109417
Post by: Slayer0089
Im a newer player still and just curious of what everyones most hated unit to see fielded against is? Ive been playing blood angels for a wile now anf from the matchis ive played so far gray knight termies are my current annoyances on the table top.
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Post by: andysonic1
Knight Titans with tons of guns. Mostly because I really have no good answer to them.
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Post by: SagesStone
Thunderwolf cavalry. They just look so stupid as well.
96912
Post by: Vitali Advenil
Scatbikes. Most everyone complains about these things. The simple fact that these murder machines move so fast and hit so hard but, iirc, cost 3 points less than an ork jetbike is kind of ridiculous.
Seriously, why is the ork jetbike base 30 points when the eldar jetbike is base 17? That's. Just. Stupid.
89261
Post by: Brutallica
Tau with their stupid OP chikenfeet riptards and Eldar with undercosted bikes and Wraithknight
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Post by: Terminal
I don't hate to see Tau or Eldar across from me, [save for the Tau'unar, but nobody in my area has ever gotten one]. In fact, I'm trying to arrange some games vs Riptides and Wraithknights, so that I have a little experience against them when I go to big tournaments.
But the one unit I do hate to see is more than two Imperial or Chaos Knights. My armies - Raven Guard and Daemons - can't deal with them very well without specifically building a list to fight them. Daemon Princes stand a chance in combat against a Stormsurge or Wraithknight [and stand a good chance of taking out a Riptide entirely], while the Marines can use Grav-Guns [I don't have Centurions] against Rips/WKs.
Knights, however, are much harder to deal with. One, I can ignore, possibly take out if I get very lucky. Two, I can ignore and just try to survive while hunting objectives. But three or more is seemingly impossible.
47138
Post by: AnomanderRake
Loth or Be'lakor. Most units in the game are manageable with the right stuff, but guaranteed Invisibility is always, always stupid.
(Honourable mention to Magnus, but that's more because he's too big and too silly than anything about his rules.)
100523
Post by: Brutus_Apex
Scatter Bikes, Grav Centurions and anything tau related.
This game needs more close combat and less technology.
102353
Post by: Kataklysmic
Psychic spam daemons with invisibility/summoning
51866
Post by: Bobthehero
Invisibility/anything that forces me to fight in close combat.
91101
Post by: gummyofallbears
Hornets and tau.
If tau didn't have the stupid linked supporting fire I would love to fight them, but now it just destroys my CQC based Ynari army and is very little fun
5421
Post by: JohnHwangDD
Space Marines, of course.
88779
Post by: Gamgee
Concur on marines. Only exception is Deathwatch.
86452
Post by: Frozocrone
Any top tier unit really (Wulfen, Flyrant, Centurions, Whirlwind Scorpius with Keylek)
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Post by: wuestenfux
n0t_u wrote:Thunderwolf cavalry. They just look so stupid as well. 
This is the enemy unit which I worry most no matter what I play (Necrons or Eldar).
Its fast and deadly. Softening up before they charge und a sacrificable unit is the way to go.
74089
Post by: rabidguineapig
Wraithknight and Stormsurge. Shoot me, punch me, D weapon me, whatever. But I HATE stomps so much.
85326
Post by: Arbitrator
This tbh.
Well, loyalist anyway.
72525
Post by: Vector Strike
I don't particularly hate anything, but as I'll play 30k in the future and a friend of mine will use Custodes, I'm really not keen on seeing re-rollable 3++...
Brutus_Apex wrote:Scatter Bikes, Grav Centurions and anything tau related.
This game needs more close combat and less technology.
There's Age of Sigmar, you know?
47138
Post by: AnomanderRake
Vector Strike wrote:I don't particularly hate anything, but as I'll play 30k in the future and a friend of mine will use Custodes, I'm really not keen on seeing re-rollable 3++...
Brutus_Apex wrote:Scatter Bikes, Grav Centurions and anything tau related.
This game needs more close combat and less technology.
There's Age of Sigmar, you know?
No, obviously, rerollable 2++ (Bastiladon) and RFP-ignore-saves effects (Mortal Wound spam) are the solution to all our problems.
100523
Post by: Brutus_Apex
There's Age of Sigmar, you know?
Thanks for the suggestion, lol.
This isn't the right place to talk about how much I hate that game and why I resent them so much for destroying fantasy.
Either way 40K is supposed to be fantasy in space. I get that there's guns, and thats fine. But the game really should be mix of close combat and shooting.
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Post by: Grand.Master.Raziel
Riptides, Stormsurges, Wraithknights, Scatbikes, Warp Spiders, Fateweaver
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Post by: mrhappyface
Orks.
Not because they are really good, OP, etc. It's because they take so much time to do anything! Movement phase? Excuse me whilst I move my 100s of models. Psychic phase? Let me decide which of my god awful powers I'm going to get off with my 100 WC thanks to Power of the Waaagh. Shooting phase? You might as well go do something else whilst I take an hour to fire all these weapons. Assault phase? Let me now combine the time taken for both the movement and the shooting phase together. Then we can repeat the whole thing next turn.
At least top tier armies have the courtesy to be quick about blasting you off of the table and if they aren't well then at least you can take some satisfaction in destroying something worth while.
84364
Post by: pm713
Bel'akor. Because that means I get to see at least one unit become untouchable a turn and given the opponent I'll have to deal with all that Geokinesis rubbish.
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Post by: Giantwalkingchair
Any Tau. Have not enjoyed a single game against them ever.
Wraithknight would be my bane.
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Post by: nateprati
Anything that shoots and then moves. Seriously annoying
85298
Post by: epronovost
Most Tyranid Monstruous Creatures. They are so cool, but they are so bad. I hate to place them on the board. They are destroyed so easily by hte enemy that the Great Devourer is starting to turn anorexic.
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Post by: Generalstoner
Necron Ghost Arks. I hate the things with a passion. The shield/armor they have on top of the sheer amount of firepower they can put out is stupidly broken.
103217
Post by: Pr3Mu5
The Flying, Psychic, D train that is Magnus. He's expensive but god is he annoying.
52364
Post by: Engine of War
Tau cowardice, Eldar cheese, Psker none-sense such as invisibility spam.
Spam in general such as spaming Deepstrike. I mean EVERY SINGLE THING DEEPSTRIKES.
If you run it fine, but my armies are not built for melee which is mostly what Deepstriking at all details, I had a Blood angels battle that I knew from the get-go would be boring, and over turn one.
Tau spam, boring. I know IG/Skitarii and whatnot are extra shooty too and do something similar but its the way Tau (or the tau I've fought) go about it that I find boring and irritating.
Eldar are boring due to cheese. Its just not fun to face them without forcing them to literally play badly (which I don't want to ruin other peoples fun either, kinda ruins the whole point doesn't it?)
Psker stuff... I know its mainly due to my army that I can't counter it all to well but the way Psker stuff just seems to turn normal things into absolutely the most irritating things isn't fun. Invisibility being the main one.
Heck, I've faced an Invisible Horus (it was an Apoc game) and couldn't kill him mainly because of his psyker who was hiding in a building half the map away in a building (and put there in such a manner you couldn't actually SEE HIM in the building without playing a game of "Where's the Psyker"?).
I only nearly killed him and averted the Horus Hersey because I just threw a incredibly vast amount of bullets at him and got lucky enough to get him down to 1 wound. emphasis on sheer LUCK AND VOLUME OF FIRE.
I'm sorry, but a 9-10 foot tall dude doesn't need to be invisible. he's strong as is.
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Post by: cosmicsoybean
Any gunline armies, jetbike armies, knight armies or generic spess mureenz. All boring as hell to me.
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Post by: ZergSmasher
Warp Spiders, at least when there's more than a couple of units of them. Really I hate any list that just spams stuff, but when people spam these annoying, untouchable, fast-moving things, it really gets me. People complain about things like Scatbikes and Wraithknights, but to me those are manageable, whereas Warp Spiders are way more frustrating to deal with.
108848
Post by: Blackie
Anything that use D and grav weapons
97198
Post by: Nazrak
Any special characters. Boring.
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Post by: STG
cosmicsoybean wrote:Any gunline armies, jetbike armies, knight armies or generic spess mureenz. All boring as hell to me.
So 90% of all armies in the game?
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Post by: stroller
Farseer. Re roll this, that AND the other...... mutter mutter winge...
4139
Post by: wuestenfux
In normal games, superheavies and the like, while they are mandatory in apoc games.
We often play 2v2 or 3v3 with 3000 pts per player allowing one superheavy per player.
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Post by: kirotheavenger
So far, Warp Spiders.
You're not even allowed to shoot at them.
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Post by: Sgt. Cortez
Wraiths.
And Tau commander equipped with all the toys giving him boni I have to use unreliable psychic powers for.
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Post by: TheCustomLime
Any superheavies below 2k points. Maybe I'm just old fashioned but I think the biggest warmachines of the 41st millennium should be reserved for the largest and most important battles.
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Post by: TheManWithNoPlan
Funnily, for Tau I honestly don't mind seeing the scarier Battlesuits like Ghostkeels, Riptides and Stormsurges so long as they're not made crazy by Tau special rules. A Stormsurge is destructive - a Stormsurge with BS5 Markerlight support is OP. One Riptide is a fun adversary - three Riptides is abuse. A Ghostkeel on it's own is cool, in it's formation thing it's not.
Imperial Knight spam without my knowledge is also annoying. I say this as someone who plays a Knight Household. If I'm bringing my Imperial Knights out to play, my opponent is going to know well in advance. I'll also bring an alternative army so when I have pick up games they have the chance to refuse playing pure Knights.
Quickfire round of things I hate as well:
Invisibility Psykers
War Convocation Abuse (~200pts in free upgrades is okay. 500-700 is not)
Gladius Abuse (Need I say more than free transports?)
Smashfether (Used without warning, if I know he's coming it's better)
Crazy summoning (I know a Tzeentch player who can easily summon about 1500pts without breaking a sweat)
Non-fluffy allies choices (Not a rules thing, it just bothers me)
All of the Eldar stuff you've heard before
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Post by: jreilly89
I have a personal grudge against Riptides and Eldar stuff, but outside of that:
-Draigo. Stupidly threw a Bloodthirster against him and he ID'ed him with Force (before I knew what Draigo's rules were)
-Dreadknights: ugly models, pretty tough rules (unless you have Grav/lots of D weapons)
-DE Raiders/Venoms. Fragile, but can Jink almost everything and most DE players spam the heck out of them. At least they FAQed it so that if the vehicle Jinks, the passengers have to snap fire
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Post by: Martel732
jreilly89 wrote:I have a personal grudge against Riptides and Eldar stuff, but outside of that:
-Draigo. Stupidly threw a Bloodthirster against him and he ID'ed him with Force (before I knew what Draigo's rules were)
-Dreadknights: ugly models, pretty tough rules (unless you have Grav/lots of D weapons)
- DE Raiders/Venoms. Fragile, but can Jink almost everything and most DE players spam the heck out of them. At least they FAQed it so that if the vehicle Jinks, the passengers have to snap fire
They undid that jink ruling.
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Post by: jreilly89
Martel732 wrote: jreilly89 wrote:I have a personal grudge against Riptides and Eldar stuff, but outside of that:
-Draigo. Stupidly threw a Bloodthirster against him and he ID'ed him with Force (before I knew what Draigo's rules were)
-Dreadknights: ugly models, pretty tough rules (unless you have Grav/lots of D weapons)
- DE Raiders/Venoms. Fragile, but can Jink almost everything and most DE players spam the heck out of them. At least they FAQed it so that if the vehicle Jinks, the passengers have to snap fire
They undid that jink ruling.
Again? Maybe that's my most hated thing on the table, no consistency!
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Post by: Drummernathan
Wraithknight.
So far the only thing I've faced in 7th ed. That I just had no answers to.
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Post by: don_mondo
Old time grumpy old man here, anything that would once have been considered Apoc-level...
83742
Post by: gungo
jreilly89 wrote:Martel732 wrote: jreilly89 wrote:I have a personal grudge against Riptides and Eldar stuff, but outside of that:
-Draigo. Stupidly threw a Bloodthirster against him and he ID'ed him with Force (before I knew what Draigo's rules were)
-Dreadknights: ugly models, pretty tough rules (unless you have Grav/lots of D weapons)
- DE Raiders/Venoms. Fragile, but can Jink almost everything and most DE players spam the heck out of them. At least they FAQed it so that if the vehicle Jinks, the passengers have to snap fire
They undid that jink ruling.
Again? Maybe that's my most hated thing on the table, no consistency!
You do realize that it never required them to snap fire which means it was always consistent.
The prior FAQ was never legitimate it was a draft FAQ.
For me biggest pain to play against are
2++ rerollable and invis based armies
Warp spider spam can be annoying too
Being able to do nothing vs your opponent isn't fun.
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Post by: WrentheFaceless
Anything Eldar
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Post by: cosmicsoybean
STG wrote:cosmicsoybean wrote:Any gunline armies, jetbike armies, knight armies or generic spess mureenz. All boring as hell to me.
So 90% of all armies in the game?
Thats...thats not even remotely close to 90% of all armies. Tau don't have to play gunline, nor do IG for example, this leaves literally 21 of 23 armies I don't mind playing, which, isnt 90% lol.
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Post by: conker249
My list of hates.
Khorne daemonkin blood thirsters with D weapons.
Imperial guard tank army. Nothing but russes
Scatter bikes
My absolute most hated is khorne skull cannons. I hate shooting it since the opponent can choose to either take the wound on the crew, or take it on the cannon where my weapons do nothing. Very frustrating
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Post by: Shimsham
Thunderwolf cavalry! I absolutely hate these guys.
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Post by: G00fySmiley
All vehicle armies, anything from imperial knights to mech guard. mostly because I run take all comers lists and there really is not a way to do anything against these types of armies unless you brought a list specifically to make it fun. I could bring a separate list designed to kill them specifically, but then it is no fun either as there is no back and forth or close game.
second is less a unit and more players who look for a game and then only build their list after seeing you unpack of knowing what you have brought or in some cases just know what you play... "oh horde of orks boyz ok"... 15 min later "I always bring mass flamers over grav guns/cannons and sergeants always have combi flamers, there was no list tailoring even though this is all different than what I played last week"
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Post by: Martel732
Make them write down their army. Then show them your army.
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Post by: Xenomancers
#1 Fatey
#2 Space wolves - BS wargear that costs less and does more than all similar space marine wargear - really I just hate all spacewolves.
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Post by: morgoth
How can anyone hate on Eldar or Tau more than electro displacement bs?
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Post by: Martel732
morgoth wrote:How can anyone hate on Eldar or Tau more than electro displacement bs?
Because they might not roll it. Or the might not get the power off. Or I might deny it. Or they might fail their charge. Or I might force them to charge rhinos (sometimes free).
None of those things can go wrong with Tau/Eldar ranged firepower that's rolling dozens and dozens of dice. They both have very, very reliable shooing phases and both have some extremely durable units.
Remember that even with electrodisplacement, they still assault what I let them. I have no such options with enemy shooting. They choose what dies. That's very powerful.
83680
Post by: ChazSexington
Scatbikes, Stormsurges, Riptides, Warp Spiders, Knights, Primarchs, grav-devastators in an Ultramarine Gladius. I'm still getting used to flyers. It's not a unit, but War Convocation. Most of these are fine in singular, but once people start spamming units, it's no fun.
Primarchs I don't like for the simple fact 40k is about "your dudes," not "the design studio's dudes."
Out of those... Honestly, the grav devs. Re-rolling wounds and to hits utterly annihilates anything.
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Post by: Martel732
You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
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Post by: generalchaos34
Anything that can have multiple stacking psychic buffs and rarely fails its casts.
Units that have multiple rerolling saves. (i.e. Rerolling 2+ jink saves and Fnp with rerolling 1 and/or 4+)
High toughness models with high mobility.
While I have little experience with hating on Wraith Knights I have encountered too many tetrads and unkillable Daemon Princes for my tastes. Nothing in the game should be able to soak up 10 twinlinked lascannons and not take a single wound, then regen any wounds that it had lost (keep in mind all LCs wounded) through a combination of psychic, FnP, and 2+ jink saves. AND they get high mobility. I can't even throw a knight at them because they strike at Ini 9 and do 5+ Str 10 Ap 2 attacks. Nothing stands a chance outside of trying to hope for a tarpit. NOTHING about that kind of game is fun when you have an almost zero chance of harming the enemy model. Regardless of what people feel about AoS one of the things they have right is that every model has even a small chance to hurt what ever nasty unit is on the table.
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Post by: Matt.Kingsley
conker249 wrote:My absolute most hated is khorne skull cannons. I hate shooting it since the opponent can choose to either take the wound on the crew, or take it on the cannon where my weapons do nothing. Very frustrating
Err... the Skull Cannon doesn't have any crew with profiles, it's Crew are downgraded to a special rule that gives it a few extra attacks.
Your opponent has to assign the hits to the Cannon itself.
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Post by: Dakka Wolf
Model-wise I hate Superheavies.
Game-wise smart players with Infantry Platoons give me the most grief - three layers of shooting sacrifice units that only cost ten points more than naked TWC.
It's the layers that makes them hurt. Each layer is a turn spent killing 50 or 30 points of sacrifice rather than destroying units of importance.
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Post by: ChazSexington
Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
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Post by: pm713
Xenomancers wrote:#1 Fatey
#2 Space wolves - BS wargear that costs less and does more than all similar space marine wargear - really I just hate all spacewolves.
What cheap BS wargear is this? Apart from TWC and Wulfen.
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Post by: Martel732
ChazSexington wrote:Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
Read my post again very carefully. I addressed that. Automatically Appended Next Post: pm713 wrote: Xenomancers wrote:#1 Fatey
#2 Space wolves - BS wargear that costs less and does more than all similar space marine wargear - really I just hate all spacewolves.
What cheap BS wargear is this? Apart from TWC and Wulfen.
The frost weaponry I'm guessing.
106383
Post by: JNAProductions
3 Shots, Martel. They're Salvo 3/5.
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Post by: Martel732
What are you replying to?
106383
Post by: JNAProductions
Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
This one.
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Post by: Martel732
No, no. They fire their weapons once before they die. They usually fire 5 times because of skyhammer, because only losers like BA have non-relentless grav devs. But it's your job to make sure that they get that ONCE. Devs are quite squishy, so it's not a problem.
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Post by: sfshilo
Anything with the term "marker light" on it.
The tau are just anime looking Guardsman once you kill the markerlights.
11860
Post by: Martel732
sfshilo wrote:Anything with the term "marker light" on it.
The tau are just anime looking Guardsman once you kill the markerlights.
With (potentially) immortal MCs, don't forget.
106383
Post by: JNAProductions
Martel732 wrote:
No, no. They fire their weapons once before they die. They usually fire 5 times because of skyhammer, because only losers like BA have non-relentless grav devs. But it's your job to make sure that they get that ONCE. Devs are quite squishy, so it's not a problem.
That doesn't make any sense. Skyhammer doesn't make them any more survivable, so they'd still fire their weapons once (getting three shots each, or five in the Skyhammer).
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Post by: Martel732
Exactly. So how good of a unit are they, really? It all depends on what you can kill with your one turn of shooting I suppose.
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Post by: stewe128
Drop pod null deployment
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Post by: cranect
I do not like grab weapons. They can hurt anything and against vehicles which already have some problems you only need to do a single hp to make it useless due to immobilization. And then there is the any other hps makes you take double after that. Walkers are rendered pretty useless by this one weapon on top of the other disadvantages.
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Post by: Martel732
cranect wrote:I do not like grab weapons. They can hurt anything and against vehicles which already have some problems you only need to do a single hp to make it useless due to immobilization. And then there is the any other hps makes you take double after that. Walkers are rendered pretty useless by this one weapon on top of the other disadvantages.
On the other hand, they are the only way for marines to burn through several trouble MCs in the meta. It's a very annoying mathematical niche, I know.
801
Post by: buddha
Warp spiders and screamer star.
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Post by: ChazSexington
Martel732 wrote: ChazSexington wrote:Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
Read my post again very carefully. I addressed that.
I did, and it still doesn't make any sense. They don't come in single squads, ever. Judging by the tabletop meta, there's hardly a single meltagun, plasma gun, or lascannon-wielding Devastator left in the entire Imperium, with the grav-wielders coming en masse in Skyhammer Annihilation Forces, forcing units to go to ground while being Relentless themselves. Well, they go to ground if anything survives. That's 20 grav shots per squad, re-rolling to Wound, plus re-rolling to Hit when they use UM doctrines. That's 2-3 misses and 2 failed to wound rolls per squad. That's 16 MEQ wounds. Sure, the unit may have some Invulnerable or Cover saves, but that's still 16 saves to make.
Also, what do you mean "fire once?" Because you're assuming they're gonna get charged?
Actually, wait, isn't Martel just a troll?
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Post by: Martel732
Grav devs that aren't in a transport will be shot to death or charged on the next turn.
Yes, they're gonna get their 20 shots per squad. ONCE. That's what I meant by my comment. So you better find a REALLY good target for as expensive as that squad is.
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Post by: cosmicsoybean
ChazSexington wrote:Martel732 wrote: ChazSexington wrote:Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
Read my post again very carefully. I addressed that.
I did, and it still doesn't make any sense. They don't come in single squads, ever. Judging by the tabletop meta, there's hardly a single meltagun, plasma gun, or lascannon-wielding Devastator left in the entire Imperium, with the grav-wielders coming en masse in Skyhammer Annihilation Forces, forcing units to go to ground while being Relentless themselves. Well, they go to ground if anything survives. That's 20 grav shots per squad, re-rolling to Wound, plus re-rolling to Hit when they use UM doctrines. That's 2-3 misses and 2 failed to wound rolls per squad. That's 16 MEQ wounds. Sure, the unit may have some Invulnerable or Cover saves, but that's still 16 saves to make.
Also, what do you mean "fire once?" Because you're assuming they're gonna get charged?
Actually, wait, isn't Martel just a troll?
He isn't a troll, he just thinks everything and anything Tau or Eldar are super omfg cheeze! and marines are not op themselves since he personally plays BA.
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Post by: Martel732
I'm trolling because I suggest that a marine opponent has good targeting priority skills?
Marines are actually mediocre to below average without their gimmicks. I can prove this to you by forcing marines players to try C:BA for a while. No gladius, no skyhammer, no conclave = mediocre city.
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Post by: SagesStone
ChazSexington wrote:Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
Terrain placement, deployment, Interceptor, and/or bubblewrapping. Automatically Appended Next Post: Martel732 wrote: sfshilo wrote:Anything with the term "marker light" on it.
The tau are just anime looking Guardsman once you kill the markerlights.
With (potentially) immortal MCs, don't forget.
Guardsmen can get some potentially immortal mcs (main characters) now too.
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Post by: ChazSexington
Martel732 wrote:Grav devs that aren't in a transport will be shot to death or charged on the next turn.
Yes, they're gonna get their 20 shots per squad. ONCE. That's what I meant by my comment. So you better find a REALLY good target for as expensive as that squad is.
That means you get a minimum of two squads either gone to ground (unless Fearless) or utterly annihilated (very likely). There are other SMs on the table as well - Sternguard with
Martel732 wrote:I'm trolling because I suggest that a marine opponent has good targeting priority skills?
Marines are actually mediocre to below average without their gimmicks. I can prove this to you by forcing marines players to try C: BA for a while. No gladius, no skyhammer, no conclave = mediocre city.
Certainly. And remove scatbike and warp spider spam, plus Wraithknights, and Eldar are suddenly nowhere near as scary. Tau you'd limit Riptides/Stormsurges.
But that's what this thread's about. Units that are hated on the table are much more hated in plural.
Hell, I even specified exactly under what conditions I hate them. A single unit of grav devs is manageable, but it's when my opponent has brought the Imperium's entire grav arsenal to bear I might as well concede. Team Edward, Team Jacob, or Team Bathrobe SMs aren't anywhere near as bad as Vanilla, because - and this point I agree on - they don't have the gimmicks. But I specified that in my third post and presumed intelligent readers in my first.
n0t_u wrote: ChazSexington wrote:Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
Terrain placement, deployment, Interceptor, and/or bubblewrapping.
Most armies don't have access to Interceptor. Terrain placement I'm curious as to how you would do - it goes up before you choose DZ. Deployment/bubblewrapping doesn't really help - grav amps blows through everything that isn't a 5/6+ save, whom will die to bolterfire. Now I have dead GEQs and 20 grav amp shots incoming. Best I've been able to do is fill up my DZ with Renegades and park my CSMs at back.
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Post by: DalinCriid
I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
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Post by: Martel732
DalinCriid wrote:I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
Quit using missile launchers. That will help a lot.
14070
Post by: SagesStone
ChazSexington wrote: n0t_u wrote: ChazSexington wrote:Martel732 wrote:You can stay away from the grav devs. Or they're forced to take a pod. Which usually means they fire once.
Exactly how do you stay away from something that Deep Strikes and effectively doesn't mishap?
Terrain placement, deployment, Interceptor, and/or bubblewrapping. 
Most armies don't have access to Interceptor. Terrain placement I'm curious as to how you would do - it goes up before you choose DZ. Deployment/bubblewrapping doesn't really help - grav amps blows through everything that isn't a 5/6+ save, whom will die to bolterfire. Now I have dead GEQs and 20 grav amp shots incoming. Best I've been able to do is fill up my DZ with Renegades and park my CSMs at back.
It's like look at the way the terrain is placed then use it to your advantage with your deployment as drop pods, if I remember right, can have their guidance rules used against them quite well. Bubblewrapping isn't about protecting the model for the entire game, it's about interrupting that alpha strike and possibly beta strike.
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Post by: kirotheavenger
I don't see how can use a Pod's guidance against it, it's zero risk scatter almost guaranteed to go where you want it.
It does specifically say REDUCE scatter, so even if it scatters 12'' it'll pop back that 12''' if you placed it next to a massive blob.
Only way to exploit is when someone doesn't realise off the board still mishaps, so get them to deploy in a corner.
Plus you get a 6'' disembarkation to mitigate any further scatter thst there was.
Compared to regular deep strike where even a 7'' buffer zone all around is risky, Pods need enough space to accomodate the pod and unit, any more actually makes it less accurate.
102150
Post by: Dantes_Baals
Castellon robots.
5+ invuln, 5+ FNP, 18 s6 ap3 shots per bot, 12 twinlinked, T7, 3 wounds a pop, with the damn canticles. But wait there's more! It's T7 for a reason. All infantry weapons need a 6 to wound it, so if you wound it, you end up eating your own shots.
With Cawl and grav kataphrons on the board... yea that's a straight up pregame handshake.
Second most hated, Wulfen
The stupidest rules in 40k, guaranteed to kill whatever they touch, fast, buff nearby units and their Hammers swing at my initiative.
3rd would be the Stormsurge for obvious reasons
Im.not even going to mention and Eldar gak with soul burst. That rule effectively broke the game. Phil Kelly out Warded Matt Ward.
57646
Post by: Kain
My carnifexes are kitted for assault because I'm an old coot who thinks Carnifexes having to rely on shooting to be good is just wrong.
Carnifexes: Charging
Wraithguards: D-scythed
Overwatch: Brutal
My carnifexes are forcibly removed from the tabletop.
The fact that I have to try and engage in shooting matches with the Eldar and almost never get to assault with an army that is supposed to be up there with Khornates and Orks in close combat focus (two other assault armies that mind you; very rarely get to assault with anything but certain beasticks) just rubs me the wrong way. Also wraithguards and wraithblades with fortune and protect on them may as well have a template ranged zone of exclusion around them.
Scatterbikes can also piss off though they at least don't basically delete my TMCs. Just everything else in the army. I would really like it if Dakka Flyrants weren't basically a necessity but at this point I'm so jaded about my primary army struggling against the AdMech, Astartes, Eldar, Tau, and Necrons that I don't feel even the slightest bit bad about fielding Skyblight swarm spam lists.
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Post by: DalinCriid
Martel732 wrote: DalinCriid wrote:I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
Quit using missile launchers. That will help a lot.
Lascanons didn't do much either. Demon save and that's it.
57646
Post by: Kain
DalinCriid wrote:Martel732 wrote: DalinCriid wrote:I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
Quit using missile launchers. That will help a lot.
Lascanons didn't do much either. Demon save and that's it.
If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.
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Post by: pm713
Dantes_Baals wrote:
Im.not even going to mention and Eldar gak with soul burst. That rule effectively broke the game. Phil Kelly out Warded Matt Ward.
I'm not seeing how they made things that much worse.
58003
Post by: commander dante
SCATTER BIKES
I hate them SO MUCH that i had to buy a STORMSWORD to counter them
The 10" S10 AP1 Ignores Cover Blast WILL Kill them
Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)
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Post by: Xenomancers
commander dante wrote:SCATTER BIKES
I hate them SO MUCH that i had to buy a STORMSWORD to counter them
The 10" S10 AP1 Ignores Cover Blast WILL Kill them
Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)
You have much cheaper options. Try a thunder-fire cannon.
58003
Post by: commander dante
Xenomancers wrote: commander dante wrote:SCATTER BIKES
I hate them SO MUCH that i had to buy a STORMSWORD to counter them
The 10" S10 AP1 Ignores Cover Blast WILL Kill them
Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)
You have much cheaper options. Try a thunder-fire cannon.
Yeah but a Thuderfire isnt S10 AP1 with a 10" Blast
Nor is it on a 14/13/12 9hp Super Heavy Platform
91128
Post by: Xenomancers
commander dante wrote: Xenomancers wrote: commander dante wrote:SCATTER BIKES
I hate them SO MUCH that i had to buy a STORMSWORD to counter them
The 10" S10 AP1 Ignores Cover Blast WILL Kill them
Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)
You have much cheaper options. Try a thunder-fire cannon.
Yeah but a Thuderfire isnt S10 AP1 with a 10" Blast
Nor is it on a 14/13/12 9hp Super Heavy Platform
This is true! Its just if you are facing eldar - they will have no problem killing that puppy in a single turn with the right weapons. A warp hunter for example - or wraithgards - or firedragons. A few thunderfire cannons will deal with your bike problem for much less and allow you to spend points on other things
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Post by: Kain
Xenomancers wrote: commander dante wrote: Xenomancers wrote: commander dante wrote:SCATTER BIKES
I hate them SO MUCH that i had to buy a STORMSWORD to counter them
The 10" S10 AP1 Ignores Cover Blast WILL Kill them
Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)
You have much cheaper options. Try a thunder-fire cannon.
Yeah but a Thuderfire isnt S10 AP1 with a 10" Blast
Nor is it on a 14/13/12 9hp Super Heavy Platform
This is true! Its just if you are facing eldar - they will have no problem killing that puppy in a single turn with the right weapons. A warp hunter for example - or wraithgards - or firedragons. A few thunderfire cannons will deal with your bike problem for much less and allow you to spend points on other things
There's a certain carthasis to blowing up a unit of scatterbikes with a big ten inch pie plate of "feth you and everyone you've ever met."
96118
Post by: DalinCriid
Kain wrote: DalinCriid wrote:Martel732 wrote: DalinCriid wrote:I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
Quit using missile launchers. That will help a lot.
Lascanons didn't do much either. Demon save and that's it.
If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.
Grav canon and grav weps are crearly are resolution implying you have the cash mountain to buy bits or 5 boxes of devastators
Anyway. I'm gonna proceed with bitching with more hateful units I don't wan't to see on table
Dark Aeldari:
Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...
Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.
Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.
Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.
98168
Post by: Tactical_Spam
Tau is the only thing I hate because it's the only I can't get close enough to kill and almost everyone plays them as a gunline. Talk about one dimensional strategies.
100253
Post by: Sonic Keyboard
DalinCriid wrote:
Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...
Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.
Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.
Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.
Ravagers are not transports, can only snapfire when jinking and their lances are S8, they are worse against AV12 or below. On cruising speed one gun snapfires.
Incubi attack at S4 until they get FC on 4th turn and strike at initiative 1 if they charge through terrain
86874
Post by: morgoth
I think the thread is done, we've reached Dark Eldar units ... lmao.
57646
Post by: Kain
Well i mean, some people are still salty about Incubi getting AP2 at initiative when many armies can only dream of such things for their infantry (disregarding that this is something they need to make them viable in the first place.)
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Post by: DalinCriid
morgoth wrote:I think the thread is done, we've reached Dark Eldar units ... lmao.
I think the idea of the thread is what we, as players are uncomfortable to play versus. What is op or not op in theory is a whole different story.
And I personally have problems outmaneuvering Dark Eldar. Also, if you think DE are a joke you probably haven't faced Ynnari
Sonic Keyboard wrote: DalinCriid wrote:
Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...
Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.
Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.
Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.
Ravagers are not transports, can only snapfire when jinking and their lances are S8, they are worse against AV12 or below. On cruising speed one gun snapfires.
Incubi attack at S4 until they get FC on 4th turn and strike at initiative 1 if they charge through terrain
I meant Dark Eldar Raider, big deal, it can still maintan a lascanon. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks. In addition, don't what you are talking about but AP 2 on initiative is still a nasty DE cheese. It is almost bad as Calgar, but with a point difference
91128
Post by: Xenomancers
Kain wrote:Well i mean, some people are still salty about Incubi getting AP2 at initiative when many armies can only dream of such things for their infantry (disregarding that this is something they need to make them viable in the first place.)
Their biggest drawback? No grenades and no way to get them.
57646
Post by: Kain
Xenomancers wrote: Kain wrote:Well i mean, some people are still salty about Incubi getting AP2 at initiative when many armies can only dream of such things for their infantry (disregarding that this is something they need to make them viable in the first place.)
Their biggest drawback? No grenades and no way to get them.
To be honest they could get grenades and a 5++ invulnerable save and they still wouldn't be that overpowering as far as assault units go. Though I mean just about every assault oriented unit has a habit of ending up looking bad next to Khorne Dogs, Wraiths, and the Genestealer cult in general. Though really GW's bizarre insistence on not giving assault grenades to assault units that depend on their initiative to work is just utterly baffling. Do they think that there's an incredible abundance of enemy units outside of cover to be assaulted or something? And while it's not a dark Eldar problem; not giving assault transports at all to a number of armies when certain units like Banshees and Ogryns really do need to be able to hide away in a metal box so they can actually reach their enemy without being half dead already. While steps have at least been taken in the right direction with Banshees (being faster, screwing with overwatch, and assaulting through cover at initiative), you've got units like Ogryns or Melee Tyranid warriors who on top of being mediocre simply have no reliable means of surviving long enough to get into assault and due to a lack of heightened speed or assault transports; can be avoided fairly easily on larger maps. I legitimately think GW's design team still thinks that assault is as powerful as it was in 3rd edition where Baharroth could sweep whole armies off the board in a single assault phase with some luck and the Blood Angels could ride up to you in Rhinos and punch you in the face so hard that your head would come out your ass.
100253
Post by: Sonic Keyboard
DalinCriid wrote:
I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.
S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon
"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating
"what you are talking about but AP 2 on initiative is still a nasty DE cheese. It is almost bad as Calgar, but with a point difference"
Calgar has assault grenades and S8, not S4. Do you want them to lose to equal points of devastators in close combat?
96118
Post by: DalinCriid
Sonic Keyboard wrote: DalinCriid wrote:
I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.
S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon
"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating
He might as well be cheating, but like I said I don't have much units with great Armor Value. I have Razorbarcks and Rhinos who can still get a beating from Str 8 canons (I should really stop calling them Lascanons).
You can mock me as much as you want, but with my current army I'm struggling against current armies. Yes, of course, I can always drop Centurions and even Imperial Knight, but all this requires time and money.
74480
Post by: Flanker
DalinCriid wrote:Sonic Keyboard wrote: DalinCriid wrote:
I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.
S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon
"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating
He might as well be cheating, but like I said I don't have much units with great Armor Value. I have Razorbarcks and Rhinos who can still get a beating from Str 8 canons (I should really stop calling them Lascanons).
You can mock me as much as you want, but with my current army I'm struggling against current armies. Yes, of course, I can always drop Centurions and even Imperial Knight, but all this requires time and money.
DE tanks are paper thin, meaning if you engage them and they jink, they have to snapfire, greatly reducing their ability to hit you. I wouldn't worry about trying to kill them, but make them jink. If one jinks, focus your next shots on the next raider/venom. On the offchance they don't jink or fail their jink save, they take damage. Win/win. When I run my DE, mobility is what wins the game, but once my raiders and venoms start taking damage, I start to worry because they can't effectively return fire.
96118
Post by: DalinCriid
Flanker wrote: DalinCriid wrote:Sonic Keyboard wrote: DalinCriid wrote:
I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.
S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon
"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating
He might as well be cheating, but like I said I don't have much units with great Armor Value. I have Razorbarcks and Rhinos who can still get a beating from Str 8 canons (I should really stop calling them Lascanons).
You can mock me as much as you want, but with my current army I'm struggling against current armies. Yes, of course, I can always drop Centurions and even Imperial Knight, but all this requires time and money.
DE tanks are paper thin, meaning if you engage them and they jink, they have to snapfire, greatly reducing their ability to hit you. I wouldn't worry about trying to kill them, but make them jink. If one jinks, focus your next shots on the next raider/venom. On the offchance they don't jink or fail their jink save, they take damage. Win/win. When I run my DE, mobility is what wins the game, but once my raiders and venoms start taking damage, I start to worry because they can't effectively return fire.
Yes, I've noticed that it is way better to force them Jink, rather than trying to completely destroy them. Trying to take them out has prooven to be a complete waste of time. Venom on other side... I am not really sure if the passangers inside are force to snapshot if the model decleared a Jink.
5421
Post by: JohnHwangDD
DalinCriid wrote:Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Wraithknight!
109226
Post by: Jbz`
Lychguard with Dispersions Shields from a Decurion's Reclamation Legion
Joined with Orikan the Diviner,
And the Overlord from the Reclamation Legion.
3+ Invun (re-roll ones)
4+ Reanimation (re-roll ones, and can't be reduced by non-D-weapons....)
54884
Post by: supreme overlord
morgoth wrote:I think the thread is done, we've reached Dark Eldar units ... lmao.
This.
91101
Post by: gummyofallbears
DalinCriid wrote: Kain wrote: DalinCriid wrote:Martel732 wrote: DalinCriid wrote:I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
Quit using missile launchers. That will help a lot.
Lascanons didn't do much either. Demon save and that's it.
If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.
Grav canon and grav weps are crearly are resolution implying you have the cash mountain to buy bits or 5 boxes of devastators
Anyway. I'm gonna proceed with bitching with more hateful units I don't wan't to see on table
Dark Aeldari:
Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...
Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.
Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.
Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.
Couldn't help but giggle, dark eldar are terrible.
Oh boy! Three S8 shots at 36" for like 125 points! On an armor 11 platform none the less! And ravagers aren't transports
And Incubi are only I5, T3 does absolutely nothing for them either.
All bikes are dumb in kill team. Ever fought SM scout bike spam? Good, don't, it's horrible. Same with tomb blades and nurgle bikers. Considering reavers have a 5+ armor they are hard countered by anything with ignores cover and they die like bitches when they get charged.
Dark eldar have a total of 4-5 good units in the book. They don't belong here
96118
Post by: DalinCriid
gummyofallbears wrote: DalinCriid wrote: Kain wrote: DalinCriid wrote:Martel732 wrote: DalinCriid wrote:I'm playing a lot vs Chaos: lately and I really hate certain things on the table.
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.
Hounds A terrible nastiness of wounds 2 pool. Terrible...
Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.
Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...
Quit using missile launchers. That will help a lot.
Lascanons didn't do much either. Demon save and that's it.
If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.
Grav canon and grav weps are crearly are resolution implying you have the cash mountain to buy bits or 5 boxes of devastators
Anyway. I'm gonna proceed with bitching with more hateful units I don't wan't to see on table
Dark Aeldari:
Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...
Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.
Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.
Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.
Couldn't help but giggle, dark eldar are terrible.
Oh boy! Three S8 shots at 36" for like 125 points! On an armor 11 platform none the less! And ravagers aren't transports
And Incubi are only I5, T3 does absolutely nothing for them either.
All bikes are dumb in kill team. Ever fought SM scout bike spam? Good, don't, it's horrible. Same with tomb blades and nurgle bikers. Considering reavers have a 5+ armor they are hard countered by anything with ignores cover and they die like bitches when they get charged.
Dark eldar have a total of 4-5 good units in the book. They don't belong here
Those are the units I personally dislike.
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Post by: kingbobbito
I think this might be my new favorite nickname for DA.
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Post by: AnomanderRake
They've been demoted. From dresses to dressing gowns.
(Oh hell, I've been building Deathwatch models out of old DA Veterans in robes. Team Hand-Me-Down Dressing Gowns?)
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Post by: kingbobbito
In general I dislike playing against just about anything tau. It seems like even an "average" tau list just eats through the stuff I like to run. For my DA, the absolute masses of ignore cover means that my black knights vaporize, and a 40 point model relying on a 3+ armor, even against pulse rifles, falls over way too fast. Then I drop in a load of deathwing and either place them halfway across the table behind a building (and still risk scattering into the open) or put them somewhere actually useful that they'll just get erased by a EWO. Alternately they go up against my guard, who outside of Pask punisher can't kill a riptide to save their lives, plus my infantry evaporates to their shooting (that ignores the only save guardsmen ever get).
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Post by: admironheart
2nd edition Pulsa Rokkets or kitted up 2nd edition chaos term/khorne Commander
One gives you no chance to do anything vs it the other takes an average of too many lascannon shots to kill.
3rd edition was Tau/Necrons
not familiar with the rest.
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Post by: SubCommander
ZergSmasher wrote:Warp Spiders, at least when there's more than a couple of units of them. Really I hate any list that just spams stuff, but when people spam these annoying, untouchable, fast-moving things, it really gets me. People complain about things like Scatbikes and Wraithknights, but to me those are manageable, whereas Warp Spiders are way more frustrating to deal with.
Gaunts, Harpies, Trigons, Zoanthropes, Venomthropes, Warriors, etc.
Pretty much all 'nids in general as they just soak up all damage and rip you apart in melee.
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Post by: Aaranis
Like many people here, what always gets me is a big pack of Scatterbikes with psykers.
Now I only play at 1000-1350 points, so as AdMech I don't really have anything to fight that, I don't have the speed. I may make them jink for a turn, but the next he'll make some psyker powers to reroll failed to-hits or to-wound and still decimates my units from across the table with snapshots, this is ridiculous. I have no idea how to fight this with my current units.
I tried charging a Sicarian Infiltrators squad in there but four of them died in overwatch, the one surviving killed 2 bikes though.
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Post by: Kain
SubCommander wrote: ZergSmasher wrote:Warp Spiders, at least when there's more than a couple of units of them. Really I hate any list that just spams stuff, but when people spam these annoying, untouchable, fast-moving things, it really gets me. People complain about things like Scatbikes and Wraithknights, but to me those are manageable, whereas Warp Spiders are way more frustrating to deal with.
Gaunts, Harpies, Trigons, Zoanthropes, Venomthropes, Warriors, etc.
Pretty much all 'nids in general as they just soak up all damage and rip you apart in melee.
How are warriors soaking up much of anything with their 4+ armor saves and amazing vulnerability to instant death? How are harpies being all that threatening when they're the least imposing FMC in the game? How is it that Gaunts are durable in a meta where people are flinging around as much infantry erasing dakka as they are now? And how are Trygons still scary in this day and age when T6 W6 and 3+ saves for a gargantuan creature sized model (that doesn't get any gargantuan creature benefits) is peanuts for most of the top tier armies to annihilate the second it bursts out of its tunnel? I mean, we're talking about an expensive, hard to conceal unit that is seriously threatened by a simple ten man squad of dire avengers (nevermind Eldar wraiths nuking it off the board with the almighty D) and does not have the range to avoid their shooting. The Trygon has been pretty mercilessly savaged by the edition changes.
First there was the fleet and furious charge nerf which reduced its ability to get into fights and reduced its ability to deal damage when it got there, though the poison buff at least was something. Then came the new book with its heavy scything talon nerf that greatly reduced the Trygon's ability to land hits in assault, then came the smash nerf which basically killed the Trygon's ability to threaten vehicles and GCs at all. The Trygon lacks speed and killing power and with the change in the meta, what used to be a decently tanky statline is now trivial for any of the top tier armies to clean off the table. And the cruellest joke is how the Trygon has this gorgeous looking diorama where it's pitted against an Imperial Knight; standing eye to eye with it when now it would barely be able to hurt the knight at all with a single smash attack per round while the Knight promptly carves it a new donkey-cave with its D-strength chainsword. A crying shame for the model that *started* the whole trend of big ovalbase models that in an earlier age might have been more at home at apocalypse only to be power creeped and nerfed into depressing mediocrity.
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Post by: Sonic Keyboard
Kain wrote:
How are warriors soaking up much of anything with their 4+ armor saves and amazing vulnerability to instant death? How are harpies being all that threatening when they're the least imposing FMC in the game? How is it that Gaunts are durable in a meta where people are flinging around as much infantry erasing dakka as they are now? And how are Trygons still scary in this day and age when T6 W6 and 3+ saves for a gargantuan creature sized model (that doesn't get any gargantuan creature benefits) is peanuts for most of the top tier armies to annihilate the second it bursts out of its tunnel? I mean, we're talking about an expensive, hard to conceal unit that is seriously threatened by a simple ten man squad of dire avengers (nevermind Eldar wraiths nuking it off the board with the almighty D) and does not have the range to avoid their shooting.
He plays SM with 3 fully kitted tacs (10 man missile launcher plasma pistol and power weapon), 2 tactical term squads, a dread and LRC.
Not exactly erasing much at 1750 points.
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Post by: Kain
Sonic Keyboard wrote: Kain wrote:
How are warriors soaking up much of anything with their 4+ armor saves and amazing vulnerability to instant death? How are harpies being all that threatening when they're the least imposing FMC in the game? How is it that Gaunts are durable in a meta where people are flinging around as much infantry erasing dakka as they are now? And how are Trygons still scary in this day and age when T6 W6 and 3+ saves for a gargantuan creature sized model (that doesn't get any gargantuan creature benefits) is peanuts for most of the top tier armies to annihilate the second it bursts out of its tunnel? I mean, we're talking about an expensive, hard to conceal unit that is seriously threatened by a simple ten man squad of dire avengers (nevermind Eldar wraiths nuking it off the board with the almighty D) and does not have the range to avoid their shooting.
He plays SM with 3 fully kitted tacs (10 man missile launcher plasma pistol and power weapon), 2 tactical term squads, a dread and LRC.
Not exactly erasing much at 1750 points.
Well I mean if you're going to play an army mostly made out of what you can get straight out of a box you're probably going to just struggle in general. But the idea of warriors being hard to wipe out is just bizarre to me when Warriors have been able to do almost nothing besides take the nearest S8+ pieplate or bucket load of S8 attacks to the face and immediately wasting all those points you sank into a unit that's almost as expensive as TEQs but oh so much easier to wipe out. Whether it was Leman Russ tanks, Psyfledreads, DEldar lances, and Long Fang missile spam in 5th edition, overcharged Ion cannons and Iontides in general, Forgefiends, Lance spam and the like in 6th edition, or 7e's proliferation of the almighty D my warriors have almost never not been turned inside out within moments of being targeted since they lost EW and the option to upgrade their armor saves and toughness from the 4e book. Warriors have terrible resiliency per point the second S8 is brought to play. And the remedy of catalyst doesn't do a thing to alleviate that horrid squishiness. Meanwhile, Wraithgards/blade; being the other weird TEQ equivalent, can get Protect to protect against something as simple as krak missiles or battle cannons, and one variety of wraithguard can get a decent invulnerable save.
The best you can really do is Venomthropes and Catalyst, but that's a lot of points into trying to beef up a unit that has pretty mediocre damage output for what you're paying. And a frustrating number of armies just do not care about the shrouding that Venomthropes can give warriors.
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Post by: Nightlord1987
Drop pods. Especially when I'm bringing my Orkz. Sure its nice to bring your army closer to me, but.... i would like to leave my deployment zone too.
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Post by: glados
I'm going to say drop pods too. Basically any sort of alpha strike crap.
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Post by: SkavenLord
Valkyries and Vendettas used to drive me insane! The sheer amount of firepower was always too much for me to handle, and the save bonus from flying always made them hard to hit.
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Post by: Martel732
glados wrote:I'm going to say drop pods too. Basically any sort of alpha strike crap.
You can often make that backfire for your opponent though.
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Post by: DarkBlack
Wraith knights and thunderwolves.
Anything that is very difficult to deal with will be unpopular.
Anything that is impossible to deal with makes for a gakky game.
The worst game I ever had was against a Space Wolves with GK allies. Enough psychic to deny my important powers. Which meant that I couldn't stop one unit of thunderwolves from killing 2000pts of daemons while the other (identical) unit of thunderwolves watched from an objective.
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Post by: KommissarKiln
I have dealt with D flamer wraithguard, who can be quite ineffective if you can get them to footslog before they cross the table. I've dealt with up to 2 riptides at once, though partly I got extremely lucky with a Riptide v Bullgryn CC, for which I'm extremely proud of my big fellas, and I admit it wasn't Triptide Wing. I've faced rerollable jink Ravenwing, if you have ample Ignores Cover it's not a problem unless your opponent is getting really lucky with his MEQ armor saves... Units I haven't had the... pleasure, of playing against include Warp Spiders, Scatbikes, Wraithknights, Stormsurges, and IKs. The scatbikes and WK I'm not looking forward to playing against. I think I might be able to handle a single Stormsurge, but two of them and Triptide I can imagine being annoying as hell.
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Post by: ColdSadHungry
S10 pie plates. These things can wipe entire squads which is especially annoying in 30k when playing mechanicum. No matter what my game plan is, it changes when s10 blasts are on the board - they must die. Fast. If I get second turn, it really screws with how I like to deploy.
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Post by: AnomanderRake
ColdSadHungry wrote:S10 pie plates. These things can wipe entire squads which is especially annoying in 30k when playing mechanicum. No matter what my game plan is, it changes when s10 blasts are on the board - they must die. Fast. If I get second turn, it really screws with how I like to deploy.
...Wait, why are you bothered by S10 blasts? Your main DT is almost completely immune to them from the front (AV14 and a Flare Shield to resolve blasts at -2S). And it takes rather a lot of S10 blasts to batter past Castellax' 4 Wounds and Invulnerable save.
...How do you get enough S10 blasts to scare a Taghmata player?
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Post by: Dew
At this point, Guilliman
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Post by: NivlacSupreme
Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
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Post by: kirotheavenger
NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
I presume this means gladius?
Free transports are not fluffly or fun. Why aren't they fluffy? Because these still have to build, maintain and supply the transports.
Transports you actually pay for are much less OP.
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Post by: JohnHwangDD
NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
They're not wrong, though...
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Post by: G00fySmiley
NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
they don't have to walk, but pay for you transports.... playing my 1850 orks against 2100+ points that was discounted to 1850 with free transports is not appealing.
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Post by: AnomanderRake
G00fySmiley wrote: NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
they don't have to walk, but pay for you transports.... playing my 1850 orks against 2100+ points that was discounted to 1850 with free transports is not appealing.
Or give us free transports. You can have free Razorbacks if I can have free Wave Serpents.
(Disclaimer: This answer is a parody and is not intended to be read as an attempt to advocate for anyone to get big chunks of free units in any game of 40k, because that would be dumb.)
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Post by: KommissarKiln
AnomanderRake wrote: G00fySmiley wrote: NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
they don't have to walk, but pay for you transports.... playing my 1850 orks against 2100+ points that was discounted to 1850 with free transports is not appealing.
Or give us free transports. You can have free Razorbacks if I can have free Wave Serpents.
(Disclaimer: This answer is a parody and is not intended to be read as an attempt to advocate for anyone to get big chunks of free units in any game of 40k, because that would be dumb.)
Did somebody say free Chimeras?!?!
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Post by: Jbz`
Can you imagine the fit Battle company Space marine players would pitch if GW did that? That is EASILY doubling the points of an Imperial Guard army....
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Post by: G00fySmiley
I for one would be taking min squads of DA for my elder for free waveserpants and min nobz squads for the battlewagons or trukks. the age of freetransporthammer40k has arrived.
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Post by: JohnHwangDD
KommissarKiln wrote: AnomanderRake wrote: G00fySmiley wrote: NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
they don't have to walk, but pay for you transports.... playing my 1850 orks against 2100+ points that was discounted to 1850 with free transports is not appealing.
Or give us free transports. You can have free Razorbacks if I can have free Wave Serpents.
(Disclaimer: This answer is a parody and is not intended to be read as an attempt to advocate for anyone to get big chunks of free units in any game of 40k, because that would be dumb.)
Did somebody say free Chimeras?!?!
I heard "BUY ONE, GET ONE" specials on Wraithknights.
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Post by: kirotheavenger
Elysians getting free Valkyries anyone?
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Post by: NivlacSupreme
I thought it was more of a complaint about the concept of drop pods, not the freeness.
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Post by: Martel732
The free vehicle thing is basically GW admitting that stock marines need a handicap to play the game straight up against Xeno power lists.
IoM deathstar lists are a gimmick for sure, and not what I would consider playing straight up.
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Post by: the_scotsman
NivlacSupreme wrote:Half of this screams "I don't care if it's fluffy! It's sort of hard to deal with so Space Marines should only footslog!"
But... i don't care if it's fluffy.
I mean, would you play against 5 IKs and have a good time? No? But they're a separate faction, that's how they *should* be played! What's that you say? Game mechanics are an entirely separate thing from game background?
Space Marine drop pods change the game from a tactical wargame to an incredibly involved deployment phase, then an action packed single turn wherein the game is completely 100% decided 100% of the time. Much like fighting against an army of knights, say, or a single superheavy, or a big beefed up psychic deathstar, it's an interesting tactical challenge..one time.
That's the problem with low-interactive lists, or lists that drastically change the setup of the game. They can be as fluffy as you want. 2000 points of ork boyz in a green tide is fluffy. Would you want to play that more than a couple times?
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Post by: Martel732
Depends on how many pods. I typically use 1-3 pods. My games do not go the way you describe at all.
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Post by: JohnHwangDD
If those FREE Transports were Pods or Rhinos for full 10-man squads (only), nobody would be complaining.
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Post by: kryczek
Plague marines. I know that there is worse out there but I hates them.
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Post by: Earth127
Grav: too good against everything
Invisibility: just no, this spell should be invisible itself
Anything that up your points for free. Wehn I agree to play a 1500 point game I want a 1500 point game not 1500vs1800 from both a time and a fairness point of view:
on a more personal note: wulfen, they are so good in CC and just irritate me when I compare them to what the TS got in wrath of magnus. ( I want to play CSM not demons and their power armoured overlords).
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