FNP, can potentially be T5

Surprisingly most of those benefits come from the DE, not the Eldar postion of the unit.

Reaver by themselves are highly underrated as MSU.

Why bother with the Autarch at all. You could have 6 more Reavers.

For Character hunting I guess.

Stopping Overwatch is a good thing too.

Overwatch isn't even that dangerous. Even to t-shirt armies.


Speaking from the perspective of a T-shirt army player. YES! Overwatch is dangerous. not because it will remove a lot of models but because it will generally take 1-3inches off your charge and ruin a lot of those charges.


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 05:09:08


Post by: BBAP


SemperMortis wrote:
Speaking from the perspective of a T-shirt army player. YES! Overwatch is dangerous. not because it will remove a lot of models but because it will generally take 1-3inches off your charge and ruin a lot of those charges.


+1

I've been playing GSC for a couple of weeks now and I dread Overwatch every single time it comes up. It pretty much obliges you to put two or more units into everything, because you just never know if those RF bolters are going to get lucky and wipe out a whole squad of Metamorphs. It's not a massive issue when you have 25+ squads at 1850pts, but it's still a pain.


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 05:44:23


Post by: AnomanderRake


 General Kroll wrote:
AnomanderRake wrote:Craftworlds: War Walkers. They've gotten lost in the hullabaloo over Scatterbikes but they're almost the same price (60pts for two heavy weapons as opposed to 27pts each), tougher (2-HP AV10 with a 5++), MSM-capable (Battle Focus), and can get more gun options if necessary. They may not be fast Troops units, but they couldn't give the entire Codex fantastic offensive price-performance, unparalleled deployment flexibility, and the power to make mockery of any scenario.

SM: Salamander Land Speeders. Fluff-heresy par excellance, but in the Flameblade Strike Force 50pts nets you two Deep Striking S6 Heavy Flamers.

Grey Knights: Nope. Everything performs exactly like you'd expect (Dreadknights do well, everything else underperforms unless it's in a very, very specific game situation or used as allied shenanigans).

Inquisition: The humble Henchmen warband has the power to do a lot of silly things. People get into fights with them without realizing what Death-Cult Assassins do, they can make the cheapest summon-spam list imagineable (18pt unit of three models with a Mastery level), and the old Chimera rules let them load up with heavy weapons and make terrifying impromptu battle tanks.


You got me all excited with the summoning Henchmen thing. But the Inquisitor codex clearly states they can only cast Sanctic powers :(


The copy I'm looking at doesn't, Daemonology wasn't a discipline when it was printed. As far as the information I've got in front of me goes psykers in Henchmen warbands have a fixed known power and can't choose to roll for powers, but Inquisitors have the option of using either Sanctic or Malefic powers as per the Daemonology sidebar at the end of the psychic phase chapter. Either way your 18pt Henchmen warband with a Mastery level is mostly there to feed dice to the actual summoning units.


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 06:02:13


Post by: MechaEmperor7000


These weren't OP at any point in the game but generally really underrated stuff that I later found out to be unexpectedly useful, moreso than they seemed at first:

3.) Chaos Vindicators. Specifically the Chaos ones and this was before the Loyalists got upgraded with their apocalypse blast ability. It's mediocre armor and low range plus rather expensive price tag made it seem like a waste of points, especially since it's a HS choice, one of the notoriously crammed spaces in the CSM army. However with the Daemonic Possession upgrade it just flat out tanks enemy autocannons like a boss. Even if it dies to real anti-tank, it often does at least make back it's points my deleting anything within tickling range (it's essentially there for you to manually lower the points limit, so to speak).

2.) Biovores. Surprisingly these buggers never took center stage in any cycle of the tyranid lifetime despite being incredibly useful little buggers. Their spore mines can reliably deal with non-meq infantry and can also provide good area denial. It doesn't sound like much until you look at the Biovore's cost, and then you realize you can spam those little sperm pods far and wide as you'd like for dirt cheap. The main reason they never rose to prominence is the same as the above, namely they occupied a slot that always historically had much more obviously useful models (fexes, trygons at one point, and various other zillas).

1.) Chaos Spawns. These guys were the butt of all jokes for a full edition, but this one they've become arguably one of the most useful support units in the army. They create a good amount of ablative wounds on the cheap, and ridiculously durable wounds at that if you can give them the Mark of Nurgle, plus their beast status means they solve the one issue with most meatshield units; speed. They can keep up with any HQ you wish to escort with them. And on a good roll with the mutations and their attacks, you can even get a brief moment when the spawn will re-enact that scene from the first avenger movie where Hulk pummels loki into the ground, except with the spawn and your enemy's hero in their respective places.


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 06:27:26


Post by: CrownAxe


 AnomanderRake wrote:
 General Kroll wrote:
AnomanderRake wrote:Craftworlds: War Walkers. They've gotten lost in the hullabaloo over Scatterbikes but they're almost the same price (60pts for two heavy weapons as opposed to 27pts each), tougher (2-HP AV10 with a 5++), MSM-capable (Battle Focus), and can get more gun options if necessary. They may not be fast Troops units, but they couldn't give the entire Codex fantastic offensive price-performance, unparalleled deployment flexibility, and the power to make mockery of any scenario.

SM: Salamander Land Speeders. Fluff-heresy par excellance, but in the Flameblade Strike Force 50pts nets you two Deep Striking S6 Heavy Flamers.

Grey Knights: Nope. Everything performs exactly like you'd expect (Dreadknights do well, everything else underperforms unless it's in a very, very specific game situation or used as allied shenanigans).

Inquisition: The humble Henchmen warband has the power to do a lot of silly things. People get into fights with them without realizing what Death-Cult Assassins do, they can make the cheapest summon-spam list imagineable (18pt unit of three models with a Mastery level), and the old Chimera rules let them load up with heavy weapons and make terrifying impromptu battle tanks.


You got me all excited with the summoning Henchmen thing. But the Inquisitor codex clearly states they can only cast Sanctic powers :(


The copy I'm looking at doesn't, Daemonology wasn't a discipline when it was printed. As far as the information I've got in front of me goes psykers in Henchmen warbands have a fixed known power and can't choose to roll for powers, but Inquisitors have the option of using either Sanctic or Malefic powers as per the Daemonology sidebar at the end of the psychic phase chapter. Either way your 18pt Henchmen warband with a Mastery level is mostly there to feed dice to the actual summoning units.

You need to update/redownload you're digital codex then because they updated it to list that they only get sanctic


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 14:29:53


Post by: BBAP


 CrownAxe wrote:
You need to update/redownload you're digital codex then because they updated it to list that they only get sanctic


None of the Codexes I've seen - including the Chaos Daemons one - explicitly state that their psykers can use Malefic powers. I actually thought Daemons couldn't do it when I first read the book because it's not listed there, but then you go to the BRB and it tells you any psykers aside from Grey Knights can attempt to manifest Malefic powers.

If you want to use the "Codex trumps rulebook" argument then no psykers can use Malefic powers, including Daemons.


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 17:42:55


Post by: Jancoran


 DarknessEternal wrote:
 Pouncey wrote:
Sisters Repentia.

At first glance, they seem incredibly pathetic. They get killed off so easily they're hardly a threat. Eventually you start to think of them as insignificant enough you devote your army's firepower elsewhere.

Then they actually manage to reach combat with a decent-sized squad, and the unit they reached ceases to exist because it was just attacked by a dedicated melee unit wielding the equivalent of chainfists who still get to attack even if they die before their turn.

They're once per game Act of Faith merely gives them Feel No Pain 3+.


The Sisters Repentia are definitely better if you know how to use them than most players know.

http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 18:01:45


Post by: wuestenfux


Maybe an army full of Wyches on foot. Alternatively, only Incubi.


What is an op unit in your codex that nobody knows is op? @ 0010/12/03 18:08:07


Post by: TheLumberJack


Spore mine army


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 18:37:57


Post by: BBAP


 Jancoran wrote:
The Sisters Repentia are definitely better if you know how to use them than most players know.

http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


That unit costs 358 points. T3, footslogging, rerolling saves in CC only, no FNP, no nothing. 358 points. It's difficult to kill in close combat and will likely smush anything it touches, but for 358pts it damn well better.

I mean, I guess it's the best Repentia noob-hammer you could build entirely from the Sisters Codex, but why would you want such a unit?


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 21:54:53


Post by: CrownAxe


 BBAP wrote:
 CrownAxe wrote:
You need to update/redownload you're digital codex then because they updated it to list that they only get sanctic


None of the Codexes I've seen - including the Chaos Daemons one - explicitly state that their psykers can use Malefic powers. I actually thought Daemons couldn't do it when I first read the book because it's not listed there, but then you go to the BRB and it tells you any psykers aside from Grey Knights can attempt to manifest Malefic powers.

If you want to use the "Codex trumps rulebook" argument then no psykers can use Malefic powers, including Daemons.

All the physical codexs got errated


What is an op unit in your codex that nobody knows is op? @ 2016/11/13 22:20:53


Post by: BBAP


I've got the latest batch of FAQs in front of me. I'm not seeing the errata at all.


What is an op unit in your codex that nobody knows is op? @ 2016/11/14 02:13:07


Post by: CrownAxe


 BBAP wrote:
I've got the latest batch of FAQs in front of me. I'm not seeing the errata at all.

https://www.games-workshop.com/en-US/Rules-Errata?_requestid=3940574


What is an op unit in your codex that nobody knows is op? @ 2016/11/14 03:37:01


Post by: BBAP


That's what I'm looking at. Nothing in any of those to suggest the permission for non-Tyranid, non-GK psykers to use Malefic powers has changed from the BRB. That's what you need to show me.


What is an op unit in your codex that nobody knows is op? @ 2016/11/14 05:17:21


Post by: CrownAxe


 BBAP wrote:
That's what I'm looking at. Nothing in any of those to suggest the permission for non-Tyranid, non-GK psykers to use Malefic powers has changed from the BRB. That's what you need to show me.

Except they do, The Daemon, CSM, and AM ones do state that they have access to daemonology powers


What is an op unit in your codex that nobody knows is op? @ 2016/11/15 16:12:30


Post by: BBAP


 CrownAxe wrote:
 BBAP wrote:
That's what I'm looking at. Nothing in any of those to suggest the permission for non-Tyranid, non-GK psykers to use Malefic powers has changed from the BRB. That's what you need to show me.

Except they do, The Daemon, CSM, and AM ones do state that they have access to daemonology powers


Right - but none of the FAQs state that the rest of the Codexes **don't** have access to those powers. The BRB states that they do, hence an FAQ needs to specifically deny this permission in order for it to end. Just making it more explicit that some armies have access to Malefic powers isn't enough on it's own, because that doesn't abrogate the permissions in the BRB.

Here's an analogy. I throw a party and send out invitations. One of the people I send them to is a bit dim, and isn't sure if he can come to the party I've invited him to because it doesn't explicitly state that he can attend the party. I give him a bit of paper that makes this permission explicit. Everyone turns up to the party and nobody is denied admittance, because everyone has an invitation, including the village idiot - his is just a bit more explicit than everyone else's. Meanwhile, Mr Tyranid and Mr Draigo don't get invitations, so they can't come to the party at all.


What is an op unit in your codex that nobody knows is op? @ 2016/11/15 17:21:12


Post by: Jancoran


 BBAP wrote:
 Jancoran wrote:
The Sisters Repentia are definitely better if you know how to use them than most players know.

http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


That unit costs 358 points. T3, footslogging, rerolling saves in CC only, no FNP, no nothing. 358 points. It's difficult to kill in close combat and will likely smush anything it touches, but for 358pts it damn well better.

I mean, I guess it's the best Repentia noob-hammer you could build entirely from the Sisters Codex, but why would you want such a unit?


It helped me go 5-0 at my last large event, for one, and for two its incredibly effective. They dont have to footslog actually, they can take Rhinos. It has FnP, sop I can see you maybe didnt read the article.

and 358 (your number) seems inflated so I assume you are including the completely detachable characetrs that would have been advisable anyways)) is next to nothing in comparison to most death stars and in fact a kit'd out Purifier squad is 300+, as is a Wraith Knight so in the grand scheme, I'm not so sure 358 (your number) is much to pay for the production.

But thats the discussion we're having right? Your reaction is proof of my point. It is a unit that is QUITE powerful that most people don't beleive in or take much at all.

So in a way, I am happy you said this. =)


What is an op unit in your codex that nobody knows is op? @ 2016/11/15 17:35:39


Post by: Xenomancers


 Jancoran wrote:
 BBAP wrote:
 Jancoran wrote:
The Sisters Repentia are definitely better if you know how to use them than most players know.

http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


That unit costs 358 points. T3, footslogging, rerolling saves in CC only, no FNP, no nothing. 358 points. It's difficult to kill in close combat and will likely smush anything it touches, but for 358pts it damn well better.

I mean, I guess it's the best Repentia noob-hammer you could build entirely from the Sisters Codex, but why would you want such a unit?


It helped me go 5-0 at my last large event, for one, and for two its incredibly effective. They dont have to footslog actually, they can take Rhinos. It has FnP, sop I can see you maybe didnt read the article.

and 358 (your number seems inflated so I assume you are including the completely detachable characetrs that would have been advisable anyways)) is next to nothing in comparison to most death stars and in fact a kit'd out Purifier squad is 300+, as is a Wraith Knight so in the grand scheme, I'm not so sure 358 (your number) is much to pay for the production.

But thats the discussion we're having right? Your reaction is proof of my point. It is a unit that is QUITE powerful that most people don't beleive in or take much at all.

So in a way, I am happy you said this. =)
you went undefeated putting an exensive as balls assault unit in a rhino? That just dont make sense. Turn 3 assault at best - and the rhino gonna be destroyed on t1. Me fails to see this as viable.


What is an op unit in your codex that nobody knows is op? @ 2016/11/15 20:54:17


Post by: Jancoran


 Xenomancers wrote:

you went undefeated putting an exensive as balls assault unit in a rhino? That just dont make sense. Turn 3 assault at best - and the rhino gonna be destroyed on t1. Me fails to see this as viable.


Exactly the point. Thank you!

Most people have played so few games against Sisters of Battle and even less of those very few have played against one wielding this unit. It is the wolf in sheep's clothing this thread is all about!

First, I would steer away from arguing with good results. Of all the things that strip away an argument, none does it more quickly than actually demonstrating that it works in tournaments. My observation about Sisters Repentia is based on results, not theory. I've done it, not just talked about it. I've put my money where my mouth is. I think its a great candidate here for this thread question.

Second, the HQ isnt "part of the unit". You would already have one. That mine made the unit function in an excellent way isn't unique. Most death stars are like that. Some would even argue that Centurions are only good when they are accompanied..but no one is calling them "terrible" are they? Kind of like arguing that White Scars Battle Companies arent good because they are "just" a bunch of Tactical Marines.

The article does a good job of describing how to use the unit. It explains why and how it works well this way. It is frighteningly effective and affordable at the same time. In the context of Sisters of battle, which I have won more tournaments with than any other codex (though Im closing in with Tau Empire now), your one friend is the inexpensive nature of their units. Sure, a lot of terrible stat lines come with it. While commensurately less impressive in general than their opponents, their effect in total is good. The inclusion of a mini-deathstar unit this affordable underscores the synergy it can have because like everything in our codex, it has its faults but its not expensive. The Sisters Repentia take down Imperial Knights, Wraith Knights, Bully boyz and Assault Terminators as well as anything could ever wish to. Tau Empire players slap down 440 points gladly in a single unit just to be able to handle the dreaded Super Heavies and Gargants of 40K. I know i do. This unit doesn't even approach that cost point.

The Rhino you bring up is an option for them, not a straight jacket. But when you have as many dangerous bees buzzing around your head ,its hard to decide which one you are going to allow to kill you. The end result is the same, however. Most people fire at the Dominion. or the Exorcist. They figure they have a little time before they have to deal with the crazy pants Repentias. That's what they tell themselves anyways. Failing to kill the Dominion is a death sentence. failing to kill the Repentias is a death sentence... so... what to do what to do?

This isn't a magic bullet that will win you every game. Keep in mind that the subject was units you underestimate that are in fact quite powerful. This qualifies, I believe, so I submit it as my suggestion.



What is an op unit in your codex that nobody knows is op? @ 2016/11/15 21:52:27


Post by: BBAP


My reaction is proof that people have no faith in your Repentia "deathstar". A cursory examination of the unit justifies the lack of faith.

For a start, I'm not sure where you got the idea that my points total for the unit is "inflated". The figure I got for the unit is the same one anyone would reach by adding together the costs of the units and upgrades your article specifies:

- Canoness, Mantle, Rosarius - 105pts
- Uriah Jacobus
- Priest, Litanies - 40pts
- Repentia Squad, 2 extra Repentia - 113pts

That's 358pts. Once you've paid that 358pts, you either footslog the unit or add the cost of a transport to that figure. Pick your poison I guess. It seems reasonable to me that the ICs are included in the point cost calculation - they make the unit what it is. Without the characters it's just Repentia in a box, the quintessential noobhammer.

Then again, even with the ICs it's still just Repentia in a box, except now it has a tank character to take wounds. A tank character that only works in close combat, relying on survivability buffs that only affect close combat. An abject inability to affect the game in any way outside of close combat. A lack of mobility which all but ensures it'll only reach close combat if your opponent allows it to. A T3 statline and 5++ saves against anything and everything that isn't close combat, which means even if someone **does** find a reason to shoot at it, it won't take much to hose it off the board.

Everything about this unit screams "noobhammer". The unit costs less than a deathstar because it's not a deathstar. It's a noobhammer. You admit as much yourself:

 Jancoran wrote:
Your reaction is proof of my point. It is a unit that is QUITE powerful that most people don't beleive in or take much at all.


That's the very **definition** of noobhammer. A unit capable of hurting people who don't know how useless it actually is and try to deal with it the wrong way. The fact you went 5-0 with it in your army list doesn't change that.


Automatically Appended Next Post:
 Jancoran wrote:
Most people have played so few games against Sisters of Battle and even less of those very few have played against one wielding this unit.


That's a noobhammer you're describing. Becomes powerful in the face of people who don't know how to deal with it, or deal with it incorrectly, due to lack of experience. In such a situation, Repentia are "OP". In all others they're a waste of space. That's the mark of a noobhammer.

First, I would steer away from arguing with good results. Of all the things that strip away an argument, none does it more quickly than actually demonstrating that it works in tournaments.


I remember back in 5th Edition people said that about Orks because they were winning GTs left right and centre. It was borderline sacrilege to point out they were a noobhammer army, and as a result lots of people went out and bought Ork armies thinking they too could win lots of GTs. Then people started bringing balanced, sensible armies to GTs, instead of Terminator/ Land Raider nonsense, and suddenly the Orks were getting creamed - even "top" Ork players, the kind of people who scoffed at everyone that derided their investment, were failing to place. People who bought Ork armies blamed "Codex creep", until it was pointed out to them that mech MEQ had been smushing Orks for ages and if they'd only been a bit more analytical, and perhaps questioned the voice of experience a bit more rigorously, they could've saved themselves a lot of time and money.

So yeah. That's what you get for not questioning the voice of experience; a useless 2000pt Ork army and a £1,000 credit card bill. Just because it *can* work in tournaments, doesn't mean it's not a noobhammer. This Repentia unit is another example, as far as I can see.

Second, the HQ isnt "part of the unit". You would already have one.


You would have **one**. It'd be the Canoness, and she wouldn't have any wargear except perhaps a boltgun. If we subtract the cost of the basic Canoness, the price of the unit drops from "Imperial Knight" to "two BSS in Immolators with dual special weapons". A less expensive noobhammer, but a noobhammer all the same.

tl;dr - The Repentia aren't OP. They're a noobhammer.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 00:23:17


Post by: Jancoran


 BBAP wrote:

It seems reasonable to me that the ICs are included in the point cost calculation.


The unit is the Sisters Repentia. The way I use them is with the help of characters I would take anyways. thus you are inflating it. But lets say you weren't? it doesnt change anything. Even at 358, its an awesome return.
Automatically Appended Next Post:
 BBAP wrote:


The fact you went 5-0 with it in your army list doesn't change that.

.

It actually does.

Automatically Appended Next Post:
 BBAP wrote:

I remember back in 5th Edition people said that about Orks because they were winning GTs left right and centre.


We uh...never allowed that in our groups. never saw orks dominate. So...


Automatically Appended Next Post:
 BBAP wrote:

tl;dr - The Repentia aren't OP. They're a noobhammer.


One last point I almost forgot. the codex has actually been out forever. So nothing in it is a surprise. Moreover, its function is obvious. Its a bag of hammers. I dont think my opponents were in the dark as to that point. i think they just acted like you. They ignored it until it was too late. or they paid too much attention and ignored the rest of the army. I am sure that both mistakes have been made because the underlying truth of it is that ts good. It doesnt matter whether you TRY to do somerthing about it. All you CAN do about it is shoot it. But rthen...you're ignoring the other units. And so. in this case there really isn't a great answer for dealing with them and that is a good sign that it deserves consideration. Losing it isnt crippling but keeping it is devastating. Isnt that the sign of a great unit?


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 04:10:23


Post by: BBAP


 Jancoran wrote:
The unit is the Sisters Repentia. The way I use them is with the help of characters I would take anyways. thus you are inflating it.


Right, but Sisters don't get a Convocation-style "buy one get them all free" deal on their HQs and wargear, so every point you spend over and above the basic Canoness is one less point you can spend on your army. The figure is not inflated. You are removing units from your army to include this noobhammer. At 358pts, the cost for the entry-level footslogging noobhammer, you're removing two squads of dual-special weapon Battle Sisters in Immolators.

It actually does.


I've been dancing this dance with "uber" players since 4th Edition. I'll say it doesn't every time you say it does, but you'll never believe me. Ho hum.

I notice no information about this tournament has been forthcoming either. That's one of the usual steps in this sad cha-cha-cha. Obviously it'd be bad form to just take your word for it so I'm not going to do that - is there any independent source of information about this hyper-competitive tournament you walked over with the mighty bolter-bouncing Repentia of Doom? What army lists you were up against, that kind of thing?

We uh...never allowed that in our groups. never saw orks dominate. So...


I'll dig out the list of GTs they won in North America some time. And the reams of bitter, acrimonious back and forth here on Dakka and on other fora that usually occurred whenever anyone dared question the mighty Orks. Funnily enough, the reason Orks sucked is the same reason you seem to think this Repentia unit is OP; all they could do was mongle forward and charge stuff, though their whole army was like that and they didn't have mech Sisters backing them up. They were also a lot harder to kill and had a much greater board presence.

i think they just acted like you. They ignored it until it was too late. or they paid too much attention and ignored the rest of the army.


I've never suggested ignoring them. Ignoring a noobhammer is what gives it power, and ignoring any unit in your opponent's army is bad form unless it's in a horrendously bad position and is thus irrelevant. One of the main problems with Repentia is that they lack the mobility to overcome bad positioning, so one of the ways you can deal with them is by forcing them into a bad position using obstacles or your own army's mobility. That's not a problem you'd have with Sisters in an Immolator, particularly not the two extra units you'd get by leaving this noobhammer on the display shelf.

As for the second scenario, I don't even know how that could happen. It's a Rhino with T3 5++ infantry in it. What kind of shabby army list are you running where you can't spare a couple of shots to rattle a Rhino or blow up some T3 5++ infantry without fatally crippling your ability to control the game? My GSC army is nothing *but* T3 5+ infantry, and it will die if anything looks at it funny. I just don't get it at all.

tl;dr - It's not the lack of killing power that makes Repentia suck, it's the fact they're too slow to avoid obstacles and therefore too easy to catch in the open, where they're too fragile to survive for long. You're trying to fix these issues by stuffing your HQ slots full of wargear and characters - which is what you're doing, whether you want to admit that to yourself or not - but no matter what you do, they're still just Repentia. They're not OP. They're not even "underestimated"; they're correctly estimated, which is why nobody uses them.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 04:53:32


Post by: Jancoran


 BBAP wrote:


Right, but Sisters don't get a Convocation-style "buy one get them all free" deal on their HQs and wargear, so every point you spend over and above the basic Canoness is one less point you can spend on your army. The figure is not inflated. You are removing units from your army to include this noobhammer. At 358pts, the cost for the entry-level footslogging noobhammer, you're removing two squads of dual-special weapon Battle Sisters in Immolators.
.


I laughed a little bit when I saw this. You are...again... trying to say that the HQ's wouldn't already be in the force. That is simply not true. So your statement isn't true. Moving on.


Automatically Appended Next Post:
 BBAP wrote:



I notice no information about this tournament has been forthcoming either. That's one of the usual steps in this sad cha-cha-cha. Obviously it'd be bad form to just take your word for it so I'm not going to do that - is there any independent source of information about this hyper-competitive tournament you walked over with the mighty bolter-bouncing Repentia of Doom? What army lists you were up against, that kind of thing?
.


thats easy to answer. I did a battle report on this. Ill find it for you.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 04:55:54


Post by: Jancoran


 Jancoran wrote:
I wanted to post a follow up to my comments on the Sisters Repentia.

I played 8 games of Warhammer this weekend in two different tournament using the list I posted before. For reference and to save you scrolling, I'm posting it below.

Vs. Bullyboyz Formation list:
Very well painted. He was a trukk army with trukks filled with Meganobz and his commander trucking in a Battle Wagon with normal Nobz, plus a bunch of boyz on foot. The game was Kill Points, so he was very much favored in this one, as my army has about 21 and he had 13 or something. He shoved himself up my nose Ork Style and I let him have a mulligan when he forgot to move all his trucks in the shooting phase flat out. He swing ten of his meganobz to my right flank and started smashing on Rhinos I had placed there midfield on round 2. My Sisters Repentia and Assassins combined to butcher the first unit of Meganobz. His second unit of them took exception and crashed into the Sisters Repentia to rob them of their charge attacks and hopefully stomp them out, and he hit me plenty of times. The setup on my unit allowed me to weather it. I then spent his turn and my next killing them all. The left flank was under attack by his bikers and they can really shoot, killing a rhino on the come and then because I failed to kill them all, his Klaw got another one. That flank was kind of me pushing everything over there and waiting for his big ork blob to come on and when they did, they actually shot me pretty good, but then...the flames came and ended all that. I washed away the orks that showed up after their initial shock and awe attack. Final score was 12-7 Adepta Sororitas.

Vs. Lamenters Chapter w/ Forge World Land Raider and Death Company Deathstar w/ Characters

Mission was to control at least two objectives for 1 point and to control MORE than the opponet for an additional +1 or +2 depending on how many.

The general and I have known each other for quite a while but never played so it was GREAT to get to play him finally. He's won best painted at this tournament 3 straight years and he's quite a good fellow. This time he brought his Lamenters, the Successor Chapter, and he loaded a ton of Death Company, his Libby, his Commissar and Corbulo all into some kind of crazy Forge World Land Raider that has serious punch. His IG melta vets came in via pods (yes they are still allowing that until the FAQ's and such are approved) while scouts held the Rearguard and his Hydra prepared to scan the skies for trouble. Mission? roll forward and crush the enemy to take their things. he had two objectives in his deployment zone and he was camped on them. I had both of mine midfield and needed to go get them. Into the maw of madness we go.
As I was going first, i scouted up and stayed i nthe Rhinos, taking a hull Point off the big Land Raider but that was okay. My Sisters Repentia and Assassisn shifted around and waited for the inevitable Drop Pod landings while the Sisters of Battle jetter to midfield to get closer to them thar objective points.
His first drop went off perfectly and he attempted to assassinate the Exorcist but missed with all three attempts. While it was no guarantee that he was going to kill it anyways, that was kind of hard medicine to take. To make matters worse, his Land Raider rumbled forward and immobilized itself on terrain, grinding to a halt where it had started. Fortunately for him, I had come way forward. So he hopped out and started jetting towards my Dominion Rhinos intent on their destruction. They did in fact tear one into smithereens in melee making a pretty good charge. so he got First Strike at least. what was a real downer was the explosion caught a ton of his guys and he actually lost 5 of them! geeeeeez. It was maybe the worst first round ever?
In round two I got my retributors out who had swung out to the left flank at full speed, and between them and my dominions they did a ton of wounds but his commissatr of all things took like 18 wounds before dying! Good LORD that guy was a champ. That made up for a LOT the previous round but it still meant his unit was dwindling very quickly. I also shoved my assassins into his veterans and they got a bit lucky, surviving it and even getting away! More good rolls for him so his second round went about as well as it ever was going to go. The Sisters Repentia blew the Drop pod up and sent it to the great Scrap heap in the sky. the Lamenter responded by nuking more transports nad more of my dominion, but I made him go through those Rhinos first. I was not going to give ground on that objective any faster than i needed to.
Round three was the end of all but his Librarian and a couple of Death Company. Corbulo took ti to the face from an Exorcist and the Retributors actually did their job this time as did the remaining Dominion etc... Long story short his Librarian took soooooo many saves and made them that it was incredible but he protected his men from harm. My Assassins and Sisters Repentia chased after the fleeing Guardsmen while this was going on. His onslaught continued and he smacked into more Dominions and killed more tanks with that LandRaider of his. that thing hits hard. Anyways, the second pod came in and put two hull points on the Sisters of Battle Rhino I had far to the right on an objective and that was not what he wanted either.

The rest of the game was pretty much just Assassins chasing across the table and eventually (like i mean waaaay eventually) getting to his backfield and slaughtering the scouts by the Hydra..

In the end the game was much closer than the story suggests. We both held two objectives for most of the game and it was only at the end that I broke the gridlock points wise because he kept me from reaching his Objective the Land Raider was on and the other took me all game to get to with Assassins. Still, final score was 8-3. More importantly, he and i finally got a game in.

[b]Vs. Vs. Nurgle Chaos Marines with dual Princes[/b]
I have no anti-Air, it was hammer and Anvil and his Typhus and Terminator buddies went into deep strike. The idea was to bring up the Princes and the troops, sit on objectives and keep me pinned i nmy backfield to the extent that he could. he had a laspredator to shoot at my tanks which took me all game to kill (though cover was on my side so that was a saving grace).

His Nurgle Marines were incredibly resilient and took shooting like champs. It took me a long time to whittle them given that he used his rhinos like I do, to shield his men from harm and give them a home to hide in and plasma things to death. His Cultists were safely waaaaay far away from me and standing on an obIective doing their thing. I do not think he was ready for how good the Sisters Repentia were though. His Terminators swung first and I think with that many attacks and str and their FnP and all that jazz, he was confident he could end them. he could not and we ate him and all his friends as well as the Daemon Prince which alighted to the ground eventually to engage me. The Daemon Prince took two wounds from the Retributors as he killed them which was kinda cool and then it turned to kill more things before finally being stopped. My favorite moment was a brilliant move where i kind of managed to get all my rhinos JUST SO, and my Dominion JUST SO and then instead of shooting his Rhino, I charged it and killed the Rhino with grenades. the reason was because i needed to take an objective and the only possible way was not to shoot the rhino because if i did, it might explode and leave them sitting on it. But if i assaulted it, it would just force them in the only direction they could go which was away from the objective. It was a calculated risk since grenades arent nearly as sure as Meltas but it was the situation and I went for it and got it! In the end, he ended the game with exactly ONE Nurgle Marine on the table, and nothing else.

Vs. tool'd up Forge World Zombie Nurgle list using a Sicarian Tank, Forge World Cannons, HQ's and stuff

This was a tough game. the list had a Forge World Character and Forge World rule zombies with 4+ fnp and fearless and so on. He pushes the zombies outto keep you from ever getting close to his firing line which contained IMPRESSIVE STR 9 AP 1 TWIN LINKED lascannons (essentially) and then the Sicarian Tank which was insanely good at its job. He had a little extra zombie action to mill around the firing line and protect it as well. His force included a Plague Drone, which I am surprised I don't see more of and his commander in one Rhino with Plague Marines while his other character on bike accompanies the Spawn the streak forward and smash things. His 3 Obliterators were deep striking. I lost tank after tank. I couldn't make the saves when I even got them (mostly just Shield of Faith Saves since the Sicarian tank ignores cover). he lost a small melta Raptor squad jumping into my corner with no room for error and the Obliterators did the same albeit he didnt lose them and they came back to wreak havoc as usual. My defense was a good offense. I pushed the field HARD and made movement my priority.

the mission was 5 relics, the one on the middle and one in the middle of every sector. Table Quarters deployment (cool).

so we both started on one and were fighting over the other three. I decided to go for broke and reserved a lot in order not to lose tanks AS quickly and so i seized three of the objectives by turn two. His Spawnstar came to have a little say about that and assaulted my Sisters Repentia in the far corner after wrecking their rhino with his "Lascannons". this was a fatal error as he came to learn. In two rounds of combat there were no more spawn nor his character left. Here again he wanted the weight and superior initiative of his attacks to waste me. Again the build i described earlier paid off and I wrecked him. that objectives was safe for the rest of the game. I ran the Sisters repentia forthe rets of the game behind a Dominion Rhino, never getting them out because I needed the shielding and eventually made it to near the center where his Zombies had taken the objective. Took all my shooting to make them drop it and then we looked at the charge and it was like 12" to get the Repentia Sisters in there. I rolled Box cars. Wow. We both couldnt even beleive it because we spent a good five minutes bs'ing about how impossible it was and how he had seen it before and i was like "I dunno..." and then he's like "Well I have no overwatch" and so I went for it. Bayam. So those zombies are not zombies anymore. This in turn placed me next to his warlord as well and by this point he had seen enough ofthat unit and jumped in a rhino to avoid giving up the Warlord.

Final score was 14-2 Adepta Sororitas.

Vs. Dark Eldar venom spam with Eldar biker allies and Warp Spiders

Intense game . We were doing 3 hour rounds and we used literally every second to finish that game.

It was the Scouring but the twist was that Objectives explode on a 4+ when a unit moves within 3". He had a very well equipped force to deal with mine. Warwalkers to outflank (lances), Warp Spiders, venom spam, and of course Eldar allies for Scatterbike support and Objective stealing goodness and of course the Autarch. His beastpack was well built, and the Autarch on bike did a lot to bolster them. His Haywire Scourges were of course perfect for sniping out Exorcists. He had all the tools he needed there.

I chose to let him go first which threw him, but I REALLY needed to know where he was going to put everything. He ended up deciding to Deep Strike the Warp Spiders, outflank the War Walkers (which I expected) and to leave his Grotesque bomb with Webway portal in Deep Strike as well. Maximum flexibility to go after the objectives once they were revealed.

I decided to reserve everything except for the Sisters Repentia Squad, the Assassins and the two Exorcists.

His Talos and bikes all shot up the field, while hugging cover and his Scourges moved around the cvorner to make their shots. The shield of Faith saved my exorcist but ti took a hull point. His Scatterbikes hit the Rhino with the Repentia in it and stripped two points despite excellent cover and Night Fighting. Otherwise it was mostly movement and jockying for shots as i had given very little to him in that regard. My first priority was killing Scourges, so i shot and killed 4 with Exorcists and sent them running and they never regrouped. Repentias got out. I moved the Assassins around and made a mistake doing it which left a gap for him, which he did not miss. On his second turn he exploited it killing the two Crusaders attached to the unit, he killed the Repentia rhino as expected with his Stinger Pods on his Talos as it approached again. His War Walkers outflanked on me and shot at my Exorcists but they survived thanks to cover. His Spiders dropped in and put hull points on my Assassin Rhino. His Reaver bikes moved forward and got blown up by the sabotaged Objective and fled the rest of the game off the board. WOWA. He never saw that one coming but we BOTH got more careful about those things at that point. His only unit that didn't come in was a unit of Kabailites and his Grotesque bomb.

Reserves went poorly and i basically only got two units of Dominion in. The Assassins attacked the beastpack and it held, but would break in the bnext turn. Dominion attacked his War walkers and proceeded to kill one and put a hull point on each of the other two. Not good. His windshield save was on point all game and I never killed either of those things all game long. Thats how that went.

The Exorcists fired down on the Warp Spiders, causing them to move towards the Exorcists with their flicker jump, and away from my assassins who were down to like three dudes thanks to my positioning error. That made it a 9 inch charge. they made it and smashed up the Warp Spiders, leaving only two alive, who they then improbably failed to catch. Grrr. So they went a runnin and I had two Deathcult assassins left. The Sisters Repentia moved up and prepared to meet the Talos head on next turn if they could survive the enenmy shooting.

On his turn 3 he shot the crap out of my Canoness and her unit. Couldnt make a save no matter how hard we tried and his dice were near perfect. The Eldar eneded up slaughtering them all except my Warlord and one of the Sisters Repentia. Ouch. So much for that plan, and that was the only game where they never got to perform something cool. every other game they were MVP's. The Talos which moved forward, had nothing to charge so it just kinda stood there. His Warp Spiders kept running, but his WarWalkers smashed up another rhino and then got the Dominion inside charged by his Wyches from a Venom (that combat lasted to the end of the game but stopped me from shooting with them). His shooting otherwise was to rhinos and largely he therefore had nothing to do.

My reserves came in, but this time I only got the last Cominion squad and the Sisters of Battle. So i sent the Sisters to take over where the Sisters Repentia had been on the 2 point objective and had the Sister Repentia back up intio the cover and Uriah got into the Rhino with the Sisters. The Dominion came in to the enemy backfield to linebreak and start shooting war walkers. which bounced every single shot. Again. windshiled Saves. Gotta love it. The other Dominion tried again but...no. wow. windshild Saves everywhere! Not a single one got through. so....

turn 4 in came the Grotesquebomb. they annihilated the Dominion that were closest to my 3 point objective and that putthem right there to multi-charge the Exorcists out of existence the next round etc... i had to stop them. His Scatter bikes came up and killed my sisters of Battle Rhino on the other three point objective to my left where the Repentia sister was cowering in the shadows after their abject failure. The venoms shot up anything not in a rhino which was my assassins and i think they killed the other Dominion squad that was line breaking so i was down to just their rhino back there.

On my four i pushed my rhino up onto his backfield 2 point objective. Retributors came on and baked the insides of the Grotesque Raider, then blew the Raider up with Storm Bolters and they actually failed their morale and ran. No impending assaults which was good because even though I hit a lot with the Flamers, his FnP was insanely good and so it took all the shooting I had just to force that.. The sisters of Battle who came on from reserve in the center took the 2 point objective and shot up the Mandrakes that had been skulking among obscuring terrain for some time and i really had no way to get to them until then.

The 5th round he had to make his move and so he brought everything up and prepared to end me. He auto-regrouped the Grotesques, but they were nowhere near anything they could affect. The Mandrakes shot at the rhino just because and Jetbikes came up to fire but for once i didnt take it entirely in the shorts.

On my turn, I killed all six Scatter Bikes with fire from Exorcists and mostly Bolters and Storm Bolters. Uriah took two out on his own with a shotgun from 20" away. Hilarious. I tank shocked the Mandrakes but they held, and continuedtrying to hide my sisters of battle in their cubby hole. the objective didnt explode which was nice.

This left him with two venoms to move to objectives and a couple War walkers to try and save the day plus a single WarpSpider (he lost one to flicker jumping). His Mandrakes were there too but really in no position to help. So in the fastest round ever of 40K he flew to the objectives he needed to in order to hold them and killed the Rhino that was trying to take his 2 pointer in the backfield. That was all he could do.
final score 16-12 (because of Fast Attack kills he racked up quite a few points that way)

Vs. 5 Flyrant list with special pinpoint deep strike Formation using Lictors and Mucolid spores

Loved this list. shows that Tyranids are alive and well. this game is easily summarized. i backed away, he came at me and repeat only he dropped his pinpoint Lictor drops right in there and Mucolid spores gummed things up too so i spent a lot of time killing them before they could charge me but that meant his Flyrants were Psykering and running free, shooting me to death. I however did have superior position from an objective standpoint and eventually i got him out of good position because of his flying. I just needed his Warlord to die and I would win 7-6. I wounded his warlord three times in round one, and needed just one more wound I got a hit on him with no cover saves with meltas in rounds 3, 4 and 5. All three times, i rolled a 1 to wound. it made an enormous difference. Ended up losing 10-1 but even in the last round had he failed it, i win. So i felt like ultimately it was just "one of those games". Great game, and very skilled opponent. He has done very well at other tournaments that i have seen him in more locally so i know what he can do and it was good to face that kind of competitor.

Vs. Heavily Forge World special Terminator list with Storm Raven and Land Raider

nearly 100% Forge World goodness. He had a Contemptor and al kinds of fun stuff. he essentially only deployed 1 Land Raider and his thing that does Orbital blasts which is some kind of rhino chassis thing. I dunno frankly what it was. Everything else was in a Raven or dropping in.

His Contemptor got eaten after showing up to kill Exorcists, by Sisters Repentia. His land Raider was killed turn one by Scouting Dominions, and the rest of his units were chewed up over time by shooting. He rolled the worlds largest quantity of 1's, ever. i dont think it would have made a difference in this game, honestly because although I caught him flat footed by the Scouting Dominion, the real issue was that i just as easily could have waited for him to come to me and done the same thing. the sisters Repentia ate everything anywhere remotely close to them and the Exorcists threw almost no shots all game (it was as bad as his saves). I genuinely felt for the guy because i am not really certain there was ever a way for him to win that missions with what he was bringing. His whole command squad even managed to jump from the Storm Raven and crash into some stuff, destroying it and then... well... Uriah and his Repentias just worked him.

Vs. Battle Company with Grav spam

well... We had almost identical forces as far as mackeup goes: basically a lot of dudes in boxes. His boxes were free, his statline was better, his Grav Weapons were ideal for the task (two hits and the box dies. Dumb). He brought three Drop pods to the party just to keep you away from his tanks. he went first so there was that as well. Nowhere to hide, null deployment wasn't really an option in that scenario and yeah.
Despite this adversity... I did actually have a chance to win. he droppe in round one and obliterated most of the boxes i had to hide behind and after several rules arguments that he lost (as if bringing that list wasn't unfriendly enough?) we got around to my turn. I annihilated his drop units and showed him what Sisters Repentia do. this kind of weent on for some turns and my reserves seemed not to want to come in. Finally they did and i started hitting back. Way on my right flank, i smashed up a rhino there and sort of secured the objective on my far right from getting taken. and then I kept smashing with Dominion to keep the second one over there from him. So far so good. My dominions showed up finally in turn four way behind him, onto another objecitve andI was going second so he had to now mosey over. So despite the ridiculous mismatch, I had the chance to control three fo the four objectives in the last round! I just needed to smash up his vehicle without exploding it which would ensure the far one and kill a rhino and its guys in the near one. i did everything I needed to do win except i overdid it with the meltas and ended up exploding instead of wrecking the one on the far objective. That essentially gave him the game. but it was close and i think he was surprised that there was ANY path to victory for me at the end, Lol. He apologized afterwards for being a jerk but the game certainly was a tense affair and frankly when you sling that kinda army onto a table, a little magnanimity isn't too much to ask for i think. Maybe that's just me.

Anywho, all in all excellent. I felt like the one that got away was the Tyranid one and i really only felt outclassed in the battle Company fight.

Throughout all these games, the one commonality is: Sisters Repentia really are great performers for me.


Ordo Demry

: Combined Arms Detachment (Primary Detachment) (71#, 1999 pts)

6 Retributor Squad(Simulacrum Imperialis + Heavy Flamer x4)
1 Veteran Retributor Superior (Melta Bombs + Combi-Flamer x1)
1 Rhino(Dozer Blade)

1 Exorcist

1 Exorcist

4 Battle Sister Squad (Flamer + Flamer)
1 Sister Superior, (Melta Bombs)
1 Rhino (Hunter-killer Missile)

4 Battle Sister Squad (Flamer + Flamer)
1 Sister Superior, (Melta Bombs)
1 Rhino (Hunter-killer Missile)

7 Repentia Squad
1 Rhino (Hunter-killer Missile)

1 Ecclesiarchy Battle Conclave
2 Crusader, 8 Death Cult Assassin
1 Rhino (Hunter-killer Missile)

1 Uriah Jacobus

1 Canoness (Combi-Flamer x1+ Melta Bombs+ Rosarius, 1 Mantle of Ophelia)

1 Ministorum Priest (Melta Bombs, 1 Litanies of Faith)

7 Dominion Squad (Simulacrum Imperialis + Meltagun x4)
1 Veteran Dominion Superior (Melta Bombs + Combi-Meltagun x1)
1 Rhino

7 Dominion Squad (Simulacrum Imperialis + Meltagun x4)
1 Veteran Dominion Superior (Melta Bombs + Combi-Meltagun x1)
1 Rhino (Laud Hailer)

7 Dominion Squad (Simulacrum Imperialis + Meltagun x4)
1 Veteran Dominion Superior (Melta Bombs + Combi-Meltagun x1)
1 Rhino


Found it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 05:06:54


Post by: AnomanderRake


 CrownAxe wrote:
 BBAP wrote:
That's what I'm looking at. Nothing in any of those to suggest the permission for non-Tyranid, non-GK psykers to use Malefic powers has changed from the BRB. That's what you need to show me.

Except they do, The Daemon, CSM, and AM ones do state that they have access to daemonology powers


What powers other Codexes state they have access to has nothing to do with what powers the Inquisition gets to use.

If they didn't want to allow Renegade Inquisitorial armies they'd have taken away the Daemonhosts and/or told us we weren't allowed Malefic Daemonology.


Automatically Appended Next Post:
I'm looking over Repentia and the biggest thing standing in the way of calling them 'OP' (at least to me) is the restriction on using Acts of Faith with allied characters attached. They're not very durable even with the Act and they're undersupplied on modes of delivery; most of the armies they could use to ally in an assault vehicle just have better options of their own (15ppm Death-Cult Assassins under Hammerhand get four S6/AP3 attacks at WS5/I6 on the charge by comparison to the 14ppm Repentia's four S6/AP2 attacks at WS4/I1 on the charge, for instance). If they had their own assault transport, could be joined by allied characters for psychic buffs/wound tanking, and/or had either of the old Spirit of the Martyr Acts back (attack before dying if you're killed before your Initiative step, or 3++ for a phase) they'd make a more credible case for actually being OP than they do.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 05:25:21


Post by: Jancoran


They don't need more buffs than I gave them. Beleive that. Lol. Again: http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


Automatically Appended Next Post:
 AnomanderRake wrote:



What powers other Codexes state they have access to has nothing to do with what powers the Inquisition gets to use.


Indeed.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 05:46:32


Post by: AnomanderRake


 Jancoran wrote:
They don't need more buffs than I gave them. Beleive that. Lol


You didn't give them anything that makes them anything other than T3/6++ against shooting attacks. or lets them get to combat without standing in the open to be shot for a turn. A dedicated melee unit that loses more than one model per two bolter hits on average is very difficult to call 'OP'.

I don't have the full details on your games but it looks to me like the battle report you posted was probably absolute best-case for Repentia in a tournament setting. You had multiple opponents who had access to the tools to kill Repentia (bolters) and chose to assault them with units that weren't good at fighting them (low volume of attacks below S6 at Initiative) instead, you had several perfect matchups for them (small/elite and/or melee-oriented armies who came to you), and (of course) grav-weapons that can't actually damage Repentia. If you'd seen more than three armies with significant ranged presence or some of the Codexes Repentia aren't well-equipped to deal with (Tau, Necrons, AdMech, Craftworlders (as a primary Codex), Harlies...) they would have disappeared without doing anything much more frequently than they did.

A unit that works in stacked matchups or because your opponents committed gross blunders isn't OP.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 06:08:16


Post by: Jancoran


 AnomanderRake wrote:

You didn't give them anything that makes them anything other than T3/6++ against shooting attacks. or lets them get to combat without standing in the open to be shot for a turn. A dedicated melee unit that loses more than one model per two bolter hits on average is very difficult to call 'OP'.
.


I am lost on this comment. Did you not read the article? They have 5+ invuls not 6. 3+ FnP twice per game with Uriah. Re-rolling everything under the sun. Armourbane. I mean... You want more? Lol.

All truly great units are gauged by two things: does it sting real bad if you lose them... and do they wreck face on a serious level when allowed to do their thing? If the answer is no and then yes in that order, then you have a damn fine unit. Any unit that needs a transport isnt planning on "sitting in the open" for a round if they can help it. I'm pretty sure I will respect my opponents savvy more than that.

Perfect matchups? No. The Bullyboyz was a good matchup but the others? No better or worse than most. Eldar/Dark Eldar was super hard. Lamerters had a very good deathstar to match my own. it was HOW we used them that differed, not the matchup. I just played smart and didn't run up to gunlines, as you seem to think we will (well to be fair I did once and paid for it but that was mostly to draw fire and God himself was rolling the dice for my opponent on that round). There's a sea of rhinos to hide behind and a sea of Dominion for the opponent to worry about before they go worrying about "little old weak Sisters Repentia". Then theres the Assassins... and the Heavy Flamers... The exorcist... So hard to choose.

Anywho, I am fine with the underestimation. That very underestimation was the thing the thread is about. So hey. I've beaten the dead horse enough.




What is an op unit in your codex that nobody knows is op? @ 2016/11/16 13:40:31


Post by: BBAP


 Jancoran wrote:
I laughed a little bit when I saw this. You are...again... trying to say that the HQ's wouldn't already be in the force. That is simply not true. So your statement isn't true. Moving on.


Canoness is mandatory. Everything else is extra expenditure. Your HQs are part of the unit. So is their cost.

You disagree. I don't care to convince you otherwise. Any onlookers who care can make up their own minds.

thats easy to answer. I did a battle report on this. Ill find it for you.


What did I just say? Independent source of information. It's nothing personal, I just believe in corroborating things I'm being told. Especially when I'm being told that someone took a unit of Chainfist Guardsmen to a competitive tournament and swept the board because Fleet Chainfist Guardsmen are just **that** awesome.

Of course, you're getting more and more mendacious as you get more defensive so that's another reason I don't believe you.

But... okay. Let's assume you're a reliable narrator for the sake of argument. I'm reading through the battle reports and I'm seeing some really weak army lists - Land Raiders galore, CC Orks in Trukks with footslogging Boyz, Eldar lists with all the S6 of the universe but no psykers or Wraith units, plus Mandrakes and War Walkers. Chaos Space Marines. A **Terminator** army. Then there's the "Death Company deathstar". This is probably a hobbyist judging by the painting awards, and likely someone who plays for fun using the only army they own - which is great, because it's **his** time, so he gets to spend it on whatever aspect of the hobby makes him happiest. What you can't do is hold this person up as an example of competitive 40k and try to convince me that Fleet Chainfist Guardsmen are the t*ts because they cranked out a win against this dude. You can't do that with any of these armies, because they are all weaksauce.

You can't use your results against the Flyrants or Battle Company either because you lost both of those games. Wonder why?

"Codex creep", right? "Cheese", maybe?

No.

 Jancoran wrote:
I am lost on this comment. Did you not read the article? They have 5+ invuls not 6. 3+ FnP twice per game with Uriah. Re-rolling everything under the sun. Armourbane. I mean... You want more? Lol.


More lies of omission. They get a 3+ FNP for two assault phases (NB: not turns) per game *in close combat against anything S5 or less*. They get rerolls and S6 AP2 Armourbane *in close combat*. In the shooting and movement phases, they're Fleet Chainfist Guardsmen with no lasguns. You don't even get rerollable saves or FNP against Exploding Tank Shockers or Dangerous Terrain. Just... yeah.

If you have to omit details about a unit to make it seem less like a noobhammer, it's probably a noobhammer.

All truly great units are gauged by two things: does it sting real bad if you lose them... and do they wreck face on a serious level when allowed to do their thing?


That's the yardstick for judging expensive noobhammers. It stings if you lose them because you wasted points assembling them. They must be "allowed to do their thing" because the opponent must fail to deal with them - if they are *allowed* to do their thing they can put a hurt on, but they must be given leeway because they're incapable of making their own. The games against the Orks and Drop Pod Marines are a good example; Orks can't shoot you, so the Repentia get into CC, while Drop Pods land next to you, so the Repentia can get into CC. Woohoo, "great unit"!

Great units can affect the game regardless of how your opponent plays or what army he's running. They punish mistakes your opponent makes in list construction and tactics, but they don't rely on these mistakes to be effective. Wraithknights can affect, and potentially change, any game they're in from 48" away. Imperial Knights likewise. Preventing them from doing so requires a dedicated concentration of resources - you can't just move away from them, or Tank Shock them into obscurity, or feed them a unit or two to keep them away from stuff that matters. You **have** to kill them. Multimelta Immolators are a great unit because they're transports with a turret weapon that can be Snap Fired; they're not particularly tough, but they're cheap and plentiful, which also increases your board presence, plus when they die five Sisters (who are also pretty great) with special weapons fall out of them.

Everyone knows these units are great so they don't qualify for the thread, but they're still great units.

Repentia, on the other hand, move 6+12" per turn, can't do anything outside of CC, are Guardsmen against shooting, and suck up 293pts you could be spending elsewhere. They don't qualify for the thread because they're a noobhammer.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 13:50:28


Post by: Xenomancers


 Jancoran wrote:
 AnomanderRake wrote:

You didn't give them anything that makes them anything other than T3/6++ against shooting attacks. or lets them get to combat without standing in the open to be shot for a turn. A dedicated melee unit that loses more than one model per two bolter hits on average is very difficult to call 'OP'.
.


I am lost on this comment. Did you not read the article? They have 5+ invuls not 6. 3+ FnP twice per game with Uriah. Re-rolling everything under the sun. Armourbane. I mean... You want more? Lol.

All truly great units are gauged by two things: does it sting real bad if you lose them... and do they wreck face on a serious level when allowed to do their thing? If the answer is no and then yes in that order, then you have a damn fine unit. Any unit that needs a transport isnt planning on "sitting in the open" for a round if they can help it. I'm pretty sure I will respect my opponents savvy more than that.

Perfect matchups? No. The Bullyboyz was a good matchup but the others? No better or worse than most. Eldar/Dark Eldar was super hard. Lamerters had a very good deathstar to match my own. it was HOW we used them that differed, not the matchup. I just played smart and didn't run up to gunlines, as you seem to think we will (well to be fair I did once and paid for it but that was mostly to draw fire and God himself was rolling the dice for my opponent on that round). There's a sea of rhinos to hide behind and a sea of Dominion for the opponent to worry about before they go worrying about "little old weak Sisters Repentia". Then theres the Assassins... and the Heavy Flamers... The exorcist... So hard to choose.

Anywho, I am fine with the underestimation. That very underestimation was the thing the thread is about. So hey. I've beaten the dead horse enough.



I don't doubt the units tenacity - just it's ability to make combat. I think I'd rate them about as useful as tactical terminators. Which can easily be MVP's if your opponent is stupid enough to not exploit their weakness. I'd say - not OP at all.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 14:17:06


Post by: Martel732


I think OP units have a tendency to stand out. It's really hard to be "back door" OP. OP necessarily has a mathematical component, or else it's just a player (like Jancoran) being clever.

I find it very interesting that so many people are underestimating so many units. I can't afford to underestimate grots, but maybe I've just been trained by my codex since 6th dropped.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 15:23:16


Post by: AnomanderRake


 Jancoran wrote:
I am lost on this comment. Did you not read the article? They have 5+ invuls not 6. 3+ FnP twice per game with Uriah. Re-rolling everything under the sun. Armourbane. I mean... You want more? Lol.

All truly great units are gauged by two things: does it sting real bad if you lose them... and do they wreck face on a serious level when allowed to do their thing? If the answer is no and then yes in that order, then you have a damn fine unit. Any unit that needs a transport isnt planning on "sitting in the open" for a round if they can help it. I'm pretty sure I will respect my opponents savvy more than that.

Perfect matchups? No. The Bullyboyz was a good matchup but the others? No better or worse than most. Eldar/Dark Eldar was super hard. Lamerters had a very good deathstar to match my own. it was HOW we used them that differed, not the matchup. I just played smart and didn't run up to gunlines, as you seem to think we will (well to be fair I did once and paid for it but that was mostly to draw fire and God himself was rolling the dice for my opponent on that round). There's a sea of rhinos to hide behind and a sea of Dominion for the opponent to worry about before they go worrying about "little old weak Sisters Repentia". Then theres the Assassins... and the Heavy Flamers... The exorcist... So hard to choose.

Anywho, I am fine with the underestimation. That very underestimation was the thing the thread is about. So hey. I've beaten the dead horse enough.


You're missing the fundamental distinction between a 'good' unit and an 'overpowered' unit. Repentia are a good unit because they perform very well under the right circumstances, against the right targets, and with the right support. Point them at a unit that doesn't have great volume of attacks at Initiative, get them into melee, and they'll blend a lot of targets. Overpowered units are strictly better (that is, better under all circumstances) against most or all targets than the majority of the competition both within their Codex and outside it. Their performance isn't dependent on matchup, they aren't easily hard-countered, and they invalidate other choices in the book just by existing.

Wraithknights are 'overpowered', because they're very close to the toughest thing in the game at their pricepoint, because they've got the best price-performance on melee attacks at their pricepoint, because they make every other melee unit in their Codex redundant, and because they're difficult to hard-counter (grav-cannons, basically). Repentia aren't overpowered because they're very fragile, not very fast, are forced to take incoming attacks before they get a chance to attack.

Imagine, for a moment, ten Repentia hop out of their Rhino 2" away from a naked Tactical Squad. They're staring the bolters in the face. The Tactical Marines know they're dead, they can't get away, and they're going to have to stare death in the face and hopefully die bravely.

They stand their ground and open up with twenty rapid-fire bolter shots. Each one is dealing around 0.37 wounds to the squad, they kill between seven and eight on average. The Repentia's turn comes around, they attempt to charge. The Act of Faith is up now, with that and snap shots the Marines are only dropping 0.61 more on average. There are now two Repentia left alive. The Space Marines take their ten attacks at the I4 step and kill one of the two, the last remaining Repentia kills 1.6 Space Marines.

So at the end of the first round of combat one of the ten Sisters Repentia is standing in combat with eight of the ten Space Marines.

A unit that is easily countered by naked Tactical Marines isn't an 'overpowered' unit by any stretch of the imagination.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 15:31:21


Post by: Xenomancers


I'm not sure this unit qualifies simply by the merit that most people know it is strong by now. When I first started using it no one really respected this units abilities. Now it's the priority target in every game I take them.

Supression force with 3x WW and a LS. This unit parked behind something that can block LOS will totally annihilate any infantry unit on the board. Another sweet trick you can use is tiggy WL trait for rending on your shots too. Holy Moley.

TL, Shred, Pinning, Ordnance, Barrage, str 5 ap 4 - (rending with tiggy WL trait) OMG. All for very cheap.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 15:53:16


Post by: AnomanderRake


In a similar vein I don't know if this is just because nobody's noticed it yet, but the Warpflame Host and the Locus of Conjuration lets you put out a silly quantity of autocannon shots. It's not cheap (three twenty-man Pink Horror blobs for durability and psychic dice, six Exalted Flamers for massive gunfire, and an ML3 Locus of Conjuration Herald comes to 960pts) but you get 6d3 S10/AP2 shots or six S6/AP3 Torrent flamers from the Exalted Flamers and potentially 12d6 S7/AP4 shots from castings of Flickering Fire in the psychic phase.

Most of the rest of the Tzeentchian offensive powers become terrifying with +2S from that formation. Bolt of Change is a Strength 6+d6/AP2 beam, Warpflare is a Strength d6+2/AP4 Nova dealing 2d6 hits...


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 15:54:15


Post by: Backspacehacker


From standard space marines/angels of death.

Probably smashf*cker prime, i just learned about him myself.

he is basically a unkillable HQ that only has 2 weaknesses, D, and massive amounts of blob units, but other then that, he can beat every single primarch in a one on one fight* and even stand toe to toe with the theoretical emperoro(10s across the board)*

*Assuming horus does not use world breaker and the big Es claw is not a D weapon.

This is his profile

165 pts

WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 LD:10 Sv:2+

Wargear:

Cataphractii Terminator armour
Combi-bolter
Power sword
Iron halo
Gorgon's Chain
Special Rules:

And They Shall Know No Fear
Chapter Tactics (Iron Hands)
Eternal Warrior
Feel No Pain (4+)
Independent Character
Invulnerable (3+), reroll 1s
It Will Not Die (5+)

So, yeah a pretty funny freaking model.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 16:01:53


Post by: Xenomancers


 AnomanderRake wrote:
In a similar vein I don't know if this is just because nobody's noticed it yet, but the Warpflame Host and the Locus of Conjuration lets you put out a silly quantity of autocannon shots. It's not cheap (three twenty-man Pink Horror blobs for durability and psychic dice, six Exalted Flamers for massive gunfire, and an ML3 Locus of Conjuration Herald comes to 960pts) but you get 6d3 S10/AP2 shots or six S6/AP3 Torrent flamers from the Exalted Flamers and potentially 12d6 S7/AP4 shots from castings of Flickering Fire in the psychic phase.

Most of the rest of the Tzeentchian offensive powers become terrifying with +2S from that formation. Bolt of Change is a Strength 6+d6/AP2 beam, Warpflare is a Strength d6+2/AP4 Nova dealing 2d6 hits...

What you are describing is probably the strongest formation in the game at present. You are right though - people have yet to figure this out.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 16:03:48


Post by: AnomanderRake


I'd always assumed Smashf***er Prime was the Biker Chapter Master build, but I'm going to have to go take a look at whether the reroll-1s 3++ is worth losing a Wound, an Attack, and T5.

(He is also 230pts (CM (130) + Bike (35) + Gorgon's Chain (45) + Artificer Armour (20)) before buying him a melee weapon, but he does have four Attacks on profile, a pistol, Jink, and the ability to go a lot faster)


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 16:06:09


Post by: Backspacehacker


 AnomanderRake wrote:
I'd always assumed Smashf***er Prime was the Biker Chapter Master build, but I'm going to have to go take a look at whether the reroll-1s 3++ is worth losing a Wound, an Attack, and T5.

(He is also 230pts (CM (130) + Bike (35) + Gorgon's Chain (45) + Artificer Armour (20)) before buying him a melee weapon, but he does have four Attacks on profile, a pistol, Jink, and the ability to go a lot faster)


Well the big thing is bike smashf*cker only has a 6+ FNP, Smashf*cker prime gets a 4+ so yeah one less attack and 1 less toughness but a hell of a lot more suitability since he has eternal warrior so you will still get that save.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 16:35:18


Post by: curran12


I've noticed that many people underestimate the cheap durability of a Canoness.

For about 130-150 points and a priest in her unit, I have 3+/4++ re-rollable, with EW on top. More than capable of tanking even the nastiest beatsticks for awhile.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 16:41:20


Post by: Martel732


Canoness is good. I don't think that's debatable. But OP?


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:01:22


Post by: BBAP


 AnomanderRake wrote:
Repentia are a good unit because they perform very well under the right circumstances, against the right targets, and with the right support. Point them at a unit that doesn't have great volume of attacks at Initiative, get them into melee, and they'll blend a lot of targets.


Provided the target they're pointed at isn't too far away. And they don't have to walk around anything. And even in situations where they **can** make a charge, it'll be against whatever your opponent decides he wants them to assault, not what you'd like to run them into. They suck outside of close combat and don't even get to pick their own targets. "Good unit" indeed.

Wraithknights are 'overpowered'


That's one way to interpret it I suppose. The way I look at it, if I'm paying 300pts for a unit I want it to be able to carry 300pts-worth of load in terms of killing stuff, controlling the game and surviving abuse. If it can't, it's a bad unit and people won't run it. The Wraithknight can do that. Imperial Knights also. That's why they're good units, they work like they're supposed to and are reasonably costed for what they bring to the table.

The opposite is true of other stuff in this price range, like Land Raiders and Father Uriah's "Hammer of the Noobs" Repentia load-out. These are units which maybe do one or other of these things well but are worthless in every other respect. Hence, they're bad units.

Also Banshees and Scorpions didn't suddenly become bad because the Wraithknight arrived - they've always been that way.

Imagine, for a moment, ten Repentia hop out of their Rhino 2" away from a naked Tactical Squad...


Don't math-hammer 1v1 fights with ten-man boltgun Tactical Squads. No unit in the game is ever going to be in that position. If you want to math-hammer, make it relevant to how a unit would perform on the tabletop. See how long the Canoness can tank hits from a single Chimera with her non-rerollable 3+ save and no FNP. Better yet, evaluate the outcome of Uriah's Noobhammer attacking a vehicle in close combat - and before you draw any conclusions from this calculation, remember they only get FNP(3) in two assault phases out of the entire game.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:11:27


Post by: Snake Tortoise


 Jancoran wrote:
They don't need more buffs than I gave them. Beleive that. Lol. Again: http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


Automatically Appended Next Post:
 AnomanderRake wrote:



What powers other Codexes state they have access to has nothing to do with what powers the Inquisition gets to use.


Indeed.


I love 40k unorthodoxy

That repentia unit is scary. I liked reading that piece about them, I had no idea about that combo before


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:14:20


Post by: BBAP


 Backspacehacker wrote:
Well the big thing is bike smashf*cker only has a 6+ FNP, Smashf*cker prime gets a 4+


Iron Hands = 6+ FNP

Gorgon's Chains = +1 FNP

Fists of Medusa Detachment bonus = +1FNP within 12" of another IC from the same Detachment (i.e. the Techmarine from an Armoured thingy formation).

Then you stick him in a Bike Command Squad with a narthecium and suddenly he has FNP(3), which he can take against anything that isn't S10 (Termie-Prime's FNP is washed out by Meltaguns). Put a Litanies Priest in the unit and he gets to reroll his armour or invul saves in close combat - all of them, not just 1s. He's also a Bike character, which means he's not going to be stuck wandering around the table like a Terminator would be.

He's still not OP though because he costs a fortune and is Infantry - unless you take the Bike, in which case he costs even more.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:25:09


Post by: JNAProductions


5+ Narth-a-Narth.
4+ IH Chapter Tactics.
3+ for being near an IC.
2+ for Gorgon's Chain.

It's a 2+ on Smash, not a 3+. He's insanely durable unless you have Instant Death.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:29:49


Post by: Kap'n Krump


It's far from OP, but I find that lobbas are an underused and underestimated unit.

They're not as good as, say, thunderfire cannons or wyverns (don't ignore cover), but they're dirt cheap, iron tough, nearly impossible to kill with shooting, and can put tons of wounds on nearly any infantry.



What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:35:07


Post by: Martel732


So many of these issues can be avoided by asking your opponent exactly what each unit does before you deploy. Truly OP stuff like scatbikes leaves you few options even after learning what they do.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:38:10


Post by: AnomanderRake


 BBAP wrote:
Imagine, for a moment, ten Repentia hop out of their Rhino 2" away from a naked Tactical Squad...


Don't math-hammer 1v1 fights with ten-man boltgun Tactical Squads. No unit in the game is ever going to be in that position. If you want to math-hammer, make it relevant to how a unit would perform on the tabletop. See how long the Canoness can tank hits from a single Chimera with her non-rerollable 3+ save and no FNP. Better yet, evaluate the outcome of Uriah's Noobhammer attacking a vehicle in close combat - and before you draw any conclusions from this calculation, remember they only get FNP(3) in two assault phases out of the entire game.


I was attempting to make a more general point about the problems with trying to deliver a fragile infantry assault unit without an Assault Vehicle transport, and a tangential point about the problem with Unwieldy on a 1W/T3 assault unit.

For a more interesting 'realistic scenario' test for Uriah's Noobhammer squad (plus an Eviscerator on the Canoness, leaving that off may save points but she's not about to go before anyone, S3 is a problem for HQs in melee squads, and as one of my friends' Krieger Colonel routinely demonstrates 3W/EW is usually enough to let you let loose once before dying) let's imagine that they've been able to get a charge off against a Knight-Errant. This isn't the most realistic scenario we could concoct but it's here because it'll be funny and they should actually be quite good at it.

The Knight is striking at I4, before anyone but Jacobus (who can't actually hurt it and is thus standing at the back looking silly). Both Acts of Faith have gone off and War Hymns are set to The Emperor Protects for save rerolls. The Knight makes three attacks, each one on a 4+ to hit, 2-5 to wound ignoring the FNP/6 to wound ignoring the Invul as well. The Knight only manages to kill 0.7 Sisters ((1/2 (to hit) * ((2/3 (wound allowing invuls) * 2/3 * 2/3 (rerollable 3+)) + 1/6 (wound ignoring invuls))) * 3 (attacks), feel free to check my math if you can follow the parentheses). Rounding for convenience the remaining five Eviscerator Repentia put out twenty attacks hitting on 4+ (rerollable) and glancing on 7+ on 2d6. That gives us about three glances and seven pens after the Canoness' attacks are factored in so the Knight is definitely dying. Before it goes it gets to make a stomp attack and has about a 30% chance to get at least one 6 (RFPing the majority of the squad, no saves of any kind permitted), otherwise killing approximately two more Repentia with Strength 6 hits (assuming about four hits per template). The only time the Repentia will get to make a FNP save the entire phase is if the explosion roll is low. I don't have the geometry of the explosion and the distribution of the scatter in front of me but the most common result of the explosion is going to be all of the remaining six models in the unit hit at high strength and AP3, killing about two more models.

So the 300-ish point noobhammer unit will absolutely win a fight with a 370+pt Knight (assuming you somehow make it to combat), but most of them will be blown up doing so.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 17:44:06


Post by: Jancoran


 BBAP wrote:


What did I just say? Independent source of information. It's nothing personal,

More lies of omission. They get a 3+ FNP for two assault phases (NB: not turns) r.


Uh... i am pretty sure you are getting personal. I also think no one needed it explained to them that we were talking about two combat phases. perhaps you did.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:00:55


Post by: Perth


I'll nominate the humble Land Speeder Typhoon. 70 points nets you 2 S8 AP3 shots at 48" and 3 S5 AP4 shots at 36", all on a fast skimmer platform that needs to expose very little of itself to shoot, due to being able to fire out of either side of the TML, so it should basically always have a cover save and not need to jink. When taken as the fast choice in a Demi-Company not only is it one of the cheapest options (only beaten by other Land Speeders with lighter loadouts), but it gains ObSec as well. It's not overly tough, but has the range and speed to keep it safe from harm, throwing out the dakka all game. It's no Javelin (whoever wrote the updates for that was high), but still a bargain for 70 points.

For those of you that don't know, the Javelin Attack Speeder is the 30k version of the Typhoon, except the front AV is 11, the Typhoon Missile Launcher is Twin-Linked, it has Strafing Run and Outflank, and only costs 55 points.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:02:39


Post by: Jancoran


 BBAP wrote:


Repentia, on the other hand, move 6+12" per turn, can't do anything outside of CC, are Guardsmen against shooting, and suck up 293pts you could be spending elsewhere. They don't qualify for the thread because they're a noobhammer.


You're free to disagree as you say. So a melee unit is by your definition not allowed to be awesome then.. Tisk tisk. Setting conditions now are we? i think that's probably a little unsporting.

Battle Companies are one of the best things in the game. And he almost lost to me. His name is Todd Johanssen and he happens to be pretty good as you can see in the ITC standings, ranked 39th out of 4309 ranked players, so top 1% of all players. I don't think there's much shame in losing there. In fact none. The Tyrant player should have lost. He should have lost in three different rounds actually. But: dice. One die in particular. Needed a 2. Three rounds in a row. Didn't get it. There's really not much to apologize for their either given that I owned no anti-air and no Psykers. By all measures i was in trouble from the word go and still by all measures did enough to win, other than roll that die correctly apparently. Tyler Larson was the opponent there. Ranked 48th currently out of 4309 ranked players. Top 1% again. But those things happen. i myself am in the top 3%. So since you're big on qualifying things, let's do that.

https://www.frontlinegaming.org/community/frontline-gamings-independent-tournament-circuit/itc-2015-rankings/

The wins can't all be against world beaters of course and I don't think anyone has to in order to see the wreckage this unit causes. That is independent of these list issues because lists werent the issue. codex's weren't the issue. Individual units was. And as an individual unit, played the way I play it, it's exceptionally good.
.


Automatically Appended Next Post:
 Xenomancers wrote:
 AnomanderRake wrote:
In a similar vein I don't know if this is just because nobody's noticed it yet, but the Warpflame Host and the Locus of Conjuration lets you put out a silly quantity of autocannon shots. It's not cheap (three twenty-man Pink Horror blobs for durability and psychic dice, six Exalted Flamers for massive gunfire, and an ML3 Locus of Conjuration Herald comes to 960pts) but you get 6d3 S10/AP2 shots or six S6/AP3 Torrent flamers from the Exalted Flamers and potentially 12d6 S7/AP4 shots from castings of Flickering Fire in the psychic phase.

Most of the rest of the Tzeentchian offensive powers become terrifying with +2S from that formation. Bolt of Change is a Strength 6+d6/AP2 beam, Warpflare is a Strength d6+2/AP4 Nova dealing 2d6 hits...

What you are describing is probably the strongest formation in the game at present. You are right though - people have yet to figure this out.
'


hmm thts an interesting candidate for the list for sure. I mean you're not truly talking about just one unit there but an entire formation but still...that sounds pretty good to me.


Automatically Appended Next Post:
 curran12 wrote:
I've noticed that many people underestimate the cheap durability of a Canoness.

For about 130-150 points and a priest in her unit, I have 3+/4++ re-rollable, with EW on top. More than capable of tanking even the nastiest beatsticks for awhile.


yup. and you really dont even need her to be THAT expensive honestly.


Automatically Appended Next Post:
 Snake Tortoise wrote:
 Jancoran wrote:
They don't need more buffs than I gave them. Beleive that. Lol. Again: http://40kunorthodoxy.blogspot.com/2016/08/unlocking-sisters-repentia.html


Automatically Appended Next Post:
 AnomanderRake wrote:



What powers other Codexes state they have access to has nothing to do with what powers the Inquisition gets to use.


Indeed.


I love 40k unorthodoxy

That repentia unit is scary. I liked reading that piece about them, I had no idea about that combo before


Thank you for the compliment. You like the blog eh?


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:05:58


Post by: BBAP


 JNAProductions wrote:
5+ Narth-a-Narth.
4+ IH Chapter Tactics.
3+ for being near an IC.
2+ for Gorgon's Chain.

It's a 2+ on Smash, not a 3+. He's insanely durable unless you have Instant Death.


A-ha! but when he leaves the unit his FNP drops! It goes all the way down to... 4+.

And he gets to take it against Meltaguns and Lascannons.



I don't like him.

 AnomanderRake wrote:
I was attempting to make a more general point about the problems with trying to deliver a fragile infantry assault unit without an Assault Vehicle transport, and a tangential point about the problem with Unwieldy on a 1W/T3 assault unit.


Your first point; the fragility of the unit is one of its many drawbacks, but it's far from the worst. The unit may reach combat, but it won't ever reach anything I don't want it to, and there's jsut absolutely no way you can make them do that - unless I screw up, in which case it's noob-hammering time.

Your second point is largely moot. The Canoness can tank well enough that I1 isn't a big deal. The article specifically makes that point and it's difficult to disagree with it.

That's not the problem with Repentia, though. They're fine in close combat, better with this load-out. The problem is what they're doing prior to getting into close combat, and their mobility (or lack thereof). You can't fix that with a Canoness tanking and Uriah Heep.

So the 300-ish point noobhammer unit will absolutely win a fight with a 370+pt Knight (assuming you somehow make it to combat), but most of them will be blown up doing so.


Right - so the Repentia noobhammer has hammered a noob who charged his Imperial Knight into a unit full of ***Chainfists***. I mean... what else were you expecting? Did you imagine the result would be different? And you know that's the way it'd happen, don't you? The Knight would be charging the Repentia. It would never, ever be the other way around unless you double down on your noobhammering and add in a Stormraven or Land Raider.

Like I said, if you're going to math-hammer make it realistic and relevant. Unless you think charging a Knight into Infantry with Chainfists is a good idea, in which case... I dunno what to tell you. Pray you never play against Jancoran.

Now do the Rhino one I suggested earlier. Or the Chimera shooting one.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:12:09


Post by: Jancoran


 AnomanderRake wrote:

So the 300-ish point noobhammer unit will absolutely win a fight with a 370+pt Knight (assuming you somehow make it to combat), but most of them will be blown up doing so.


maaaaaybe but it hasnt happened a lot (losing the unit). The Knight only has 4 attacks. That wont kill the Canoness in most fights because a 4+ re-rollable saves and she can pass off a 6 to the Mistress. She can then absorb the stomps as well as long as they arent a 6. There again she can pass of JUST the 6's. It's the 6's that are the problem and frankly if i trade units i suppose that's not the worst trade off i ever heard of. I'd rather see her take as many hits as possible for the team though and she generaly perishes eventually due to weight of dice. but in just that one combat, I've won without losing the unit way more often, but it is true, you run that risk. I mean you cant tangle with something like that, dance with the devil and win all the time. =)



What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:15:32


Post by: Xenomancers


right but for IK. Rapid fire battle cannon is the most common load out. uhh..pretty sure this 1 shots the whole squad. The next most common IK is a crusader...THATS EVEN MORE instant death for the unit.


Automatically Appended Next Post:
 Perth wrote:
I'll nominate the humble Land Speeder Typhoon. 70 points nets you 2 S8 AP3 shots at 48" and 3 S5 AP4 shots at 36", all on a fast skimmer platform that needs to expose very little of itself to shoot, due to being able to fire out of either side of the TML, so it should basically always have a cover save and not need to jink. When taken as the fast choice in a Demi-Company not only is it one of the cheapest options (only beaten by other Land Speeders with lighter loadouts), but it gains ObSec as well. It's not overly tough, but has the range and speed to keep it safe from harm, throwing out the dakka all game. It's no Javelin (whoever wrote the updates for that was high), but still a bargain for 70 points.

For those of you that don't know, the Javelin Attack Speeder is the 30k version of the Typhoon, except the front AV is 11, the Typhoon Missile Launcher is Twin-Linked, it has Strafing Run and Outflank, and only costs 55 points.

More armor? Better guns? And costs less? That's forge world for you.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:22:01


Post by: Martel732


I feel like i have a lot of options vs repentia, even with ba.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:41:51


Post by: Backspacehacker


 JNAProductions wrote:
5+ Narth-a-Narth.
4+ IH Chapter Tactics.
3+ for being near an IC.
2+ for Gorgon's Chain.

It's a 2+ on Smash, not a 3+. He's insanely durable unless you have Instant Death.


He also has EW so he will always get the FNP right? Insta death negates FNP, but EW negates Instant death, so he should still get it right?


The only thing that screws him is D


Wait nvm Id still prevents FNP even with ew


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:54:45


Post by: Martel732


EW just allows you to not lose all your wounds when doubled out. Being doubled out still prevents FNP rolls.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 18:55:40


Post by: Jancoran


 BBAP wrote:



Right - so the Repentia noobhammer has hammered a noob who charged his Imperial Knight into a unit full of ***Chainfists***. I mean... what else were you expecting? Did you imagine the result would be different? And you know that's the way it'd happen, don't you? The Knight would be charging the Repentia. It would never, ever be the other way around unless you double down on your noobhammering and add in a Stormraven or Land Raider.

Like I said, if you're going to math-hammer make it realistic and relevant. Unless you think charging a Knight into Infantry with Chainfists is a good idea, in which case... I dunno what to tell you. Pray you never play against Jancoran.

Now do the Rhino one I suggested earlier. Or the Chimera shooting one.


Mobility is always the thing that people site. I said so in my article. i get it.

math says I am at the 30" mark in round one. The Dominion are firing round one into the Knight. So it probably is dead before it matters. Between Dominion and the Exorcist, it's highly unlikely that it survives. Once that has happens to you, you are in a big hurry not to have that kind of thing repeated. So on the enemies turn, I have more than validated their fears of the Dominion. There is a cornucopia of RHINOS they can fire at at that point but my guess is the Exorcists and Dominion might have their attention. and it is that moment that makes this unit work. You can absolutely blast the unit out of the rhino but then they just sit behind the rhino and use other rhinos to approach closer on the following turn. You can do the math on AV 13 and how many shots and all that but first, you have to HAVE the shots.

So against a melee force of which there are many and which represent important parts of many competitive forces, there is no trouble. the enemy will come to me. If they have a really good amount of ranged firepower, I am going to force them to decide between Dominions and repentias who aren't in their grill.

So as the article states, the strategy here is simply to give the enemy no MEANINGFUL choice between targets. Sure they have a choice, but it seems fairly obvious who they will attack.

The Knight therefore is not likely to be a target that the Repentias even need to worry about. but going down that road, there are Lancers. Those things are very fast and melee oriented. They have one mode essentially and so they WILL come for me or be a paper weight. Against those sorts of Knights you would definitely be using Sisters Repentia to repel them. All Knight armies, well... they have no choice.

The Wolfstars, Skyhammers, Battle Companies like Todd's and the various deathstars like paladinstars and Blood Angel Terminator formations and so on all are relying on martial prowess to outclass me and of course the Repentias shine in those games. Chancy Rickey, who is a regular opponent (here again, check the ITC standings on Saturday, he just won another GT and should be jetting up a lot, possibly shooting for that top spot in Space Wolves as well but is already ranked 83rd out of 4309 players) didn't like those Repentias too much. I only say that because certain people need "validation" of everything anyone says here apparently and he can also be directly communicated with at www.warsound.com. Lol.

Tau Empire is another army that really dislikes the Rhino spam because while they can kill the rhinos for sure, its not before those Dominion and Exorcists are on top of them and inflicting serious pain, forcing the same exact questions on them. let the Dominion keep firing ....oooooor...not.

Sisters Repentia will get there. and then there's the Assassins so the enemy may well prioritize the Assassins above the Repentias out of target priority. They won't be likely to be attacking Imperial Knights but Wraith Knights? sure. Wraith Knights often play board control and love to be in your face to wreak havok. When it doesn't and when it survives the melta assault (or deploys in some way to avoid it) it is not playing to its strong suit. I'm okay with that. Pinning that big boy in place for a a whiles suits me!. But Repentia probably would be likely to fight that thing.

So unless you tailor your list to be 100% shooting gun line like Todd Johanssens is, I like my chances. Even if you DO that...I still like my chances. Can't win 'em all though. Where would be the fun in that?


Automatically Appended Next Post:
Martel732 wrote:
I feel like i have a lot of options vs repentia, even with ba.


That is the most positive thing I have ever heard Martel say. Good on you man. Also, the Lamenters definitely had a good deathstar and it took saves like nobodies business against me so yeah. You do. I fought an army that had that and it was touch and go in the middle of the board there.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:03:48


Post by: Martel732


It shouldn't come as a surprise that I'm more positive about taking on Repentia squads than scatterbikes.

I can't get away from the scatterbikes. I can't outshoot them. I can't catch them, even with BA. Being shot down to ineffectiveness is still the single biggest problem BA have. Being an assault army that loses to most other assault armies is just icing on the cake.

Something like a heavy bolter attack bike squad is pretty nice against Repentia squads, but are t-totally useless vs scatbikes.





What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:06:37


Post by: Jancoran


Martel732 wrote:
It shouldn't come as a surprise that I'm more positive about taking on Repentia squads than scatterbikes.

I can't get away from the scatterbikes. I can't outshoot them. I can't catch them, even with BA.

Something like a heavy bolter attack bike squad is pretty nice against Repentia squads, but are t-totally useless vs scatbike


So you need a Raptor Talon. Blood angels now have a Terminator version they can use to silence Scatterbikes. have you used it? I fought it at the GT I went to a couple weekends ago. Perfect answer it seemed to me. it allowed you to either shoot twice or to assault on the drop. Pretty cool.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:08:37


Post by: BBAP


 Jancoran wrote:
 BBAP wrote:


What did I just say? Independent source of information. It's nothing personal,

More lies of omission. They get a 3+ FNP for two assault phases (NB: not turns) r.


Uh... i am pretty sure you are getting personal.


How is that in any way personal?

I also think no one needed it explained to them that we were talking about two combat phases.


Maybe not, but it's always worth laying out specifics instead of making ambivalent statements.

Unless you're being mendacious in an attempt to make a point and the specifics would weaken your argument. In that case ambivalent statements are the way to go.

perhaps you did.


Oooh, salty! Keep this up and I'll have to buy you a scratching post.

So a melee unit is by your definition not allowed to be awesome then.


Not an Infantry one, for reasons I've already laid out, which you have not condescended to address.

Setting conditions now are we?


Yes. In order for a unit to be considered "good" it must actually be in some way capable of having a meaningful effect on the game. Not unreasonable, in my view.

Killing a Sicarian might qualify, if they'd done it from a standing start - but they didn't, did they? He had to move it where they could reach it in order for them to kill it. Same with the Pod Squads, and the Meganobz, and suchforth.

Battle Companies are one of the best things in the game.


Why, because everything is ObSec and has Grav? You play Sisters - half of your army is ObSec. Or at least it could be if you weren't running Father Uriah, Hammer of Noobs.

And he almost lost to me.


"Almost..."

The Tyrant player should have lost.


"Should have...."

But: dice. One die in particular. Needed a 2. Three rounds in a row. Didn't get it.


"Needed a 2..."

As an aside... remember when 5th Ed DEldar players took twelve Dark Lances and a bunch of other garbage in their armies, then blamed "bad dice" for the fact they were losing to mech Wolves? BBAP remembers.

The wins can't all be against world beaters of course


No, but if you want to claim this unit has some competitive merit then at least some of them should be against world-beating players . None of yours were. Nearly, perhaps, but "0" is the figure we arrive at when we add up the total.

and I don't think anyone has to in order to see the wreckage this unit causes.


What precisely did they wreck? A few Pod Squads that landed on their doorstep. A Sicarian that came towards them. Some Orks who wanted to fight anyway. Stuff they were given the chance to charge. Hooray for Repentia, right?

That is independent of these list issues because lists werent the issue. codex's weren't the issue. Individual units was.


The quality of Repentia was originally the issue. The other stuff became an issue when you tried to claim you were using this unit to great effect in competitive 40k.

Transpires that wasn't the case. It was what I said originally all along.

And as an individual unit, played the way I play it, it's exceptionally good.


And with that, we've fully transposed from a general claim about the competence of Repentia to a more specific claim regarding your ability to wield them "effectively" against sub-optimal lists (but not optimal ones). I'm not feeling contravened by any of this.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:12:00


Post by: Martel732


I still hate terminators, even in that formation. I really dislike it because it plays into BA problem #2, that of not being able to beat actual assault lists. Using that terminator formation is basically an auto-loss against Space Wolves, Demons, or a Sisters list like you fielded.

I'm not confident in its ability to simulate a Raptor Talon because terminators are so much more expensive and can engage fewer units as a result. In the best case, you kill three squads of three bikes and the rest get away scot free.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:12:04


Post by: Jancoran


 BBAP wrote:

Killing a Sicarian might qualify, if they'd done it from a standing start - but they didn't, did they? .


As i recall i won that game...so... I'm not sure what killing that particular tank would have done for me?


Automatically Appended Next Post:
 BBAP wrote:



Maybe not, but it's always worth laying out specifics instead of making ambivalent statements.

Unless you're being mendacious in an attempt to make a point and the specifics would weaken your argument. In that case ambivalent statements are the way to go.
.


Like i said. personal.


Automatically Appended Next Post:
 BBAP wrote:



Not an Infantry one, for reasons I've already laid out, which you have not condescended to address.


We disagree. melee units can be and are awesome. See Wulfen for details. You're fundamentally wrong here.


Automatically Appended Next Post:
 BBAP wrote:

Why, because everything is ObSec and has Grav? .


Yes? Obviously?


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:15:42


Post by: Martel732


Some assault units are awesome. This is empirically true. It's just that this Repentia unit is better than anything in my codex. Which makes me sad.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:15:58


Post by: Jancoran


 BBAP wrote:


As an aside... remember when 5th Ed DEldar players took twelve Dark Lances and a bunch of other garbage in their armies, then blamed "bad dice" for the fact they were losing to mech Wolves? BBAP remembers.
.


Entirely irrelervant to the point. Tyler himself would tell you i had him. dice. What can you do. Go ask him yourself.

I assume the credentials of some of my opponents assuages your doubts otherwise


Automatically Appended Next Post:
 BBAP wrote:

I'm not feeling contravened by any of this.


You're just not trying hard enough.


Automatically Appended Next Post:
Martel732 wrote:
Some assault units are awesome. This is empirically true. It's just that this Repentia unit is better than anything in my codex. Which makes me sad.


Lol. here we go...you were doing so well Martel. i was actually perkind up to hear more positives from you and then...dang.

You know if i knew you personally i think I would love to help you with blood angels. Im doing that right now with a new guy, Dennis and he's growing by leaps and bounds. Went to his first tournament which was a GT no less and got two wins which was a huge boost for his confidence. I am hoping he gets to the point I'd wish for you. You clearly LOVE your Blood Angels and desperately want them to be good but that droopy Eyore thing's gotta' go man! You need to invest a little and get some fo the cool toys your faction has now. that Terminator thing was really really cool to see. aI wasnt even aware it was a thing until he dropped it on me. I am definitely going to suggest that to Dennis. You should try it too.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:25:10


Post by: Martel732


I'm confident when there's a reason to be confident. I can't beat the Repentia straight up, but maybe I can avoid them and wear them down with my own limited shooting.

There is no such hope against scatterbikes or Eldar in general.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:26:20


Post by: Jancoran


Martel732 wrote:
I still hate terminators, even in that formation. I really dislike it because it plays into BA problem #2, that of not being able to beat actual assault lists. Using that terminator formation is basically an auto-loss against Space Wolves, Demons, or a Sisters list like you fielded.

I'm not confident in its ability to simulate a Raptor Talon because terminators are so much more expensive and can engage fewer units as a result. In the best case, you kill three squads of three bikes and the rest get away scot free.


three bike units is a lot. Most Eldar lists come with like 5 at the most (especialy when objectives are a thing you have to go after and dont want to lose your firebase).

Can't have everything all the time but its pretty sweet when you can drop in and ruin an Eldar's day. =)


Automatically Appended Next Post:
Martel732 wrote:
I'm confident when there's a reason to be confident. I can't beat the Repentia straight up, but maybe I can avoid them and wear them down with my own limited shooting.

There is no such hope against scatterbikes or Eldar in general.


Lol. you're just hilarious. Okay. Have it your way. "No hope". Check!


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:27:36


Post by: Martel732


I'm typically against eight bike units. I'm not sure what they're cutting to have eight instead of five. It doesn't seem to matter vs BA. 8 X 3 X 4 = 96 shots. Just crazy time.

The bottom line is that there are just too many viable lists that don't care about deep strike assaulting terminators, which shows just how poorly BA fare at assault.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:29:19


Post by: DarknessEternal


The entire point of this thread is that people are going to have controversial opinions against the zeigeist.

You're wasting your time trying to shout them down from your position in the conformist meta.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 19:53:51


Post by: Xenomancers


@jancoran

Have you ever tried to run a repeneta deathstar with libby conclave with electrostatic displacement? Allows for turn 1 assault and basically easy to stay stuck in assault all game. If they are as good as you say in that scenario they would be amazing.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:01:39


Post by: AnomanderRake


Martel732 wrote:
I'm confident when there's a reason to be confident. I can't beat the Repentia straight up, but maybe I can avoid them and wear them down with my own limited shooting.

There is no such hope against scatterbikes or Eldar in general.


I was going to remark on the effect Boon of Flame (conjuration in the new Tzeentch discipline that makes a new S5/AP3 Torrent flamer within 12" of the caster) would have on scatterbikes before I realized I was just describing Heldrakes.

Running through more Codexes looking for the chronically underappreciated the Librarian Dreadnaught has caught my eye. He may be expensive (150pts at ML1), but he's recently gotten a couple of serious buffs (Angels of Death psychic powers and four Attacks base), AV13 front means he's going to laugh off most melee deathstars, unlike most Dreadnaughts he's got several psychic powers that could give him an Invulnerable save, he's got Drop Pods to get him to the fight faster, and the BA formation that lets him attack twice in melee once per game is going to let him leverage his buffs more easily than most. He's easily countered by the appearance of Sisters of Silence or a Culexis, but get him a fight with a non-vehicle/Wraithknight target and he won't disappoint.

(Recommendations for powers: Fulmination is probably his best option (offers shooting, serious mobility, tarpit-wrecking toys, and the chance for a 3++), followed by Sanguiniary (the invul power there only gives him a 5++ but the Primaris is brutal (on average he's putting out six Attacks at I6 under it), Unleash Rage works on units he's not in, and the offensive powers are not shabby at all))

(Just for fun: If a 175pt Librarian Dreadnaught gets a charge on a Wraithknight with Force and Quickening up you have about a 26% chance of killing it at the I6 step before it gets to attack you.)


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:23:17


Post by: Jancoran


 DarknessEternal wrote:
The entire point of this thread is that people are going to have controversial opinions against the zeigeist.

You're wasting your time trying to shout them down from your position in the conformist meta.


Fair point.


Automatically Appended Next Post:
 Xenomancers wrote:
@jancoran

Have you ever tried to run a repeneta deathstar with libby conclave with electrostatic displacement? Allows for turn 1 assault and basically easy to stay stuck in assault all game. If they are as good as you say in that scenario they would be amazing.


Interesting idea. Seems a really expensive "vehicle" but if it gets the job done... I'll look into this. I'll also need to look at whether the ITC is modifying those powers. But no, I had not looked into it because i do not play Space Marine armies as a rule. I have one. A large one actually. But i NEVER play it. Too many cool things outside of Mariens, not enough time.

I will ask my Space Marine friends to get me the source material on it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:29:12


Post by: AnomanderRake


Martel732 wrote:
I'm typically against eight bike units. I'm not sure what they're cutting to have eight instead of five. It doesn't seem to matter vs BA. 8 X 3 X 4 = 96 shots. Just crazy time.

The bottom line is that there are just too many viable lists that don't care about deep strike assaulting terminators, which shows just how poorly BA fare at assault.


I don't know of any list that'd just up and not care about Assault Terminators charging out of Deep Strike (Riptide spam and DA Black Knight-Overwatch shenanigans are probably the closest to not caring). If Scatterbikes are getting you down you could try out-cheesing them with a Keylek Scorpius (160pts for d3+1 Ignores Cover S8/AP3 small blasts off a 48" Barrage weapon, 13/12/10 3HP chassis)?

I think the Scout-move detachment and Death Company target saturation could be useful, and I'm finding the theoretical buff-stacking shenanigans (Unleash Rage and Death Company Strike Force) that leaves you with seven attacks a model from a charging Death Company unit absurd and hilarious, but I don't know if either is a practical solution. Also the BA are behind the curve on melee weapon pricing, letting VV and Death Company pay vanilla-Codex prices for power weapons/fists/thunderhammers would be a solid step forward.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:35:17


Post by: Martel732


Space Wolves, Orks and demons eat assault terminators for breakfast. Evidently these Sister things would as well.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:38:21


Post by: AnomanderRake


 Jancoran wrote:

 Xenomancers wrote:
@jancoran

Have you ever tried to run a repeneta deathstar with libby conclave with electrostatic displacement? Allows for turn 1 assault and basically easy to stay stuck in assault all game. If they are as good as you say in that scenario they would be amazing.


Interesting idea. Seems a really expensive "vehicle" but if it gets the job done... I'll look into this. I'll also need to look at whether the ITC is modifying those powers. But no, I had not looked into it because i do not play Space Marine armies as a rule. I have one. A large one actually. But i NEVER play it. Too many cool things outside of Mariens, not enough time.

I will ask my Space Marine friends to get me the source material on it.


This would be a hilarious and wonky thing to try to do; the issue with psychic buffs and Sisters normally is that joining a Librarian to the unit turns off their Acts of Faith, so you'd need to get the Librarian into combat and use Electrodisplacement to get him out and tag the Repentia in. I don't know what your Marine army is but I'd suggest taking a small White Scars CAD rather than using the Librarius formation so you've got the mobility and ablative wounds to get the Librarians into the fight before swapping them out.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:39:54


Post by: MagicJuggler


I'd like to weigh in on the OP-versus-noobslay argument. Speaking as a guy that played Orks in 5th, *after* people realized that 5th edition ultimately favored mass light mech, my general observation of the army was that running them in a competitive way was fairly restrictive. The Deffrolla FAQ helped them a fair bit, and proper board presence/target saturationcould help protect them from being side-sniped/melta'd before they could negate enemy armor.

The inability to consolidate after assaulting vehicles combined with the ability to flat-out/tank-shock, as well as being able to disembark at cruising speed meant hordes were vulnerable to certain builds like Razorwolves/Immospam...and that's before talking about armies with real CC ability, and No Retreat wounds!

I went to Nova in 2011. I was *not* ready/my army was a wrec/I was new, and I won my first 3 games, and lost game 4 to Mike Hoffman's Orks, making him the only Ork player to make it to the top 16. I ended up dropping out sick the next day.

Originally I intended to use a Bikerboss/more Lootas, but did a last-minute swap for Ghaz. My list was ultimately:

-Ghaz
-KFF Mek
-2 min-strength MAN units, w/ 2 Kombi-Skorchas, and 2 Deffrolla Wagons with Kannon/Big Shoota.
-2 units of 20 Ork Shootaboyz
-A large Grot unit, the Mek hid with them.
-2 Loota units.
-2 Rokkit Buggy squads.
-A Deffkopta squad (originally meant to slingshot a Bikerboss but that didn't take off)
-2 units of KMB Kanz.
-A unit of Kannons with Ammo Runts/Slavers.

In retrospect, had I more practice, better army transports, less "last minute" army construction, and 24-hour energy drinks, I would have been in a far better place to go further.

Nothing about my Ork army screamed "OP", as much as it was an army that brought "2 of everything"/2+1. While this might scream "battleforce", I always found that a mix of units allow multiple threat layers for my army, and let me do "combined arm" maneuvers. My personal favorite trick was using Tank Shock on the Sanguinor to nudge him in assault range of a unit of Killa Kans, which proceeded to lock him out of the game.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:40:42


Post by: Jancoran


Martel732 wrote:
Space Wolves, Orks and demons eat assault terminators for breakfast. Evidently these Sister things would as well.


Well you'd only be taking them in small units to tie up strategically important targets. And to score. It's highly affordable from that perspective and in those numbers, i can think of a ton of things that are worse. Like...a ton.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:42:53


Post by: Martel732


 Jancoran wrote:
Martel732 wrote:
Space Wolves, Orks and demons eat assault terminators for breakfast. Evidently these Sister things would as well.


Well you'd only be taking them in small units to tie up strategically important targets. And to score. It's highly affordable from that perspective and in those numbers, i can think of a ton of things that are worse. Like...a ton.


It's still close to 700 pts for this formation. Terminators' overcostedness cripples this concept.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 20:51:01


Post by: AnomanderRake


Martel732 wrote:
Space Wolves, Orks and demons eat assault terminators for breakfast. Evidently these Sister things would as well.


There are more things in your book than Assault Terminators. I don't know how much I can suggest that'd let you beat Space Wolves in a fight (Wulfen are the OP new hotness, you're running on an early book and haven't had new models for an assault unit in years) but the answer to Orks should be to point Hammernators at the Meganobz and throw Death Company and flamers at everyone else.

Daemons are weird, unpredictable, and shenanigansy at the best of times; the only way to specifically counter them is to ally in some Grey Knights, Sisters of Silence, or a Culexis. Absent that you've just got to play cautiously, be prepared to handle a wide variety of targets, and have ways to surgically get rid of support elements. Charge-from-Deepstrike formations, the Librarian Dreadnaught, Whirlwinds, and random spare cheap Telepathy psykers all help but I can't give concrete recommendations without a clearer idea of what Daemons you're seeing that are eating your Assault Terminators for breakfast.


Automatically Appended Next Post:
Martel732 wrote:
 Jancoran wrote:
Martel732 wrote:
Space Wolves, Orks and demons eat assault terminators for breakfast. Evidently these Sister things would as well.


Well you'd only be taking them in small units to tie up strategically important targets. And to score. It's highly affordable from that perspective and in those numbers, i can think of a ton of things that are worse. Like...a ton.


It's still close to 700 pts for this formation. Terminators' overcostedness cripples this concept.


To my mind the Golden Host is better at the concept. It's 530pts minimum instead of 600, offers rerolls on scatter, automatically arrives turn two, has a good Warlord option so you can build the rest of your army without worrying as much about characters (and lets you get Dante without a CAD), performs similarly against most of the things you'd actually want either formation charging, and can reposition much more quickly once it's on the ground.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:01:50


Post by: BBAP


 DarknessEternal wrote:
The entire point of this thread is that people are going to have controversial opinions against the zeigeist.

You're wasting your time trying to shout them down from your position in the conformist meta.


It's not a question of conformity; it's a question of knives in gunfights. Some units are just not good. Trying to pretend they are not only good, but are actually overpowered, because you've found some combination of HQ characters that makes them slightly better at the single thing they actually do well does is just silly.

 Jancoran wrote:
Entirely irrelervant to the point. Tyler himself would tell you i had him. dice. What can you do. Go ask him yourself.


And so we come to it. "What can you do?", he asked. "Drop the shoddy combat units and take more Meltaguns", BBAP replied.

Alas, BBAP was ignored.

I assume the credentials of some of my opponents assuages your doubts otherwise


The reason I was interested in the pedigree of your opponents is because you were trying to tell me this unit had competitive pedigree. You eventually provided details, whereupon it transpired that you'd beaten a bunch of sub-par armies and then lost to the only two ranked opponents you faced.

So, y'know... no it doesn't.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:05:06


Post by: AnomanderRake


 BBAP wrote:
...Alas, BBAP was ignored...


If only.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:16:44


Post by: Jancoran


No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:36:17


Post by: Wolfblade


 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Unit of 12 fire warriors vs your Crazy OP unit:

You have first turn, and start 30" away. Move 6, run a lucky 6, you're now 18" away. Fire warrios move 3" for rapid fire range, and fire 24 shots, half hit, 10 wound, 1/3 are saved killing 6.66. Next turn, Repentias charge, and take another .59 dead from overwatch. 2.74 are left standing, melee comes around, Tau get another .66 wounds in CC leaving 2.14 Reps left alive, who then deal 8.56 wounds, 2/3 hit and 5/6 wound for... 4.75 dead tau. That's without defensive grenades being factored in, with it, you only get 4.28 attacks, netting only 2.37 dead tau.

Your best case scenario with you having an extra 47pts on the tau player, moving first, running 6", tau player moving TOWARDS you, forgetting defensive grenades, AND not taking the SMS turret option and you lost all all but 2.14. If the Tau player has equal points, you're wiped out before you even get to attack in the assault phase.

That's also without any other ICs attached because at that point, a fireblade and/or darkstrider or even an ethereal makes the fight even harder for you (darkstrider giving the Reps -1T, making the pulse rifles ID the Reps preventing FNP when the FWs shoot at them in the shooting phase, and lets them run D6 after firing overwatch, fireblade giving an extra shot if they don't move, and ethereal lets them snap shot after running or an extra shot at half range)

Are Fire Warriors OP?

(Also, maybe battlescribe is wrong, but it states shield of faith is only a 6+)


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:38:49


Post by: AnomanderRake


 Wolfblade wrote:
 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Unit of 12 fire warriors vs your Crazy OP unit:

You have first turn, and start 30" away. Move 6, run a lucky 6, you're now 18" away. Fire warrios move 3" for rapid fire range, and fire 24 shots, half hit, 10 wound, 1/3 are saved killing 6.66. Next turn, Repentias charge, and take another .59 dead from overwatch. 2.74 are left standing, melee comes around, Tau get another .66 wounds in CC leaving 2.14 Reps left alive, who then deal 8.56 wounds, 2/3 hit and 5/6 wound for... 4.75 dead tau.

Your best case scenario with you having an extra 47pts on the tau player, moving first, running 6", tau player moving TOWARDS you, and you lost all all but 2, and then proceed to lose combat next turn probably. If the Tau player has equal points, you're wiped out before you even get to attack in the assault phase.

(Also, maybe battlescribe is wrong, but it states shield of faith is only a 6+)


Jacobus improves it to a 5+.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:42:39


Post by: Wolfblade


 AnomanderRake wrote:
 Wolfblade wrote:
 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Unit of 12 fire warriors vs your Crazy OP unit:

You have first turn, and start 30" away. Move 6, run a lucky 6, you're now 18" away. Fire warrios move 3" for rapid fire range, and fire 24 shots, half hit, 10 wound, 1/3 are saved killing 6.66. Next turn, Repentias charge, and take another .59 dead from overwatch. 2.74 are left standing, melee comes around, Tau get another .66 wounds in CC leaving 2.14 Reps left alive, who then deal 8.56 wounds, 2/3 hit and 5/6 wound for... 4.75 dead tau.

Your best case scenario with you having an extra 47pts on the tau player, moving first, running 6", tau player moving TOWARDS you, and you lost all all but 2, and then proceed to lose combat next turn probably. If the Tau player has equal points, you're wiped out before you even get to attack in the assault phase.

(Also, maybe battlescribe is wrong, but it states shield of faith is only a 6+)


Jacobus improves it to a 5+.


Ahh, that makes sense, I counted it as a 5+ anyways though. With a 6++ they take 8.33 wounds from the shooting attack, and 0.92 from overwatch. Melee attacks obviously then finish them off regardless of who survives to make it into CC


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:42:57


Post by: jreilly89


 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Something something black kettles.

OT, I always enjoy my Great Unclean One. Deepstriking in next to a a squad of Plaguebearers with a banner is sweet, plus at Mastery Level 3, Toughness 7 he's tough as nails. The only thing I've lost him to so far has been a Stomp from a Knight.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 21:56:37


Post by: AnomanderRake


 jreilly89 wrote:
OT, I always enjoy my Great Unclean One. Deepstriking in next to a a squad of Plaguebearers with a banner is sweet, plus at Mastery Level 3, Toughness 7 he's tough as nails. The only thing I've lost him to so far has been a Stomp from a Knight.


I suspect a Librarian Dreadnaught could take him (Martel, take note. You have a powerful melee unit.)


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:00:40


Post by: Jancoran


 Wolfblade wrote:
 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Unit of 12 fire warriors vs your Crazy OP unit:

You have first turn, and start 30" away. Move 6, run a lucky 6, you're now 18" away. Fire warrios move 3" for rapid fire range, and fire 24 shots, half hit, 10 wound, 1/3 are saved killing 6.66. Next turn, Repentias charge, and take another .59 dead from overwatch. 2.74 are left standing, melee comes around, Tau get another .66 wounds in CC leaving 2.14 Reps left alive, who then deal 8.56 wounds, 2/3 hit and 5/6 wound for... 4.75 dead tau. That's without defensive grenades being factored in, with it, you only get 4.28 attacks, netting only 2.37 dead tau.

Your best case scenario with you having an extra 47pts on the tau player, moving first, running 6", tau player moving TOWARDS you, forgetting defensive grenades, AND not taking the SMS turret option and you lost all all but 2.14. If the Tau player has equal points, you're wiped out before you even get to attack in the assault phase.

That's also without any other ICs attached because at that point, a fireblade and/or darkstrider or even an ethereal makes the fight even harder for you (darkstrider giving the Reps -1T, making the pulse rifles ID the Reps preventing FNP when the FWs shoot at them in the shooting phase, and lets them run D6 after firing overwatch, fireblade giving an extra shot if they don't move, and ethereal lets them snap shot after running or an extra shot at half range)

Are Fire Warriors OP?

(Also, maybe battlescribe is wrong, but it states shield of faith is only a 6+)


In tournamwent play, objectives are a thing. You cannot simply stay where you are and fire. I'm sorry but you just cant. the missions don't allow it. I understand that in THEORY, every single thing with stats can be destroyed. Of course it can. in practice, rounds 3-6 are going to be bloody and possibly sooner. I really cant imagine an enemy who has the luxury of standing where they are anf firing, and ignoring all the points im scoring. it just doesnt happen.

This goes back to the assertion that I am just going to go walk them in front of a firing line. No. I'm likely to be doing a lot of things to make it difficult. such as...killing the enemy with Heavy Flamers before I arrive or what have you. who knows. the Repentia arent the entire army. So.

And 6 is correct. its the drone that makes it better.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:04:11


Post by: Snake Tortoise


 Jancoran wrote:


Thank you for the compliment. You like the blog eh?


I'm a fan. I've got your page in my favourites and check up now and again


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:17:34


Post by: Wolfblade


 Jancoran wrote:
 Wolfblade wrote:
 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Unit of 12 fire warriors vs your Crazy OP unit:

You have first turn, and start 30" away. Move 6, run a lucky 6, you're now 18" away. Fire warrios move 3" for rapid fire range, and fire 24 shots, half hit, 10 wound, 1/3 are saved killing 6.66. Next turn, Repentias charge, and take another .59 dead from overwatch. 2.74 are left standing, melee comes around, Tau get another .66 wounds in CC leaving 2.14 Reps left alive, who then deal 8.56 wounds, 2/3 hit and 5/6 wound for... 4.75 dead tau. That's without defensive grenades being factored in, with it, you only get 4.28 attacks, netting only 2.37 dead tau.

Your best case scenario with you having an extra 47pts on the tau player, moving first, running 6", tau player moving TOWARDS you, forgetting defensive grenades, AND not taking the SMS turret option and you lost all all but 2.14. If the Tau player has equal points, you're wiped out before you even get to attack in the assault phase.

That's also without any other ICs attached because at that point, a fireblade and/or darkstrider or even an ethereal makes the fight even harder for you (darkstrider giving the Reps -1T, making the pulse rifles ID the Reps preventing FNP when the FWs shoot at them in the shooting phase, and lets them run D6 after firing overwatch, fireblade giving an extra shot if they don't move, and ethereal lets them snap shot after running or an extra shot at half range)

Are Fire Warriors OP?

(Also, maybe battlescribe is wrong, but it states shield of faith is only a 6+)


In tournamwent play, objectives are a thing. You cannot simply stay where you are and fire. I'm sorry but you just cant. the missions don't allow it. I understand that in THEORY, every single thing with stats can be destroyed. Of course it can. in practice, rounds 3-6 are going to be bloody and possibly sooner. I really cant imagine an enemy who has the luxury of standing where they are anf firing, and ignoring all the points im scoring. it just doesnt happen.

This goes back to the assertion that I am just going to go walk them in front of a firing line. No. I'm likely to be doing a lot of things to make it difficult. such as...killing the enemy with Heavy Flamers before I arrive or what have you. who knows. the Repentia arent the entire army. So.

And 6 is correct. its the drone that makes it better.


I didn't say they were standing still. They moved TOWARD you. This wasn't a multi turn slugfest between them, it was ONE turn of shooting after your rhino was wrecked/they jumped out, and in a best case scenario in YOUR favor. But if we bring in the rest of the army, supporting fire (during overwatch) wipes up the unit. And once their Rhino is dead, what ARE they going to do? Foot slog it across the board? Try and run from cover to cover? Either way they're moving slower and are MUCH easier to kill now.

Want a realistic scenario? We both advance towards an objective, broadside squad fires and murders your rhino, reps pop out behind it, move and run a total of 12", then proceed to get shot to bits by said fire warriors squad.
As for anything getting close, Riptides/Interceptor takes care of those fairly easily.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:33:42


Post by: BBAP




Dem 5th-ed feels. They're coming back again.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:37:00


Post by: jreilly89


 AnomanderRake wrote:
 jreilly89 wrote:
OT, I always enjoy my Great Unclean One. Deepstriking in next to a a squad of Plaguebearers with a banner is sweet, plus at Mastery Level 3, Toughness 7 he's tough as nails. The only thing I've lost him to so far has been a Stomp from a Knight.


I suspect a Librarian Dreadnaught could take him (Martel, take note. You have a powerful melee unit.)


Actually, I fear GKs more. Fething Instant Death everywhere


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:38:24


Post by: BBAP


 Jancoran wrote:
No one needs your approval. No one. So y;know.


That'd be more convincing if you hadn't asked me for it like, 6 replies ago. Senpai has noticed you. He thinks your unit is a noobhammer.


Automatically Appended Next Post:
 AnomanderRake wrote:
 BBAP wrote:
...Alas, BBAP was ignored...


If only.


Block button's right there, Mr Math-hammer. I think blocks are recpirocal, so if you block me I don't have to read any more of your exciting duels against boltgun Tactical Squads. Win-win.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:52:49


Post by: Jancoran


 Wolfblade wrote:
 Jancoran wrote:
 Wolfblade wrote:
 Jancoran wrote:
No one needs your approval. No one. So y;know. Your arrogance on this is crazy.


Unit of 12 fire warriors vs your Crazy OP unit:

You have first turn, and start 30" away. Move 6, run a lucky 6, you're now 18" away. Fire warrios move 3" for rapid fire range, and fire 24 shots, half hit, 10 wound, 1/3 are saved killing 6.66. Next turn, Repentias charge, and take another .59 dead from overwatch. 2.74 are left standing, melee comes around, Tau get another .66 wounds in CC leaving 2.14 Reps left alive, who then deal 8.56 wounds, 2/3 hit and 5/6 wound for... 4.75 dead tau. That's without defensive grenades being factored in, with it, you only get 4.28 attacks, netting only 2.37 dead tau.

Your best case scenario with you having an extra 47pts on the tau player, moving first, running 6", tau player moving TOWARDS you, forgetting defensive grenades, AND not taking the SMS turret option and you lost all all but 2.14. If the Tau player has equal points, you're wiped out before you even get to attack in the assault phase.

That's also without any other ICs attached because at that point, a fireblade and/or darkstrider or even an ethereal makes the fight even harder for you (darkstrider giving the Reps -1T, making the pulse rifles ID the Reps preventing FNP when the FWs shoot at them in the shooting phase, and lets them run D6 after firing overwatch, fireblade giving an extra shot if they don't move, and ethereal lets them snap shot after running or an extra shot at half range)

Are Fire Warriors OP?

(Also, maybe battlescribe is wrong, but it states shield of faith is only a 6+)


In tournamwent play, objectives are a thing. You cannot simply stay where you are and fire. I'm sorry but you just cant. the missions don't allow it. I understand that in THEORY, every single thing with stats can be destroyed. Of course it can. in practice, rounds 3-6 are going to be bloody and possibly sooner. I really cant imagine an enemy who has the luxury of standing where they are anf firing, and ignoring all the points im scoring. it just doesnt happen.

This goes back to the assertion that I am just going to go walk them in front of a firing line. No. I'm likely to be doing a lot of things to make it difficult. such as...killing the enemy with Heavy Flamers before I arrive or what have you. who knows. the Repentia arent the entire army. So.

And 6 is correct. its the drone that makes it better.


I didn't say they were standing still. They moved TOWARD you. This wasn't a multi turn slugfest between them, it was ONE turn of shooting after your rhino was wrecked/they jumped out, and in a best case scenario in YOUR favor. But if we bring in the rest of the army, supporting fire (during overwatch) wipes up the unit. And once their Rhino is dead, what ARE they going to do? Foot slog it across the board? Try and run from cover to cover? Either way they're moving slower and are MUCH easier to kill now.

Want a realistic scenario? We both advance towards an objective, broadside squad fires and murders your rhino, reps pop out behind it, move and run a total of 12", then proceed to get shot to bits by said fire warriors squad.
As for anything getting close, Riptides/Interceptor takes care of those fairly easily.


I appreciate the theoryhammer. i do. i myself play Tau. im well versed. But you really are selling things short. Dominion and Exorcists are more than happy for you to become singleminded about proving this unit wrong. But like i said, anything with stats can be killed. Prioirty is a real thing. If they choose to go after the Repentias and all that cool. If thet can see me somwhow, surprising but cool. Maybe a riptide could try.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 22:56:00


Post by: Wolfblade


The points I spent to kill your unit are still less than what you spent on it, and leave plenty of units around to fight the rest of your army.

But yes, if the Reps are completely ignored and unharmed by any attack, they can do damage. But assuming nothing will be able to wreck/explode a rhino, or fire a couple shots their way is silly, along with striking last in CC, and their obvious weakness to S6+, which happens to be the current flavor of the game.


What is an op unit in your codex that nobody knows is op? @ 2016/11/16 23:02:54


Post by: MagicJuggler


 BBAP wrote:


Dem 5th-ed feels. They're coming back again.


I do somewhat miss the way 5th played, how it was mostly a game about "midfield control" and how it was ultimately a game that was about more defensive play, while still allowing for some unique non-mechanized armies to shine, be it Loganwing or the old Blood Rodeo. Of those old builds, only the Biker armies have come through it all the stronger. While I imagine you "could" design a modern-day Rodeo through some formation shenanigans with Daemonkin, it just wouldn't be the same.

Anyway, I guess what I was getting at was that Orks could very easily be a noobslayer back in the day, but I felt there was more viability to them than many gave them credit for, even if they were forced to take increasingly extreme compromises to squeeze in as much antitank as they could.

Other than that, my view is that OP is pretty much about finding a good "kill/cost" ratio, accounting for range/mobility/survivability of course (yes, a Vindicator is a cheap S10 pieplate. How often does it work?), and there are very few units in 40k we don't already know about that do that.

That being said, the GSC Goliath is fun in a Demolition Claw. 50 points for a open-topped transport with a TL Autocannon, Tank Hunters, and Infiltrate, and I only have to take two Demolition Charges as my tax? (You'll want Acolytes anyway, and 80 points is a good cost for a non-fast Hellhound in my book, especially when it also gets a tank-hunter pseudo-Deffrolla) I accept.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 02:11:51


Post by: DarknessEternal


 BBAP wrote:
 DarknessEternal wrote:
The entire point of this thread is that people are going to have controversial opinions against the zeigeist.

You're wasting your time trying to shout them down from your position in the conformist meta.


It's not a question of conformity;


Yes. Yes it is. Did you miss the thread title? That's entirely the point of this thread.

Perhaps you should start a different thread that is about what you seem to think this one is about.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 02:18:32


Post by: AnomanderRake


 BBAP wrote:
Automatically Appended Next Post:
 AnomanderRake wrote:
 BBAP wrote:
...Alas, BBAP was ignored...


If only.


Block button's right there, Mr Math-hammer. I think blocks are recpirocal, so if you block me I don't have to read any more of your exciting duels against boltgun Tactical Squads. Win-win.


Apparently I was being too subtle.

Jancoran, you don't have to respond to BBAP.

BBAP, you don't have to respond to Jancoran.

The feedback loop is getting progressively angrier and if one or both of you chooses to break out of it sooner rather than later I suspect you'll have a happier time for it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 03:31:54


Post by: Oberron


I've been a huge fan of deathmarks with a destroyerlord in them. deepstrike them and shoot away with 2+ re-roll to wound for a turn.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 03:39:17


Post by: Jancoran


 AnomanderRake wrote:
 Jancoran wrote:

 Xenomancers wrote:
@jancoran

Have you ever tried to run a repeneta deathstar with libby conclave with electrostatic displacement? Allows for turn 1 assault and basically easy to stay stuck in assault all game. If they are as good as you say in that scenario they would be amazing.


Interesting idea. Seems a really expensive "vehicle" but if it gets the job done... I'll look into this. I'll also need to look at whether the ITC is modifying those powers. But no, I had not looked into it because i do not play Space Marine armies as a rule. I have one. A large one actually. But i NEVER play it. Too many cool things outside of Mariens, not enough time.

I will ask my Space Marine friends to get me the source material on it.


This would be a hilarious and wonky thing to try to do; the issue with psychic buffs and Sisters normally is that joining a Librarian to the unit turns off their Acts of Faith, so you'd need to get the Librarian into combat and use Electrodisplacement to get him out and tag the Repentia in. I don't know what your Marine army is but I'd suggest taking a small White Scars CAD rather than using the Librarius formation so you've got the mobility and ablative wounds to get the Librarians into the fight before swapping them out.


Frankly I dont know what my space Marien army is either. It was the remnants of a Blood Angels army that had Space Wolves added to it later, and then a very large group of Scouts entered the party and some traded fro tanks I've never used... Im about ot acquire a Land raider for no apparent reason as well. I have stuff I dont need. he has stuff he doesnt need. Why not.

White Scars are really the best faction for the kind of shenanigans this is talking about though. Makes sense. White Scars do have an achilles heel called the Inquisitor with three Servo Skulls and i play with people fully willing to spend those 34 points, just because we all know we might play Todd Johannsen. But many do not use this excellent ally and so...


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 06:06:28


Post by: Yoyoyo


Out of curiosity, have any Land Raider variants made an appearance in this thread?


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 06:31:59


Post by: Jancoran


Yoyoyo wrote:
Out of curiosity, have any Land Raider variants made an appearance in this thread?


Not that I'm aware of?


Automatically Appended Next Post:
 Wolfblade wrote:

I didn't say they were standing still. They moved TOWARD you. This wasn't a multi turn slugfest between them, it was ONE turn of shooting after your rhino was wrecked/they jumped out, and in a best case scenario in YOUR favor. But if we bring in the rest of the army, supporting fire (during overwatch) wipes up the unit. And once their Rhino is dead, what ARE they going to do? Foot slog it across the board? Try and run from cover to cover? Either way they're moving slower and are MUCH easier to kill now.

Want a realistic scenario? We both advance towards an objective, broadside squad fires and murders your rhino, reps pop out behind it, move and run a total of 12", then proceed to get shot to bits by said fire warriors squad.
As for anything getting close, Riptides/Interceptor takes care of those fairly easily.


I'm lost on where interceptor helps?

Aside from that, if you want to theory hammer it up maybe I can meet you on VASSAL at some point and just plop it down on a real board with some domino terrain and some tree stands or what not. Six pieces of decent terrain and away we go. Visuals are way better than this. Maybe Ill work on one and PM it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 09:04:38


Post by: Wolfblade


Interceptor helps vs any deepstriking/reserves that would possibly get any heavy/special weapons close that would otherwise avoid fire.

Also, in this 1v1 scenario it's ALREADY been done. One round of shooting is all it took for the fire warriors to win, even assuming you are it into CC the next turn (needing a 9" charge). Once an ethereal and darkstrider are added to get closer to the point value of your Rep + IC squad, catching them is a pain, being able to run + snap fire, and then run another D6 after they fire over watch. And that's still cheaper than your squad at 258points, meaning there would be another ~11 fire warriors. Theory hammer says your squad loses in both mobility, and damage potential to a cheaper unit.

An OP unit does not require everything going in their favor to be good.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 12:09:24


Post by: koooaei



I don't mind playing in vassal btw.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 13:44:46


Post by: AnomanderRake


Yoyoyo wrote:
Out of curiosity, have any Land Raider variants made an appearance in this thread?


I don't know that any of them are particularly OP. If any is it's probably the Achilles-Alpha out of 30k with a dozer blade-equivalent, immunity to lance/melta and -1 to vehicle damage table rolls, and a quad mortar that can amongst other things pack Phosphex shells (3+ poison/AP3) and S8 shells that reroll failed armour pen rolls.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 14:16:11


Post by: BBAP


 MagicJuggler wrote:
I felt there was more viability to them than many gave them credit for, even if they were forced to take increasingly extreme compromises to squeeze in as much antitank as they could.


For my money that was both true and not at the same time.

I dabbled in Orks rather than "played" them so I might be missing something, but from where I was sitting (across the table from Ork armies) it looked to me like the Ork Codex was all about quantity rather than quality. The book wasn't costed for balanced armies - you **could** build one, but it required quantity to be sacrificed and the quality you got in exchange wasn't fantastic. Plus most of their anti-tank seemed to involve close combat and Deffrollaz, so you could shut down 60% of it by blowing up the Trukks, another 20% by sacrificing a couple of your hulls to slow down the Boyz and Deffrollaz, and the last 20% (Lootaz, Kannons, KMB Kans) would often sabotage itself due to low BS. The rest of the lists you built from the book were either fluffy armies or noobhammers.

Other than that, my view is that OP is pretty much about finding a good "kill/cost" ratio, accounting for range/mobility/survivability of course (yes, a Vindicator is a cheap S10 pieplate. How often does it work?), and there are very few units in 40k we don't already know about that do that.


This, all day long.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 14:20:03


Post by: AnomanderRake


Death of Kasyr Lutien on a CSM Rhino? 50pts, park it in your backfield out of enemy line of sight and any friendly psyker attempting to use Malefic powers within 12" of it gets to reroll up to three dice.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 14:25:58


Post by: BBAP


 DarknessEternal wrote:
 BBAP wrote:
 DarknessEternal wrote:
The entire point of this thread is that people are going to have controversial opinions against the zeigeist.

You're wasting your time trying to shout them down from your position in the conformist meta.


It's not a question of conformity;


Yes. Yes it is. Did you miss the thread title? That's entirely the point of this thread.


The title of this thread is "What is an op unit in your codex that nobody knows is op?"

Unless we're interpreting "OP" as "whatever gak-ass unit you whup noobs with" then there are objective answers to that question against which people's opinions can be weighed. When said opinions turn out to be stupid with respect to reality, it's fine to say that. When someone disagrees, it's fine to ask for evidence, and when the provided evidence is deficient it's okay to say that too.

Frankly I think your problem is less about me pushing conformity, more that someone "insulted" your little internet-friend by questioning his opinion on a particular unit. Don't do that. Your little friend isn't being a snowflake about this, don't be one on his behalf.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 14:51:19


Post by: master of ordinance


The Stormsword.
Whilst not technically a part of my codex, the Stormsword has the potential to be utterly god like when facing down enemy Infantry heavy armies.

My favourite trick is to take an Enginseer with two or three Servitors and a couple of Transport poppers(like Leman Russ Exterminator squadrons).
The Leman Russ pop the Transports and then the Stormsword drops a S10 AP1 10" plate on them, whilst the Enginseer keeps it alive.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 14:53:15


Post by: Martel732


 master of ordinance wrote:
The Stormsword.
Whilst not technically a part of my codex, the Stormsword has the potential to be utterly god like when facing down enemy Infantry heavy armies.

My favourite trick is to take an Enginseer with two or three Servitors and a couple of Transport poppers(like Leman Russ Exterminator squadrons).
The Leman Russ pop the Transports and then the Stormsword drops a S10 AP1 10" plate on them, whilst the Enginseer keeps it alive.


Even though I see it rarely, I'm acutely aware of the Stormsword. However, it sucks against MCs, especially FMCs. This is a cardinal sin of 7th ed. There's just cheaper way to deal with infantry.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 15:08:33


Post by: BBAP


 Wolfblade wrote:
Interceptor helps vs any deepstriking/reserves that would possibly get any heavy/special weapons close that would otherwise avoid fire.

Also, in this 1v1 scenario it's ALREADY been done. One round of shooting is all it took for the fire warriors to win, even assuming you are it into CC the next turn (needing a 9" charge). Once an ethereal and darkstrider are added to get closer to the point value of your Rep + IC squad, catching them is a pain, being able to run + snap fire, and then run another D6 after they fire over watch. And that's still cheaper than your squad at 258points, meaning there would be another ~11 fire warriors. Theory hammer says your squad loses in both mobility, and damage potential to a cheaper unit.


This is all true - but again, it's math-hammer. This scenario might not occur on the board, and even if it did I don't think "making your points back" is a valid concept.

An example to try and explain why I feel this way. My GSC have 3 ML2 Patriarchs. That's nearly 400 points wrapped up in three T5 4+ models. Last game I played, they killed nothing. Not a thing. Didn't even make a single charge the whole game. They didn't "make their points back", so they must suck, right?

Well no. One of them kept a unit of Neophytes fighting a deathstar for two turns and forced it to HnR into a bunch of Morphs, whereas the other two sat in corners, preventing broken units running off the table and providing dice to Summon more Morphs and deny Lightning Arc repeatedly. For reference, Lightning Arc murders my army because they're a bunch of T3 5+ dudes who struggle to avoid being within 6" of one another because they're Infantry and need to support each others' assaults. Kind of like how Repentia can't avoid being within 6" of Dominions or their transports if you're using the one to shield the other, but I digress.

Another example - if Father Uriah's Hammer of Noobs charges a Knight, or a Stormsurge, or whatever, it **will** kill them, and in doing so it's made back its points. Must be OP, right?

Well no. The thing is, this unit will never, ever, ever in a million years reach a Knight or Stormsurge that the opponent doesn't feed it. It will never charge **anything** the opponent doesn't leave lying around for it. It is a Fleet Infantry unit, with the inherent lack of mobility that designation brings.

It can't charge things I don't want it to. Can't do it. "But but but Rhino..." - doesn't matter. Can't do it. Can't move more than 6" a turn and assault, can't jump over obstacles during any movement, can't ignore terrain - can't do it. You simply cannot get around that lack of mobility no matter how hardy they are in CC, how much stupid wargear you add, how many models you add - you can't do it.. "But muh Repentia killed [xyz] in {game]!" - did the opponent give a gak if he lost [xyz]? If "yes", then your opponent failed by feeding it to the Repentia. If "no", then you were permitted to kill something your opponent considered irrelevant enough to sacrifice. That's not a useful contribution.

***That's*** why this unit is a noobhammer. Your opponent has to actively gift it with opportunities in order for it to affect the game, and if he doesn't it's easy enough to deal with because it's Chainfist Guardsmen.

An OP unit does not require everything going in their favor to be good.


+1


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 15:14:51


Post by: Martel732


More accurately, situations are always in the favor of an OP unit, even when they shouldn't be. There is almost no way to get a 295 pt WK at a disadvantage. Because even if you murder it, you spent so many points to do that that you probably lost the game in the process.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 15:17:49


Post by: master of ordinance


Martel732 wrote:
 master of ordinance wrote:
The Stormsword.
Whilst not technically a part of my codex, the Stormsword has the potential to be utterly god like when facing down enemy Infantry heavy armies.

My favourite trick is to take an Enginseer with two or three Servitors and a couple of Transport poppers(like Leman Russ Exterminator squadrons).
The Leman Russ pop the Transports and then the Stormsword drops a S10 AP1 10" plate on them, whilst the Enginseer keeps it alive.


Even though I see it rarely, I'm acutely aware of the Stormsword. However, it sucks against MCs, especially FMCs. This is a cardinal sin of 7th ed. There's just cheaper way to deal with infantry.

Thankfully I a can avoid Eldar/Tau/'Nids players, even if it means playing Timmy :/
Actually, this combination is the very same one that I used against him in a big 3K game we had a few weeks back. Even with his cheating he was massacred


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 15:21:03


Post by: AnomanderRake


 master of ordinance wrote:
The Stormsword.
Whilst not technically a part of my codex, the Stormsword has the potential to be utterly god like when facing down enemy Infantry heavy armies.

My favourite trick is to take an Enginseer with two or three Servitors and a couple of Transport poppers(like Leman Russ Exterminator squadrons).
The Leman Russ pop the Transports and then the Stormsword drops a S10 AP1 10" plate on them, whilst the Enginseer keeps it alive.


As an addendum to this the Stormlord. 450pts, park Loth behind it and you can make your entire gunline invisible at once, and you've got thirty twin-linked S6/AP3 shots a turn to back them up. Fill it with Centurion Devastators, heavy weapon squads, and a counter-charge unit, and explode everything.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 15:24:05


Post by: Martel732


"Thankfully I a can avoid Eldar/Tau/'Nids players"

That doesn't help the rest of us. Making the Stormsword decidedly NOT OP.

Invis + anything dangerous = automatically OP. Because invis. This is trivially true.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 15:28:43


Post by: MagicJuggler


BBAP wrote:I dabbled in Orks rather than "played" them so I might be missing something, but from where I was sitting (across the table from Ork armies) it looked to me like the Ork Codex was all about quantity rather than quality. The book wasn't costed for balanced armies - you **could** build one, but it required quantity to be sacrificed and the quality you got in exchange wasn't fantastic. Plus most of their anti-tank seemed to involve close combat and Deffrollaz, so you could shut down 60% of it by blowing up the Trukks, another 20% by sacrificing a couple of your hulls to slow down the Boyz and Deffrollaz, and the last 20% (Lootaz, Kannons, KMB Kans) would often sabotage itself due to low BS. The rest of the lists you built from the book were either fluffy armies or noobhammers.


I found the reason Lootas and Kannons worked in 5th was that they were cheap for what they did, didn't face heavy slot saturation, and most anti-infantry in the game was short-range (a notable exception when DE venom spam first came out, but I found using Wagons as mobile LOS-blockers helped a lot). I could use my Boss to make a Meganob unit Troops, and then still be able to take a second MAN unit while being able to take 2 Loota units. Kans had bad BS, but they kept firing on the move, and could lock down an area, and were cheap for their melee prowess.

The other underrated unit of the time was the Ork Warbuggy, but that was simply because HP didn't exist, and 5th used "50% cover" meaning I only needed one Buggy to hang near the KFF field. I found they were useful as sacrificial road-blockers/helped me hem in enemy movement while the Wagons got to work.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:00:13


Post by: AnomanderRake


Martel732 wrote:
...There is almost no way to get a 295 pt WK at a disadvantage...


The only cost-effective ways I know of to kill it (Skitarii Vanguard with a cast of Misfortune on the Wraithknight, Grav-Centurions, Wraithguard) are fairly OP themselves. Draigo comes close to doing it if he gets Hammerhand and Force off, in theory, and there are a few Greater Daemons that could make a good show of it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:00:58


Post by: Martel732


That's why I said almost.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:05:08


Post by: BBAP


Martel732 wrote:
More accurately, situations are always in the favor of an OP unit, even when they shouldn't be. There is almost no way to get a 295 pt WK at a disadvantage. Because even if you murder it, you spent so many points to do that that you probably lost the game in the process.


What kind of army are you running that you can't spare a few Meltaguns to strip wounds off a Wraithknight every turn without screwing yourself over? They're also at a serious disadvantage in combat against Fearless infantry with 10 models or more; they'll get out of combat on their own eventually, but not before it's cost them a turn of shooting and moving.

 MagicJuggler wrote:
Kans had bad BS, but they kept firing on the move, and could lock down an area, and were cheap for their melee prowess.


They were alright, but they suffered the same issue any vehicle had; Meltaguns released their control over an area real quick, and everyone had lots of those everywhere.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:05:40


Post by: AnomanderRake


Martel732 wrote:
"Thankfully I a can avoid Eldar/Tau/'Nids players"

That doesn't help the rest of us. Making the Stormsword decided NOT OP.

Invis + anything dangerous = automatically OP. Because invis. This is trivially true.


Indeed. The point of the Stormlord is that its 'anything dangerous' parameter as a single target is dramatically higher than most things, unless you know of another unit that can put out thirty S6/AP3 shots as well as twenty extra heavy weapons' worth of bullets from one model.

Speaking of Loth he's actually staggeringly OP (175pts for a ML3 Librarian who gets to pick his powers off Biomancy, Telepathy, or Divination and can burn a single Warp Charge for a 2++, no roll or chance of failure), but people aren't really aware of him because he's an obscure Forge World character and he's fallen out of favour in munchkin lists this edition because he isn't allowed in any formations.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:06:32


Post by: Martel732


 BBAP wrote:
Martel732 wrote:
More accurately, situations are always in the favor of an OP unit, even when they shouldn't be. There is almost no way to get a 295 pt WK at a disadvantage. Because even if you murder it, you spent so many points to do that that you probably lost the game in the process.


What kind of army are you running that you can't spare a few Meltaguns to strip wounds off a Wraithknight every turn without screwing yourself over? They're also at a serious disadvantage in combat against Fearless infantry with 10 models or more; they'll get out of combat on their own eventually, but not before it's cost them a turn of shooting and moving.

 MagicJuggler wrote:
Kans had bad BS, but they kept firing on the move, and could lock down an area, and were cheap for their melee prowess.


They were alright, but they suffered the same issue any vehicle had; Meltaguns released their control over an area real quick, and everyone had lots of those everywhere.


Have you played against WK in context of an entire Eldar list? I'm assuming yes, so you know the answer to your own question.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:07:58


Post by: AnomanderRake


Martel732 wrote:
That's why I said almost.


It does actually give rise to a semi-strong proof of OPness. If you've got a unit that can cost-effectively and/or trivially get rid of a unit that's already OP it's likely to be OP itself.


Automatically Appended Next Post:
 BBAP wrote:
Martel732 wrote:
More accurately, situations are always in the favor of an OP unit, even when they shouldn't be. There is almost no way to get a 295 pt WK at a disadvantage. Because even if you murder it, you spent so many points to do that that you probably lost the game in the process.


What kind of army are you running that you can't spare a few Meltaguns to strip wounds off a Wraithknight every turn without screwing yourself over? They're also at a serious disadvantage in combat against Fearless infantry with 10 models or more; they'll get out of combat on their own eventually, but not before it's cost them a turn of shooting and moving.


I invite you to go read the 'Stomp' rules. You may find it answers your question.

I haven't played against Wraithknights but I've fielded them myself and I can tell you that every time mine hits the table it trivially steamrolls anything in its way. The only thing I've ever had kill it was grav-centurions, the only thing I've ever seen slow it down was a Necron Wraith deathstar.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:10:37


Post by: Martel732


 AnomanderRake wrote:
Martel732 wrote:
That's why I said almost.


It does actually give rise to a semi-strong proof of OPness. If you've got a unit that can cost-effectively and/or trivially get rid of a unit that's already OP it's likely to be OP itself.


A related concept: OP units also bench many other units, just as the WK benches Land Raiders. The Land Raider has other problems, but ignoring AV at range is crazy strong.

As for the WK, good luck catching it with your fearless infantry. At least those that survive the scatterlasers.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 16:20:46


Post by: master of ordinance


Martel732 wrote:
"Thankfully I a can avoid Eldar/Tau/'Nids players"

That doesn't help the rest of us. Making the Stormsword decidedly NOT OP.

Invis + anything dangerous = automatically OP. Because invis. This is trivially true.


I am not disagreeing with that Martel, hell I know just how nasty Invisibility can be, and MC's will murder a Stormsword. But it does murder Infantry lists.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 17:13:07


Post by: Wolfblade


 BBAP wrote:
 Wolfblade wrote:
Interceptor helps vs any deepstriking/reserves that would possibly get any heavy/special weapons close that would otherwise avoid fire.

Also, in this 1v1 scenario it's ALREADY been done. One round of shooting is all it took for the fire warriors to win, even assuming you are it into CC the next turn (needing a 9" charge). Once an ethereal and darkstrider are added to get closer to the point value of your Rep + IC squad, catching them is a pain, being able to run + snap fire, and then run another D6 after they fire over watch. And that's still cheaper than your squad at 258points, meaning there would be another ~11 fire warriors. Theory hammer says your squad loses in both mobility, and damage potential to a cheaper unit.


This is all true - but again, it's math-hammer. This scenario might not occur on the board, and even if it did I don't think "making your points back" is a valid concept.

An example to try and explain why I feel this way. My GSC have 3 ML2 Patriarchs. That's nearly 400 points wrapped up in three T5 4+ models. Last game I played, they killed nothing. Not a thing. Didn't even make a single charge the whole game. They didn't "make their points back", so they must suck, right?

Well no. One of them kept a unit of Neophytes fighting a deathstar for two turns and forced it to HnR into a bunch of Morphs, whereas the other two sat in corners, preventing broken units running off the table and providing dice to Summon more Morphs and deny Lightning Arc repeatedly. For reference, Lightning Arc murders my army because they're a bunch of T3 5+ dudes who struggle to avoid being within 6" of one another because they're Infantry and need to support each others' assaults. Kind of like how Repentia can't avoid being within 6" of Dominions or their transports if you're using the one to shield the other, but I digress.

Another example - if Father Uriah's Hammer of Noobs charges a Knight, or a Stormsurge, or whatever, it **will** kill them, and in doing so it's made back its points. Must be OP, right?

Well no. The thing is, this unit will never, ever, ever in a million years reach a Knight or Stormsurge that the opponent doesn't feed it. It will never charge **anything** the opponent doesn't leave lying around for it. It is a Fleet Infantry unit, with the inherent lack of mobility that designation brings.

It can't charge things I don't want it to. Can't do it. "But but but Rhino..." - doesn't matter. Can't do it. Can't move more than 6" a turn and assault, can't jump over obstacles during any movement, can't ignore terrain - can't do it. You simply cannot get around that lack of mobility no matter how hardy they are in CC, how much stupid wargear you add, how many models you add - you can't do it.. "But muh Repentia killed [xyz] in {game]!" - did the opponent give a gak if he lost [xyz]? If "yes", then your opponent failed by feeding it to the Repentia. If "no", then you were permitted to kill something your opponent considered irrelevant enough to sacrifice. That's not a useful contribution.

***That's*** why this unit is a noobhammer. Your opponent has to actively gift it with opportunities in order for it to affect the game, and if he doesn't it's easy enough to deal with because it's Chainfist Guardsmen.


Right, what I meant though, was with a MUCH cheaper unit, I completely neuter the unit, meaning it's wasted points (in my opinion). It's not forcing me to do anything other than move slightly, and either takes forever to get near CC (and opens it self up to being destroyed), or has to skirt around the edges, picking targets it can safely charge which brings the risk of them doing nothing if units simply move slightly away from. If they don't actively charge something, they're not gonna affect the game. That's the difference between a psyker and the Reps. A psyker can do nothing but cast a few powers/deny a few powers and change the course of the game. A wraithknight can lock down a decent section of the board and change the game (or absorb ungodly amounts of fire). WWP wraithguard can pop out anywhere without scatter and annihilate any single target (or more if they're grouped up way too closely), thus changing the game. Most of the hallmarks of OP units are a combination of either range/damage/mobility/special abilities. reps have damage output, but they don't have the range (melee weapons obviously), mobility (up to 12" if they run, slightly more when disembarking, but then they can't charge), or survivability (chainfist guardsmen).

But yeah, I agree, points are not everything, I was just using that as an example of how little it really takes to shut them down.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 17:35:33


Post by: Jancoran


 Wolfblade wrote:
Interceptor helps vs any deepstriking/reserves that would possibly get any heavy/special weapons close that would otherwise avoid fire.

Also, in this 1v1 scenario it's ALREADY been done. One round of shooting is all it took for the fire warriors to win, even assuming you are it into CC the next turn (needing a 9" charge). Once an ethereal and darkstrider are added to get closer to the point value of your Rep + IC squad, catching them is a pain, being able to run + snap fire, and then run another D6 after they fire over watch. And that's still cheaper than your squad at 258points, meaning there would be another ~11 fire warriors. Theory hammer says your squad loses in both mobility, and damage potential to a cheaper unit.

An OP unit does not require everything going in their favor to be good.


No one said anything about Deep striking.

Aside from that... I still don't see what this has to do with it. I can shoot a lot of things dead with a lot of things. I can say simply that a Demolisher makes Grotesques terrible because its cheaper, kills multiwound models like crazy and has the AP to do it. But you'd be wrong. Grotesques will never be terrible. This is the trouble with discussing things on forums. Even in the perfect scenario where you obliterate them (and... obviously... It has happened) the same has happened to a milllion worthy deathstars before. the fact that it CAN die is not the dispute but you're sort of making it the dispute.

Anywho. Obviously it can die. Obviously. GIVEN that it can die...as every other thing in 40K can die... Does it wreck face in a serious way and does it matter to the grand scheme if I lose them? Clearly it wrecks a lot of face. Clearly its not easy to remove by anything in close combat. Clearly the only trick to using the Repentia is to block line of sight to them as they do their grisly work. This is all pretty much tactical considerations that have nothing to do with the unit, and everything to do with whose running them. So assuming one does the intelligent thing with them and doesn't leave them in the wind as you'd intimated that someone would,..






Automatically Appended Next Post:
 BBAP wrote:


The title of this thread is "What is an op unit in your codex that nobody knows is op?"

Unless we're interpreting "OP" as "whatever gak-ass unit you whup noobs with" then there are objective answers to that question against which people's opinions can be weighed. When said opinions turn out to be stupid with respect to reality, it's fine to say that. When someone disagrees, it's fine to ask for evidence, and when the provided evidence is deficient it's okay to say that too.

Frankly I think your problem is less about me pushing conformity, more that someone "insulted" your little internet-friend by questioning his opinion on a particular unit. Don't do that. Your little friend isn't being a snowflake about this, don't be one on his behalf.


You arent asking for evidence. You're just being unpleasant. I remember this guy names Stelek who acted similarly.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 17:53:13


Post by: DarknessEternal


Martel732 wrote:
...There is almost no way to get a 295 pt WK at a disadvantage...

Acolyte Hybrids.

The list of things they don't have the advantage against only has AV14 Rear, or AV 14 front walkers, as single models. It doesn't include much people typically think of as good either.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 18:19:12


Post by: MagicJuggler


Back to the "secretly OP" debate, I'd like to add the Corsair Void Dreamer.

40k is ultimately a game about board control, and Aethermancy is all about movement, be it getting your guys around faster or moving your opponent's army around. Is that Barkstar blocking your passage? Just move it back into Ongoing Reserves and grab that objective. If you think Cult Ambush is the new OP hotness, try out Warp Blink (which incidentally also functions as a lesser version of the once-hated Lash) or Warp Tunnel out for size. Plus, with the draft FAQ ruling, a unit counts as all the factions of all the units joined to it; your Dreamer can chill with a beefy unit of Grotesques or so, granting them a 5++ from a Shimmershield in the process.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 18:31:58


Post by: AnomanderRake


 MagicJuggler wrote:
Back to the "secretly OP" debate, I'd like to add the Corsair Void Dreamer.

40k is ultimately a game about board control, and Aethermancy is all about movement, be it getting your guys around faster or moving your opponent's army around. Is that Barkstar blocking your passage? Just move it back into Ongoing Reserves and grab that objective. If you think Cult Ambush is the new OP hotness, try out Warp Blink (which incidentally also functions as a lesser version of the once-hated Lash) or Warp Tunnel out for size. Plus, with the draft FAQ ruling, a unit counts as all the factions of all the units joined to it; your Dreamer can chill with a beefy unit of Grotesques or so, granting them a 5++ from a Shimmershield in the process.


He's also got a way to turn off the Wraithknight. Send it back into Reserves every time it hits the table and it'll never make it to melee (yes, I know there are gun loadouts, but the melee one is much more fun).


Automatically Appended Next Post:
 MagicJuggler wrote:
...Plus, with the draft FAQ ruling, a unit counts as all the factions of all the units joined to it...


I hadn't noticed this one. I'm trying to figure out a funny thing to do with it, but most rules that actually care about faction specify "models in this unit with [faction]" (so allied ICs don't benefit from Chapter Banners, for instance). So far I've found Corbulo, Azrael's Rites of Battle (which is almost entirely irrelevant), and borrowing other peoples' Fearless/reroll Morale/Stubborn bubbles from flags or Warlord Traits. Vanilla-Codex Space Marines all have the same Faction and their special rules reference "models with [x] Chapter Tactics rule". You could argue the Curse of the Wulfen carries over to allied units with Space Wolves ICs, but trying to apply the benefits to non-Space Wolf units is almost always a downgrade over just using them on Space Wolves.

It seems like the only things this actually helps with are making Codex-specific Maelstrom objectives a little more forgiving with allied armies and making Preferred Enemy a little more forgiving against allied enemies.

...You could use Craftworld/DE ICs to let the Cast of Players formation give Crusader to Corsairs, I suppose?


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 19:24:00


Post by: Wolfblade


 Jancoran wrote:

No one said anything about Deep striking.

It was a general assumption, don't get so hung up on it. I assumed at some point someone would bring up deepstriking. I also don't see what you're trying to point out by repeating this.


 Jancoran wrote:

Anywho. Obviously it can die. Obviously. GIVEN that it can die...as every other thing in 40K can die... Does it wreck face in a serious way and does it matter to the grand scheme if I lose them? Clearly it wrecks a lot of face. Clearly its not easy to remove by anything in close combat. Clearly the only trick to using the Repentia is to block line of sight to them as they do their grisly work. This is all pretty much tactical considerations that have nothing to do with the unit, and everything to do with whose running them. So assuming one does the intelligent thing with them and doesn't leave them in the wind as you'd intimated that someone would,..


No, I assume you're at some point wanting to charge with them, which involves disembarking from that fragile metal box they would otherwise ride around in. It's not hard to pop a rhino. It's not hard to kill guardsmen. It's not hard to kill both when they're combined, and blocking LoS to them 100% of the time just isn't gonna happen. At one point they WILL be exposed, and that's where they get shredded, as that's all it takes. ONE round of shooting to remove whatever damage they might have caused, and not even one round from a massively OP unit. The difference between your deathstar and an OP deathstar is that an OP deathstar creates it's own opportunities, it doesn't need to rely on blunders by the opposing player. I.e., I wouldn't rely on my enemy forgetting/ignoring a gravcent star. I don't hope my enemy still doesn't know what eldar scatbikes do. The Rep star doesn't bring anything special to the table in terms of mobility, survivability or anything special other than chainfists. Most deathstars don't crumble before a single squad of tac marines or fire warriors.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 19:27:07


Post by: AnomanderRake


In my search for funny things to do with mixed-faction units I did run across the Sacred Banner of the Order Militant, which gives +1A to all friendly units (period) within 12", and it doesn't specify that it doesn't work when embarked. Hide a command squad in a tank and follow Conscript mobs around watching them dump hundreds of attacks into the opposition.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 19:39:22


Post by: BBAP


 Jancoran wrote:
You arent asking for evidence.


I was. Look, here:

 BBAP wrote:
I notice no information about this tournament has been forthcoming either. That's one of the usual steps in this sad cha-cha-cha. Obviously it'd be bad form to just take your word for it so I'm not going to do that - is there any independent source of information about this hyper-competitive tournament you walked over with the mighty bolter-bouncing Repentia of Doom? What army lists you were up against, that kind of thing?


That's me, asking for evidence of your claim back on page four - evidence you STILL haven't provided, by the by.

What is it with you and lying? Stop it.

You're just being unpleasant.


Hey, if you want to be condescending, uppity and dishonest, then I reserve the right to poke fun at you. If you find that "unpleasant" I don't know what to say to you. "Stop being condescending, dishonest and uppity", perhaps?

"Get a helmet, snowflake"?

I remember this guy names Stelek who acted similarly.


The same Stelek who used to brag about his tournament credentials? Same Stelek who made excuses when he lost to players of any real quality playing tough armies?

I never saw him blame his dice at least.


Automatically Appended Next Post:
Martel732 wrote:
Have you played against WK in context of an entire Eldar list? I'm assuming yes, so you know the answer to your own question.


I've played against one with my Genestealer Cults, who don't need no stinkin' guns to kill a Wraithknight (or anything else for that matter), and with my Sisters, who need AT to kill a Wraithknight. And have it. In spades. On two different unit types. Scatbikes and Warp Spiders are a bigger pest to mech Sisters than Wraithknights could ever hope to be.

Wraithknights are not overpowered. Your army is bad. That's the issue.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 19:54:12


Post by: Backspacehacker


Dont know if OP, but, there is a nice little thing you can do in DA.

Run the Hammer of caliban formation with Azreal inside the LR with the techmarine and some servitors.

The LR now gets a 4+ invul save and the techmarine can repair it, makes it really hard to kill.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:01:58


Post by: AnomanderRake


 Backspacehacker wrote:
Dont know if OP, but, there is a nice little thing you can do in DA.

Run the Hammer of caliban formation with Azreal inside the LR with the techmarine and some servitors.

The LR now gets a 4+ invul save and the techmarine can repair it, makes it really hard to kill.


In the 6e book it was a bubble that applied to units within 6", so you could stick Azrael in an allied Valkyrie for an air wing with 4+ Invuls. Nowadays the only Flyer transports he can get in easily are Storm Eagles and Thunderhawks and the invul doesn't apply to other units, but a Thunderhawk with an Invulnerable save is still pretty brutal.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:06:40


Post by: Xenomancers


 AnomanderRake wrote:
Martel732 wrote:
...There is almost no way to get a 295 pt WK at a disadvantage...


The only cost-effective ways I know of to kill it (Skitarii Vanguard with a cast of Misfortune on the Wraithknight, Grav-Centurions, Wraithguard) are fairly OP themselves. Draigo comes close to doing it if he gets Hammerhand and Force off, in theory, and there are a few Greater Daemons that could make a good show of it.

Invisible Dread-knight is a pretty good way to kill a WK. If they are both invis? Monster slap.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:07:07


Post by: jreilly89


 AnomanderRake wrote:
 Backspacehacker wrote:
Dont know if OP, but, there is a nice little thing you can do in DA.

Run the Hammer of caliban formation with Azreal inside the LR with the techmarine and some servitors.

The LR now gets a 4+ invul save and the techmarine can repair it, makes it really hard to kill.


In the 6e book it was a bubble that applied to units within 6", so you could stick Azrael in an allied Valkyrie for an air wing with 4+ Invuls. Nowadays the only Flyer transports he can get in easily are Storm Eagles and Thunderhawks and the invul doesn't apply to other units, but a Thunderhawk with an Invulnerable save is still pretty brutal.


You didn't even need Azrael. It was an equipment that gave it (Powerfield Generator), I'd throw it on a Librarian and run around with 3 Land Raiders. It was a ton of fun, but not very killy.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:07:28


Post by: Martel732


"Wraithknights are not overpowered. Your army is bad. That's the issue."

Are you trying to lose all credibility? And yes, BA are bad. But WK are bonkers against most lists. Oh, you have a valuable X? Well, it's dead now. From 36".


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:10:43


Post by: Backspacehacker


Martel732 wrote:
"Wraithknights are not overpowered. Your army is bad. That's the issue."

Are you trying to lose all credibility? And yes, BA are bad. But WK are bonkers against most lists. Oh, you have a valuable X? Well, it's dead now. From 36".


This, there is absolutely no way you can try and spin it to say WK are not overpowered. Thats like trying to argue that riptides are clearly balanced and warp spiders are fine. Like what.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:11:19


Post by: Xenomancers


@BBAP "WK aren't overpowered"

ROFL




Automatically Appended Next Post:
Martel732 wrote:
"Wraithknights are not overpowered. Your army is bad. That's the issue."

Are you trying to lose all credibility? And yes, BA are bad. But WK are bonkers against most lists. Oh, you have a valuable X? Well, it's dead now. From 36".

That's not even the most OP WK. Sword and board is infinitely more powerful. 5++ save and I5 D CC attacks.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:16:01


Post by: Martel732


 Xenomancers wrote:
@BBAP "WK aren't overpowered"

ROFL




Automatically Appended Next Post:
Martel732 wrote:
"Wraithknights are not overpowered. Your army is bad. That's the issue."

Are you trying to lose all credibility? And yes, BA are bad. But WK are bonkers against most lists. Oh, you have a valuable X? Well, it's dead now. From 36".

That's not even the most OP WK. Sword and board is infinitely more powerful. 5++ save and I5 D CC attacks.


I personally fear the ranged D more, but maybe because my armies are fast.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:22:51


Post by: Xenomancers


Martel732 wrote:
 Xenomancers wrote:
@BBAP "WK aren't overpowered"

ROFL




Automatically Appended Next Post:
Martel732 wrote:
"Wraithknights are not overpowered. Your army is bad. That's the issue."

Are you trying to lose all credibility? And yes, BA are bad. But WK are bonkers against most lists. Oh, you have a valuable X? Well, it's dead now. From 36".

That's not even the most OP WK. Sword and board is infinitely more powerful. 5++ save and I5 D CC attacks.


I personally fear the ranged D more, but maybe because my armies are fast.

The ranged D is nice if you want to...1 shot LR's and stuff. Everything competitive is sporting invis or a 2+ cover save though. So the Melle WK can deal with both with relative ease and is more durable to the insane firepower in this game. It allows you to roll on the eldar powers instead of fishing for invis - and the eldar powers are MUCH more helpful to your remaining units than the trash outside of PS and invis. Fortune a melle WK and its got 3 5+ saves. It kills a IK straight up before it can attack and practically anything else scary in CC.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:29:07


Post by: BBAP


Martel732 wrote:
"Wraithknights are not overpowered. Your army is bad. That's the issue."

Are you trying to lose all credibility? And yes, BA are bad. But WK are bonkers against most lists.


Yeah - the bad ones.

Know how I killed the Wraithknight with my GSC? I ran a bunch of Neophytes into it. Sat a Patriarch in a building 10" away and just charged them suckers on in there.

"But BBAP, you fool!", the internet cried, "Neophytes can't hurt a Wraithknight!" No, but there were 10 of them. It killed them in its own turn, then was punched to death by Claw-Morphs. I think I lost 3 units of Claw-Morphs to it in total, but I have like 12 of them so who cares.

Meltagunned it to death with my Sisters. Can't remember if it was a Meltagun or an MM Immolator turret that finally took it down, but it died. It didn't even do much damage, as I recall - the Scatbikes and Warp Spiders were pretty brutal though.

Oh, you have a valuable X?


There's your problem right there. So what if it can take out a deathstar from 36"? Don't build deathstars, and if you do, make sure they're Invisible. Against any other army the Wraithcannon is just another shooting attack.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:29:37


Post by: Martel732


I understand that logic. They're both undercosted for sure.


BBAP: if the WK wasn't so insanely difficult to kill, you could have been meltagunned jetbikers and warp spiders instead. The WK's defenses and price tag are automatically incredibly OP because you can't just let it run around and do what it wants.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:36:26


Post by: AnomanderRake


 Xenomancers wrote:
 AnomanderRake wrote:
Martel732 wrote:
...There is almost no way to get a 295 pt WK at a disadvantage...


The only cost-effective ways I know of to kill it (Skitarii Vanguard with a cast of Misfortune on the Wraithknight, Grav-Centurions, Wraithguard) are fairly OP themselves. Draigo comes close to doing it if he gets Hammerhand and Force off, in theory, and there are a few Greater Daemons that could make a good show of it.

Invisible Dread-knight is a pretty good way to kill a WK. If they are both invis? Monster slap.


It has occurred to me to notice that two teleport-pack Dreadknights aren't too far above the Wraithknight's cost. And since D just inflicts Instant Death as if it were S10 the Dreadknights only (heh, 'only') take d3 wounds from it if it doesn't roll a 6, point two at it and they might win even without Invisibility. (Quick math says on average rolls and without charges the Dreadknights kill the Wraithknight in two assault phases, and it kills one of them before going down)


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:40:33


Post by: DarknessEternal


 AnomanderRake wrote:
In my search for funny things to do with mixed-faction units I did run across the Sacred Banner of the Order Militant, which gives +1A to all friendly units (period) within 12", and it doesn't specify that it doesn't work when embarked. Hide a command squad in a tank and follow Conscript mobs around watching them dump hundreds of attacks into the opposition.


Things have to be specified to work from while embarked, not specified to not work while embarked. The reasoning is that you need to measure to a model, and that model can't be measured to whilst embarked.

So in your case, the banner would do nothing while embarked, since you can't measure to it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 20:43:17


Post by: AnomanderRake


 BBAP wrote:
Oh, you have a valuable X?


There's your problem right there. So what if it can take out a deathstar from 36"? Don't build deathstars, and if you do, make sure they're Invisible. Against any other army the Wraithcannon is just another shooting attack.


Even in the Eldar Codex the Wraithcannon is usually 'just another shooting attack'. If you aren't fighting tough MCs/GCs the sword loadout and the Skathach (2x S7/AP4 Monofilament/Shred Hellstorms or 7" blasts, or 2d3+4 36"-range meltaguns) are just better.


Automatically Appended Next Post:
 DarknessEternal wrote:
 AnomanderRake wrote:
In my search for funny things to do with mixed-faction units I did run across the Sacred Banner of the Order Militant, which gives +1A to all friendly units (period) within 12", and it doesn't specify that it doesn't work when embarked. Hide a command squad in a tank and follow Conscript mobs around watching them dump hundreds of attacks into the opposition.


Things have to be specified to work from while embarked, not specified to not work while embarked. The reasoning is that you need to measure to a model, and that model can't be measured to whilst embarked.

So in your case, the banner would do nothing while embarked, since you can't measure to it.


Mini-rulebook p. 80, 'Embarking', 1st paragraph. "If the players need to measure a range involving the embarked unit (except for it's shooting), this range is measured to or from the vehicle's hull."

In practice this means that a lot of auras and Warlord Traits keep working when embarked, but since you can't draw line of sight to them you can't target them with things.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 21:02:34


Post by: DarknessEternal


 AnomanderRake wrote:

Mini-rulebook p. 80, 'Embarking', 1st paragraph. "If the players need to measure a range involving the embarked unit (except for it's shooting), this range is measured to or from the vehicle's hull."

In practice this means that a lot of auras and Warlord Traits keep working when embarked, but since you can't draw line of sight to them you can't target them with things.

The new FAQs removed that.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 21:08:06


Post by: AnomanderRake


 DarknessEternal wrote:
 AnomanderRake wrote:

Mini-rulebook p. 80, 'Embarking', 1st paragraph. "If the players need to measure a range involving the embarked unit (except for it's shooting), this range is measured to or from the vehicle's hull."

In practice this means that a lot of auras and Warlord Traits keep working when embarked, but since you can't draw line of sight to them you can't target them with things.

The new FAQs removed that.


The new FAQs are still a draft; most of the people I play with still cherry-pick which bits to use and which to ignore. I don't want to get in a RAW/RAI argument, so I will add to the banner "Depending on your local rulings your Command Squad may have to walk."


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 21:45:42


Post by: BBAP


Martel732 wrote:
BBAP: if the WK wasn't so insanely difficult to kill, you could have been meltagunned jetbikers and warp spiders instead.


Who says I wasn't?

For reference, my mech Sisters at 1500pts:

- Canoness
- 6x5 Sisters, 2 Meltaguns, MM Immolator
- 2x5 Dominions, 3 Meltaguns, MM Immolator
- 2x5 Retributors, 2 Heavy Flamers, MM Immolator

No extraneous crap, no deathstars, no nothing. Just loads of death in a box. It's not as great as it once was thanks to Hull Points and WS1 against CC, but it's not the auto-lose I thought it'd be when I was coming back into 7th. Also, before Codex: Witch Hunters got Warded, four of the Immos used to have TLHF turrets. I changed them over when the WD Codex was released (2011, I think?), so this isn't "tailored" or whatever - it's just what I run.

Inb4 "But but muh S6!" - I hear you. Believe me, I do. Loud and clear. It's vile filth, especially on highly mobile platforms, and more especially when all you have is mech infantry whose max shooting range is 30" - but that's why you take loads of units, especially if you're running an AV11 T3 army. If you don't, you deny yourself board presence and make it even more difficult to corner the bugger, and can quickly lose so much stuff that it's impossible to make a dent on the game.

**********The fact they can put a hurt on my Sisters does NOT mean Spiders or Scatbikes are OP. It means my Sisters aren't optimised for 7th. I doubt they could be when run as a pure army, which is annoying as all-hell, but I choose to do that because I like playing them. It's MY choice to run a polished turd. No OP.**********

My GSC build has much, much less trouble dealing with Eldar, largely because it's a 7th Edition Codex written with the 7th Ed mechanics in mind. There's "mobility" out the wazoo, there's redundancy absolutely everywhere, including in my HQ slots, there's Summons, there's all kinds of mad stuff. Killed seven units of Claw-Morphs? Great - here's five more plus 40 Acolytes! And my Patriarch is sitting in a bush over there (with 13 wounds, because he auto-passes LoS) and there's a Primus nearby too, so they all have Fearless and Hatred! It's such an awesome Codex. Whether it's a hard counter to top-quality players playing hard-as-nails Eldar GT lists remains to be seen, but I reckon it can hang comfortably with them. It **feels** like a competitive book, and I think it'll prove to be one when top-level players start using it.

Wonder how long it'll be before we start hearing complaints that Cult Ambush and Claw-Morph spam is "OP"? "Dey killed muh Sanguinor pls nerf gw kthx".



Ultimately though... whatever. It's **your** hobby. You play the way you want to play. If you want to build an army entirely for "hobby" reasons, or just because it's fun to play, do it. Do it now. We need more of that. If you want to bring a deathstar with a single ML2 psyker to roll on Telepathy, or three Land Raiders, or Uriah Heep's Hammer of the Noobs, it's your dime. Recognise, though, that playing competitive 40k like the **real** big boys do means building an army that can hang in the current Edition's meta, that choosing to play fluffy or run sub-optimal gak represents a conscious refusal to do such - and thus you don't get to complain that stuff is "OP" because it can tool down whatever sub-optimal army you want to run.

And never forget who advised you to run this stuff by telling you it was "good".


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 21:47:44


Post by: Stevefamine


Azrael for Dark Angels is honestly extremely OP for a more casual meta. For tournaments?

I owned 4 Land Speeder Typhoons - fairly OP but not worth the $100 price tag.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 22:06:03


Post by: Jancoran


 Wolfblade wrote:

No, I assume you're at some point wanting to charge with them, which involves disembarking from that fragile metal box they would otherwise ride around in. It's not hard to pop a rhino.


Clipped for brevity because this was pretty much your point.

Here is my counter point: which rhino? What you're essentially positing here is that the enemy is hell bent on making a statement about my unit. Lol. I don't think they will be. Killing the Repentias doesn't kill the assassins. Doesn't kill the Exorcist, doesn't kill the Dominion, doesnt kill my scoring units. What that leaves us with is a question. If I jump out in round 2, and move up behind yet another rhino... and the enemy now has no room for escape... and there at the aforementioned rhinos left... What will happen next?

It seems to me that your scenario would require them not to value these other things more... and it would require them to be able to fire at all...and it would requie ME not to throw one of my tattered units under the bus and just let them take the overwatch first.

That seems like an awful lot of things that have to be true for this over simplified death sentence to occur. Could it? Yes. Would it hyurt my chances of victory? Not so much. So I just think you're coming up with this perfect scenario to illustrate how it might be done. But you and I can readily agree that it can be. Dark elder/Eldar proved that! No one else, on the other hand, could. And WHEN I do my damage isn't as important as THAT I do my damage. so I don't think it matters much whether I spend the last three turns as a blender in your backfield... or the first three. it almost seems as if you are of the opinion that if its not able to "jump" the enemy like Skyhammer can, its not creating enough of an opportunity. I would suggest respectfully to you that you should assume in this thread that whatever unit people are suggesting is OP is being run by a general who is using his force to allow that opportunity to happen. for if you assume the opposite, its arguing in poor faith. That's my opinion.


Automatically Appended Next Post:
 Stevefamine wrote:
Azrael for Dark Angels is honestly extremely OP for a more casual meta. For tournaments?

I owned 4 Land Speeder Typhoons - fairly OP but not worth the $100 price tag.


Maybe but does the price tag come into the discussion?


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 22:21:01


Post by: Martel732


"*The fact they can put a hurt on my Sisters does NOT mean Spiders or Scatbikes are OP."

That's not the metric for OP in any objective sense. The scatterbike is too cheap for what it does in 7th ed. Grossly. That necessarily makes it OP. Does OP units mean an autowin? Absolutely not. But it skews the chances heavily in that person's favor.

" means building an army that can hang in the current Edition's meta"

I am not a fluff player. I simply content that no such build exists for BA. And the scatterbike and WK are two reasons why no such build exists. If BA game for WK and scatterbikes, those list types have a tendency to autolose to Tau and SW. And so on and so forth.

"Wonder how long it'll be before we start hearing complaints that Cult Ambush and Claw-Morph spam is "OP"? "Dey killed muh Sanguinor pls nerf gw kthx". "

You obviously don't know me, as I denounce the Sanguinor as unplayable trash. Par for the course in that codex, though.

"Just loads of death in a box."

I'm not impressed with your death compared to Eldar or Tau death. Especially because you have to get close. There's nothing quite like losing from 36" away and inflicting nothing meaningful in return.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 22:31:21


Post by: Wolfblade


 Jancoran wrote:
 Wolfblade wrote:

No, I assume you're at some point wanting to charge with them, which involves disembarking from that fragile metal box they would otherwise ride around in. It's not hard to pop a rhino.


Clipped for brevity because this was pretty much your point.

Here is my counter point: which rhino? What you're essentially positing here is that the enemy is hell bent on making a statement about my unit. Lol. I don't think they will be. Killing the Repentias doesn't kill the assassins. Doesn't kill the Exorcist, doesn't kill the Dominion, doesnt kill my scoring units. What that leaves us with is a question. If I jump out in round 2, and move up behind yet another rhino... and the enemy now has no room for escape... and there at the aforementioned rhinos left... What will happen next?

It seems to me that your scenario would require them not to value these other things more... and it would require them to be able to fire at all...and it would requie ME not to throw one of my tattered units under the bus and just let them take the overwatch first.

That seems like an awful lot of things that have to be true for this over simplified death sentence to occur. Could it? Yes. Would it hyurt my chances of victory? Not so much. So I just think you're coming up with this perfect scenario to illustrate how it might be done. But you and I can readily agree that it can be. Dark elder/Eldar proved that! No one else, on the other hand, could. And WHEN I do my damage isn't as important as THAT I do my damage. so I don't think it matters much whether I spend the last three turns as a blender in your backfield... or the first three. it almost seems as if you are of the opinion that if its not able to "jump" the enemy like Skyhammer can, its not creating enough of an opportunity. I would suggest respectfully to you that you should assume in this thread that whatever unit people are suggesting is OP is being run by a general who is using his force to allow that opportunity to happen. for if you assume the opposite, its arguing in poor faith. That's my opinion.


See, you're assuming the enemy general will let that happen. Popping a couple of rhinos isn't very hard, especially over a couple of turns. And looking back at your bat reps, in most of those the enemy essentially handed your Reps chances to do damage (I.e. spawnstar wasting themselves on the rhino, I'm assuming meganobs popped the rhinos for you). That's not creating an opportunity, that's simply capitalizing on a mistake your enemy made. They can do damage, but only if your opponent let's them/feeds themselves into the Reps (I. E. Spawnstar, orks). Any kind of shooting that gets sent their way pretty much nullifies them. (And assuming your enemy can't create a chance to shoot at them would be arguing in poor faith wouldn't it?).

And, as you've said, the firewarriors are not the entire army. there's the rest of the army out there to start picking your stuff apart (i.e. the rest of the broadside squads, riptides, crisis suits, stormsurges, etc)


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 22:36:08


Post by: Martel732


 Wolfblade wrote:
 Jancoran wrote:
 Wolfblade wrote:

No, I assume you're at some point wanting to charge with them, which involves disembarking from that fragile metal box they would otherwise ride around in. It's not hard to pop a rhino.


Clipped for brevity because this was pretty much your point.

Here is my counter point: which rhino? What you're essentially positing here is that the enemy is hell bent on making a statement about my unit. Lol. I don't think they will be. Killing the Repentias doesn't kill the assassins. Doesn't kill the Exorcist, doesn't kill the Dominion, doesnt kill my scoring units. What that leaves us with is a question. If I jump out in round 2, and move up behind yet another rhino... and the enemy now has no room for escape... and there at the aforementioned rhinos left... What will happen next?

It seems to me that your scenario would require them not to value these other things more... and it would require them to be able to fire at all...and it would requie ME not to throw one of my tattered units under the bus and just let them take the overwatch first.

That seems like an awful lot of things that have to be true for this over simplified death sentence to occur. Could it? Yes. Would it hyurt my chances of victory? Not so much. So I just think you're coming up with this perfect scenario to illustrate how it might be done. But you and I can readily agree that it can be. Dark elder/Eldar proved that! No one else, on the other hand, could. And WHEN I do my damage isn't as important as THAT I do my damage. so I don't think it matters much whether I spend the last three turns as a blender in your backfield... or the first three. it almost seems as if you are of the opinion that if its not able to "jump" the enemy like Skyhammer can, its not creating enough of an opportunity. I would suggest respectfully to you that you should assume in this thread that whatever unit people are suggesting is OP is being run by a general who is using his force to allow that opportunity to happen. for if you assume the opposite, its arguing in poor faith. That's my opinion.


See, you're assuming the enemy general will let that happen. Popping a couple of rhinos isn't very hard, especially over a couple of turns. And looking back at your bat reps, most of those the enemy essentially handed your Reps chances to do damage (I.e. spawnstar wasting themselves on the rhino). That's not creating an opportunity, that's simply capitalizing on a mistake your enemy made. They can do damage, but only if your opponent let's them/feeds themselves into the Reps (I. E. Spawnstar, orks). Any kind of shooting that gets sent their way pretty much nullifies them. (And assuming your enemy can't create a chance to shoot at them would be arguing in poor faith wouldn't it?)


I honestly don't understand how to reconcile this issue. Obviously Jancoran wins. However, I honestly like my chances against his lists more than much of the crap I play against on a monthly basis. Getting a turn 5 is novel for me because Xeno guns are good. And Imperial guns are fething terrible. Even with drop pods, deep strike, fast tanks, take your pick. I can't put enough models on the table to survive. For all the gushing over drop pods, I've found them to be a one-way ticket to death more often than not.


What is an op unit in your codex that nobody knows is op? @ 2016/11/17 23:57:10


Post by: Jancoran


 Wolfblade wrote:


See, you're assuming the enemy general will let that happen. Popping a couple of rhinos isn't very hard, especially over a couple of turns. And looking back at your bat reps, in most of those the enemy essentially handed your Reps chances to do damage (I.e. spawnstar wasting themselves on the rhino, I'm assuming meganobs popped the rhinos for you). That's not creating an opportunity, that's simply capitalizing on a mistake your enemy made. They can do damage, but only if your opponent let's them/feeds themselves into the Reps (I. E. Spawnstar, orks). Any kind of shooting that gets sent their way pretty much nullifies them. (And assuming your enemy can't create a chance to shoot at them would be arguing in poor faith wouldn't it?).)

And, as you've said, the firewarriors are not the entire army. there's the rest of the army out there to start picking your stuff apart (i.e. the rest of the broadside squads, riptides, crisis suits, stormsurges, etc


"Popping a couple rhinos isn't hard" is what you say. I agree that a Rhino will go down. So we agree. What we don't agree on is how many units the enemy will realistically have available to try. We don't agree on that. Range matters when it comes to anti tank. So do you think they will try to use that firepower there? We don't know because there's no board, no terrain and no army list to even consider the question. So while you are always going to be right when you say they CAN be popped, you're not right in saying they will be. Also: Dominion. Also: Exorcists. Also: Assassins. So priority. I think the statement that its not difficult isn't enough.

No opponent is going to "let" repentias do anything. So I think again, if you're being fair minded about it you have to realize that it is not always a choice. think of it like this: many armies have very effective assault elements, as I mentioned before. Those kinds of elements don't have much choice but to approach if they want to do what they are good at. GeneStealer Cults, Wulfen, Skyhammers, Blood Angels and the list goes on. So it isn't as if a "good player" always has a choice. In addition, consider that when its a far more "shooty" army, there are ELITE shooty armies that can only fire on so many targets and less impressive but more numerous shooty units that are less of a cause for panic. So I will never dispute your basic premise that a certain number of rhinos can be downed. I don't think we entirely agree on which ones those would have to be given all the variables I just mentioned. And when that many things have to be "perfect" for your hypothesis to be true I start looking over at my buddy Occam and wondering if maybe there isn't a more true version of this that we could be talking about.

I just re-installed VASSAL last night so I will try and have a little fun with it. I play against a lot of hard generals so I should have ample exampls to kind of represent and maybe I'll start with Martel's favorite: Eldar!


Automatically Appended Next Post:
Martel732 wrote:

I honestly don't understand how to reconcile this issue. Obviously Jancoran wins. However, I honestly like my chances against his lists more than much of the crap I play against on a monthly basis. Getting a turn 5 is novel for me because Xeno guns are good. And Imperial guns are fething terrible. Even with drop pods, deep strike, fast tanks, take your pick. I can't put enough models on the table to survive. For all the gushing over drop pods, I've found them to be a one-way ticket to death more often than not.


Pods are okay, but I think that they do more for some forces than others. Wulfen for example can really benefit a lot from them. So tough and so horrifically good in combat, they love the chance to bounce on over and say hello.

Other armies aren't such good matches. I think the army matters a lot. I think its probably not a quality of pos in general to make an army "good" but their utility cannot be denied when it comes to certain units. Usually the tougher ones, like Wulfen.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 00:06:38


Post by: Martel732


I understand the idea of working rhinos up the board. How do you think i ever get close enough to lose my survivors to assaulting riptides? Tau >> ba in the assault phase lol.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 00:09:07


Post by: MagicJuggler


I get why BBAP's list makes sense, and he admits that the army itself isn't optimal for 7th due to the assorted issues that plague light mech in 7th. That said, I see "how" it works, how it's no-nonsense (that's still 56 PA bodies and 11 AV 11 hulls at 1500), and looks incredibly "no nonsense". With Strategic, he gets a shot at Stealth/MTC for Ruins or Infiltrate for 3 units (alongside 3 Scouting units) and he's already further up the board than the 30" would hint at.

Definitely less of a gimmick compared to a giant Repentia-star.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 00:15:48


Post by: Jancoran


 BBAP wrote:

"Get a helmet, snowflake"?

The same Stelek who used to brag about his tournament credentials? .


My point is made manifest.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 00:45:18


Post by: BBAP


Martel732 wrote:
That's not the metric for OP in any objective sense. The scatterbike is too cheap for what it does in 7th ed. Grossly. That necessarily makes it OP. Does OP units mean an autowin? Absolutely not. But it skews the chances heavily in that person's favor.


What iteration of the unit is cheap? The one with three Scatbikes in it? I mean... It's three dudes. How much do you want people to pay for three dudes? Scatterlasers are nasty pieces of kit, sure, but it's still three dudes.

" means building an army that can hang in the current Edition's meta"

I am not a fluff player. I simply content that no such build exists for BA.


So your Codex sucks. Welcome to (one half of) my world. Scatbikes and Warp Spiders are not OP because your Codex sucks.

And the scatterbike and WK are two reasons why no such build exists. If BA game for WK and scatterbikes, those list types have a tendency to autolose to Tau and SW. And so on and so forth.


The Eldar Codex is not the reason no such build exists for BA. The BA Codex is the reason for that.

"Just loads of death in a box."

I'm not impressed with your death compared to Eldar or Tau death.


Yeah, I said. It's not the rubber mallet it used to be, largely due to the fact vehicles suck now, but I enjoy it. It's also perfectly capable of giving some folks a bad time. It'd give my GSC a game, I think;. Plus it's Sisters. They were my second army after Daemonhunters. There's a sentimental attachment.

Especially because you have to get close.


I don't get max volume of fire unless I start within 18" of a unit when footslogging, but I can plink with bolters out to 30-odd inches. Add 4-ish inches to that if the unit starts in a transport - or 6 inches exactly if you want to cheat. The best way to kill anything is to make it roll saves, and with BS4 S4 weapons, I can make Scatbikes and Spiders roll saves, generally enough to shave a dude or two out of a unit every turn. I also have units, like, all over the table.

There's nothing quite like losing from 36" away and inflicting nothing meaningful in return.


Are you... did you just read the maximum ranges of the weapons and try to guesstimate how the game went from there? That's not how it works, brah.

 Jancoran wrote:
My point is made manifest.


You haven't had a "point" for three pages, since you got all salty because I refused to acknolwedge your losses as an achievement and called your dishonesty what it is.

If you want to talk more about Father Uriah's Hammer of Noobs, fine - start by actually addressing any of the issues I've raised that you've ignored so far. Otherwise, go away.


Automatically Appended Next Post:
 MagicJuggler wrote:
With Strategic, he gets a shot at Stealth/MTC for Ruins or Infiltrate for 3 units


Wait, what?! Why didn't you tell me this before I rolled on the Sororitas Warlord table and got "causes Fear"?!


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 00:59:38


Post by: JNAProductions


One point, made a while back, that I want to address is Demolishers making Groteques obsolete by IDing them. That's just not true. Grotesques are T6 or T7 (I think T7) and so are not doubled-out by ANYTHING.

Edit: Ignore that noise, I was thinking of the Pain Engines.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:03:49


Post by: Matt.Kingsley


Grotesques are T5, so Demolisher Cannons do cause Instant Death to them.

You're thinking of Talos and Chronos Pain Engines, which are both T7.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:04:38


Post by: Jancoran


 JNAProductions wrote:
One point, made a while back, that I want to address is Demolishers making Groteques obsolete by IDing them. That's just not true. Grotesques are T6 or T7 (I think T7) and so are not doubled-out by ANYTHING.


I made that point. and they are T5 my friend. Sorry to burst the bubble but...there it is.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:05:46


Post by: JNAProductions


Ah, I am! I'll edit my earlier post.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:16:15


Post by: Jancoran


 BBAP wrote:


You haven't had a "point" for three pages, since you got all salty because I refused to acknolwedge your losses as an achievement and called your dishonesty what it is.

If you want to talk more about Father Uriah's Hammer of Noobs, fine - start by actually addressing any of the issues I've raised that you've ignored so far. Otherwise, go away.
!


Ah. you thought your acknowledgment was what I wanted? I see where you went sideways. You do what you will with the information I gave you. What difference does it make to me, now that I think about it? if you reject the suggestion that Sisters Repentia are powerful but overlooked...you make my point stronger with each post. =)


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:21:47


Post by: Martel732


The three scatbikes cost way less than they should. So those three dudes are far too cheap for their capabilities and therefore OP. They are point and click to the extreme. It doesn't matter how gakky ba are.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:33:24


Post by: MrMoustaffa


Lasguns.

No I'm not joking.

It's the perfect infantry weapon. No points are wasted on shenanigans like AP or high strength or fancy rules. It's just a cheap bog standard weapon that lets your guardsmen be dirt cheap. Think about how many times you've actually used your precious AP on weapons like Bolters or Pulse rifles. Usually the target is in cover anyways and it doesn't matter.

With lasguns, it's no big deal what save the enemy has because nothing he does can make it worse, especially for tougher armies. Whoop de Doo, your space marine is in cover, I'm still going to FRFSRF and kill you all the same. It just makes lasguns brutally efficient because they're consistent. Then you get access to tons of special weapons because your main infantry is so cheap, and access to a wide variety of orders to buff your lasguns, special weapons, or even both, as the situation requires. Because who cares if my lasguns don't get to shoot this turn because a vehicle needs to die, theyre lasguns. It's not like I paid points for them like a marine with a bolter does.

And on top of THAT, lasguns still do a ton of work, especially in the age of MC's, because models are T6 or less, which means they can still contribute. This isn't 5th ed, metal boxes edition, this is 7th, the land where vehicles dont show up much and you can kill riptides by shining laser pointers into their optics.

Finally, nobody ever seems to expect lasguns to kill things. Despite all the memes and jokes, people will still charge models headlong into lasgun volleys and then get surprised when they get mowed down.

Lasguns sucking is a blessing in disguise. Because that very suck factor is what allows the IG to just brutally mathhmer you to death. Add in orders, pysker shenanigans, and formation buffs, along with sheer weight of numbers, and usually lasguns contribute a decent chunk of wounds in and of themselves in any battle that doesn't involve nothing but knight titans.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 01:56:05


Post by: BBAP


 Jancoran wrote:
Ah. you thought your acknowledgment was what I wanted?


It's what you asked for. Three pages ago.

 Jancoran wrote:
I assume the credentials of some of my opponents assuages your doubts otherwise


... at the same time you were whining about "bad dice". If that's not a desperate cry for validation I don't know what is. You don't get a cookie for failing, especially not when the whole point of you dragging that into the conversation in the first place was to prove the unit had some competitive merit. "Look at me, I won a tournament 5-0 with this unit!" A tournament full of hobbyists. When you played the ranked dudes, you lost.

What conclusion is anyone supposed to draw from that?

What difference does it make to me, now that I think about it?


"S-stupid BBAP, it's n-not like I'm getting all whiny and prickled over YOU or anything..."

So tsun-tsun. Don't go dere-dere on me or I'll call the mods.

if you reject the suggestion that Sisters Repentia are powerful but overlooked...you make my point stronger with each post. =)


I reject the suggestion that they have power - they're overlooked for a reason. They kill things in close combat. So what? They'll never get there unless your opponent allows it. You've yet to demonstrate why this is not the case - whenever you're asked to, you either waffle, hand-wave, or half-lie, then get all salty and whiny.

Tell you what - when I want advice on how to take suck units and lose against ITC-ranked players, or how to lie by omission and then get salty-soup when someone calls me out on it, I'll give you a call. Your credentials in that department are flawless. Otherwise, go away. This is getting old now.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 02:00:08


Post by: AnomanderRake


 BBAP wrote:
What difference does it make to me, now that I think about it?


"S-stupid BBAP, it's n-not like I'm getting all whiny and prickled over YOU or anything..."

So tsun-tsun. Don't go dere-dere on me or I'll call the mods.


If you two don't calm down I'm going to call the mods.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 02:10:32


Post by: motyak


BBAP, Jancoran, cool it already. If you can't discuss it like mature individuals then have a break from the keyboard. Remember, you're talking about a hobby.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 02:11:49


Post by: JNAProductions


Can I nominate Scarabs? Those sons of guns can kill Knights (and anything else, thanks to Entropic Strike). It only takes two squads of 8 (320 points) to one-turn kill a Knight on the charge.

Spoiler:
That's 80 attacks on the charge, minus 10 for 2 bases dying to the Knight's attacks. So that's 70 attacks, hitting on 4s (35) glancing on 6s (5.83 repeating). Goodbye Knight!


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 02:56:54


Post by: BBAP


Martel732 wrote:
The three scatbikes cost way less than they should.


No they don't. You kill one Bike, the unit needs a Morale check.

"Yeah but it's not gonna fail on Ld8 ZOMGOP!!" - He needs an 8 or less on 2D6. That's the same chance as you have of missing with a BS4 to-hit roll. Think how often you do that - seems like a lot, doesn't it? Yeah - that's because you're generally rolling an awful lot of to-hit dice with your shooting. You hit more than you miss, but you **do** miss. Make him roll those Morale checks and he'll fail one eventually. When he does, it's 3D6 Fall back, and if he's hiding in the corner then 3D6 takes out his bike unit. If he's **not** hiding in the corner, which he probably isn't considering LoS-blocking terrain is a thing and my poor dead Immolators are scattered across the field, then his unit is Snap Shooting until it Regroups and is moving 3" max even when it does.

If he **doesn't** fail Morale, you've dropped his firepower by 4 shots per turn by taking out that one Bike, and can try again next turn.

If you do it with an Immolator's Multimelta he either Jinks, or he most likely loses a bike. Either way is fine by me. You don't need to wipe out a unit to reduce its threat, and when you have three dudes the unit becomes much easier to pacify. It's exactly how people used to deal with my Long Fangs in 5th Ed, except they had an ablative wound to turf before you got to the business end of the squad so a single dead dude wasn't enough to shut them up.

"Yeah but it's really hard to kill one Bike!!!" - I don't disagree, but the chance to do it is always there, and if your army doesn't allow you the opportunity to try then your army is the problem, not OP Scatbikes.


Note that this is not a tactica. It's not me saying "lol nabs look how easy scatbikes are lol nabs", because Scatbikes are **not** easy to deal with - they're a really, really nasty unit capable of doing serious damage to light mech and infantry. The point of this is to help people see Scatbikes as I see them (three MEQs) instead of how the internet sees them (Godzilla on a jetbike). They're not OP or undercosted - they're just a really good unit.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:00:54


Post by: AnomanderRake


 BBAP wrote:
...They're not OP or undercosted - they're just a really good unit.


...

...

...Okay, I'm going to take the bait. What unit would you call OP or undercosted?


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:13:40


Post by: Vash108


 JNAProductions wrote:
Can I nominate Scarabs? Those sons of guns can kill Knights (and anything else, thanks to Entropic Strike). It only takes two squads of 8 (320 points) to one-turn kill a Knight on the charge.

Spoiler:
That's 80 attacks on the charge, minus 10 for 2 bases dying to the Knight's attacks. So that's 70 attacks, hitting on 4s (35) glancing on 6s (5.83 repeating). Goodbye Knight!


I love scarabs! I always try to swarm Land Raiders.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:14:48


Post by: BBAP


 AnomanderRake wrote:
...Okay, I'm going to take the bait. What unit would you call OP or undercosted?


I don't think any units are, off the top of my head. Scatbikes would be if they were in the Spice Maroon Codex, but for a unit in their slot in Codex: Craftworlds they're priced about right.

If you think they should cost more, tell me - what should Eldar players be forced to ditch in exchange for their Scatbikes?


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:17:22


Post by: JNAProductions


 BBAP wrote:
 AnomanderRake wrote:
...Okay, I'm going to take the bait. What unit would you call OP or undercosted?


I don't think any units are, off the top of my head. Scatbikes would be if they were in the Spice Maroon Codex, but for a unit in their slot in Codex: Craftworlds they're priced about right.

If you think they should cost more, tell me - what should Eldar players be forced to ditch in exchange for their Scatbikes?


They're troops. That's the easiest to spam slot.

And a reasonable suggestion I've heard bandied about is that Scatterlasers should be either:
a) 15 Points
b) 1 in 3 model upgrade
c) both a and b

As for swarming Land Raiders, you would need 7 Scarabs to kill one on the charge in one turn, usually.

Spoiler:
10/3 hits per base, 10/18=5/9 glances per base, and we need 36/9. So about 7 bases should do it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:19:34


Post by: Vash108


I always had a spider behind making more. But usually I get a glance or 2 with gauss before the scarabs can reach it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:31:20


Post by: Martel732


Really good unit = undercosted more than likely. They are a no-brainer auto-take. That's OP and undercosted.

For a unit to be properly costed, there has to be some debate as to whether it goes in a list or not.


Automatically Appended Next Post:
 BBAP wrote:
 AnomanderRake wrote:
...Okay, I'm going to take the bait. What unit would you call OP or undercosted?


I don't think any units are, off the top of my head. Scatbikes would be if they were in the Spice Maroon Codex, but for a unit in their slot in Codex: Craftworlds they're priced about right.

If you think they should cost more, tell me - what should Eldar players be forced to ditch in exchange for their Scatbikes?


They should just be fielding smaller, more fragile lists. High firepower is fine. But not high firepower and extreme durability and extreme psykers all the same list.


Automatically Appended Next Post:
 JNAProductions wrote:
 BBAP wrote:
 AnomanderRake wrote:
...Okay, I'm going to take the bait. What unit would you call OP or undercosted?


I don't think any units are, off the top of my head. Scatbikes would be if they were in the Spice Maroon Codex, but for a unit in their slot in Codex: Craftworlds they're priced about right.

If you think they should cost more, tell me - what should Eldar players be forced to ditch in exchange for their Scatbikes?


They're troops. That's the easiest to spam slot.

And a reasonable suggestion I've heard bandied about is that Scatterlasers should be either:
a) 15 Points
b) 1 in 3 model upgrade
c) both a and b

As for swarming Land Raiders, you would need 7 Scarabs to kill one on the charge in one turn, usually.

Spoiler:
10/3 hits per base, 10/18=5/9 glances per base, and we need 36/9. So about 7 bases should do it.


Or 20 pts, because they are better than assault cannons.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 03:40:31


Post by: MagicJuggler


I guess the moral of this thread is that OP is subjective, not just in regards to what *is* OP, but what OP *is*. By which I mean the benchmark for the definition OP is subjective.

Is OP a unit that auto-wins, is it OP because it throws players off, or is it just a hyper-aggressively costed? It looks like the clashes are coming from these three camps colliding with one another.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 04:56:35


Post by: DarknessEternal


 JNAProductions wrote:
One point, made a while back, that I want to address is Demolishers making Groteques obsolete by IDing them.

Is there anyone respectable that doesn't already think Grotesques are awesome though? They're pretty amazing and I hadn't considered them for this particular thread.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 05:07:55


Post by: Yoyoyo


 BBAP wrote:
They kill things in close combat. So what? They'll never get there unless your opponent allows it. You've yet to demonstrate why this is not the case

It's not very complicated, he uses Rhinos as LOS screening.

You aren't completely on the mark either with your take on Scatterbikes, either. Rather than taking fire and failing LD checks against a clear threat, they should be reserved. Which is why in top-table Eldar matches, the player who goes 2nd has a big advantage (though ITC's scoring also plays a part).


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 06:53:31


Post by: Wolfblade


 Jancoran wrote:
 Wolfblade wrote:


See, you're assuming the enemy general will let that happen. Popping a couple of rhinos isn't very hard, especially over a couple of turns. And looking back at your bat reps, in most of those the enemy essentially handed your Reps chances to do damage (I.e. spawnstar wasting themselves on the rhino, I'm assuming meganobs popped the rhinos for you). That's not creating an opportunity, that's simply capitalizing on a mistake your enemy made. They can do damage, but only if your opponent let's them/feeds themselves into the Reps (I. E. Spawnstar, orks). Any kind of shooting that gets sent their way pretty much nullifies them. (And assuming your enemy can't create a chance to shoot at them would be arguing in poor faith wouldn't it?).)

And, as you've said, the firewarriors are not the entire army. there's the rest of the army out there to start picking your stuff apart (i.e. the rest of the broadside squads, riptides, crisis suits, stormsurges, etc


"Popping a couple rhinos isn't hard" is what you say. I agree that a Rhino will go down. So we agree. What we don't agree on is how many units the enemy will realistically have available to try. We don't agree on that. Range matters when it comes to anti tank. So do you think they will try to use that firepower there? We don't know because there's no board, no terrain and no army list to even consider the question. So while you are always going to be right when you say they CAN be popped, you're not right in saying they will be. Also: Dominion. Also: Exorcists. Also: Assassins. So priority. I think the statement that its not difficult isn't enough.


2 broadsides on average will deal 3hp of damage to AV11 (8 shots, 6 hits, 4+ for a glance or pen obviously). That's very little firepower required to deal with a rhino chassis or two, and still be able to deal with the rest of the things you mentioned.

 Jancoran wrote:

No opponent is going to "let" repentias do anything. So I think again, if you're being fair minded about it you have to realize that it is not always a choice. think of it like this: many armies have very effective assault elements, as I mentioned before. Those kinds of elements don't have much choice but to approach if they want to do what they are good at. GeneStealer Cults, Wulfen, Skyhammers, Blood Angels and the list goes on. So it isn't as if a "good player" always has a choice. In addition, consider that when its a far more "shooty" army, there are ELITE shooty armies that can only fire on so many targets and less impressive but more numerous shooty units that are less of a cause for panic. So I will never dispute your basic premise that a certain number of rhinos can be downed. I don't think we entirely agree on which ones those would have to be given all the variables I just mentioned. And when that many things have to be "perfect" for your hypothesis to be true I start looking over at my buddy Occam and wondering if maybe there isn't a more true version of this that we could be talking about.



Your opponents did. Chaos walked spawnstar into their rhino, thereby letting the reps charge them. Ork player basically walked his meganobs into them, letting them get the charge, Your DE/E opponent did not. Your Gladius opponent more or less didn't care becaus ehe had so many units everywhere. Your 5 flyrant opponent didn't care much if they were picking off the spores because they're dirt cheap units that distracted you. The only time you won was against unranked players, while the ranked players (SM gladius and 5 flyrant) planned around either avoiding them, or feeding them cheap units to waste their time.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 07:36:00


Post by: Jancoran


Martel732 wrote:
The three scatbikes cost way less than they should. So those three dudes are far too cheap for their capabilities and therefore OP. They are point and click to the extreme. It doesn't matter how gakky ba are.


Your Blood Angels can shut them up now, so i mean...

Wolfblade 707431 9025693 wrote:
2 broadsides on average will deal 3hp of damage to AV11 (8 shots, 6 hits, 4+ for a glance or pen obviously). That's very little firepower required to deal with a rhino chassis or two, and still be able to deal with the rest of the things you mentioned.
.


Same kind of argument. But it assumes the primary threat to the Rhinos isnt already shot dead.

If I have Grotequques, what do my scourges kill first? STR 10 weapons. If I am playing with Orks, what might I be likely to kill first? Things that kill my hordes and disallow them from being clumped up and smashy.

So here again... we agreed. We agreed that you CAN. We just aren't necessarily agreeing that you will.


Automatically Appended Next Post:
 Wolfblade wrote:

The only time you won was against unranked players, while the ranked players (SM gladius and 5 flyrant) planned around either avoiding them, or feeding them cheap units to waste their time.


What are you talking about. They were all ranked players. So am I.

What I told you was that the ones I lost to were in the top 1%. I really...really...have a hard time seeing how losing to them is any statement about the Sisters Repentia. Either one would warn you against underestimating it. It's a big reason why i was able to have a chance in the losses. Obviously the 3 1's was just plain bad luck.That said nothing about them either.

If you want to talk about the unit fine. But attacking the opponents is stupid. Especially at our level. Give me a break.










What is an op unit in your codex that nobody knows is op? @ 2016/11/18 10:54:24


Post by: BBAP


Martel732 wrote:
Really good unit = undercosted more than likely. They are a no-brainer auto-take. That's OP and undercosted.

For a unit to be properly costed, there has to be some debate as to whether it goes in a list or not.


You could make Storm Guardians 1pt per model and people **still** wouldn't take them over Scatbikes in their CADs. Or maybe they would, because they'd be able to spam Warp Spiders harder, and that seems to be what the GT winning lists are chiefly composed of. Even then, Scatbikes would still be a reasonable alternative.

Drop the Scatbikes into the Spice Maroon Codex. Tell me how auto-include they are there.

... yeah. It's not just a question of "cost". It's a question of options, and of what kind of army you want to build.

They should just be fielding smaller, more fragile lists. High firepower is fine. But not high firepower and extreme durability and extreme psykers all the same list.


..."Extreme durability"? It's ***three dudes****! Three! It's extremely durable because you can't/ won't take the tools you need to reach out and touch them.

 JNAProductions wrote:
They're troops. That's the easiest to spam slot.


And the only one with access to ObSec outside the Spice Maroon Codex, and every point you spend there to spam anti-MEQ/ AV11/12 "OP lazors" is one less point you get to spend anywhere else, on stuff like Wraithguard ot Wraithknights or Barrages or whatever. Y'know, stuff that can hurt anything that's not MEQ or AV11/12. Plus it's ***three dudes***. Three. How much do you want three dudes to cost? "More than they do coz they killed muh Chapter Master"?

Yoyoyo wrote:
 BBAP wrote:
They kill things in close combat. So what? They'll never get there unless your opponent allows it. You've yet to demonstrate why this is not the case

It's not very complicated, he uses Rhinos as LOS screening.


You're making the same mistake Jancoran made - thinking it's just a case of keeping them safe from shooting. You might be able to do that, but even if you can, they're still Infantry. They'll still never charge anything that isn't left in their way, either accidentally (opponent has failed) or on purpose (you have failed).

You aren't completely on the mark either with your take on Scatterbikes, either. Rather than taking fire and failing LD checks against a clear threat, they should be reserved. Which is why in top-table Eldar matches, the player who goes 2nd has a big advantage (though ITC's scoring also plays a part).


Considering almost everything is "a clear threat" to ***three dudes*** (three dudes! Three!) I guess that means they just always start in reserve. Bolt-Backs? Reserve. Drop Pods? Reserve. Boltguns in a mission where you have to move around the board? Reserve.

Also, the Eldar lists that are winning stuff seem to be quite heavy on Warp Spiders and light on Scatbikes. Maybe Warp Spiders are even more OP than Scatbikes?

I think they are - there's ***five whole dudes** in the squad and one of them even has 2W! How am I supposed to kill that with Lightning Claws?! Plus they killed muh Rune Priest! Warp Spiders should cost 40pts a model like Terminators do, and should be 1 per army. They're so OP.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 12:49:25


Post by: Martel732


"Your Blood Angels can shut them up now, so i mean.."

Not even close. Against eight units of them? With crappy terminators and even crappier sanguinary guard? No thanks.

"Tell me how auto-include they are there. "

They are. The scatterlaser is better than any marine range weapon other than grav cannons.

""Extreme durability"? It's ***three dudes****! Three! It's extremely durable because you can't/ won't take the tools you need to reach out and touch them. "

If you really understood how this game worked, you'd understand that it's very expensive to engage 3+ armor at 36". Imperial heavy weapons are quite poor, especially compared to what the Eldar are spitting back. They are guardians. On jetbikes. With 3+ armor. That's extreme durability for the cost in my book.

" Maybe Warp Spiders are even more OP than Scatbikes? "

That's entirely possible. Both need to cost more points, so they can put fewer of them on the table. Warp spider is a 30+ point model easy.

"How much do you want three dudes to cost?"

Well, the scatterlaser is a 20 pt weapon, not a 10 pt weapon, so I guess an extra 30 pts is my answer. Plus it's not just three bikers. It's 3 X 5 or 3 X 8 or even 3 X 11 bikers. You can't engage them effectively with imperial heavy weapons. You just don't have enough shots. Against 11 squads, you are looking losing every Rhino/Immolator in your SoB list in two turns.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 14:10:39


Post by: Xenomancers


 AnomanderRake wrote:
 Xenomancers wrote:
 AnomanderRake wrote:
Martel732 wrote:
...There is almost no way to get a 295 pt WK at a disadvantage...


The only cost-effective ways I know of to kill it (Skitarii Vanguard with a cast of Misfortune on the Wraithknight, Grav-Centurions, Wraithguard) are fairly OP themselves. Draigo comes close to doing it if he gets Hammerhand and Force off, in theory, and there are a few Greater Daemons that could make a good show of it.

Invisible Dread-knight is a pretty good way to kill a WK. If they are both invis? Monster slap.


It has occurred to me to notice that two teleport-pack Dreadknights aren't too far above the Wraithknight's cost. And since D just inflicts Instant Death as if it were S10 the Dreadknights only (heh, 'only') take d3 wounds from it if it doesn't roll a 6, point two at it and they might win even without Invisibility. (Quick math says on average rolls and without charges the Dreadknights kill the Wraithknight in two assault phases, and it kills one of them before going down)

Regardless of the math in game I am confident if I get a force wielding dreadknight into assault with a WK it's a gonner. I would make the choice 100% of the time. Sadly. Everything else in the eldar army is great at killing dreadknights - so much freaking rending.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 14:23:10


Post by: AnomanderRake


Martel732 wrote:
...Or 20 pts, because they are better than assault cannons...


You know if we start this fight again I'm going to have to pull out the math.


Automatically Appended Next Post:
 BBAP wrote:
 AnomanderRake wrote:
...Okay, I'm going to take the bait. What unit would you call OP or undercosted?


I don't think any units are, off the top of my head. Scatbikes would be if they were in the Spice Maroon Codex, but for a unit in their slot in Codex: Craftworlds they're priced about right.

If you think they should cost more, tell me - what should Eldar players be forced to ditch in exchange for their Scatbikes?


Weapon upgrades should be one per three and 15pts as a stopgap, at least. I've got notes for a more comprehensive overhaul, I'll stick it up over in Proposed Rules eventually.


Automatically Appended Next Post:
 BBAP wrote:
...Plus it's ***three dudes***. Three. How much do you want three dudes to cost?...


Last I checked we want three dudes to not get three heavy weapons between them. Other armies' all-heavy-weapon squads are dramatically more expensive, very slow, and don't exist in Troops; last I checked nobody was complaining 80pts/model was too expensive for Grav-Centurions because there are only three of them.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:11:06


Post by: BBAP


Martel732 wrote:
If you really understood how this game worked


You're drawing conclusions based on weapon profile statlines. You're theory-hammering on what I can only assume are infintely flat planes with no LoS blocking terrain at all, where my vehicles all become transparent once they Wreck. You seem to think an opponent's units have only two conditions; 100% effective or 100% dead.

But yeah. I'm the one who doesn't understand how the game works.

you'd understand that it's very expensive to engage 3+ armor at 36".


Bolters, bro. That's what they're for. You get them for nothing and their whole purpose is to shoot at anything that's not an AV11+ vehicle or T5+. What, you think they're worthless because they're not killing something with every roll? That's not how 40k works, friend. Scatterlasers don't necessarily do that either, especially against power armour.

Imperial heavy weapons are quite poor, especially compared to what the Eldar are spitting back


That's a problem with Imperial heavy weapons then, not with the Eldar. It's also not relevant to this issue because you get bolters and you can use them.

I disagree that they're terrible, though. They're different to the stuff Eldar get, but that's not "worse". It's just different. If you want Eldar weapons and Eldar unit options, play Eldar.

" Maybe Warp Spiders are even more OP than Scatbikes? "

That's entirely possible. Both need to cost more points, so they can put fewer of them on the table. Warp spider is a 30+ point model easy.


Some T3 dude in power armour with an AP- weapon that rolls to wound against I and has a 12" range. 30 points. Why, because he can JSJ and Run after shooting? Because he has Monofilament?

Who's going to take this unit if it costs 150pts base? Where's the 30+pts of value?

"How much do you want three dudes to cost?"

Well, the scatterlaser is a 20 pt weapon, not a 10 pt weapon, so I guess an extra 30 pts is my answer.


So an extra 30pts per squad, 90pts per three squads. That means I only get 3 squads (or rather, 2.8-ish) for every four I'd normally take. That rebalances things, in your view? Let's see:

Plus it's not just three bikers. It's 3 X 5 or 3 X 8 or even 3 X 11 bikers.


Apparently not, because applying your own suggested fix these armies are taking only 3x4, 3x6, or 3x8. That's not a significant drop in overall firepower in my book - from the bikes at least, because overall these kinds of armies suck. 3x4 to 3x6 is what you see in most successful lists already, because more than that starts eating into your ability to bring **actual** heavy weapons capable of dealing with big toys, leaving you with a bunch of dudes who can't hurt a Leman Russ and have to check Morale if one of them crashes into a tree.

You can't engage them effectively with imperial heavy weapons.


1. Define "engage effectively". You mean "kill something with every roll", don't you? Is that how MEQ armies work?
2. T4, 3+ save, 4+ Jink. Heavy weapons not necessary.

Against 11 squads, you are looking losing every Rhino/Immolator in your SoB list in two turns.


Sure, assuming an infinitely flat plane with perfect LoS everywhere - but my list isn't balanced for the meta in 7th, so I can't use it as a yardstick to measure what is and isn't OP (especially not in a scenario like this, because 40k isn't balanced around your kitchen table). I did at first. I whined like hell about Sisters being broken before I got a few games under my belt with a couple of different armies and got a bit of a handle on the new Edition. It wasn't a problem with the game, or Scatbikes, or whatever; it was a problem with **me**, with the army I was choosing to run. You can make a balanced 7th Ed list with Sisters in it, but not with only Sisters in it. I choose to play them anyway because it's a challenge, I can still win certain games against certain armies, and playing them has a certain nostalgic appeal. Plus they're my Sisters and they're awesome.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:12:26


Post by: MagicJuggler


The other issue with Scatpacks, rather than their power relative to other armies, is how they easily they outshine the other Troops choices that Eldar get. Unless you're using a "free upgrades" host, there's little reason to run foot Guardians, and Dire Avengers/Rangers may as well not exist in most cases. The Avenger Shrine formation is admittedly somewhat cute but by itself isn't competitive. (One thing I've been a fan of is giving Guardian Jetbikes a 4+ save, and Avengers a 3+ save, though YMMV).

Anyway, back on topic for "unknown" power units, the Blue Scribes don't get enough recognition, but 7th edition changes to Psyker Powers gave them a major lease on life.

The problem with the Scribes in 6th was that a "random power" just didn't impress anyone, especially when they couldn't swap for a Primaris, and the fact they're NOT an Independent Character means you cannot hide them in a unit of Screamers. Their Syphon ability was fairly limited in its ability to be used, only translating to a few extra shots from Horrors now and then, and the fact they can't be taken as part of the "four Heralds for one HQ slot" group meant taking them was a trade-off between Fateweaver, or actual Heralds. While the Masque at least gets some recognition from her non-randomized ability to shut down deathstars (as well as Run after dancing), the Scribes got no love.

Enter 7th. Malefic Daemonology is a solid discipline overall, and almost every power is worth having (except Infernal Gaze arguably), and he autocasts one power each turn at the minimum WC needed. That's a 1 in 3 chance of Incursion or Possession in one go, which both would need at least 7 WC to get off with some degree of reasonable odds of success. The addition of a Psychic Phase, as well as changes to how casting works, means that the Scribes can move 12, manifest a power, then turbo to a better position, drastically improving his odds of survival. Did I mention he costs only as much as a single Scatpack? He's cheap enough to be expendable, but dangerous enough to turn a game in your favor. His other ability, the Spirit Syphon, is "cute" but in practice the game favors smaller numbers of big powers going off anyway rather than lots of smaller powers going off. That being said, he's really cheap for what he does, and after a certain threshold, he becomes more efficient than investing in another Herald.

He's better if you're running a Daemon CAD as an ally either to CSM or R&H, especially compared to Fateweaver. By not making Daemons your Primary, you don't worry about the Warp Storm at all, so paying 300+ points for rerolling it doesn't matter as much.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:14:51


Post by: Martel732


Your bolters don't reach the scatbikes. Scatterlaser uber alles.

I'm aware of LoS restrictions, but scatterbikes can easily reposition to keep shooting. LoS blockers help the Eldar more than hurt them.

" Where's the 30+pts of value? "

Because S6/7 is the panacea in 7th ed. Also, they are very heavily spammed, so even if 30 is not the right number, their current cost is too low.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:15:24


Post by: AnomanderRake


 MagicJuggler wrote:
(One thing I've been a fan of is giving Guardian Jetbikes a 4+ save, and Avengers a 3+ save, though YMMV).


I'm on board with 4+ save for Eldar Jetbikes in general (right now we've got Reavers with a 5+, Skyweavers with a 4+, and Craftworld/Corsair jetbikes with a 3+), it'd make more sense than the current array. 3+ to DA I'm more skeptical about.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:18:45


Post by: BBAP


 AnomanderRake wrote:
Weapon upgrades should be one per three and 15pts as a stopgap, at least. I've got notes for a more comprehensive overhaul, I'll stick it up over in Proposed Rules eventually.


I've been over this for the other guy. See above.

Last I checked we want three dudes to not get three heavy weapons between them.


Speak for yourself. If it makes sense in the context of the army then I'm fine with it.

Other armies' all-heavy-weapon squads are dramatically more expensive, very slow, and don't exist in Troops


Other armies are not Eldar. What happens to the Eldar if you take away the Scatbikes? Where's their other reliable anti-infantry/ light mech shooting coming from? Shuriken Catapults?

last I checked nobody was complaining 80pts/model was too expensive for Grav-Centurions because there are only three of them.


T5, 2+ armour, 2 wounds each, ****grav weapons****. If they cost 80pts for 3 models they'd be OP. Scatbikes are not any of these things, so I'm not sure what I'm supposed to take from this comparison.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:20:37


Post by: AnomanderRake


 MagicJuggler wrote:
...Enter 7th. Malefic Daemonology is a solid discipline overall, and almost every power is worth having (except Infernal Gaze arguably), and he autocasts one power each turn at the minimum WC needed...


The only downside to Malefic is that Possession stops the random silliness from happening. I find the fact that they're allowed to roll on Sanctic hilarious, personally.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:21:45


Post by: MagicJuggler


Considering that Avengers do jack to vehicles, and Grav is still a thing, and their role is supposedly the balanced art of attack and defense, I doubt a 3+ would be the end of the world for them; it would definitely make taking them vs Jetbikes more of an interesting what-if debate. Their Overwatch buff is cute but there are enough ways to get around that. Besides, it's not like Jetbikes can't jink, at least until people break out the Hellhounds/Gauss Tombblades...

The lack of randomness might be an edge advantage for the Scribes thohgh, as worst comes to worst, you're getting a Lord of Change with a 149-point discount. The real issue would be if you gave up First Blood with Possession, though if you're running Rhinos, chances are that it's bound to happen anyway.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:24:29


Post by: Martel732


"What happens to the Eldar if you take away the Scatbikes?"

They still stomp 80% of the lists in the game without trying hard. So basically, nothing. The entire codex ranges from solid to crazy OP.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:29:57


Post by: Xenomancers


Are you suggesting to shoot jet-bikes with bolters?


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:31:05


Post by: Martel732


 Xenomancers wrote:
Are you suggesting to shoot jet-bikes with bolters?


Yeah, he is. Because that totally works.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:32:39


Post by: Xenomancers


Martel732 wrote:
"What happens to the Eldar if you take away the Scatbikes?"

They still stomp 80% of the lists in the game without trying hard. So basically, nothing. The entire codex ranges from solid to crazy OP.

Humm...take 2 min squads of gardians which also put out 20 rending shots at bs4 and can run and shoot in the same phase in any order. Then spam Warwalkers to get firepower equal to scatter bikes for about the same price ... oh and still be able to run and shoot in any order in the same phase with them too. I could take the eldar challange. You can remove any 5 units from the codex and I will still beat you with the remaining units. lol.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:33:32


Post by: Bartali


Half the problem with Scatbikes is that they're a troop choice. Bung em out to FA (and don't give them a stupid formation that makes them BS5 instead)


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:35:11


Post by: Martel732


Bartali wrote:
Half the problem with Scatbikes is that they're a troop choice. Bung em out to FA (and don't give them a stupid formation that makes them BS5 instead)


The other half is that the scatterlaser is too cheap.

" Define "engage effectively""

Be able to deal damage somewhere around at least a 0.75 ratio of damage out to damage in. The imperium can't do this with scatterbikes with any heavy weapon they have.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:38:05


Post by: BBAP


Martel732 wrote:
Your bolters don't reach the scatbikes. Scatterlaser uber alles.


Not if you're playing on some kind of non-Euclidian flat surface that breaks the laws of physics and allows Scatbikes to be 36" away from everything they're shooting at all times.

That's not what happens in the game, is it? The opponent's table edge isn't 36" away from the centre of the board. The edge of my deployment zone is never more than 12" from the median of the board.

The best way for you to see what I mean is to play against these Scatbike armies on a table with any LoS blocking terrain on it. Have a look for photos of the tables at GTs; build one of those for yourself and give it a go.

I'm aware of LoS restrictions, but scatterbikes can easily reposition to keep shooting. LoS blockers help the Eldar more than hurt them.


They can reposition, but that repositioning isn't always going to land them 36" away if they have to come around an angle to draw a bead. Unless you play on the aforementioned magic table.

Because S6/7 is the panacea in 7th ed.


But they have 10 shots at 12+12" range. 24", that is, then they Run+JSJ. T3 dudes in power armour who **have** to come into bolter range to do any work. 5 of them cost 150pts. The Eldar's only Grav weapon equivalent is now a bit of a dud.

This isn't you fixing OP. This is you ruining Codex: Craftworlds.

Also, they are very heavily spammed, so even if 30 is not the right number, their current cost is too low.


Right. Does this logic apply to Tactical Squads? Heavily spammed, so their cost is too low - let's make them 120pts. They're also T4, that's gotta be worth another, let's say, 30pts. 150pts for a Tactical Squad. Enjoy your new Battle Company!


Automatically Appended Next Post:
 Xenomancers wrote:
Are you suggesting to shoot jet-bikes with bolters?


Look at a typical Eldar list and tell me what else you'd be shooting bolters at. The Wraithknight? Wave Serpents? Maybe you just don't bother firing them at all, then come to Dakka and whine about ZOMGOP Eldar.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:41:32


Post by: Martel732


As I said, LoS blocking terrain helps Eldar more than hurts them.

"This is you ruining Codex: Craftworlds. "

Hardly. That unit will still be nasty.

No one cares about bolters anyway. If you trade bolter shots with scatterlasers you will come out on the losing end of that. You wont' cause enough damage quickly enough to avoid taking mass damage in return. The possibility of not being range is just icing on the cake for the scatbikes.

People spam tac marines for the free transports. This effectively lowers the cost of tac marines significantly. BA players actively avoid them like the plague because they are terrible without the gladius rules. So your comparison is not valid. People are spamming scatbikes because they are way too good for their cost.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:45:57


Post by: AnomanderRake


 BBAP wrote:
Other armies are not Eldar. What happens to the Eldar if you take away the Scatbikes? Where's their other reliable anti-infantry/ light mech shooting coming from? Shuriken Catapults?


...Everywhere?...

War Walkers. Wave Serpents. Dark Reapers. One-gun-per-three scatterbikes. Guardian Defenders. Dire Avengers. All the other stuff Scatterbikes have made redundant and relegated to a shelf collecting dust.

I'm sorry, but the idea that scatterbikes are actually integral to the normal operation of the army is silly. I've been playing Mechdar/Aspects for closing on ten years now and it works just fine with no bikes.

last I checked nobody was complaining 80pts/model was too expensive for Grav-Centurions because there are only three of them.


T5, 2+ armour, 2 wounds each, ****grav weapons****. If they cost 80pts for 3 models they'd be OP. Scatbikes are not any of these things, so I'm not sure what I'm supposed to take from this comparison.


I think you were supposed to get that "...how much do you want three models to cost?..." is the wrong question, since there are quite obviously units where three models are 50+ points each and absolutely worth it.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:46:42


Post by: Xenomancers


Bartali wrote:
Half the problem with Scatbikes is that they're a troop choice. Bung em out to FA (and don't give them a stupid formation that makes them BS5 instead)

Not the issue at all. Objective secured is great for them but eldar really don't need it on them. Eldar straight blow you off objectives they barely ever need to contest. All FA does is change they way they are feidled. Instead of 3 man units you'll see 2 6 mans with attached farseers rolling guide to give them all twin-linked. Plus they can already get them in a formation which has essentially no tax except for a jetbike warlock.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:47:21


Post by: AnomanderRake


Martel732 wrote:
...No one cares about bolters anyway...


The Guardsmen who can't have S4 ranged weapons would like to have a word with you.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:47:38


Post by: Wolfblade


 Jancoran wrote:

Wolfblade 707431 9025693 wrote:
2 broadsides on average will deal 3hp of damage to AV11 (8 shots, 6 hits, 4+ for a glance or pen obviously). That's very little firepower required to deal with a rhino chassis or two, and still be able to deal with the rest of the things you mentioned.
.


Same kind of argument. But it assumes the primary threat to the Rhinos isnt already shot dead.

If I have Grotequques, what do my scourges kill first? STR 10 weapons. If I am playing with Orks, what might I be likely to kill first? Things that kill my hordes and disallow them from being clumped up and smashy.

So here again... we agreed. We agreed that you CAN. We just aren't necessarily agreeing that you will.

So, you get to make assumptions, but I don't? I don't get to make the assumption that there will be AT LEAST one turn where I have LoS to them with at least one unit?

the point is reps don't have a lot going for them except chainfists and a 3+ FNP, twice per game (POSSIBLY twice per game, it can fail). They're not quick, They can only do damage in melee, They're not durable outside of their AoF, and they have no good special abilities outside of the assault phase. Compare that to Scatbikes, WKs, a Gladius, wraithguard with a WWP, Psykers with summoning, CM Smashfether, Gravcents, Stormsurges, Tau'nars etc.

 Jancoran wrote:


 Wolfblade wrote:

The only time you won was against unranked players, while the ranked players (SM gladius and 5 flyrant) planned around either avoiding them, or feeding them cheap units to waste their time.


What are you talking about. They were all ranked players. So am I.

What I told you was that the ones I lost to were in the top 1%. I really...really...have a hard time seeing how losing to them is any statement about the Sisters Repentia. Either one would warn you against underestimating it. It's a big reason why i was able to have a chance in the losses. Obviously the 3 1's was just plain bad luck.That said nothing about them either.

If you want to talk about the unit fine. But attacking the opponents is stupid. Especially at our level. Give me a break.


In the games you lost, you played vs an optimized list. In the others, you either played gimmicky lists (i.e. all termies), or they made fairly large mistakes (wasting the spawn on killing your rhinos). And sure, ok whatever, they were all ranked players, but you're still ignoring what I said. You lost when you played an optimized list, and won when you played against a bad list


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:49:12


Post by: Martel732


 AnomanderRake wrote:
Martel732 wrote:
...No one cares about bolters anyway...


The Guardsmen who can't have S4 ranged weapons would like to have a word with you.


We'll see who needs a word after misfortune goes off. Unfortunately, there is no cost effective way to make bolter fire worthwhile.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:49:16


Post by: AnomanderRake


Martel732 wrote:
 Xenomancers wrote:
Are you suggesting to shoot jet-bikes with bolters?


Yeah, he is. Because that totally works.


If you can get range it absolutely does. Try it sometime.


Automatically Appended Next Post:
Martel732 wrote:
 AnomanderRake wrote:
Martel732 wrote:
...No one cares about bolters anyway...


The Guardsmen who can't have S4 ranged weapons would like to have a word with you.


We'll see who needs a word after misfortune goes off. Unfortunately, there is no cost effective way to make bolter fire worthwhile.


Use it?


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:49:58


Post by: Martel732


 AnomanderRake wrote:
Martel732 wrote:
 Xenomancers wrote:
Are you suggesting to shoot jet-bikes with bolters?


Yeah, he is. Because that totally works.


If you can get range it absolutely does. Try it sometime.


Bikes don't care about bolters because I know my marines don't. And they have the same stat lines. I can tell you it doesn't work.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:52:27


Post by: AnomanderRake


Martel732 wrote:
 AnomanderRake wrote:
Martel732 wrote:
 Xenomancers wrote:
Are you suggesting to shoot jet-bikes with bolters?


Yeah, he is. Because that totally works.


If you can get range it absolutely does. Try it sometime.


Bikes don't care about bolters because I know my marines don't. And they have the same stat lines. I can tell you it doesn't work.


We can go back and forth all day telling each other "yes they do!" "no they don't!", but unless you go try it (possibly making use of the Drop Pods you've been so disparaging of off in that thread) you're not going to see I'm right.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:54:11


Post by: Martel732


The Eldar players have to contend with skyhammer lists. I don't think they are going to lose to BA in drop pods. The best that gets you usually is the bikes coming out of reserve. But your guys are on foot, and your alpha strike did nothing, so you are still dead meat.

You're acting like I don't actually play against these guys. I've tried everything. Mech, jumper, drop pod, etc. Nothing works because it's dozens and dozens of armor saves to make every turn. The step up from S5 to S6 is so huge in 7th ed and the Eldar pay nothing for it. You're wounding almost everything on a 2+, and AV 12 crumbles before you. That means IKs crumble to these things. AV 11 dies twice as fast vs S5. I could go on.

I've got access to drop fragnoughts which will outright kill or cripple a scatbike unit. Doesn't help in the slightest because they know its coming.


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:58:05


Post by: Xenomancers


@BBAP - bolters are range 24" Scatter laser are range 36" and have about 5x the offensive botential to a bolter. Bikes move 2x as fast. You will never shoot a scatter bike with a bolter unless you are in a drop pod. Why the heck would you ever put tac marines in a drop pod?


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 15:59:30


Post by: AnomanderRake


 Xenomancers wrote:
@BBAP - bolters are range 24" Scatter laser are range 36" and have about 5x the offensive botential to a bolter. Bikes almost move 2x as fast. You will never shoot a scatter bike with a bolter unless you are in a drop pod. Why the heck would you ever put tac marines in a drop pod?


To wreck the gunline armies that don't want you to be able to plant units with their own portable cover in their deployment zone on turn one?


What is an op unit in your codex that nobody knows is op? @ 2016/11/18 16:05:01


Post by: Martel732


Tac marines aren't wrecking anything. Get real. Even in a gladius, they are taken just to be obj sec bullet sponges. They are good in a horde format. Hooray.