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Top 5 strongest units of 8th edition @ 2018/01/16 18:29:15


Post by: DoomMouse


I made one of these threads at the start of 8th, and now almost every strong unit has been nerfed by games workshop and their feedback mechanisms. So who's at the top now? Vote for your top 5 strongest units and give me suggestions if there's anything I've missed! I've tried to group a few units with similar battlefield roles together.


Top 5 strongest units of 8th edition @ 2018/01/16 18:44:35


Post by: Galas


I voted: Guilliman, Mortarion, Magnus, Dark Reapers and Tempestus Scions.


Top 5 strongest units of 8th edition @ 2018/01/16 19:00:08


Post by: Marmatag


I voted Dark Reapers, and only Dark Reapers.

While Eldar may not be as OP as Imperial Guard, this specific unit is just a joke to play against. Did i say unit? I meant two detachments with 12 dark reaper units. Or a giant blob. it doesn't really matter, it's not like they need the obvious synergy of guide, and forewarned, to be beyond badass. Oh and for 1CP they can jump-shoot-jump.


Top 5 strongest units of 8th edition @ 2018/01/16 19:13:20


Post by: craftworld_uk


It's interesting that each option already has at least one vote.


Top 5 strongest units of 8th edition @ 2018/01/16 19:15:57


Post by: Galas


craftworld_uk wrote:
It's interesting that each option already has at least one vote.

You could vote at everything at the same time so probably someone just voted all the options.


Top 5 strongest units of 8th edition @ 2018/01/16 19:58:58


Post by: Primark G


Dark reapers are good but it shows how eldar players will spam their best units.


Top 5 strongest units of 8th edition @ 2018/01/16 20:02:50


Post by: Martel732


IG: infantry squads should have a lot more votes. The fact that Bobby G has more votes shows a lack of understanding on the part of the community on what true power is in 8th.


Top 5 strongest units of 8th edition @ 2018/01/16 20:03:43


Post by: NoiseMarine with Tinnitus


DKoK Engineers + Carcass shells + Acid bombs + Hades = ouch!

Situational admittedly.

Post FAQ, demo charge as well......mwhahahaha


Top 5 strongest units of 8th edition @ 2018/01/16 20:07:29


Post by: Xenomancers


Martel732 wrote:
IG: infantry squads should have a lot more votes. The fact that Bobby G has more votes shows a lack of understanding on the part of the community on what true power is in 8th.
Par for the course on dakka.

I votes
IG infantry
IG manitocres
Eldar Dark Reapers
Eldar SS
Eldar Psykers


Top 5 strongest units of 8th edition @ 2018/01/16 20:10:55


Post by: Daedalus81


Martel732 wrote:
IG: infantry squads should have a lot more votes. The fact that Bobby G has more votes shows a lack of understanding on the part of the community on what true power is in 8th.


IG Infantry is strong, but nowhere near the strongest. RG is crucial to other units being taken to higher levels.


Top 5 strongest units of 8th edition @ 2018/01/16 20:14:55


Post by: Galas


Guilliman as a Standalone unit is busted beyond comprehension.

He gets dragged down by the fact that you can only take 1 and he is tied with the Space Marine Codex.


Top 5 strongest units of 8th edition @ 2018/01/16 20:21:11


Post by: tneva82


 Primark G wrote:
Dark reapers are good but it shows how eldar players will spam their best units.


Not eldar. All faction players in tournaments and quite a lot in random pickup games.

edit: IG infantry, manticore, plague crawler, dark reapers and scions for me.


Top 5 strongest units of 8th edition @ 2018/01/16 20:21:28


Post by: pismakron


I voted:

Imperial guard: infantry squads
Imperial guard: mortars
CSM: obliterators
Eldar: Dark reapers
Eldar: psykers

These units should be auto-includes in any powergaming list that has access to them. The primarchs are good, but none of them are auto-includes.


Top 5 strongest units of 8th edition @ 2018/01/16 20:22:08


Post by: Martel732


RG is dragged down by what he's buffing. Which is necessarily mediocre to crappy units. IG infantry make the most busted codex immune to assault and deep strike and captures objectives. For 4 ppm. Busted.


Top 5 strongest units of 8th edition @ 2018/01/16 20:22:36


Post by: Xenomancers


 Galas wrote:
Guilliman as a Standalone unit is busted beyond comprehension.

He gets dragged down by the fact that you can only take 1 and he is tied with the Space Marine Codex.

So what does that make space marines without guilliman?


Top 5 strongest units of 8th edition @ 2018/01/16 20:24:26


Post by: pismakron


 Xenomancers wrote:
 Galas wrote:
Guilliman as a Standalone unit is busted beyond comprehension.

He gets dragged down by the fact that you can only take 1 and he is tied with the Space Marine Codex.

So what does that make space marines without guilliman?


A faction that would be fairly good if it had access to a screening unit and a decent psyker.


Top 5 strongest units of 8th edition @ 2018/01/16 20:25:02


Post by: Niiai


No cadian heavy weapon team?


Top 5 strongest units of 8th edition @ 2018/01/16 20:25:57


Post by: pismakron


 Niiai wrote:
No cadian heavy weapon team?


The mortars are good. The rest gets erased when you breathe at them.


Top 5 strongest units of 8th edition @ 2018/01/16 20:38:00


Post by: tneva82


 Niiai wrote:
No cadian heavy weapon team?


They are good...In infantry squads. Outside infantry squads they are bunch of T3 5+ W2 guys that are fairly expensive per point so prime targets. Mortars have some ability to hide though on many boards they are easy enough to spot anyway and rest need to be visible to be useful.


Top 5 strongest units of 8th edition @ 2018/01/16 20:45:07


Post by: Marmatag


Martel732 wrote:
RG is dragged down by what he's buffing. Which is necessarily mediocre to crappy units. IG infantry make the most busted codex immune to assault and deep strike and captures objectives. For 4 ppm. Busted.


True enough. Guard infantry is so cheap it's sickening. But I still think Dark Reapers are, point for point, stronger than these guys.

Have you seen a squad of reapers, guided, move into LOS, shoot, and then for 1 cp, move back into hiding? Every turn? Yeah


Top 5 strongest units of 8th edition @ 2018/01/16 20:46:16


Post by: Martel732


Reapers are gonna get the hammer for sure. IG guardsmen might skate along for some time.


Top 5 strongest units of 8th edition @ 2018/01/16 20:46:49


Post by: SilverAlien


I had trouble deciding. Guilliman, Magnus, and infantry squads all seemed like easy picks. Dark reapers were one I had heard awful things about even if I have yet to personally face them, so sure toss that in as well.

But for my fifth I had a bunch of things that I'd heard were a little busted but never seen personally due anything that impressive. IG mortars, mortarion, and IG/eldar psykers. I ended up going Morty just because I figure it's more likely for me to miss my own model overperforming than an enemy model, but it was close.


Top 5 strongest units of 8th edition @ 2018/01/16 20:47:24


Post by: chimeara


One unit that I think is busted isn't an option on this list. The Wraithguard.


Top 5 strongest units of 8th edition @ 2018/01/16 20:57:46


Post by: Therion


The next CA should absolutely wreck Dark Reapers. That unit is so brutally underpriced it's unreal. They could double the total price for a Dark Reaper and they'd be closer to balanced than they are now, especially as you consider all the different synergy options from psychic powers and stratagems available to them.

If they don't go up by at least 10 points per model, after the complete over nerfs to many other units in the game, I don't know what to say about GW's "balance team". As of now, the only counter to Dark Reapers is to play infantry hordes with no viable targets.


Top 5 strongest units of 8th edition @ 2018/01/16 20:58:24


Post by: Vaktathi


Still amused at how basic guardsmen are now a major powergaming element apparently...and Mortars?...oh my


For super serious though, for units that really force major shifts in how an opponent will have to deal with an army or can make or break a list or create killer combis, it's hard not to go with Dark Reapers, Bobby G, Celestine, Morty and Magnus.


Top 5 strongest units of 8th edition @ 2018/01/16 20:58:34


Post by: Valkyrie


Skitarii Vanguard should be voted the best basic infantry in the game. For 3pts more than a Guardsman you get +1BS, +1Sv, a 6++ Invulnerable, all the juicy Canticles and a 3-shot Lasgun that can cause 6 wounds.


Top 5 strongest units of 8th edition @ 2018/01/16 20:59:57


Post by: Martel732


You can be amused, but you are also incorrect in your assessments of true power in 8th ed. Taking up real estate as cheaply as possible is a huge chunk of the game.

Everytime I see Morty, he dies to a hail of manticore fire. I can't see how he belongs while IG exist as currently constituted.

" really force major shifts in how an opponent will have to deal with an army or can make or break a list or create killer combis"

This is exactly what IG infantry do.


Top 5 strongest units of 8th edition @ 2018/01/16 21:16:40


Post by: Primark G


I chose Hellblasters as with some easy buffs they can easily erase hard targets.


Top 5 strongest units of 8th edition @ 2018/01/16 21:16:52


Post by: Elbows


My votes went a few directions for various reasons.

Dark Reapers: While I think they're almost priced reasonably, the game rules make them better than they should be. However I dislike stacking dozens of rules to make units unhittable so while I own 12 of these models, no more than six come out unless you're being a dick. If you can't target/kill a handful of Toughness 3 models, that's a problem. They shouldn't get more than one turn of shooting normally.

Boyz: Still the most bang for your buck in the entire game when Ork character abilities are layered. I think there's no excuse for a cheap basic infantry model to get 5 attacks for any reason...at all. If they get better in the eventual Ork codex they'll be even more broken. So - not broken alone, but can be broken through assistance.

Guilliman/Celestine: not super powerful by themselves but what they do for armies and their survivability puts them up there as being broken simply by themselves. Add the force-multiplier element and they're way too cost efficient.

Manticore, etc.: Indirect fire in this game is strong (probably should get a generic -1 to hit penalty for any indirect weapons or something), but the ability of guard to boost and buy it cheap makes it really potent in the right mix.


Top 5 strongest units of 8th edition @ 2018/01/16 21:22:18


Post by: znelson


pismakron wrote:
 Xenomancers wrote:
 Galas wrote:
Guilliman as a Standalone unit is busted beyond comprehension.

He gets dragged down by the fact that you can only take 1 and he is tied with the Space Marine Codex.

So what does that make space marines without guilliman?


A faction that would be fairly good if it had access to a screening unit and a decent psyker.


Anyone playing SM who's worth their salt will bring guardsmen to screen... in my list I run GMan, a UM detachment, and an AM detachment.... my only problem is that I can't take a fourth detachment and fit in more units of guardsmen...


Top 5 strongest units of 8th edition @ 2018/01/16 21:34:42


Post by: Martel732


 Primark G wrote:
I chose Hellblasters as with some easy buffs they can easily erase hard targets.


Not as easily as you think. You have to get to 15" to be truly effective. That's not easy.


Top 5 strongest units of 8th edition @ 2018/01/16 21:42:17


Post by: Primark G


Inceptors are really good too with the point reduction from CA - the plasma option is strong. I just wonder how long before Dark Reapers get hit with the nerf bat.


Top 5 strongest units of 8th edition @ 2018/01/16 21:44:17


Post by: Vaktathi


Given that, on average, Mortarion (with 18 wounds and a 4+ invul and Disgustingly Resilient) will require 81 Manticore shots (or about 12 vehicles worth of fire), the idea that Mortarion just routinely dies to hails of manticore fire doesnt jive terribly squarely in most practical contexts.

As for IG infantry, aside from board control, theyre not generally contributing much, and while board control has very real value, thats no different than literally every other edition of 40k where they were largely considered subpar garbage or mediocre at absolute best. There may be an argument for slight adjustments to certain things, but putting them in amongst the top 5 strongest units is being hyperbolic, much like previous claims about other IG units that have been addressed before.

Are there some things that should probably change? Yeah, indirect fire, in general, should require a spotter or have a modifier or something. Yeah the Shadowsword is a wee bit ridiculous. But the basic Infantry Squad being at the top of the powergaming list is...reaching.


Top 5 strongest units of 8th edition @ 2018/01/16 21:45:09


Post by: Martel732


I don't think so. The infantry squad facilitates the rest of the list. They don't have to contribute actively. They contribute by BEING.


Top 5 strongest units of 8th edition @ 2018/01/16 21:57:02


Post by: Galef


 Elbows wrote:
Dark Reapers: While I think they're almost priced reasonably, the game rules make them better than they should be. However I dislike stacking dozens of rules to make units unhittable so while I own 12 of these models, no more than six come out unless you're being a dick. If you can't target/kill a handful of Toughness 3 models, that's a problem. They shouldn't get more than one turn of shooting normally.

Totally agree and why I have yet to pick up any. There may be a ton of rules that you can stack on them to make them powerful, but they can't really survive without at least 2-3 of those rules all together. By that point, you are investing a lot more into them than you really should.

And Eldar having powerful stratagems not only makes sense from a fluff perspective (tricksy elves), but it balances out the fact that they can't get as many CPs as other armies with access to cheaper Troops/HQs to fill Battalions/Brigades.
Most competitive Eldar lists struggle to get 10 total CPs, while most Imperium lists can easily pump out over a dozen CPs

-


Top 5 strongest units of 8th edition @ 2018/01/16 22:01:29


Post by: Vaktathi


Martel732 wrote:
I don't think so. The infantry squad facilitates the rest of the list. They don't have to contribute actively. They contribute by BEING.
and how was the same not true in 3rd, 4th, 5th, 6th, and 7th? Their tactical role, deployment methodology, etc hasnt really changed. Being a meatshield has what theyve always most famously been.



Top 5 strongest units of 8th edition @ 2018/01/16 22:05:48


Post by: Galef


 Vaktathi wrote:
Martel732 wrote:
I don't think so. The infantry squad facilitates the rest of the list. They don't have to contribute actively. They contribute by BEING.
and how was the same not true in 3rd, 4th, 5th, 6th, and 7th? Their tactical role, deployment methodology, etc hasnt really changed. Being a meatshield has what theyve always most famously been.


8th edition changed. Number of bodies matters more now, as do bubble wraps. Arguably way more than prior editions.

-


Top 5 strongest units of 8th edition @ 2018/01/16 22:10:52


Post by: Martel732


They are much harder to remove as well. No more deep striking heavy flamers saying "bye-bye" instantly.


Top 5 strongest units of 8th edition @ 2018/01/16 22:16:20


Post by: pismakron


 Vaktathi wrote:
Martel732 wrote:
I don't think so. The infantry squad facilitates the rest of the list. They don't have to contribute actively. They contribute by BEING.
and how was the same not true in 3rd, 4th, 5th, 6th, and 7th? Their tactical role, deployment methodology, etc hasnt really changed. Being a meatshield has what theyve always most famously been.


They used to be extremely fragile with mediocre damage output. Now they are very durable with a very high damage out (with FRFSRF)

Attacking with S3 used to be very bad and a 5+ save used to be worthless. And they used to be 5 points per model (which I am sure they will be again)


Automatically Appended Next Post:
 Elbows wrote:

Boyz: Still the most bang for your buck in the entire game when Ork character abilities are layered. I think there's no excuse for a cheap basic infantry model to get 5 attacks for any reason...at all. If they get better in the eventual Ork codex they'll be even more broken. So - not broken alone, but can be broken through assistance.


They can actually be buffed to 6 attacks per boy hitting on 2+. That is one attack per point. But that is not so easy to pull off.


Top 5 strongest units of 8th edition @ 2018/01/16 22:57:48


Post by: Vaktathi


Martel732 wrote:
They are much harder to remove as well. No more deep striking heavy flamers saying "bye-bye" instantly.
In some ways thats a fair point, I'll grant (though also limited largely to Space Marine armies in relevance) but given how you can also charge after deep striking now, and that DS is basically free of any variables or risk (no more scatter or mishap), that opens up new worlds of hurt for guardsmen. Also that you can doubletap with rapid fire weapons and still charge is another bonus to dealing with them. Sure they can fall back, but in most cases they're still probably dead or functionally broken either way.


pismakron wrote:
 Vaktathi wrote:
Martel732 wrote:
I don't think so. The infantry squad facilitates the rest of the list. They don't have to contribute actively. They contribute by BEING.
and how was the same not true in 3rd, 4th, 5th, 6th, and 7th? Their tactical role, deployment methodology, etc hasnt really changed. Being a meatshield has what theyve always most famously been.


They used to be extremely fragile with mediocre damage output. Now they are very durable with a very high damage out (with FRFSRF)
they're no more durable now relative to their previous edition incarnations than Orks, Grots, Guardians, Kabalite Warriors, Kroot, Gaunts, or any other light infantry unit. FRFSRF also isnt new, its been around for 9 years and 4 editions.


Attacking with S3 used to be very bad
it still is, only difference is now they can *potentially* hurt T7+ units (though not terribly well), otherwise against most things theyll actually be shooting at, S3 isnt any different than it was before.


and a 5+ save used to be worthless.
It's more useful now than it was before, but that goes for a dozens of units that arent guardsmen too. Yes, they get the 5+ against small arms fire now, but before with 4+ cover commonly available it wasnt always an issue either.


And they used to be 5 points per model (which I am sure they will be again)
we're talking a 1ppm change, which, even on relatively numerous units, probably isnt having the effect that many are ascribing here. Most IG lists have ~60 guardsmen (yes, some have lots more, some have none, 60 is what a typical brigade or double battalion will roll with), at 1850 or 2k, 60pts isnt going to swing guardsmen from being "ok" to "top 5".


Top 5 strongest units of 8th edition @ 2018/01/16 23:03:35


Post by: Martel732


No other units have a 5+ save for 4 ppm.

Charging from deep strike is a poor tactic, and it directly hard countered by the existence of guardsmen.

There might be a few more tools to hunt guardsmen, but the IG player doesn't care what happens to them. They are just there to buy time.


Top 5 strongest units of 8th edition @ 2018/01/16 23:36:24


Post by: Vaktathi


Martel732 wrote:
No other units have a 5+ save for 4 ppm.
Again, we're basically quibbling over 1ppm and 40-80pts in most tournament lists, not anything that should be catapulting a unit from "ok" to "top 5" status.



Charging from deep strike is a poor tactic,
that depends on the units in question, and is more an issue of "cant quite reach" than "bad idea". Sure, it wont always be smart or doable, but regardless, its another factor that does allow players another tool in the kit to engage those guardsmen on their own terms. Charging from DS/Infiltrate/etc wont always be applicable, but its there and *can* be powerful.


and it directly hard countered by the existence of guardsmen.
Having to clear through a screen of guardsmen isnt exactly a new 8E development...and you can use that DS charge as a method to clear such a screen as well.


There might be a few more tools to hunt guardsmen, but the IG player doesn't care what happens to them. They are just there to buy time.
which...again...is exactly what theyve always done...nothing has changed there, except now you have more tactical options than you did before.


Top 5 strongest units of 8th edition @ 2018/01/16 23:40:53


Post by: Martel732


Then why does it feel like marines have zero options?

It's a race. A race to clear the 4 ppm models before all the units that ignore LoS table your marines. There's nowhere to hide ,and making the assaults doesn't even change the outcome that much.

Fail assault -> marines get shot and die

Make assault and guardsmen aren't wiped -> the guardsmen leave CC and then marines get shot and die

Make assault and guardsmen ARE wiped -> marines get shot and die

There is no scenario where the marines live and even in the best case scenario, the IG has suffered no meaningful losses. In fact, I can't make IG suffer meaningful losses without my own shooting unless they allow it. I'm trading hundreds of points for 40 pts and I have no say in the matter whatsover.

If a guardian costs 8 ppm, maybe guardsmen should be 7 or 8. And then, that WOULD make a difference. Or make IG artillery/tanks a lot more expensive to reflect their infantry making them functionally immortal. Bottom line, the guardsmen beat you in the movement phase. IT doesn't matter if you clear them or not. They physically bar your movement, and that's game over right there.

The only other option is to shoot past them, and that's where the Bobby G lists come in. Because anything else is insanity the way the IG operate. BA might as well not even show up against them.


Top 5 strongest units of 8th edition @ 2018/01/16 23:44:49


Post by: Galas


1 point more in the context of Infantry squads represents a increase of 25% in price. Thats huge. Just like Brimstones going from 2ppm to 3ppm.


Top 5 strongest units of 8th edition @ 2018/01/16 23:45:38


Post by: Martel732


 Galas wrote:
1 point more in the context of Infantry squads represents a increase of 25% in price. Thats huge. Just like Brimstones going from 2ppm to 3ppm.


And still might not be enough.


Top 5 strongest units of 8th edition @ 2018/01/16 23:48:17


Post by: An Actual Englishman


The list is biased, it needs many more options.


Top 5 strongest units of 8th edition @ 2018/01/16 23:49:22


Post by: Martel732


 An Actual Englishman wrote:
The list is biased, it needs many more options.


Such as?


Top 5 strongest units of 8th edition @ 2018/01/16 23:56:30


Post by: An Actual Englishman


Martel732 wrote:
 An Actual Englishman wrote:
The list is biased, it needs many more options.


Such as?

The entire IG codex?


Top 5 strongest units of 8th edition @ 2018/01/17 00:04:26


Post by: ERJAK


Martel732 wrote:
IG: infantry squads should have a lot more votes. The fact that Bobby G has more votes shows a lack of understanding on the part of the community on what true power is in 8th.


Unless you're good at the game at which point...infantry squad ain't gak.


Top 5 strongest units of 8th edition @ 2018/01/17 00:12:20


Post by: torblind


Necrons aren't exactly the shizzle these days, but Tesla Immortals and Scarabs and Wraiths might have deserved to be in position to be voted on.


Top 5 strongest units of 8th edition @ 2018/01/17 00:16:10


Post by: Martel732


ERJAK wrote:
Martel732 wrote:
IG: infantry squads should have a lot more votes. The fact that Bobby G has more votes shows a lack of understanding on the part of the community on what true power is in 8th.


Unless you're good at the game at which point...infantry squad ain't gak.


Until you play against another good player with ig squads in which case they are everything.


Top 5 strongest units of 8th edition @ 2018/01/17 00:18:51


Post by: Xenomancers


 Vaktathi wrote:
Still amused at how basic guardsmen are now a major powergaming element apparently...and Mortars?...oh my


For super serious though, for units that really force major shifts in how an opponent will have to deal with an army or can make or break a list or create killer combis, it's hard not to go with Dark Reapers, Bobby G, Celestine, Morty and Magnus.

They are only OP because they open up a brigade for as well as provide near assault immunity at the same time + their anti infantry firepower is quite massive for their cost.


Top 5 strongest units of 8th edition @ 2018/01/17 00:20:26


Post by: Vaktathi


Martel732 wrote:
Then why does it feel like marines have zero options?



It's a race. A race to clear the 4 ppm models before all the units that ignore LoS table your marines. There's nowhere to hide ,and making the assaults doesn't even change the outcome that much.

Fail assault -> marines get shot and die

Make assault and guardsmen aren't wiped -> the guardsmen leave CC and then marines get shot and die

Make assault and guardsmen ARE wiped -> marines get shot and die

There is no scenario where the marines live and even in the best case scenario, the IG has suffered no meaningful losses. In fact, I can't make IG suffer meaningful losses without my own shooting unless they allow it. I'm trading hundreds of points for 40 pts and I have no say in the matter whatsover.
Is this an "IG OP" thing, or more the type of build you want to play not working?

Because I want to play my chimera mounted mechanized grenadier stormtrooper regiment that ive been trying to make work since 4E and its not viable either.

Is every IG army literally able to table all your marines in one turn? You're assuming everything is gonna die as soon as it hits the table and that everything the IG have will be able to engage and destroy anything you have. Any time your Marines can be shot at, theyre automatically destroyed? There's never a gap in a line, and the IG player isnt also ceding control of the field in the process?

I have yet to accomplish such a feat or seen it accomplshed.

Likewise, in most of the above circumstances, the outcome wouldnt have been much different in previous editions, if you made it ito CC (though obviously not from DS) you probably wiped the unit and were exposed to fire. You could fail charges and be stuck for a turn. About the only difference is that, if the arent wiped, they can withdraw, but that is relatively minor most of the time too (as usually theyll be wiped one way or the other). For the most part, I'm not seeing where theres a huge difference from 7E to 8E here with basic guardsmen.

I find myself forced to wonder, is every army you face 9 Manticores behind an LoS blocking hill and 90 guardsmen arrayed in front playing from short edges? If so, ok, but otherwise it doesnt make much sense.


If a guardian costs 8 ppm, maybe guardsmen should be 7 or 8
When they get battle focus, BS3+, S4 pseuorending weapons, etc, then lets talk. As is, they have to rely on purchased officers being nearby for buffs and they end up in that range after kit and support units. Im also all for making Guardians cheaper, they should have been cheaper for the last 5 editions.


. And then, that WOULD make a difference. Or make IG artillery/tanks a lot more expensive to reflect their infantry making them functionally immortal.
Yes, the presence of infantry makes IG tanks immortal. Ok. There's no other way to engage and destroy tanks than through the use of heavy infantry assault units? We've been through most IG vehicles and their comparative performance before and they didnt appear to be wildly overpowered in doing so. As I stated before, im all up for some changes to no-LoS weapons in general, but not everything in the IG army ignores LoS, and those units generally arent being run by the dozen either. To reference earlier, when Morty was brought up, yeah Manticores can kill him, but it takes a dozen turns worth of Manticore fire to do so...



Top 5 strongest units of 8th edition @ 2018/01/17 00:21:22


Post by: Xenomancers


 Galas wrote:
1 point more in the context of Infantry squads represents a increase of 25% in price. Thats huge. Just like Brimstones going from 2ppm to 3ppm.

5 would make them appropriate. They would still be great at that price. IMO they are much better than a hormagant which costs 5. They are probably better than a gargoyle at 6 too. Manticore should be 165-175 IMO.


Top 5 strongest units of 8th edition @ 2018/01/17 00:23:12


Post by: AdmiralHalsey


 An Actual Englishman wrote:
Martel732 wrote:
 An Actual Englishman wrote:
The list is biased, it needs many more options.


Such as?

The entire IG codex?


Which five units would you pick that arn't on the list and are also better than every other unit in the game?


Top 5 strongest units of 8th edition @ 2018/01/17 00:32:25


Post by: Xenomancers


 Galef wrote:
 Elbows wrote:
Dark Reapers: While I think they're almost priced reasonably, the game rules make them better than they should be. However I dislike stacking dozens of rules to make units unhittable so while I own 12 of these models, no more than six come out unless you're being a dick. If you can't target/kill a handful of Toughness 3 models, that's a problem. They shouldn't get more than one turn of shooting normally.

Totally agree and why I have yet to pick up any. There may be a ton of rules that you can stack on them to make them powerful, but they can't really survive without at least 2-3 of those rules all together. By that point, you are investing a lot more into them than you really should.

And Eldar having powerful stratagems not only makes sense from a fluff perspective (tricksy elves), but it balances out the fact that they can't get as many CPs as other armies with access to cheaper Troops/HQs to fill Battalions/Brigades.
Most competitive Eldar lists struggle to get 10 total CPs, while most Imperium lists can easily pump out over a dozen CPs

-

You can make a very competitive 2x battalion elder list. All of these units are good in their own way.
Farseer100
Autarch on Jetbike Reaper launcher/starlance130
2x Spiritseer 90
3x5 Rangers 180
2x5x Dire-avengers w exarch 128
(Serpent 3x SC 134)
1x20 man guardian w 2x SC 190

That's a legit 9 command point army minimum for 862 points - You could still take 30 reapers and another hq in this army too in this army too.


Automatically Appended Next Post:
OFC Guilliman leading the way here with almost 1/6 people thinking hes a top 5 most broken units.


Top 5 strongest units of 8th edition @ 2018/01/17 00:46:32


Post by: Martel732


I think assault sucks this edition. I don't like running things that suck. So no, it's not about what i want. You were the one that brought up assault from ds, not i. My position is that guardsmen almost win by default because almost nothing in the game is efficient at removing them. Theres mortars and grav flux bombards i guess.


Top 5 strongest units of 8th edition @ 2018/01/17 01:24:32


Post by: Commissar Benny


Yup, here we go again. The community will not be satisfied until every unit in the IG codex is irrelevant. If the people calling for nerfs to IG actually had any interest in balance they would be asking for buffs to commissars. That hasn't happened. In your crusade against conscripts you have essentially deleted not 1 but 2 units from our codex. Commissars are just as likely to help you as screw you over now. No point in taking them. Just take regimental standard for leadership buffs. Conscripts & commissars will end up like penal legion, medusas, & half of our special characters. Now its guardsmen & mortars? Not everyone plays Catachans. The effectiveness of Catachan mortars is vastly better than other regiments. Nerfing them would essentially delete them from non Catachan lists. Guardsmen 5+ ppm? How did that work out in 7th? IG players got absolutely murdered.


Top 5 strongest units of 8th edition @ 2018/01/17 01:38:28


Post by: Martel732


As long as every single top Imperium list spams guardsmen, I will call for a nerf on them. As long as IG artillery tanks punch above their point cost, I'm going to call for a nerf on them. IG are frustrating and outrageous to play against. They are neo-Eldar of 8th ed. Sorry if that bothers you but it's empirically true, I think.


Top 5 strongest units of 8th edition @ 2018/01/17 01:54:57


Post by: Niiai


 Commissar Benny wrote:
Yup, here we go again. The community will not be satisfied until every unit in the IG codex is irrelevant. If the people calling for nerfs to IG actually had any interest in balance they would be asking for buffs to commissars. That hasn't happened. In your crusade against conscripts you have essentially deleted not 1 but 2 units from our codex. Commissars are just as likely to help you as screw you over now. No point in taking them. Just take regimental standard for leadership buffs. Conscripts & commissars will end up like penal legion, medusas, & half of our special characters. Now its guardsmen & mortars? Not everyone plays Catachans. The effectiveness of Catachan mortars is vastly better than other regiments. Nerfing them would essentially delete them from non Catachan lists. Guardsmen 5+ ppm? How did that work out in 7th? IG players got absolutely murdered.


The frustartion you feel comes from warhammer not having a lot of moving ellements. If you compare it to say magic the gathering you have different cards that are goodat diferent levels in the game. X-wing is smaller and has much bigger focus on movement of the small units and syngergi between units. Warhammer have some of this. Dark reapers + farseer is a synergistic unit, but you can not take many of it because of restrictions on the psykick phase. IG has fever of these restrictions. Orders is a good atemt, but it is not as important to the playstyle as just spamming the good units are. Lascannon has superior range and cost nothing negating a lot of counterplay. Mortars you can't even hide from. Quite good.Horrible hard to balance as their efectivness is often binary and can be deducted by mathhammer.


Top 5 strongest units of 8th edition @ 2018/01/17 02:00:57


Post by: buddha


The best always comes to the top in any competitive environment. Right now dark reaper spam in the right hands can wreck anything in the game full stop. But when they get nerfed, and they will and should, IG is going to quickly become the unbeatable because reaper spam was the only predator to the otherwise unstoppable IG who have insane artillery, infantry, CP generation, and tanks which few normal lists can actually handle.


Top 5 strongest units of 8th edition @ 2018/01/17 02:12:19


Post by: Niiai


A percicieved streanght will also increase the liklyhood of people playing a list. Less exlorer type players as assassin and achievers start moving into the meta and play established things. So far 8tyeditionhas been great at fighting this!


Top 5 strongest units of 8th edition @ 2018/01/17 06:18:29


Post by: koooaei


Voted: girlyman, razors, ig infantry, scions, celestine. Haven't played vs dark reapers yet, so can't tell.


Top 5 strongest units of 8th edition @ 2018/01/17 07:44:59


Post by: BrianDavion


 Xenomancers wrote:
 Galef wrote:
 Elbows wrote:
Dark Reapers: While I think they're almost priced reasonably, the game rules make them better than they should be. However I dislike stacking dozens of rules to make units unhittable so while I own 12 of these models, no more than six come out unless you're being a dick. If you can't target/kill a handful of Toughness 3 models, that's a problem. They shouldn't get more than one turn of shooting normally.

Totally agree and why I have yet to pick up any. There may be a ton of rules that you can stack on them to make them powerful, but they can't really survive without at least 2-3 of those rules all together. By that point, you are investing a lot more into them than you really should.

And Eldar having powerful stratagems not only makes sense from a fluff perspective (tricksy elves), but it balances out the fact that they can't get as many CPs as other armies with access to cheaper Troops/HQs to fill Battalions/Brigades.
Most competitive Eldar lists struggle to get 10 total CPs, while most Imperium lists can easily pump out over a dozen CPs

-

You can make a very competitive 2x battalion elder list. All of these units are good in their own way.
Farseer100
Autarch on Jetbike Reaper launcher/starlance130
2x Spiritseer 90
3x5 Rangers 180
2x5x Dire-avengers w exarch 128
(Serpent 3x SC 134)
1x20 man guardian w 2x SC 190

That's a legit 9 command point army minimum for 862 points - You could still take 30 reapers and another hq in this army too in this army too.


Automatically Appended Next Post:
OFC Guilliman leading the way here with almost 1/6 people thinking hes a top 5 most broken units.


well people tend to have long memories of broken things, even after somethings been enrfed in a FAQ people still remember it as broken unless it was spectacularly nerfed. I think Gulliman though is a strong option that simply synergizes so well with anything (best with ultramarines yeah but any IoM army would benifit from having him along) thing is synergy is one of those things that is hard to price/balance around.


Top 5 strongest units of 8th edition @ 2018/01/17 08:12:12


Post by: Blackie


Guilliman, celestine and magnus.

Ban named LoWs for the sake of 40k.

To complete the top 5 I'd say stormraven and scions. Razorbacks should be included as well but with only 5 choices they're out. Dark reapers are overpowered only against some list, if they face a green tide they won't be that scary and hordes are pretty common in this edition, I think SM in particular hate them but they're definitely not in the top 5 of the strongest units.


Top 5 strongest units of 8th edition @ 2018/01/17 08:48:39


Post by: An Actual Englishman


AdmiralHalsey wrote:

Which five units would you pick that arn't on the list and are also better than every other unit in the game?

Off the top of my head I can think of a few more daemon units that I'd consider to be extremely powerful.
Not a single blood angel unit in the list?
There is at least one major Tyranid unit missing from the list.
There's no forge world units at all?
No Drukhari or Harlequins? No Ynarri?
Bullgryns?
AdMech are underrepresented.

The whole 5 choices is irrelevant when people can select every option.


Top 5 strongest units of 8th edition @ 2018/01/17 09:16:22


Post by: fresus


 An Actual Englishman wrote:
No Drukhari or Harlequins? No Ynarri?

Ynnari are dead. A detachment with Yvraine, Dark reapers and SS is somewhat competitive, but it's only because SS and DR are insanely good on their own. So the OP vote should still go to these two units.
Drukhari? Seriously?
Harlequins? Troupes with fusion and embraces in Starweavers are good for sure. But not OP, and completely useless against properly screened units.


Top 5 strongest units of 8th edition @ 2018/01/17 09:32:30


Post by: An Actual Englishman


fresus wrote:
Ynnari are dead.

I see what you did there.
fresus wrote:
A detachment with Yvraine, Dark reapers and SS is somewhat competitive, but it's only because SS and DR are insanely good on their own. So the OP vote should still go to these two units.

Are they better if they are allied with Ynarri? If so we should have the option to differentiate. Besides, it's a decision for the community to make, not you or I.
fresus wrote:
Drukhari? Seriously?
Harlequins? Troupes with fusion and embraces in Starweavers are good for sure. But not OP, and completely useless against properly screened units.

Yea Drukhari, I'm sure they have one or two units that can be considered powerful.
Harlequins are strong, they featured in all of the top Aeldari lists before Craftworld codex was released and they did well. Also the OP isn't calling for OP units, he's calling for strongest units. Harlies in Starweaver will be taken with some anti screening units I'd have thought so if we're going to assume Girlyman is the strongest unit in game, because of how he interacts with other units, we should surely assume the other units in this list are interacting with other units?

Anyway, as I said, the decision is not ours to make re Ynarri, Drukhari or Harlies but when a list is presented in such a way as this I can't help but feel it's a list of units that the OP perceives as too strong rather than the community.

I'm amazed not to see Broodlord on the list. Genuinely.
I'm amazed not to see Fiends of Slaanesh on the list. They have a unique ability that completely changes one of the core rules of the game.
Where are Bloodletters? Their biggest weakness (having to footslog) has now been removed.
No Skarbrand? Again we can't leave combat and he is a beast. If positioned correctly he only buffs his allies.


Top 5 strongest units of 8th edition @ 2018/01/17 09:56:00


Post by: fresus


 An Actual Englishman wrote:
Anyway, as I said, the decision is not ours to make re Ynarri, Drukhari or Harlies but when a list is presented in such a way as this I can't help but feel it's a list of units that the OP perceives as too strong rather than the community.

The OP cannot add every single unit to the list, he has to make a choice, and we can point out specific units if we think they should be included.
I still can't think of any Drukhari unit that comes even close to the top 5.
Harlequin troupes were indeed very good when the index came out (when they were featured in most good Aeldari lists), but I really don't see them close to the current top 5. It's impossible to remove a good screening unit efficiently and fast enough to leverage the Harlies offensive power (melee and 6" fusion guns), which is why they can't compete with the top dogs that bring mass cheap infantry.

The goal is not to list good units, but just the 5 best in the game. That's why some factions don't even appear on the list.


Top 5 strongest units of 8th edition @ 2018/01/17 10:00:11


Post by: An Actual Englishman


fresus wrote:
 An Actual Englishman wrote:
Anyway, as I said, the decision is not ours to make re Ynarri, Drukhari or Harlies but when a list is presented in such a way as this I can't help but feel it's a list of units that the OP perceives as too strong rather than the community.

The OP cannot add every single unit to the list, he has to make a choice, and we can point out specific units if we think they should be included.
I still can't think of any Drukhari unit that comes even close to the top 5.
Harlequin troupes were indeed very good when the index came out (when they were featured in most good Aeldari lists), but I really don't see them close to the current top 5. It's impossible to remove a good screening unit efficiently and fast enough to leverage the Harlies offensive power (melee and 6" fusion guns), which is why they can't compete with the top dogs that bring mass cheap infantry.

The goal is not to list good units, but just the 5 best in the game. That's why some factions don't even appear on the list.

And as I said, there are units that should be on the list and aren't, in my opinion.

I've mentioned a number.


Top 5 strongest units of 8th edition @ 2018/01/17 10:38:25


Post by: CassianSol



It really depends what is meant by strongest unit. If you mean, strongest unit in a vacuum, it would have to be Magnus/Mortarian.

If we mean most overpowered in an army context, then Imperial Guard Infantry is vastly too good relative to points. However, this is with regiment/character buffs/orders factored in. The IG army has a huge issue where this are too many layers of bonuses. Crap units like guard should not be getting rerolls from characters - the synergy should come through the orders system (which is already great). Guard units should not be getting rerolls, they are the worst of the worst - they should be boosted through regimental discipline and command structure. Similarly, they should be tactically inflexible. That warlord trait where they can recycle CP is absurd - they already get a vast amount of CPs through their design, to be able to do this as well just is unfluffy and bad design. These all add up to make the guard units far too good relative to function and value (they also slow the game down).

Dark Reapers are strong in a way that feels bad for the army design. Broadly the Eldar codex has good internal balance and it is pleasing that Guardians are now actually capable of things - they are no longer a burden! But Dark Reapers stick out like a sore thumb. They are a no brainer, even without buffs (of which there are plenty). A points hike to a level higher than the Index would easily resolve them.

Gulliman and Cawl are silly ones for the same reason as Dark Reapers, they are far too obvious choices. Yes, you can argue that what they are buffing isn’t the greatest but they significantly shape the Chapter Tactics/Forgeworld taken, deployment, formation and movement. They require no skill or thought to use, are difficult to kill and slow the game down. They are bad for the game because of the wider impact they have on army building and play style. Give them a couple more wounds and they’d be fine.
Magnus and Mortarian unbalance the game for different reasons. They tend to make an all or nothing game. If the Primarch user is able to preserve them until they get into the enemy, then they are likely to win, but quite often they have every AT weapon wiping them off the table. It makes for an incredibly binary outcome. You also end up with weird armies where significant portions are spent increasing the survivability of this already high cost unit.


Top 5 strongest units of 8th edition @ 2018/01/17 10:44:02


Post by: SemperMortis


Boyz: Still the most bang for your buck in the entire game when Ork character abilities are layered. I think there's no excuse for a cheap basic infantry model to get 5 attacks for any reason...at all. If they get better in the eventual Ork codex they'll be even more broken. So - not broken alone, but can be broken through assistance.


I was waiting for someone to use this argument. This edition started and I said boyz would be doing well until everyone figured out how easy it is to kill them. Now don't get me wrong, they are without a doubt the strongest unit Orkz possess, but they are only good if you take 120+ of them or a similar unit like Kommandos or stormboyz which are basically boyz with cool deployment or movement options. To me that isn't OP, it's just spam. If you took only 30 or 60 of them it wouldn't be even considered good let alone OP.


Top 5 strongest units of 8th edition @ 2018/01/17 11:28:14


Post by: godardc


I read plagueburster crawlers ? Are they really so powerful ? I thought they were some kind of mixed bags


Top 5 strongest units of 8th edition @ 2018/01/17 11:33:22


Post by: phillv85


SemperMortis wrote:
Boyz: Still the most bang for your buck in the entire game when Ork character abilities are layered. I think there's no excuse for a cheap basic infantry model to get 5 attacks for any reason...at all. If they get better in the eventual Ork codex they'll be even more broken. So - not broken alone, but can be broken through assistance.


I was waiting for someone to use this argument. This edition started and I said boyz would be doing well until everyone figured out how easy it is to kill them. Now don't get me wrong, they are without a doubt the strongest unit Orkz possess, but they are only good if you take 120+ of them or a similar unit like Kommandos or stormboyz which are basically boyz with cool deployment or movement options. To me that isn't OP, it's just spam. If you took only 30 or 60 of them it wouldn't be even considered good let alone OP.


That argument can be made for IG as well. If you have one unit of 10 guardsmen in your force they aren't taking out swathes of models. You just need a lot of them as a meat shield, and with that comes high volume of fire.


Top 5 strongest units of 8th edition @ 2018/01/17 13:39:23


Post by: Brass eye



for units i have used/ faced against this edition

Eversor assassin for the points they are terrific value and can be horrific
Neutron dune crawlers
Bobby G
Dark Reapers
any unit that due to their faction benefit can get themselves to at least -2 to hit


Top 5 strongest units of 8th edition @ 2018/01/17 14:12:16


Post by: An Actual Englishman


phillv85 wrote:
That argument can be made for IG as well. If you have one unit of 10 guardsmen in your force they aren't taking out swathes of models. You just need a lot of them as a meat shield, and with that comes high volume of fire.

There are a few differences;
1. Guard have access to a plethora of buffs that allow them to perform way better than what's intended.
2. Guard have access to far more buffs than a unit of Ork Boyz.
3. Guardsmen serve primarily, as you have said, as a meatshield. They perform this role (and others) too well for their cost.
4. The scariest thing about Ork Boyz is when 30 suddenly appear just over 9" away. That is not an inherent strength - it's Boyz + Weirdboy that is scary.
5. There are certain units that Boyz can literally do nothing about - flyers of almost every flavour, for example. Guardsmen are more flexible in this regard.
6. While Boyz are the strongest thing in the index, they are the ONLY thing to be scared of in an Ork list. Guardsmen are not the only legitimate threat in an IG list, they are simply the thing stopping you getting to the other (juicier) threats.

The original statement; "Boyz: Still the most bang for your buck in the entire game when Ork character abilities are layered" is entirely incorrect. Boyz are more points efficient with no character buffs. Why do you think no one takes Painboyz or KFF Meks? The most useful 'buff' the OG statement refers to is likely "Warpath" (and if taken means the Weirdboy can't take....) and "Da Jump" which are both psychic powers. So they can be cast once per turn.

Trust me, as an Ork player, the thing any opponent should be most scared of is the Weirdboys and Warboss, in that order. Weirdboys allow da jump shenanigans and completely bypass the biggest Ork problem - lack of speed. They also enable Orks to hurt high Toughness, good save, multi-wound targets through Smite. Warbosses also help with the movement issues because they allow Boyz to advance and charge in the same turn.

If you want to know what's "OP" in regards Ork choices the only real candidate is the KMK, in my opinion. Something that again, isn't on the list.


Top 5 strongest units of 8th edition @ 2018/01/17 15:36:32


Post by: phillv85


No, the point still stands exactly as I said. My point was that you needed numbers to make them viable. 10 guardsmen aren't doing anything with all the buffs in the game.


Top 5 strongest units of 8th edition @ 2018/01/17 15:40:09


Post by: Mr Morden


Not played much but Saint Celestine was impressive

And now you can buy her on her own (well with the twins I think)


Top 5 strongest units of 8th edition @ 2018/01/17 16:04:45


Post by: Backspacehacker


Oblitorstors.

At worst, they are auto cannons, at best, statistical better laz cannons. I have melted knights in a single turn of shooting. A 195 point unit, wasting a 400+point unit in a single round.


Top 5 strongest units of 8th edition @ 2018/01/17 16:06:06


Post by: SemperMortis


phillv85 wrote:
No, the point still stands exactly as I said. My point was that you needed numbers to make them viable. 10 guardsmen aren't doing anything with all the buffs in the game.


I said 30-60 boyz not 10. A comparable number of guardsmen points wise would be 45-90. And in that number they are amazingly good at their task of being a meatshield and being able to push out a ridiculous number of shots at 24inches with FRFSRF

Boyz in such small numbers are useless because to even threaten a target they have to be within 17 inches of them at the start of the turn, (23 with a warboss nearby) and that isn't even a real threat until they close to about 13 (19) inches. Boyz are not doing well anymore because people have been bringing more anti horde weapons and weapons that obliterate any chance of Orkz retaliating.



Top 5 strongest units of 8th edition @ 2018/01/17 16:07:12


Post by: Galas


Commisars should cost 28-30ppm and reduce morale loses by D6 after killing 1 dude. (With Lord Commisars reducing morale loses 2d6 and Yarrick 3d6)


Top 5 strongest units of 8th edition @ 2018/01/17 16:17:07


Post by: hippyjr


Since the release of codex: daemons, bloodletters have suddenly become amazeballs.
For a few CP and ~ 200ish points you can drop a 30 man blob 9" away and roll 3d6 charge. Stupid number of attacks with decent WS/STR/AP, and once the screen is dead your opponent has to deal with this blob of guys so the rest of your army is safer for a turn. Do it again next turn and suddenly all his big guns are tied up/dead. all for a little over 400 points and 6 CP


Top 5 strongest units of 8th edition @ 2018/01/17 16:22:53


Post by: Formosa


Dark Angels Hellblasters or Plasma cannonade Doreto are in my top 5.


Top 5 strongest units of 8th edition @ 2018/01/17 16:29:56


Post by: Galef


CassianSol wrote:
Dark Reapers are strong in a way that feels bad for the army design. Broadly the Eldar codex has good internal balance and it is pleasing that Guardians are now actually capable of things - they are no longer a burden! But Dark Reapers stick out like a sore thumb. They are a no brainer, even without buffs (of which there are plenty). A points hike to a level higher than the Index would easily resolve them.

I kind of agree, however you have to keep in mind that Reapers are still T3 1W models. I wouldn't go more the 32-35ppm total. Actually, it might be better just to drop their "always hit on 3+" rule and replace it with "never suffer -1 for firing Heavy weapons". Or even just drop the special snowflake rule entirely and give them BS2+ like the Crismon Hunters. That way they have to stay still of suffer -1 (thus hitting on 3+ as they do now), and can be affected by other units that impose other -1s

This would also make dropping them via Webway strike less appealing as they would count as moving (even though they'd still hit on 3+ like now). Also making them BS2+ would mess with the way they get re-rolls. A Guided Reaper unit with BS2+ could NOT re-roll 2s since re-rolls happen before modifiers.

-


Top 5 strongest units of 8th edition @ 2018/01/17 16:33:55


Post by: Vaktathi


SemperMortis wrote:
phillv85 wrote:
No, the point still stands exactly as I said. My point was that you needed numbers to make them viable. 10 guardsmen aren't doing anything with all the buffs in the game.


I said 30-60 boyz not 10. A comparable number of guardsmen points wise would be 45-90. And in that number they are amazingly good at their task of being a meatshield and being able to push out a ridiculous number of shots at 24inches with FRFSRF
If we're doing a numerical comparison and are taking FRFSRF into account, we have to take into account Officers as well.

90 guardsmen and the bare minimum number of officers to make FRFSRF available for all squads is 500pts before any upgrades or kit, in which case we're looking at more than 80+ Boyz for that same investment, not 60.


Top 5 strongest units of 8th edition @ 2018/01/17 16:50:24


Post by: Martel732


 Galef wrote:
CassianSol wrote:
Dark Reapers are strong in a way that feels bad for the army design. Broadly the Eldar codex has good internal balance and it is pleasing that Guardians are now actually capable of things - they are no longer a burden! But Dark Reapers stick out like a sore thumb. They are a no brainer, even without buffs (of which there are plenty). A points hike to a level higher than the Index would easily resolve them.

I kind of agree, however you have to keep in mind that Reapers are still T3 1W models. I wouldn't go more the 32-35ppm total. Actually, it might be better just to drop their "always hit on 3+" rule and replace it with "never suffer -1 for firing Heavy weapons". Or even just drop the special snowflake rule entirely and give them BS2+ like the Crismon Hunters. That way they have to stay still of suffer -1 (thus hitting on 3+ as they do now), and can be affected by other units that impose other -1s

This would also make dropping them via Webway strike less appealing as they would count as moving (even though they'd still hit on 3+ like now). Also making them BS2+ would mess with the way they get re-rolls. A Guided Reaper unit with BS2+ could NOT re-roll 2s since re-rolls happen before modifiers.

-


Compared to a marine with a ml, they are 40 ppm easy. Lose some rules or pay a lot of points.


Top 5 strongest units of 8th edition @ 2018/01/17 17:26:29


Post by: Galef


Martel732 wrote:
Compared to a marine with a ml, they are 40 ppm easy. Lose some rules or pay a lot of points.

T3 is still a big deal (not as much as prior editions, but still). I'd say a 35ppm Reaper with BS2+ and no other special unit rules (other than the general Eldar ones) would be fair.
Keep in mind the part of the Marine's points cost is the S4, grenades and morale mitigating ATSKNF. Whether those rules actually help a devastor shoot is irrelevant, he has the rules and they cost.

-


Top 5 strongest units of 8th edition @ 2018/01/17 17:28:16


Post by: Martel732


T3 is not a big deal at all. Just stop.

35 ppm is 2 pts cheaper than that marine with a ML. They are still an autotake. You have to price them so that its' actually a question of whether to use them.

Whether rules help a given model is completely relevant, as this is the philosophy that has crippled basal marines for decades.


Top 5 strongest units of 8th edition @ 2018/01/17 17:38:01


Post by: Inquisitor Lord Katherine


Shadowsword
Guilliman
Magnus
Manticore

the last slot is close between Scions and AL Bezerkers, I think. Scions are still too strong for cost, but they're nowhere near where they were when they were released [mostly because you can only have 1 CS unit], but Bezerkers are also hilariously strong. I've heard there's some Eldar stuff, but it's basically SM, IG, and Tyranids where I am, so I haven't seen the Eldar in action.

I'm not entirely certain that the Shadowsword is better than Guilliman or Magnus, but it's definitely up there.


Top 5 strongest units of 8th edition @ 2018/01/17 17:42:31


Post by: Galef


Martel732 wrote:
T3 is not a big deal at all. Just stop.

35 ppm is 2 pts cheaper than that marine with a ML.

Whether rules help a given model is completely relevant, as this is the philosophy that has crippled basal marines for decades.

To be fair, I'd argue the ML Marines are probably too expensive to begin with. I think you can agree with that too.
With no rules changes at all, just points, I agree that Reapers are worth more than ML Marines.

My point is that they SHOULDN"T be. Tweak what needs to be tweaked, but no 1 wound Eldar should be more than its equivalent role Marine.

-


Top 5 strongest units of 8th edition @ 2018/01/17 17:43:39


Post by: Xenomancers


 Galef wrote:
CassianSol wrote:
Dark Reapers are strong in a way that feels bad for the army design. Broadly the Eldar codex has good internal balance and it is pleasing that Guardians are now actually capable of things - they are no longer a burden! But Dark Reapers stick out like a sore thumb. They are a no brainer, even without buffs (of which there are plenty). A points hike to a level higher than the Index would easily resolve them.

I kind of agree, however you have to keep in mind that Reapers are still T3 1W models. I wouldn't go more the 32-35ppm total. Actually, it might be better just to drop their "always hit on 3+" rule and replace it with "never suffer -1 for firing Heavy weapons". Or even just drop the special snowflake rule entirely and give them BS2+ like the Crismon Hunters. That way they have to stay still of suffer -1 (thus hitting on 3+ as they do now), and can be affected by other units that impose other -1s

This would also make dropping them via Webway strike less appealing as they would count as moving (even though they'd still hit on 3+ like now). Also making them BS2+ would mess with the way they get re-rolls. A Guided Reaper unit with BS2+ could NOT re-roll 2s since re-rolls happen before modifiers.

-

Ehhh - bs 2+ would probably break them even more but it's more of a give and take there. First - I'd say that reapers should be capped at 5x models per unit. Next to compare them to a marine with a heavy. +1 T is worth roughly 2 ppm +1 S and a grenade is worth 1 ppm. Their weapons can be considered about even in krak mode but the reaper launcher secondary mode is far superior that alone is 5 ppm additional cost that needs to be added. The special rule to always hit on 3's is worth an additional 5 ppm - not only does it mean you can move and shoot without penalty - it also means -1 to stacking is ignored as well. So I think they should cost +9 to a marine with a missile.


Top 5 strongest units of 8th edition @ 2018/01/17 17:43:47


Post by: Martel732


 Galef wrote:
Martel732 wrote:
T3 is not a big deal at all. Just stop.

35 ppm is 2 pts cheaper than that marine with a ML.

Whether rules help a given model is completely relevant, as this is the philosophy that has crippled basal marines for decades.

To be fair, I'd argue the ML Marines are probably too expensive to begin with. I think you can agree with that too.
With no rules changes at all, just points, I agree that Reapers are worth more than ML Marines.

My point is that they SHOULDN"T be. Tweak what needs to be tweaked, but no 1 wound Eldar should be more than its equivalent role Marine.

-


Eldar have always been better than their equivalent role marine. Eldar get useful special rules and marines get S4 and grenades .


Top 5 strongest units of 8th edition @ 2018/01/17 17:45:07


Post by: An Actual Englishman


phillv85 wrote:
No, the point still stands exactly as I said. My point was that you needed numbers to make them viable. 10 guardsmen aren't doing anything with all the buffs in the game.

Hot damn. That is some useful information. A low point cost, low statline model needs large numbers to make them viable?! Holy cow man do you have any more incredible tips? I think all of my points still stand also. Ork Boyz aren't anywhere near OP in the same way IG Infantry are.


Top 5 strongest units of 8th edition @ 2018/01/17 17:45:20


Post by: Martel732


Yup 45 sounds about right for their rule set.


Automatically Appended Next Post:
 An Actual Englishman wrote:
phillv85 wrote:
No, the point still stands exactly as I said. My point was that you needed numbers to make them viable. 10 guardsmen aren't doing anything with all the buffs in the game.

Hot damn. That is some useful information. A low point cost, low statline model needs large numbers to make them viable?! Holy cow man do you have any more incredible tips? I think all of my points still stand also. Ork Boyz aren't anywhere near OP in the same way IG Infantry are.


Ork boyz aren't protecting the most broken tanks and artillery in the game.


Top 5 strongest units of 8th edition @ 2018/01/17 17:53:30


Post by: Ratius


Voted Maggy, Morty and Girly because of their force multiplication and buffing capabilities.
Stealers because when used right they are wrecking machines.
Manticore/Basilisk for similar reasons (i.e hidden behind IG gun walls/BLoS/screens).


Top 5 strongest units of 8th edition @ 2018/01/17 17:56:10


Post by: Daedalus81


 Backspacehacker wrote:
Oblitorstors.

At worst, they are auto cannons, at best, statistical better laz cannons. I have melted knights in a single turn of shooting. A 195 point unit, wasting a 400+point unit in a single round.


I wish people would stop with gak like this. This is so unlikely as to not even be worth consideration.


Top 5 strongest units of 8th edition @ 2018/01/17 18:05:52


Post by: An Actual Englishman


Since Boyz are on here I have no idea why Bloodletters aren't? Particularly when they can deep strike for CP.


Top 5 strongest units of 8th edition @ 2018/01/17 18:29:52


Post by: Xenomancers


Daedalus81 wrote:
 Backspacehacker wrote:
Oblitorstors.

At worst, they are auto cannons, at best, statistical better laz cannons. I have melted knights in a single turn of shooting. A 195 point unit, wasting a 400+point unit in a single round.


I wish people would stop with gak like this. This is so unlikely as to not even be worth consideration.

Ehh I wouldn't call them a top 5 unit. They are getting better with these bonkers nurgle tress though. Being daemons they can benift from the +2 to cover save provided by being within 6 inches of the tree. This gives the Oblits a 0+ save. Meaning they will have a 3+ save against las cannons and a 2+ save against dark reapers....Prepare to watch these things get spammed to high heaven.


Top 5 strongest units of 8th edition @ 2018/01/17 19:27:33


Post by: Backspacehacker


 Xenomancers wrote:
Daedalus81 wrote:
 Backspacehacker wrote:
Oblitorstors.

At worst, they are auto cannons, at best, statistical better laz cannons. I have melted knights in a single turn of shooting. A 195 point unit, wasting a 400+point unit in a single round.


I wish people would stop with gak like this. This is so unlikely as to not even be worth consideration.

Ehh I wouldn't call them a top 5 unit. They are getting better with these bonkers nurgle tress though. Being daemons they can benift from the +2 to cover save provided by being within 6 inches of the tree. This gives the Oblits a 0+ save. Meaning they will have a 3+ save against las cannons and a 2+ save against dark reapers....Prepare to watch these things get spammed to high heaven.


The other thing to consider is how cheap they are too. They are only 195 points for potentially 12 laz Cannon shots. That can benefit from heretics and daemon powers, can deep strike, have a 3+ armor and a 5++ are 3 wounds a piece.

They are honestly the best unit in the chaos codex on their own excluding primarchs


Automatically Appended Next Post:
Also I have done that with my oblits to knights several times reliably. I run 2 squads of them with a sorcerer, so 24 shots are gonna burn most anything.


Top 5 strongest units of 8th edition @ 2018/01/17 19:34:13


Post by: Xenomancers


 Backspacehacker wrote:
 Xenomancers wrote:
Daedalus81 wrote:
 Backspacehacker wrote:
Oblitorstors.

At worst, they are auto cannons, at best, statistical better laz cannons. I have melted knights in a single turn of shooting. A 195 point unit, wasting a 400+point unit in a single round.


I wish people would stop with gak like this. This is so unlikely as to not even be worth consideration.

Ehh I wouldn't call them a top 5 unit. They are getting better with these bonkers nurgle tress though. Being daemons they can benift from the +2 to cover save provided by being within 6 inches of the tree. This gives the Oblits a 0+ save. Meaning they will have a 3+ save against las cannons and a 2+ save against dark reapers....Prepare to watch these things get spammed to high heaven.


The other thing to consider is how cheap they are too. They are only 195 points for potentially 12 laz Cannon shots. That can benefit from heretics and daemon powers, can deep strike, have a 3+ armor and a 5++ are 3 wounds a piece.

They are honestly the best unit in the chaos codex on their own excluding primarchs


Automatically Appended Next Post:
Also I have done that with my oblits to knights several times reliably. I run 2 squads of them with a sorcerer, so 24 shots are gonna burn most anything.

They have 2+ armor.


Top 5 strongest units of 8th edition @ 2018/01/17 19:35:06


Post by: Backspacehacker


Sorry 2+ not 3 + fat fingers on a little phone.


Top 5 strongest units of 8th edition @ 2018/01/17 20:03:22


Post by: chrispy1991


I still can't believe all the salt over IG here... Manticores already had their prices bumped, Scions had melta and plasma both increased to SM costs (thereby also making vet squads and CCS's, which were fine, less useful), and both conscripts and commissars were nerfed into uselessness. Can people give it a rest already?

Scions are just fine for their price. They cost almost as much as SM's, pay SM price for their weapons and don't benefit from even their own regimental doctrine most of the time. They drop in and die. I've never used them and seen them last more than 1 turn on the board. Their ability to deepstrike is nice, but at the end of the day they're a glass cannon.

Manticores... fore pete's sake people.. just shoot them with anti-tank weaponry and they go down! I don't want to hear all this gak about them being completely out of LoS all the time too when the IG player is supposedly dropping 9 of them. Can you kill a predator? GREAT. you can kill a manticore.

As far as IG infantry squads go, I keep hearing people go on about them being powerful because of buffs. You know aside from doctrines those buffs cost pts right? A company commander costs 30 pts and can only give 2 squads orders normally and is otherwise -literally useless-. That 30 pt price tag to issue orders to 2 squads raises the average price of those "buffed" guardsmen to 5.5 pts a model. Still sound OP? That's a 37% increase in the average ppm just to get orders that amount to firing 1-2 more shots, or rerolling 1's on something. I don't see anyone complaining about cultists that are the same price, come in blobs like conscripts, and are easily made fearless. I played all through 7th, and 5ppm IG infantry were utterly useless garbage.

Here's my synopsis.
-stop comparing units (ANY faction's unit) to equivalent units that are worse than the average.
-stop equating units being "Good" with "OP", or "too powerful". It's fine for a faction to have a unit that's better than another's equivalent unit.
-stop calling for knee-jerk reaction nerfs to units. GW has shown they're listening and has shown how stupid things get when you listen to the community's reactions. You get just as many bad nerfs as you get good ones and not much really improves.


Top 5 strongest units of 8th edition @ 2018/01/17 20:06:15


Post by: Martel732


Spoken like an IG player.

"Everything's fine here, move along."

Manticores are still too cheap. 4 ppm is too cheap for a model with 5+ armor. Basilisks are too cheap. Russes are too cheap. Mortar teams are too cheap. Scions are still too cheap. Shall I go on?

And IG infantry is powerful because it exists. They don't need buffs or upgrades or auras. Just stand there and win the game.


Top 5 strongest units of 8th edition @ 2018/01/17 20:10:57


Post by: chrispy1991


Martel732 wrote:
Spoken like an IG player.

"Everything's fine here, move along."

Manticores are still too cheap. 4 ppm is too cheap for a model with 5+ armor. Basilisks are too cheap. Russes are too cheap. Mortar teams are too cheap. Scions are still too cheap. Shall I go on?

And IG infantry is powerful because it exists. They don't need buffs or upgrades or auras. Just stand there and win the game.


Spoken like a true salt shaker. "Everything is too cheap. Nerf it all"

Better nerf conscripts and commissars again, just to play it safe.


Top 5 strongest units of 8th edition @ 2018/01/17 20:12:55


Post by: Martel732


Not everything. Just a lot of things. Guardsmen in particular are in nearly every high-placing Imperial list. That's a huge red flag. Just like people fielding 50 dark reapers. The red flags will draw attention from GW.

Lots of IG players are not handling their Eldar moment very well.


Top 5 strongest units of 8th edition @ 2018/01/17 20:21:58


Post by: chrispy1991


Martel732 wrote:
Not everything. Just a lot of things. Guardsmen in particular are in nearly every high-placing Imperial list. That's a huge red flag. Just like people fielding 50 dark reapers. The red flags will draw attention from GW.

Lots of IG players are not handling their Eldar moment very well.


There's a difference between spamming, and using. Just because it's in most high placing imperial lists, doesn't mean it's a red flag. 50 dark reapers is a lot of points invested in them. 60 guardsmen is hardly any.


Top 5 strongest units of 8th edition @ 2018/01/17 20:31:58


Post by: Martel732


That's exactly the problem. 60 guardsmen should be a more significant investment because of all the utility they provide. It IS a red flag.


Top 5 strongest units of 8th edition @ 2018/01/17 20:36:21


Post by: Xenomancers


240 points for more models than my entire army of primaris infantry at 2000 points? GTFO.


Top 5 strongest units of 8th edition @ 2018/01/17 20:44:23


Post by: chrispy1991


 Xenomancers wrote:
240 points for more models than my entire army of primaris infantry at 2000 points? GTFO.


You remember my post? Where I said stop comparing any army's units to equivilent units that are worse than average? Apparently you didn't read it. But sure.. go ahead, keep comparing an above average infantry like IG, to a terrible infantry like pure primaris marines, and keep expecting your perspective not to get skewed.

OMG, you can put 60 primaris models on the board for 2k pts, but I only get 15 Leman russes for that costs? PLZ NERF.


Top 5 strongest units of 8th edition @ 2018/01/17 20:46:11


Post by: Martel732


There is no infantry comparable to guardsmen. That's the problem. There is no artillery comparable to IG artillery. There are no psykers comparable to your psykers. There are few tanks comparable to the Russ. Hell, Bullgryns are better at CC than my BA.


Top 5 strongest units of 8th edition @ 2018/01/17 20:49:39


Post by: pumaman1


 Xenomancers wrote:
240 points for more models than my entire army of primaris infantry at 2000 points? GTFO.


OOOH Model count is the entire way to measure strength to an army (sarcasm, but muted.. because GK are bad, Primaris are bad), in that way Orks will field 240 boyz, THEY must be the strongest


Top 5 strongest units of 8th edition @ 2018/01/17 20:51:12


Post by: Martel732


It's not model count per se, but immunity to assault and deep strike and objective capping power. Those things are derived from model count. I respect these things way more than Bobby G. IG can throw out Bobby G level firepower and cover the board. Bobby G is buffing non-flyers and so they have to huddle in a corner. Frankly, I'm surprised Bobby G ever does well in ITC.


Top 5 strongest units of 8th edition @ 2018/01/17 21:03:21


Post by: An Actual Englishman


 chrispy1991 wrote:
I played all through 7th, and 5ppm IG infantry were utterly useless garbage.

Here is where your argument falls down. You are scared of 5ppm Infantry because you didn't have a good time in 7th. This isn't 7th. They are way, WAAAYYY better now. They are worth at least 5 ppm.


Top 5 strongest units of 8th edition @ 2018/01/17 21:04:53


Post by: pumaman1


Martel732 wrote:
It's not model count per se, but immunity to assault and deep strike and objective capping power. Those things are derived from model count. I respect these things way more than Bobby G. IG can throw out Bobby G level firepower and cover the board. Bobby G is buffing non-flyers and so they have to huddle in a corner. Frankly, I'm surprised Bobby G ever does well in ITC.


Model count seems to have an impact in the metas, I don't want to make It sound like it doesn't. But non-power armor factions all have some cheap bodies, even (relatively) elder. And SM/imperium have a HUGE advantage in you can take those same "OP" units as a battleforged list for basically no penalty (1 hq 2 troops) and keep your fancy chapter tactics. But just as Crispy noted, comparing apples to apples, not apples to raisins. If we compare 8th ed riptides to primaris, primaris looks good


Top 5 strongest units of 8th edition @ 2018/01/17 21:07:08


Post by: Martel732


Once you start swapping out marines for guardsmen, there's no reason to stop. That's the problem. Guardsmen are a crutch for Imperial soup lists; a crutch that needs changed.


Top 5 strongest units of 8th edition @ 2018/01/17 21:10:09


Post by: Xenomancers


 An Actual Englishman wrote:
 chrispy1991 wrote:
I played all through 7th, and 5ppm IG infantry were utterly useless garbage.

Here is where your argument falls down. You are scared of 5ppm Infantry because you didn't have a good time in 7th. This isn't 7th. They are way, WAAAYYY better now. They are worth at least 5 ppm.

They wern't bad in 7th ether. Azreal in a 50 man infantry blob was quite hilarious.


Top 5 strongest units of 8th edition @ 2018/01/17 21:11:41


Post by: Martel732


Guardsmen were better at sucking up scatterlasers than marines, too. Still are.


Top 5 strongest units of 8th edition @ 2018/01/17 21:15:25


Post by: pumaman1


Martel732 wrote:
Guardsmen were better at sucking up scatterlasers than marines, too. Still are.

Worse than gretchin, so gretchin more op than guardsmen?


Top 5 strongest units of 8th edition @ 2018/01/17 21:17:06


Post by: Martel732


No, that was just a fun fact.


Top 5 strongest units of 8th edition @ 2018/01/17 21:37:57


Post by: phillv85


 An Actual Englishman wrote:
phillv85 wrote:
No, the point still stands exactly as I said. My point was that you needed numbers to make them viable. 10 guardsmen aren't doing anything with all the buffs in the game.

Hot damn. That is some useful information. A low point cost, low statline model needs large numbers to make them viable?! Holy cow man do you have any more incredible tips? I think all of my points still stand also. Ork Boyz aren't anywhere near OP in the same way IG Infantry are.


How very childish.


Top 5 strongest units of 8th edition @ 2018/01/17 22:00:35


Post by: Sedraxis


The problem with IG isn't just that their units are super cost-effective compared to other factions, they also have access to some of the best strategems, tons of buffs and extra's like orders and regiment bonusses on everything.

Add to that their huge pool of unit choices and the fact that their "strength" (cheap quantity) is rewarded at every turn by the 8th edition rules.

The IG codex is really awesome and their internal design is pretty sweet, but it's overall power came out way too high. You could play it without orders and/or regiment bonusses and it would still be great. The nerfs fixed some issues, but we're not quite there yet.


Top 5 strongest units of 8th edition @ 2018/01/17 22:01:10


Post by: DoomMouse


So after a few days of voting the top 20 are:

1. Guilliman
2. Dark reapers
3. Magnus
4. Mortarion
5. Celestine
6. Imperial guard infantry squads
7. Baneblade Chassis Tank
8. Manticores / Basilisk
9. Hemlock wraithfighter
10. Leman russ
11. Scions
12. Genestealers
13. Khorne berserkers
14. Razorback
15. Stormraven, stormhawk or stormtalon
16 Shining spears
17. Obliterators
18. Mortar teams
19. Hellblasters
Joint 20. Kastellans and Tau Commander

If it's of any interest to people, here were the top 20 from the last thread I made on this (just after the space marine codex dropped near the start of 8th)

1) Guilliman
2) conscripts
3) Stormraven
4) Brimstone horrors
5) tempestus scions
6) Celestine
7) Razorbacks
8) Magnus
9) Tau commander
10) ork boys
11) Imperial knights
12) genestealer
13) manticores / basilisks
14) kastellan robots
15) Belisarius cawl
16) taurox prime
17) daemon prince
18) baneblade variants
19) Harlequins
20) khorne berserkers

Surprisingly, despite a small nerf since the last poll, celestine has actually risen from 6th to 5th place. Just as a one off thing, that says something good for game balance.I think. It's surprising how little this list has changed though with all the codexes dropping and chapter approved changing things up too.


Top 5 strongest units of 8th edition @ 2018/01/17 22:03:10


Post by: Vaktathi


 Xenomancers wrote:
240 points for more models than my entire army of primaris infantry at 2000 points? GTFO.
Comparing an arbitrary amount of naked infantry with no context to the number of heavy infantry in a composed army is what we're gonna go with here?


Martel732 wrote:Spoken like an IG player.

"Everything's fine here, move along."

Manticores are still too cheap. 4 ppm is too cheap for a model with 5+ armor. Basilisks are too cheap. Russes are too cheap. Mortar teams are too cheap. Scions are still too cheap. Shall I go on?

And IG infantry is powerful because it exists. They don't need buffs or upgrades or auras. Just stand there and win the game.


Martel732 wrote:There is no infantry comparable to guardsmen. That's the problem. There is no artillery comparable to IG artillery. There are no psykers comparable to your psykers. There are few tanks comparable to the Russ. Hell, Bullgryns are better at CC than my BA.



Yeah, and Battlecannon Russ tanks are better tank hunters than Quadlas predators, and Mortarian just dies like clockwork to Manticores that should be 200pts that can never be retaliated against because theres always an effective screen in place and LoS blocking terrain available right where its needed, and Guardsmen should be 7ppm, etc every IG unit outclasses everything everyone else has.

These things have been raised and debated in other threads, often in considerable detail, and shown that they arent anywhere near what is being portrayed.

I'm all on board with making changes to indirect fire weapons in general, I think the Catachan doctrine is a wee bit too abusable when paired with blast weapons, the Shadowsword is overgunned, etc, but when we get things like "a 5+ armor save makes guardsmen OP" or "Russ tanks are too cheap" (despite most comparisons to equivalents not showing such in multiple threads), or that Stormtroopers, after already taking at least 4 distinct nerfs to transports/weapons/command elements, are still too cheap, it makes it hard to take as seriously.




Top 5 strongest units of 8th edition @ 2018/01/17 22:15:38


Post by: Sedraxis


I'm all on board with making changes to indirect fire weapons in general, I think the Catachan doctrine is a wee bit too abusable when paired with blast weapons, the Shadowsword is overgunned, etc, but when we get things like "a 5+ armor save makes guardsmen OP" or "Russ tanks are too cheap" (despite most comparisons to equivalents not showing such in multiple threads), or that Stormtroopers, after already taking at least 4 distinct nerfs to transports/weapons/command elements, are still too cheap, it makes it hard to take as seriously.


I agree, but also understand where those things are coming from. IG are so much better at pretty much everything then most armies that it is hard to pinpoint where the problem lies. Hence every comparison creates another complaint.

I do think GW is doing the right thing about it tho, small point changes (except FW ) over time and rule changes one by one.


Top 5 strongest units of 8th edition @ 2018/01/17 22:21:52


Post by: Xenomancers


Sedraxis wrote:
The problem with IG isn't just that their units are super cost-effective compared to other factions, they also have access to some of the best strategems, tons of buffs and extra's like orders and regiment bonusses on everything.

Add to that their huge pool of unit choices and the fact that their "strength" (cheap quantity) is rewarded at every turn by the 8th edition rules.

The IG codex is really awesome and their internal design is pretty sweet, but it's overall power came out way too high. You could play it without orders and/or regiment bonusses and it would still be great. The nerfs fixed some issues, but we're not quite there yet.

Ig was already the best army in the game before it's codex came out. People seem to have forgotten that.


Top 5 strongest units of 8th edition @ 2018/01/17 22:22:38


Post by: Marmatag


Sedraxis wrote:
I'm all on board with making changes to indirect fire weapons in general, I think the Catachan doctrine is a wee bit too abusable when paired with blast weapons, the Shadowsword is overgunned, etc, but when we get things like "a 5+ armor save makes guardsmen OP" or "Russ tanks are too cheap" (despite most comparisons to equivalents not showing such in multiple threads), or that Stormtroopers, after already taking at least 4 distinct nerfs to transports/weapons/command elements, are still too cheap, it makes it hard to take as seriously.


I agree, but also understand where those things are coming from. IG are so much better at pretty much everything then most armies that it is hard to pinpoint where the problem lies. Hence every comparison creates another complaint.

I do think GW is doing the right thing about it tho, small point changes (except FW ) over time and rule changes one by one.


This is basically right.

It's like filling out an old D&D character sheet. You only had so many points to spend. You can't buy up strength, and also vitality, to high levels. Guard can do both. That's the problem. You could pinpoint a few units for adjustment, but really it's a design flaw with the army.

Across the board they need damage reduction or an equivalent points increase.
Across the board they need reduced survivability or an equivalent points increase.

Both of those statements are true, but not necessarily true together.

Guard are in a really bad place, because they invalidate quite a few armies just by existing. That's not good for the game. At all.


Top 5 strongest units of 8th edition @ 2018/01/17 22:28:53


Post by: Earth127


IG still needs some nerfs, mostly an across the board points increase.

Someone once calculated here that on average only a s2 ap- weapon deals more points of damage to MEQ then GEQ. So that's the biggest design flaw of 8th edition right there.

Matched play should disallow imperium (and maybe Chaos/Aeldari/ynnari) as sole faction keywords since it just invalidates so much. Have a low model weakness in you imperium force? just add a guard detachment it'll fix that up real quick.


Top 5 strongest units of 8th edition @ 2018/01/17 22:29:04


Post by: WindstormSCR


 chrispy1991 wrote:
Martel732 wrote:
Spoken like an IG player.

"Everything's fine here, move along."

Manticores are still too cheap. 4 ppm is too cheap for a model with 5+ armor. Basilisks are too cheap. Russes are too cheap. Mortar teams are too cheap. Scions are still too cheap. Shall I go on?

And IG infantry is powerful because it exists. They don't need buffs or upgrades or auras. Just stand there and win the game.


Spoken like a true salt shaker. "Everything is too cheap. Nerf it all"

Better nerf conscripts and commissars again, just to play it safe.


The problem is guardsmen are currently causing a race to the bottom. You either bring them up, or absolutely everything else down. There is very little in the game that is actually worth shooting at guardsmen when viewed through the lense of cost for effect, even weapons ostensibly designed for clearing hordes, and those few things are all equally cheap models with high volumes of fire. (Pink horrors in units of 20+, cultists, other guardsmen, deep striking flamers of tzeentch)

Even at 5ppm guard would still be worth it, because of a few factors: the flattened wound chart makes them almost 33% more effective vs T4, while S4 shooting back at them became 33% LESS effective since they now actually get an armor save. having less of a save and more wounds per point is incredibly valuable in an edition where it now requires S6 to wound t3 on 2s. The horde clearing abilities of heavy bolters and heavy flamers, previously the 'gold standard' for shooting at GEQ, not only got more expensive themselves, but became similarly 33% less effective because of the introduction of rend mechanics. It gets even worse because of the HF no longer ignoring cover.

Basically, guard got the good end of all the core rules changes, and while everyone else got worse relative to shooting at them, they got better at shooting back, and additionally can now actually leverage embedded special and heavy weapons without giving up any firepower at all. Marines didn't change in base cost, most weapons got more expensive. Guard got cheaper, their weapons got cheaper.

The above pretty clearly shows why they need a cost bump, and I say that as someone who likes seeing guard in use and play, right now they are simply too strong because of the unique ability to simply take more stuff in an edition that favors he who rolls more dice




On the subject of dark reapers, they are slightly undercosted, but even if they were bumped by 5ppm would still see play, because of the incredible meta-warping effects of negative hit modifiers. The reason DRs are getting spammed is because of all the different ways things can get -1 or more to hit, and because they can get this themselves it becomes a circular problem. Yet the -1 to hit has to be a thing because of guard-style shooting.

Solution: bump IG by a small value until a balance is reached (not big hammer nerfs), and remove as much of the army wide -1 as possible. Both were equally terrible mistakes


Top 5 strongest units of 8th edition @ 2018/01/17 22:32:44


Post by: Earth127


Oh anopther problem is that there is always a chance those guardsman can hurt you with their flashlights so that should be taken into account and it currently isn't properly yet.

As a whole tough I am a fun of this design principle, makes for more fun games and less I might as well not bother unpacking my army.


Top 5 strongest units of 8th edition @ 2018/01/17 22:38:02


Post by: Martel732


" and shown that they arent anywhere near what is being portrayed. "

Have they, though? Battle cannon Russ might be slightly inferior at AT compared to quadlas pred, but its better in every other phase of the game. Defense, anti-infantry, and benefits from regiments. So yeah, I think Russes are slightly too cheap.

And yeah, 5+ armor saves on a 4 ppm model is uncalled for due to how this game scales.

"every IG unit outclasses everything everyone else has. "

That's actually not too far off. Because cheaper is better in 8th.


Top 5 strongest units of 8th edition @ 2018/01/17 22:46:25


Post by: Crimson


 Earth127 wrote:
Oh anopther problem is that there is always a chance those guardsman can hurt you with their flashlights so that should be taken into account and it currently isn't properly yet.

Oh they absolutely can hurt you! A guardsman with FRFSRF will cause same amount of wounds to a marine, than amarine firing a bolter at another marine. Except the marine costs over three times as much. Even if you account the cost of the commander, the lasgun guardsmen are 2,4 times more effective at killing marines than same points worth of bolter marines are. And it the target unit is guardsmen too, then the IG gets relatively even better at killing them compared to the marines. It's pretty crazy.


Top 5 strongest units of 8th edition @ 2018/01/18 00:35:04


Post by: Xenomancers



Solution: bump IG by a small value until a balance is reached (not big hammer nerfs), and remove as much of the army wide -1 as possible. Both were equally terrible mistakes


Exalted. I said the same thing in a post months back. Army wide -1 to hit is literally insane. Plus infantry squads being the most problematic of the to lowly costed infantry need to start the nerf train to achieve game balance.


Top 5 strongest units of 8th edition @ 2018/01/18 02:38:52


Post by: Niiai


Martel732 wrote:
There is no infantry comparable to guardsmen. That's the problem. There is no artillery comparable to IG artillery. There are no psykers comparable to your psykers. There are few tanks comparable to the Russ. Hell, Bullgryns are better at CC than my BA.


Actually I think gaunts are quite comparable to guardsmen, at least of you talk about the blobs and not the weapon teams. Jorm has 5+ leviatan has 6+ 6+++. 40 points for a screen. Fearless. Or you cqn go on the offense with devilgaunts, posible out of a transport.

I don't wanne draw to much atension to them. Would probably stil play them at 5 point base. (Although gargoyles are 6, so they would be better as a screen.)

Gaunts cant take heavy weapons. Nids can always kill infantery, tanks, needs more effort.


Automatically Appended Next Post:
To the op. With pool having options added late in the vote I would start a new pool for better data.


Top 5 strongest units of 8th edition @ 2018/01/18 07:43:09


Post by: Blackie


Dark reapers at 2nd place is an exaggeration made by frustrated space marines players. Deepstriking scions with plasmas are way more broken.

Dark reapers are quite powerful of course but still T3 dudes that are not cheap at all. All the other units in the top 10 are quite tough to kill instead, including guardsmen that are also T3 but undercosted. And they're part on an army that isn't overpowered at all.


Top 5 strongest units of 8th edition @ 2018/01/18 09:19:39


Post by: ChazSexington


I was dubious about including Guilliman, but my other choices are Alpha Legion Cultists (they slaughter anything T5 and lower given the right support), Primaris Psykers (exceptionally cheap choice of smite, especially after the tripling or so of the Malefic Lord's points), Dark Reapers for clearing screens, and Mortar Teams (output vs. price).

Obliterators, Noise Marines, Leviathans, Magnus, Mortarion, the humble Guardsman, plasma-spam Scions, Khorne Berzerkers, Celestine, LRBT, Fiends of Slaanesh, and the not included Triple Predator Annihilator (or quadruple) and Chaos Sorcerer are honourable mentions. I also have a soft spot for Warp Talons, especially against IG.

Brimstone Horrors shouldn't be on the list anymore.

 DoomMouse wrote:
So after a few days of voting the top 20 are:

1. Guilliman
2. Dark reapers
3. Magnus
4. Mortarion
5. Celestine
6. Imperial guard infantry squads
7. Baneblade Chassis Tank
8. Manticores / Basilisk
9. Hemlock wraithfighter
10. Leman russ
11. Scions
12. Genestealers
13. Khorne berserkers
14. Razorback
15. Stormraven, stormhawk or stormtalon
16 Shining spears
17. Obliterators
18. Mortar teams
19. Hellblasters
Joint 20. Kastellans and Tau Commander

If it's of any interest to people, here were the top 20 from the last thread I made on this (just after the space marine codex dropped near the start of 8th)

1) Guilliman
2) conscripts
3) Stormraven
4) Brimstone horrors
5) tempestus scions
6) Celestine
7) Razorbacks
8) Magnus
9) Tau commander
10) ork boys
11) Imperial knights
12) genestealer
13) manticores / basilisks
14) kastellan robots
15) Belisarius cawl
16) taurox prime
17) daemon prince
18) baneblade variants
19) Harlequins
20) khorne berserkers

Surprisingly, despite a small nerf since the last poll, celestine has actually risen from 6th to 5th place. Just as a one off thing, that says something good for game balance.I think. It's surprising how little this list has changed though with all the codexes dropping and chapter approved changing things up too.


Excellent, exalted!


Top 5 strongest units of 8th edition @ 2018/01/18 15:22:24


Post by: Martel732


 Blackie wrote:
Dark reapers at 2nd place is an exaggeration made by frustrated space marines players. Deepstriking scions with plasmas are way more broken.

Dark reapers are quite powerful of course but still T3 dudes that are not cheap at all. All the other units in the top 10 are quite tough to kill instead, including guardsmen that are also T3 but undercosted. And they're part on an army that isn't overpowered at all.


T3 doesn't matter in 8th.


Top 5 strongest units of 8th edition @ 2018/01/18 15:51:59


Post by: Galef


Martel732 wrote:
 Blackie wrote:
Dark reapers at 2nd place is an exaggeration made by frustrated space marines players. Deepstriking scions with plasmas are way more broken.

Dark reapers are quite powerful of course but still T3 dudes that are not cheap at all. All the other units in the top 10 are quite tough to kill instead, including guardsmen that are also T3 but undercosted. And they're part on an army that isn't overpowered at all.


T3 doesn't matter in 8th.

Um, yes it does. Vs T3, most weapons increase wound rolls needed by 16-17%. S4 needs 3s instead of 4s, S6/7 needs 2s instead of 3s. It is only S5 and 8+ that doesn't care about T3/T4. Considering in prior editions S6+ didn't care whether a unit was T3/T4, I think you can make an argument that being T4 matters MORE in 8th than in prior editions.

What you are thinking of is the difference between S3 and S4, which I agree is largely irrelevant in 8th (except against T6/7, which is the majority of MCs and vehicles).

-


Top 5 strongest units of 8th edition @ 2018/01/18 16:15:15


Post by: LunarSol


 Earth127 wrote:

Matched play should disallow imperium (and maybe Chaos/Aeldari/ynnari) as sole faction keywords since it just invalidates so much. Have a low model weakness in you imperium force? just add a guard detachment it'll fix that up real quick.


This is a problem with the Guard being too good more than the Imperium keyword itself. Personally, the whole separation of Guard and Marines has always been a big disconnect for me. I'd hate to see that link go, though I could do without 350 point Brigades.


Top 5 strongest units of 8th edition @ 2018/01/18 16:18:55


Post by: niv-mizzet


I'd put Celestine at the top of the list tbh. 14 effective wounds of character-protected 2+/4+ with regenning meatshields, a flurry of attacks that makes most characters jealous, and her absolutely zany do-whatever-she-wants start of turn ability... She could go up 100 points tomorrow and I'd still call her good.


Top 5 strongest units of 8th edition @ 2018/01/18 16:20:01


Post by: Martel732


 Galef wrote:
Martel732 wrote:
 Blackie wrote:
Dark reapers at 2nd place is an exaggeration made by frustrated space marines players. Deepstriking scions with plasmas are way more broken.

Dark reapers are quite powerful of course but still T3 dudes that are not cheap at all. All the other units in the top 10 are quite tough to kill instead, including guardsmen that are also T3 but undercosted. And they're part on an army that isn't overpowered at all.


T3 doesn't matter in 8th.

Um, yes it does. Vs T3, most weapons increase wound rolls needed by 16-17%. S4 needs 3s instead of 4s, S6/7 needs 2s instead of 3s. It is only S5 and 8+ that doesn't care about T3/T4. Considering in prior editions S6+ didn't care whether a unit was T3/T4, I think you can make an argument that being T4 matters MORE in 8th than in prior editions.

What you are thinking of is the difference between S3 and S4, which I agree is largely irrelevant in 8th (except against T6/7, which is the majority of MCs and vehicles).

-


It doesn't matter for dark reapers, certainly.


Top 5 strongest units of 8th edition @ 2018/01/18 16:38:57


Post by: Galef


Martel732 wrote:
It doesn't matter for dark reapers, certainly.

Because....reasons? If it makes you fell any better, I don't use Reapers because every time I've tried them, they die fast even with buffs. Combine with the fact that that aren't very mobile and you have to proxy the models anyway (because GW stopped making them for some reason*) and it is pretty much an easy decision for me to leave them out of my lists.



*finecast is not a valid media for miniatures, therefore any model that is currently produced in finecast may as well be out of production.

-


Top 5 strongest units of 8th edition @ 2018/01/18 16:47:39


Post by: Martel732


Because the reapers aced everything before it can exploit the t3 as if it were exploitable when the unit is in cover rerolling saves.


Top 5 strongest units of 8th edition @ 2018/01/18 19:10:40


Post by: Marmatag


T3 doesn't matter when you have a 2+ save, or you're hiding behind LOS, with the ability to move into view, shoot, and then move back out of LOS. Also, you have Tempest Launchers, which are really good.

Reapers are so good. So incredibly good.

Do you think people bring 30 reapers to the table because they aren't balls out awesomesauce? Oh look a swiss army knife unit that is very protectable and has amazing synergy with everything in my codex. I should bring none of this.


Top 5 strongest units of 8th edition @ 2018/01/18 19:14:18


Post by: tneva82


 Marmatag wrote:
T3 doesn't matter when you have a 2+ save, or you're hiding behind LOS, with the ability to move into view, shoot, and then move back out of LOS. Also, you have Tempest Launchers, which are really good.


So presumably you don't have problem with your eldar opponents having T4 dark reapers? After all it doesn't matter do they have T3 or T4...


Top 5 strongest units of 8th edition @ 2018/01/18 19:18:41


Post by: Martel732


Functionally, it wouldn't matter much. Bring the cost for their other abilities in line and they can have T4 for free. 3+ armor is so leaky outside of cover that the T3/T4 thing is really meaningless.


Top 5 strongest units of 8th edition @ 2018/01/18 19:31:43


Post by: An Actual Englishman


 Marmatag wrote:
T3 doesn't matter when you have a 2+ save, or you're hiding behind LOS, with the ability to move into view, shoot, and then move back out of LOS. Also, you have Tempest Launchers, which are really good.

Reapers are so good. So incredibly good.

Do you think people bring 30 reapers to the table because they aren't balls out awesomesauce? Oh look a swiss army knife unit that is very protectable and has amazing synergy with everything in my codex. I should bring none of this.

I lol'd.

Surely reapers aren't fun for Eldar players either? I know what it's like to have an auto include unit and it sucks. It limits list design and kills any possible interesting choices.

This is why Guard are so bizarre, it's not just infantry or leman russes or scions that are broken by themselves. Arguably they (and more) are very strong relative to other codexes' units. If a new player picks up Guard they can throw a relatively competitive list without thinking about it. This is unique. No other faction has such good internal balance and external strength.


Top 5 strongest units of 8th edition @ 2018/01/18 19:48:59


Post by: Marmatag


In truth I do understand, but Eldar were dominating as Ynaari before and after the nerf to Soulburst. And we don't know what codex eldar would look like without OP dark reapers. I contend they would still be viable, because reapers aren't the only good unit, just so undercosted that is all you'll see.


Top 5 strongest units of 8th edition @ 2018/01/18 19:51:20


Post by: Martel732


Eldar are solid without them, but then they are cast down below the ranks of the IG. Eldar, like marines, have no effective way to clear the guardsmen. At least not in time.


Top 5 strongest units of 8th edition @ 2018/01/18 19:54:49


Post by: Marmatag


Martel732 wrote:
Eldar are solid without them, but then they are cast down below the ranks of the IG. Eldar, like marines, have no effective way to clear the guardsmen. At least not in time.


Eldar absolutely do.

Deep strike in 20 guardians and clear chaff like a boss. 160 points for 40 shots hitting on 3s, wounding on 3s, with a rend on 6s. (If you were Ulthwe you could make them hit on 2s).

Meanwhile, everything else stays out of LOS, or laughs as Alaitoc in cover.


Top 5 strongest units of 8th edition @ 2018/01/18 19:56:17


Post by: Martel732


That's 160 pts of guardians to kill 40 pts of spastic losers. You won't be able to project past the first squad with 12" guns.

You can't get out of LoS vs IG.


Top 5 strongest units of 8th edition @ 2018/01/18 19:59:50


Post by: Marmatag


Martel732 wrote:
That's 160 pts of guardians to kill 40 pts of spastic losers. You won't be able to project past the first squad with 12" guns.

You can't get out of LoS vs IG.


It's still more efficient than pretty much anyone else. And, you could drop your guardians in a congaline and hit multiple squads that were lined up at the outer most layer.


Top 5 strongest units of 8th edition @ 2018/01/18 20:01:11


Post by: Martel732


Maybe. Sometimes IG players add a cheap tank to the outer line to prevent such shenanigans, though. When everything is so cheap, you can basically do whatever you want.


Top 5 strongest units of 8th edition @ 2018/01/18 20:04:04


Post by: Marmatag


Martel732 wrote:
Maybe. Sometimes IG players add a cheap tank to the outer line to prevent such shenanigans, though. When everything is so cheap, you can basically do whatever you want.


Yeah I get it.

The best answer to Guard is to try and shoot past their chaff.

CSM do well leveraging berzerkers though.


Top 5 strongest units of 8th edition @ 2018/01/18 20:07:20


Post by: Martel732


Berzerkers are THE melee unit in 8th. Thematically appropriate, but leaves all other melee-wannabes in the cold.


Top 5 strongest units of 8th edition @ 2018/01/18 20:07:47


Post by: Niiai


 Marmatag wrote:
Martel732 wrote:
Maybe. Sometimes IG players add a cheap tank to the outer line to prevent such shenanigans, though. When everything is so cheap, you can basically do whatever you want.


Yeah I get it.

The best answer to Guard is to try and shoot past their chaff.

CSM do well leveraging berzerkers though.


Hmm....funny link.

One of the tyranid / cultists list has one detachement of nids, 1 5 man understreangh unit of GSC and then the rest astra militarum. So several of the lists have more IG then the 20 at the top should indicate. Some of the imperial lists probably have IG in them.


Top 5 strongest units of 8th edition @ 2018/01/18 20:10:39


Post by: pumaman1


Martel732 wrote:
That's 160 pts of guardians to kill 40 pts of spastic losers. You won't be able to project past the first squad with 12" guns.

You can't get out of LoS vs IG.


wait.. you're complaining about a 10 man squad of conscripts?!? bs5+ ld 5 conscripts? commisar actually causes more losses to morale conscripts? regular squads are 50 pts nude. for bs3 ld7. but 10 bodies of any basic infantry aren't that hard to remove and get around..


Top 5 strongest units of 8th edition @ 2018/01/18 20:13:05


Post by: Martel732


No, regular guardsmen. They are 4ppm, not 5.


Top 5 strongest units of 8th edition @ 2018/01/18 22:04:30


Post by: SemperMortis


600 points of Ork boyz vs 600 points of guardsmen in a vacuum. Who wins? Here's a hint. In their first volley that guardsmen will kill on average 1/5th of the Orkz and be beyond Ork range. Turn 2 they walk backwards a bit and shoot again. Turn 3 they repeat and on turn 4 they double tap and then overwatch the survivors for an easy win.


That is why they are too cheap.


Top 5 strongest units of 8th edition @ 2018/01/18 23:22:04


Post by: pismakron


SemperMortis wrote:
600 points of Ork boyz vs 600 points of guardsmen in a vacuum. Who wins? Here's a hint. In their first volley that guardsmen will kill on average 1/5th of the Orkz and be beyond Ork range. Turn 2 they walk backwards a bit and shoot again. Turn 3 they repeat and on turn 4 they double tap and then overwatch the survivors for an easy win.


That is why they are too cheap.


I think that is a little disingenious. Forcing your opponent to kite back in his own deployment zone is already half a victory, because you get board control and a lead in victory points. I actually think Orks can deal with Guardsmen better than many other factions simply because we have access to cheap wounds and lots and lots of low-strength attacks. Tyranids can also do some damage with their insane Termagant+stratagem alphastrike. But many other factions just has nothing that can deal with Guardsmen efficiently. They are four points per wound, a decent armour save, they can fall back and shoot, they can fire four shots per model out to 12" (18" for Armageddon). They are just bananas.

And yes, big blobs of fearless cultists (with Abbadon or, what is it, Iron Warriors?) are a tough nut to crack too. Even though they only have a 6+ save and don't get that sweet FRFSRF order.


Top 5 strongest units of 8th edition @ 2018/01/18 23:50:14


Post by: Vaktathi


Martel732 wrote:
That's 160 pts of guardians to kill 40 pts of spastic losers. You won't be able to project past the first squad with 12" guns.

You can't get out of LoS vs IG.
Why are we assuming IG infantry always have a table value of 40pts? In most cases, especially outside the most insanely min/max'd if lists where they all just get a mortar and thats it, most IG infantry squads are gonna cost 50-70pts, most 55 or 60. At that point, 160pt Guardian unit costing 2.5-3x what that IG squad costs is not an inappropriate level of force to bring to bear, thats about what you should be bringing to bear with most units in the game. If I want to kill a Predator with Manticores, i need to average 4 turns worth of fire to do it, or about 3x the cost of the Predator in Manticores if I want to do it all in one turn.

Likewise, why are we assuming that IG can always hit anything, anywhere, and with enough firepower to obliterate it? Most IG weapons do not ignore LoS, including most of the big ones. Even among those that can, theyre not annihilating everything at the drop of a hat. A Manticore is averaging 2 dead marines a turn, or 3 wounds to a tank/weeny infantry. Without running a company of them, they're not just obliterating everything on the board.

Also, those -1 to hit traits *really* do hurt.


 An Actual Englishman wrote:
 Marmatag wrote:
T3 doesn't matter when you have a 2+ save, or you're hiding behind LOS, with the ability to move into view, shoot, and then move back out of LOS. Also, you have Tempest Launchers, which are really good.

Reapers are so good. So incredibly good.

Do you think people bring 30 reapers to the table because they aren't balls out awesomesauce? Oh look a swiss army knife unit that is very protectable and has amazing synergy with everything in my codex. I should bring none of this.

I lol'd.

Surely reapers aren't fun for Eldar players either? I know what it's like to have an auto include unit and it sucks. It limits list design and kills any possible interesting choices.

This is why Guard are so bizarre, it's not just infantry or leman russes or scions that are broken by themselves. Arguably they (and more) are very strong relative to other codexes' units. If a new player picks up Guard they can throw a relatively competitive list without thinking about it. This is unique. No other faction has such good internal balance and external strength.
Hrm, the army isn't *that* well balanced. Outside of some of the Russ variants, the codex artillery, and some of the infantry, theres a lot of mediocre and outright bad units. Deathstrikes, Chimeras, Vanquishers (the specialized AT tank that is bad at hunting tanks), Bane Wolfs, Eradicators, etc. Add in FW and the vast bulk of that is not terribly competitive. Not that the IG codex doesnt have some good units, but you cant take just anything and slap it together to make a usable army.




SemperMortis wrote:
600 points of Ork boyz vs 600 points of guardsmen in a vacuum. Who wins? Here's a hint. In their first volley that guardsmen will kill on average 1/5th of the Orkz and be beyond Ork range. Turn 2 they walk backwards a bit and shoot again. Turn 3 they repeat and on turn 4 they double tap and then overwatch the survivors for an easy win.


That is why they are too cheap.
table space to withdraw is not infinite, the table edge, terrain and other units matter. Likewise, give those Boyz shootas and the Orks are trading casualties at a point for point even ratio with the Guardsmen, albeit with a shorter max range but with dramatically superior CC capability to boot.


Top 5 strongest units of 8th edition @ 2018/01/19 02:20:14


Post by: Martel732


"Why are we assuming IG infantry always have a table value of 40pts? "

Because that's how my foes use them. They don't pretend they are anything other than expendable chaff. Giving them equipment paradoxically makes them less powerful. It's not min-maxing to accept them for what they are.

"Likewise, why are we assuming that IG can always hit anything, anywhere, and with enough firepower to obliterate it?"

Because they do? At least in my games against them.

"Also, those -1 to hit traits *really* do hurt. "

Not really. You just throw more dice and kill your opponent. -1 to hit just delays the inevitable. Once Eldar lose their dark reaper cheese, they'll be back to being victims. Because they can't kill fast enough.

I understand that many IG players can't accept that they are the Eldar of 8th ed. They have the most busted units, and field the armies with the least amount of available counterplay. Just own it and quit trying to deny it. Put 120-150 guardsmen down and every assault list in the game save alpha legion autoloses. No counterplay. There is no way to shift that many models. They need to cost more. Marines/admech/eldar can't outshoot IG, even though they are forced to do exactly that.



Top 5 strongest units of 8th edition @ 2018/01/19 04:31:27


Post by: ZergSmasher


I voted for (in no particular order):
Roboute Guilliman: Even with the price bump, he gives insane buffs to his Ultramarine buddies and is disgusting in close combat.
Magnus the Red: He moves fast, he has a pretty solid invulnerable save, and he can cast a 2d6 mortal wound Smite. He's undercosted for sure.
Mortarion: Of the ones I voted for, this is the only one I've actually fielded myself. Morty has so many special rules and abilities that make him extremely powerful. He's even better when he's surrounded by his Death Guard brothers.
Saint Celestine: She can move insanely quick thanks to her Act of Faith, getting into your face turn 1 easily, and she hits like a truck. And usually you have to kill her twice. Very powerful.
Biovores: These murder machines hand out mortal wounds like candy, and when they miss they make a minefield that you have to waste precious shots to destroy or else take even MORE mortal wounds. I suspect they are criminally undercosted, but I honestly don't know how many points they cost as I don't have the Tyranids book.


Top 5 strongest units of 8th edition @ 2018/01/19 08:04:11


Post by: Fan67


Individually Dark Reapers are far beyond anything else power-level wise. Along with stratagems far superior to what other codexes have (like auspex without range limit) and hardest in the game transports - they are the staple of Eldar power.
And Eldar players who field more than 10 reapers should burn in warp.

But considering the synergy with other units, Stormravens, Guilliman, Berzerkerz and Poxwalkers are also pretty powerful.

Stormravens are unparalleled in leveling hordes of screening units... along with anything else. But I think GK Stormravens are the most powerful, because Draigo can jump along them, providing aura for many turns.

Berzerkerz in vacuum are very situational, but hydradominatus there are certain stratagems which make them shine even without Mr. Kharn Rapetrain.

Poxwalkers are excellent power multiplier for screening units. If you go first or put them out of threat range you essentially make your screen impregnable. I usually carry 80 Poxwalkers with me, but recent games forced me to expand my collection to 120 Poxwalkers to absorb all the Brimstones and Cultists my enemy can kill, along with enemy's infantry lucky enough to get in close combat with my zombies.

Guilliman... well, nothing to add here. Undercosted monstrosity with superior protection and synergy, counterchange potential. The only thing which made other SM stand-and-shoot armies viable is his lack of protection for his troops (like index Azrael).
I think he will receive new influx of popularity with new Custodes aura of 5++ for every Imperium unit within 9".


Top 5 strongest units of 8th edition @ 2018/01/19 08:04:57


Post by: stratigo


Depends on what surrounds them

Dark reapers are good without support, and Eldar support only helps them so much, while, say, obliterators can be buffed half a dozen different ways to create both a ferociously deadly, and extraordinarily hard to shift unit.


Top 5 strongest units of 8th edition @ 2018/01/19 08:51:06


Post by: pismakron


 Vaktathi wrote:
Martel732 wrote:

This is why Guard are so bizarre, it's not just infantry or leman russes or scions that are broken by themselves. Arguably they (and more) are very strong relative to other codexes' units. If a new player picks up Guard they can throw a relatively competitive list without thinking about it. This is unique. No other faction has such good internal balance and external strength.
Hrm, the army isn't *that* well balanced. Outside of some of the Russ variants, the codex artillery, and some of the infantry, theres a lot of mediocre and outright bad units. Deathstrikes, Chimeras, Vanquishers (the specialized AT tank that is bad at hunting tanks), Bane Wolfs, Eradicators, etc. Add in FW and the vast bulk of that is not terribly competitive. Not that the IG codex doesnt have some good units, but you cant take just anything and slap it together to make a usable army.


I agree with this. Imperial Guard does not have great internal balance, unfortunately. Not like, say, Tyranids. No one is usinge mechanized Guard infantry these day. Melta-vets in chimeras used to be a go-to strat for many of my Guard opponents, but not anymore. In fact, I think the Elite and Fast Attack slots in Guard are pretty bland. And while Guard has the best bubble wrap in the game, Guard does not have great first turn, deep-strike denial like scouts or rangers. I see many Guard players using their mandatory scout sentinels for that purpose, which is hardly ideal.
The good thing is that the Regiment doctrines has good internal balance. I think I have seen at least Cadian, Catachan, Armageddon, Valhallan and Tallarn amongst my opponents. In some other factions Alaitoc, Alpha Legion and Raven Guard are totally dominant because the -1 to hit is simply a lot better than any of the alternatives. And incidentally, I think that Guard (and Tau) are suffering more because of these stacked hit modifiers than most other factions.

But Guardsmen are still a top five unit, and hands down the best troop choice in the game.


Top 5 strongest units of 8th edition @ 2018/01/19 10:18:39


Post by: Sgt. Cortez


I wanted to vote for Wulfen but they aren't on the list .
Haven't faced any of the units mentioned here, used Bloat Drones and Obliterators myself. Drones are pretty nasty, only because they are very annoying: can't be killed, can't be tarpitted. Their damage output is mediocre, though.


Top 5 strongest units of 8th edition @ 2018/01/19 10:55:16


Post by: An Actual Englishman


pismakron wrote:
Guard does not have great first turn, deep-strike denial like scouts or rangers. I see many Guard players using their mandatory scout sentinels for that purpose, which is hardly ideal.

That's exactly what Scout Sentinels are for though isn't it? They aren't the worst chassis to be fulfilling such a role either, they are pretty decent little gun platforms truth be told.


Top 5 strongest units of 8th edition @ 2018/01/19 12:35:44


Post by: Spoletta


They have probably the worst cost to occupied area ratio in the game. They are not a bad unit per se, but using them as anti deep strike is the same as using tac marines for chaff. They can do it, but it doesn't mean that they are good at it.


Top 5 strongest units of 8th edition @ 2018/01/19 12:37:08


Post by: stratigo


Spoletta wrote:
They have probably the worst cost to occupied area ratio in the game. They are not a bad unit per se, but using them as anti deep strike is the same as using tac marines for chaff. They can do it, but it doesn't mean that they are good at it.


They push out before the first turn, which is an advantage they have over guardsmen.


Top 5 strongest units of 8th edition @ 2018/01/19 12:41:42


Post by: tneva82


stratigo wrote:
Spoletta wrote:
They have probably the worst cost to occupied area ratio in the game. They are not a bad unit per se, but using them as anti deep strike is the same as using tac marines for chaff. They can do it, but it doesn't mean that they are good at it.


They push out before the first turn, which is an advantage they have over guardsmen.


But marine scouts do that covering more area for same price. Think that's his point.

Though it's still fairly cheap so good brigade fillers while pushing deep strikers away.


Top 5 strongest units of 8th edition @ 2018/01/19 14:32:50


Post by: pismakron


stratigo wrote:
Spoletta wrote:
They have probably the worst cost to occupied area ratio in the game. They are not a bad unit per se, but using them as anti deep strike is the same as using tac marines for chaff. They can do it, but it doesn't mean that they are good at it.


They push out before the first turn, which is an advantage they have over guardsmen.


Sure, but they push out after deployment where scouts and rangers infiltrate. That means the kroot and sentinels can be screened away by the infiltrating units. But sentinels are clearly better than nothing.

Apart from that, scouts and rangers can deploy on the upper floor of ruins or on top of buildings. Or they can deploy forwards but out of LOS. That can be a real nuisance for opponents.


Top 5 strongest units of 8th edition @ 2018/01/19 15:03:37


Post by: An Actual Englishman


pismakron wrote:
stratigo wrote:
Spoletta wrote:
They have probably the worst cost to occupied area ratio in the game. They are not a bad unit per se, but using them as anti deep strike is the same as using tac marines for chaff. They can do it, but it doesn't mean that they are good at it.


They push out before the first turn, which is an advantage they have over guardsmen.


Sure, but they push out after deployment where scouts and rangers infiltrate. That means the kroot and sentinels can be screened away by the infiltrating units. But sentinels are clearly better than nothing.

Apart from that, scouts and rangers can deploy on the upper floor of ruins or on top of buildings. Or they can deploy forwards but out of LOS. That can be a real nuisance for opponents.

Don't IG have Ratling Snipers that can infiltrate?

Scout Sentinels must be considered to have something above those units?


Top 5 strongest units of 8th edition @ 2018/01/19 15:08:16


Post by: skchsan


AM can literally make a list that's mathematically impossible to table by turn 5.

Take for example 500 infantry squads in a 2k point list:
500 wounds, 5+ Sv
-750 AP0 shots landed
-600 AP-1 shots landed
-500 AP-2~AP-4 shots landed

Why are AM infantries overpowered? It ignores/nullifies many primary damaging mechanics the game works on:
-multi damage weapons have no increased effect
-AP is largely irrelevant because they're already base 5+ save

Obviously it doesn't factor in morale issue, but there's not a single army in the game that can guarantee 500 AP-2~AP-4 shot hits in any given game.


Top 5 strongest units of 8th edition @ 2018/01/19 15:24:41


Post by: Spoletta


 skchsan wrote:
AM can literally make a list that's mathematically impossible to table by turn 5.

Take for example 500 infantry squads in a 2k point list:
500 wounds, 5+ Sv
-750 AP0 shots landed
-600 AP-1 shots landed
-500 AP-2~AP-4 shots landed

Why are AM infantries overpowered? It ignores/nullifies many primary damaging mechanics the game works on:
-multi damage weapons have no increased effect
-AP is largely irrelevant because they're already base 5+ save

Obviously it doesn't factor in morale issue, but there's not a single army in the game that can guarantee 500 AP-2~AP-4 shot hits in any given game.


That is true for a lot of infantries actually, AM is not even the best one at this game.

500 Tgants with Jorm do that and are also immune to morale with bigger squads.


Also, since we are in the realm of pure math, there are lists that can get more than 750 hits in a single round. Yes they are highly unlikely, but so is that list.


Top 5 strongest units of 8th edition @ 2018/01/19 15:59:48


Post by: ChazSexington


 skchsan wrote:
AM can literally make a list that's mathematically impossible to table by turn 5.

Take for example 500 infantry squads in a 2k point list:
500 wounds, 5+ Sv
-750 AP0 shots landed
-600 AP-1 shots landed
-500 AP-2~AP-4 shots landed

Why are AM infantries overpowered? It ignores/nullifies many primary damaging mechanics the game works on:
-multi damage weapons have no increased effect
-AP is largely irrelevant because they're already base 5+ save

Obviously it doesn't factor in morale issue, but there's not a single army in the game that can guarantee 500 AP-2~AP-4 shot hits in any given game.


Not in matched play at least. Max would be 36 infantry squads, but then you also need 9 Elites, 9 Fast Attack, 9 Heavy Support, and 9 HQ


Top 5 strongest units of 8th edition @ 2018/01/19 16:15:26


Post by: skchsan


Spoletta wrote:
That is true for a lot of infantries actually, AM is not even the best one at this game.

500 Tgants with Jorm do that and are also immune to morale with bigger squads.

Also, since we are in the realm of pure math, there are lists that can get more than 750 hits in a single round. Yes they are highly unlikely, but so is that list.

I agree that others armies can do this as well. But in that particular example, termagaunts have +6 Sv, which would only require 500 AP-1 hits, and there are plethora of cheap AP-1 basic weaponries, far more than AP-2 and above.

As far as the theoretical 750 hits in a single round go, let's take for example how many of each weapon is required to land 750 hits & wounds in 1 turn, assuming all are S4:
Hurricane bolters @ half range, +2 BS: 750/(24*(5/6)*(4/6))=56.25 hurricane bolters required (56.25 hurricane bolters w/o platform @ 10 PPW = 562.5 pts)
Reg bolters @ half range, +2 BS: 750/(2*(5/6)*(4/6))=675 boltguns required (675 Marines @ 13 PPM = 8775 pts)
Stormbolters @ half range, +2 BS: 750/(4*(5/6)*(4/6))=337.5 boltguns required (337.5 Marines w/ SB @ 13+2 PPM = 5062.5 pts)
Any 2d6 weapon, ALWAYS rolling 12 hits, +2 BS: 750/(12*(5/6)*(4/6))=75 2d6 weapons required

I tend to focus on imperium examples only. Can you explain your 750 using other armies I'm not aware of?


Automatically Appended Next Post:
Spoletta wrote:
That is true for a lot of infantries actually,
Yes, this is true for any armies that have chaff models that can be picked up for 5 points or less per model.


Top 5 strongest units of 8th edition @ 2018/01/19 16:19:54


Post by: Spoletta


 skchsan wrote:
Spoletta wrote:
That is true for a lot of infantries actually, AM is not even the best one at this game.

500 Tgants with Jorm do that and are also immune to morale with bigger squads.

Also, since we are in the realm of pure math, there are lists that can get more than 750 hits in a single round. Yes they are highly unlikely, but so is that list.

I agree that others armies can do this as well. But in that particular example, termagaunts have +6 Sv, which would only require 500 AP-1 hits, and there are plethora of cheap AP-1 basic weaponries, far more than AP-2 and above.

As far as the theoretical 750 hits in a single round go, let's take for example how many of each weapon is required to land 750 hits & wounds in 1 turn, assuming all are S4:
Hurricane bolters @ half range, +2 BS: 750/(24*(5/6)*(4/6))=56.25 hurricane bolters required (56.25 hurricane bolters w/o platform @ 10 PPW = 562.5 pts)
Reg bolters @ half range, +2 BS: 750/(2*(5/6)*(4/6))=675 boltguns required (675 Marines @ 13 PPM = 8775 pts)
Stormbolters @ half range, +2 BS: 750/(4*(5/6)*(4/6))=337.5 boltguns required (337.5 Marines w/ SB @ 13+2 PPM = 5062.5 pts)
Any 2d6 weapon, ALWAYS rolling 12 hits, +2 BS: 750/(12*(5/6)*(4/6))=75 2d6 weapons required

I tend to focus on imperium examples only. Can you explain your 750 using other armies I'm not aware of?


Aggressors are less than 2 points per S4 shot.
Also, Jorm tgants are 5+.


Top 5 strongest units of 8th edition @ 2018/01/19 16:32:02


Post by: skchsan


Spoletta wrote:
Aggressors are less than 2 points per S4 shot.
Eh... I think not...
3x Aggressor w/ boltstorm gauntlets/fragstorm grenade launcher = 111 pts
Max S4 shots provided per model = 12 (6+d6)

So... 111/3 = 37; 37/12 = 3.08 pts per S4 shot.

Just for arguments' sake, say aggressors have +2 BS:

750/(12*(5/6)*(4/6)) = 112.5 Aggressor w/ boltstorm gauntlets/fragstorm grenade launcher needed @ 37 ppm = 4162.5 pts

Staggering.

Spoletta wrote:
Also, Jorm tgants are 5+.
Touche.


Top 5 strongest units of 8th edition @ 2018/01/19 16:35:12


Post by: Spoletta


Agressors ideally shoot twice.


Top 5 strongest units of 8th edition @ 2018/01/19 16:41:31


Post by: skchsan


Spoletta wrote:
Agressors ideally shoot twice.

112.5/2*37=2081.25 pts

Why do they shoot twice?


Automatically Appended Next Post:
Instead continueing this nonsense (yes, I think I'm being nonsensical myself), I think we can agree on the fact that amassed single wounds have no inherent weakness and therefore it cannot be countered.

Against high Sv, you bring high AP.
Against high T, you bring high S.
Against high W, you bring high D.

The game generally works with the above three guidelines.

What do you bring against low T, low Sv, low W, whose accumulated total wound count reaches a staggering level?


Top 5 strongest units of 8th edition @ 2018/01/19 16:47:46


Post by: Crimson


 skchsan wrote:

Why do they shoot twice?

They shoot twice if they don't move. That's why no one uses the flamer variant, as they practically never get to benefit from that rule.


Top 5 strongest units of 8th edition @ 2018/01/19 16:51:46


Post by: Grimgold


No Azreal for dark angels? That reroll misses and 4++ bubble are pretty game winning.


Top 5 strongest units of 8th edition @ 2018/01/19 16:54:52


Post by: Spoletta


There are 3 counters to massed chaps:

- High number of S2 attacks
- Weapons that can inflict damage on multiple models
- Morale

We lack the first one and there are maybe 3 weapons that have the second ability.

Which means that we should look at morale, and indeed, even if it is true that killing 2 marines is the same as killing 6 guards, said 6 guards can cause a squad wipe on 5+.

Guards lose the attrition war against SM, the problem is that right now the games are so fast that there is no attrition war, just alpha strikes.


Top 5 strongest units of 8th edition @ 2018/01/19 16:55:39


Post by: Amishprn86


IDK about 750... thats an insane amount, I dont think anyone can do that.

But if i HAD the models i so would do this (i really want to but dont have the model nor am i spending the money on metal models)

x3 Outriders
Canoness SB
Canoness SB Relice
Celestine 2 Gemini
Dominions x5: x5 SB x18
Retributors x5: x4 HB's x6


90 Dominions with 90 SB's > Scout, get within range turn 1 shoot 360 Bolters
30 Reitributors with 24 HB's, hide in cover, shoot 72 S5 -1ap shots
2 Canoness gives re-rolls to 1's within 6" not everyone will get to re-roll but most will.

Thats 432 shots


Top 5 strongest units of 8th edition @ 2018/01/19 17:00:47


Post by: Crimson


It is true that there are not good counters to hordes, at least not ones which would not work equally well or better against more elite opponents.

I think that this is mainly because the failed at converting the old template weapons into the new system. While I really don't want templates back, some weapons should become more effective against big units. There are some rare weapons which do this, but it should be way more common, and I think there is better way to do this mechanically. I think that weapons that basically do low powered AoE attacks should deal hits, or have attacks, based on the number of models in the target unit. E.g. "This weapon's attack characteristic is equal to the number of models in the target unit, up to the maximum of 2D6." I think something like that would be pretty good at simulating things like frag missiles or maybe even flamers.


Top 5 strongest units of 8th edition @ 2018/01/19 17:05:10


Post by: Vaktathi


 skchsan wrote:

Instead continueing this nonsense (yes, I think I'm being nonsensical myself), I think we can agree on the fact that amassed single wounds have no inherent weakness and therefore it cannot be countered.

Against high Sv, you bring high AP.
Against high T, you bring high S.
Against high W, you bring high D.

The game generally works with the above three guidelines.

What do you bring against low T, low Sv, low W,
Volume of fire.


whose accumulated total wound count reaches a staggering level?

Guard armies typically aren't 500 dudes. The highest model count IG armies you typically see on the field are shy of 200 models at the ultra high end, and most are half that model count or less. My 2k IG Brigade list runs under 90 models.


Top 5 strongest units of 8th edition @ 2018/01/19 17:18:25


Post by: skchsan


 Vaktathi wrote:
Guard armies typically aren't 500 dudes. The highest model count IG armies you typically see on the field are shy of 200 models at the ultra high end, and most are half that model count or less. My 2k IG Brigade list runs under 90 models.
Soooooooooooo your army is at the ultra low end then?


Top 5 strongest units of 8th edition @ 2018/01/19 17:24:46


Post by: Vaktathi


 skchsan wrote:
 Vaktathi wrote:
Guard armies typically aren't 500 dudes. The highest model count IG armies you typically see on the field are shy of 200 models at the ultra high end, and most are half that model count or less. My 2k IG Brigade list runs under 90 models.
Soooooooooooo your army is at the ultra low end then?
Not from my experience, my list generally has 60-70something weeny infantry and 9-10 vehicles of various sorts depending on what im feeling like.


Looking at tables I see, the army list forum, seeing tournament lists, etc. Infantry centric heavy armies tend to run ~120 models at 2k, more mixed or tank heavy lists tend to run 70-90 models.

More than that and you literally run out of deployment zone space quite often



Top 5 strongest units of 8th edition @ 2018/01/19 17:32:56


Post by: pumaman1


If you do 6 wounds to a unit of guardsmen, they will probably lose models to moral,
if you do 8 wounds to a unit of guardsmen, you will kill the unit no matter what to morale.
so 75 units of 10 less 150 wounds that morale will do, we now need to do 600 wounds.
There is a fair chance that multiple units will be totally lost to 6 or 7 wounds to morale. since there are 75 units, lets say 1/3rd suffer these bad rolls or 25 untis. so 3.5 wounds less for those units. 87.5 wounds, and 50 by 8 wounds, 100 saved wounds
The fact is, you only need to do 562.5 wounds to cause 750 casualties. Thanks morale!

my math is also slighty off, 8 wounds dont auto kill.. they technically can have 1 survivor on a roll of 1, b/c ld 7.. whoops
but i am also assuming they don't lose any models at less than 6 wounds, so i feel it balances


Top 5 strongest units of 8th edition @ 2018/01/19 17:46:08


Post by: wuestenfux


Martel732 wrote:
They are much harder to remove as well. No more deep striking heavy flamers saying "bye-bye" instantly.

We thought GW: 8” versus 9”.
My vote went to Bobby G, SS, DR, Magnus and Mortarion.


Top 5 strongest units of 8th edition @ 2018/01/19 18:23:39


Post by: Grimgold


 Crimson wrote:
It is true that there are not good counters to hordes, at least not ones which would not work equally well or better against more elite opponents.

I think that this is mainly because the failed at converting the old template weapons into the new system. While I really don't want templates back, some weapons should become more effective against big units. There are some rare weapons which do this, but it should be way more common, and I think there is better way to do this mechanically. I think that weapons that basically do low powered AoE attacks should deal hits, or have attacks, based on the number of models in the target unit. E.g. "This weapon's attack characteristic is equal to the number of models in the target unit, up to the maximum of 2D6." I think something like that would be pretty good at simulating things like frag missiles or maybe even flamers.


That's like saying there are no counters against heavy vehicles, at least ones that work equally well against infantry, true but utterly missing the point. Different target profiles require different weapons, it's one of the key aspects of 8th ed. There are a lot of weapons that will decimate hordes, Hurricane Bolters, Tesla weapons, Aggressors, massed infantry, and close combat just to name a few. So the problem isn't lack of options, but one of misplaced expectations, people want their anti-horde weapons to work just as well against heavy infantry, which is like wanting plasma pistols to be great at killing land raiders.


Top 5 strongest units of 8th edition @ 2018/01/19 18:27:25


Post by: Martel732


None of the options you listed are actually COST EFFECTIVE against hordes. They are just the least poor of the available options. Frequently because the platforms for said weapons are very expensive.


Top 5 strongest units of 8th edition @ 2018/01/19 18:39:11


Post by: Galas


I have one question. Why does people say that the new AP sistem punishes marines and power armour?

Agaisnt the old AP5-6 they are the same. Agaisn't AP4 they are now 4+, thats worse, but in cover they are still 3+.
Agaisnt the old AP3 they have now a 5+ save or 4+ in cover (The same as before in cover)
Agaisnt the old AP2, they have a 6+ save, or a +5 in cover. (This is worse than before in cover but better outside it)
And the old AP1 now put thems at 7+ and 6+ in cover.

So out of cover marines are better agaisn't everything than before, barring the now AP-1. In cover they are worse agaisn't AP-3 and AP-4, but thats applies to everybody with the new cover rules.


Top 5 strongest units of 8th edition @ 2018/01/19 18:42:38


Post by: pismakron


There are many weapons that are effective against horde units. Bolters will cost-effectively kill kroot, boyz, pox-walkers, hormagaunts and so on. But Guardsmen have a wound for every four points and a 5+ save, and this is what makes them super durable. It has nothing to do with 'hordes' in general.


Top 5 strongest units of 8th edition @ 2018/01/19 18:43:09


Post by: Martel732


I don't think that's the issue. The issue is the buff that 5+ armor received. Marines weren't durable in 7th, or 6th, or 5th, or 4th. The were durable in 3rd, which might as well have never happened now.


Top 5 strongest units of 8th edition @ 2018/01/19 18:54:20


Post by: pumaman1


Martel732 wrote:
None of the options you listed are actually COST EFFECTIVE against hordes. They are just the least poor of the available options. Frequently because the platforms for said weapons are very expensive.


Auto cannons do a great job at 48", multi-las at 36", they can cause damage with impunity to any amount of 40pts of Gaurdsmen fire.
at 6" it changes. but thank goodness boards are more than 24" square.


Top 5 strongest units of 8th edition @ 2018/01/19 18:54:54


Post by: pismakron


Martel732 wrote:
I don't think that's the issue. The issue is the buff that 5+ armor received. Marines weren't durable in 7th, or 6th, or 5th, or 4th. The were durable in 3rd, which might as well have never happened now.


The issue is the low point cost per wound of Guardsmen relative to other Infantry types. How durable marines were in prior edition is irrelevant, and saying that there are no cost-effective anti horde weapons is simply wrong. There is no weapon profile that kills Guardsmen better that it kills Tactical Marines, but that does not hold true for horde units in general.


Automatically Appended Next Post:
 pumaman1 wrote:
Martel732 wrote:
None of the options you listed are actually COST EFFECTIVE against hordes. They are just the least poor of the available options. Frequently because the platforms for said weapons are very expensive.


Auto cannons do a great job at 48", multi-las at 36", they can cause damage with impunity to any amount of 40pts of Gaurdsmen fire.
at 6" it changes. but thank goodness boards are more than 24" square.


Autocannons are awful against Guardsmen and multilasers are terrible in general.


Top 5 strongest units of 8th edition @ 2018/01/19 19:06:42


Post by: Crimson


 Grimgold wrote:


That's like saying there are no counters against heavy vehicles, at least ones that work equally well against infantry, true but utterly missing the point. Different target profiles require different weapons, it's one of the key aspects of 8th ed. There are a lot of weapons that will decimate hordes, Hurricane Bolters, Tesla weapons, Aggressors, massed infantry, and close combat just to name a few. So the problem isn't lack of options, but one of misplaced expectations, people want their anti-horde weapons to work just as well against heavy infantry, which is like wanting plasma pistols to be great at killing land raiders.

No, you got it completely backwards. All of these weapons you mention are actually more effective against heavy infantry than light infantry when the point cost of the target unit is taken in account. That is the problem. People want weapons that are better at killing IG than killing equivalent points worth of marines. No such weapons exist.


Top 5 strongest units of 8th edition @ 2018/01/19 19:22:41


Post by: pumaman1


pismakron wrote:


Autocannons are awful against Guardsmen and multilasers are terrible in general.


It is more a statement of perspective. Not that the weapons noted are wonderful. But using it well means its invincible against the disputed guardsmen.
And as noted, really you only need to get 7 or 8 wounds in on a unit to remove it, it you build in that loss of 8-12 points, they become 5ppm, does that help?


Top 5 strongest units of 8th edition @ 2018/01/19 19:24:37


Post by: Martel732


They need to be 5-6 ppm up front to limit the table coverage. And to pay for their fancy armor.


Top 5 strongest units of 8th edition @ 2018/01/19 19:41:38


Post by: skchsan


 Galas wrote:
I have one question. Why does people say that the new AP sistem punishes marines and power armour?

Agaisnt the old AP5-6 they are the same. Agaisn't AP4 they are now 4+, thats worse, but in cover they are still 3+.
Agaisnt the old AP3 they have now a 5+ save or 4+ in cover (The same as before in cover)
Agaisnt the old AP2, they have a 6+ save, or a +5 in cover. (This is worse than before in cover but better outside it)
And the old AP1 now put thems at 7+ and 6+ in cover.

So out of cover marines are better agaisn't everything than before, barring the now AP-1. In cover they are worse agaisn't AP-3 and AP-4, but thats applies to everybody with the new cover rules.
Marines & power armor are "punished" in the sense that GEQ & vehicles got a respectable amount of boost while MEQ's and TEQ's went down in effectiveness with the new AP system. Bolters were reputable GEQ counter prior to 8th by making their 5+ Sv irrelevant against their S4AP5.

Durability is now measured by whether if you have T8 or have a lot of single wounds for toughness to not matter.

In that sense, guardsmen are one of the most superior-est units in the game.


Top 5 strongest units of 8th edition @ 2018/01/19 19:42:16


Post by: chrispy1991


Martel732 wrote:
And to pay for their fancy armor.


"fancy armor"
"fancy armor"
"fancy armor"




All credibility of any argument is lost when someone starts calling IG T-shirt saves "fancy". I'm done watching this thread aside from the poll itself. It's devolved into pointless arguments.


Top 5 strongest units of 8th edition @ 2018/01/19 19:47:49


Post by: Crimson


 chrispy1991 wrote:

All credibility of any argument is lost when someone starts calling IG T-shirt saves "fancy". I'm done watching this thread aside from the poll itself. It's devolved into pointless arguments.

It is not fancy, but now it actually works against most common anti infantry weapons. For example, guardsmen became 33% more durable against bolters. This should be reflected in their cost, but it really isn't.


Top 5 strongest units of 8th edition @ 2018/01/19 19:50:29


Post by: Spoletta


There are many units that are cost efficent at removing hordes at range (mostly xeno, SM only have aggressors). As has been said though, they are equally good against elite stuff.

Xenos weapons though tend to be "Ok" at killing hordes, meaning that over 3 turns they get the job done. Aggressors are the only unit that in 2 turns does the same, but they pay for that in delivery.

In assault things change obviously, and there are many ways to take those out.


Top 5 strongest units of 8th edition @ 2018/01/19 19:51:56


Post by: Martel732


 chrispy1991 wrote:
Martel732 wrote:
And to pay for their fancy armor.


"fancy armor"
"fancy armor"
"fancy armor"




All credibility of any argument is lost when someone starts calling IG T-shirt saves "fancy". I'm done watching this thread aside from the poll itself. It's devolved into pointless arguments.


For 4 pts, its fancy AF.


Top 5 strongest units of 8th edition @ 2018/01/19 19:52:42


Post by: Spoletta


 chrispy1991 wrote:
Martel732 wrote:
And to pay for their fancy armor.


"fancy armor"
"fancy armor"
"fancy armor"




All credibility of any argument is lost when someone starts calling IG T-shirt saves "fancy". I'm done watching this thread aside from the poll itself. It's devolved into pointless arguments.


Yeah, if someone were to tell me in 7th edition that we would eventually complain about a unit being OP because it had a 5+ save, i know i would have had a good hard laugh.


Top 5 strongest units of 8th edition @ 2018/01/19 19:53:37


Post by: Martel732


Also, Tshirt saves are 6+. Get it right.


Automatically Appended Next Post:
Spoletta wrote:
 chrispy1991 wrote:
Martel732 wrote:
And to pay for their fancy armor.


"fancy armor"
"fancy armor"
"fancy armor"




All credibility of any argument is lost when someone starts calling IG T-shirt saves "fancy". I'm done watching this thread aside from the poll itself. It's devolved into pointless arguments.


Yeah, if someone were to tell me in 7th edition that we would eventually complain about a unit being OP because it had a 5+ save, i know i would have had a good hard laugh.


There is a point value that can break any unit.


Top 5 strongest units of 8th edition @ 2018/01/19 20:00:32


Post by: Crimson


Spoletta wrote:

Yeah, if someone were to tell me in 7th edition that we would eventually complain about a unit being OP because it had a 5+ save, i know i would have had a good hard laugh.

This is because in 7th you usually didn't actually get to attempt that 5+ save, in 8th you do. This in itself I think is a good thing, as in previous editions the difference between having a low save and no save at all didn't really matter. But his increased survivability should be taken account in the unit's cost. This really cannot be that difficult concept, can it?


Top 5 strongest units of 8th edition @ 2018/01/19 20:03:53


Post by: Galas


To be honest I like that now 6+ and 5+ saves actually matter for the most part. When the most popular, and basic weapon of the game makes those two saves irrelevant... yeah.

They just need to be priced accordingly to their uselfulness in the context of the current edition.


Top 5 strongest units of 8th edition @ 2018/01/19 20:05:51


Post by: Spoletta


 Crimson wrote:
Spoletta wrote:

Yeah, if someone were to tell me in 7th edition that we would eventually complain about a unit being OP because it had a 5+ save, i know i would have had a good hard laugh.

This is because in 7th you usually didn't actually get to attempt that 5+ save, in 8th you do. This in itself I think is a good thing, as in previous editions the difference between having a low save and no save at all didn't really matter. But his increased survivability should be taken account in the unit's cost. This really cannot be that difficult concept, can it?


Oh i get it don't worry, i just find it funny


Top 5 strongest units of 8th edition @ 2018/01/19 20:06:02


Post by: Crimson


 Galas wrote:
To be honest I like that now 6+ and 5+ saves actually matter for the most part. When the most popular, and basic weapon of the game makes those two saves irrelevant... yeah.

They just need to be priced accordingly to their uselfulness in the context of the current edition.

Indeed.


Top 5 strongest units of 8th edition @ 2018/01/20 01:25:23


Post by: SemperMortis


pismakron wrote:
SemperMortis wrote:
600 points of Ork boyz vs 600 points of guardsmen in a vacuum. Who wins? Here's a hint. In their first volley that guardsmen will kill on average 1/5th of the Orkz and be beyond Ork range. Turn 2 they walk backwards a bit and shoot again. Turn 3 they repeat and on turn 4 they double tap and then overwatch the survivors for an easy win.


That is why they are too cheap.


I think that is a little disingenious. Forcing your opponent to kite back in his own deployment zone is already half a victory, because you get board control and a lead in victory points. I actually think Orks can deal with Guardsmen better than many other factions simply because we have access to cheap wounds and lots and lots of low-strength attacks. Tyranids can also do some damage with their insane Termagant+stratagem alphastrike. But many other factions just has nothing that can deal with Guardsmen efficiently. They are four points per wound, a decent armour save, they can fall back and shoot, they can fire four shots per model out to 12" (18" for Armageddon). They are just bananas.

And yes, big blobs of fearless cultists (with Abbadon or, what is it, Iron Warriors?) are a tough nut to crack too. Even though they only have a 6+ save and don't get that sweet FRFSRF order.


I don't think its disingenuous at all, I very clearly pointed out in a vacuum. the point is that Pt for Pt a 4pt guardsmen will beat a 6pt Ork. 2 Orkz vs 3 guardsmen and the 3 guardsmen win every time. THAT is why I think they are over powered. I am not arguing that Ork Boyz need to be 5ppm.

Basically You have to look at it this way. An Ork boy and A Guardsmen are basically the same thing. They specialize in one type of warfare and excel at it. For Ork boyz that is CC, for Guardsmen it is ranged standoff and area denial. The key difference is that a Boy is useless at shooting, but slightly tougher and way better in CC while the guardsmen not that great in CC, slightly faster and significantly better at Ranged combat. the problem is that a guardsmen is 2/3rds the price of an Ork boy.


Top 5 strongest units of 8th edition @ 2018/01/20 01:58:40


Post by: Vaktathi


SemperMortis wrote:
The key difference is that a Boy is useless at shooting
A Shoota Boy is not useless at shooting, model for model, they're actually trading casualties at a slightly favorable ratio to Guardsmen when within the 18" Assault range of the Shoota. Now, the Orks cost more, because not only are they matching the guardsmen man for man on the shooting range (albeit with not quite as long of a max range), but they're dramatically and emphatically superior in close combat as well.

The Slugga boy doesn't stack up quite as well, but the Shoota Boy isn't bad.


Top 5 strongest units of 8th edition @ 2018/01/20 02:01:48


Post by: Crimson


 Vaktathi wrote:
SemperMortis wrote:
The key difference is that a Boy is useless at shooting
A Shoota Boy is not useless at shooting, model for model, they're actually trading casualties at a slightly favorable ratio to Guardsmen when within the 18" Assault range of the Shoota. Now, the Orks cost more, because not only are they matching the guardsmen man for man on the shooting range (albeit with not quite as long of a max range), but they're dramatically and emphatically superior in close combat as well.

The Slugga boy doesn't stack up quite as well, but the Shoota Boy isn't bad.

Except the guardsmen have an ability to double their shooting damage with an order (effectively increasing the cost of a guardsman to 5.5 points, still cheaper than an ork boy.)


Top 5 strongest units of 8th edition @ 2018/01/20 02:09:18


Post by: Galas


Ork Boyzs are a great unit from a balance and design standpoint. Very rewarding when used well, effective at their role, but with a strong weakness as an horde, both to morale and to anti horde weapons (S5 and -1AP weapons like heavy bolters and heavy flamers destroy them, and as they cost 50% more than a guardsmen is actually very efficient, as it should be)


Top 5 strongest units of 8th edition @ 2018/01/20 02:56:43


Post by: SemperMortis


 Vaktathi wrote:
SemperMortis wrote:
The key difference is that a Boy is useless at shooting
A Shoota Boy is not useless at shooting, model for model, they're actually trading casualties at a slightly favorable ratio to Guardsmen when within the 18" Assault range of the Shoota. Now, the Orks cost more, because not only are they matching the guardsmen man for man on the shooting range (albeit with not quite as long of a max range), but they're dramatically and emphatically superior in close combat as well.

The Slugga boy doesn't stack up quite as well, but the Shoota Boy isn't bad.


60pts of shoota boyz at 18 have 20 shots, about 7 hits and 5ish wounds vs a 5+ save = 3.66 casualties
60pts of guardsmen at 12 have 30 shots, 15 hits and 5 wounds which is over 4 casualties

only at 18 are they better, and even then, barely. at 24-19 its completely one sided, at 12-1 its heavily in favor of guard, so 1/4th of the time orks are slightly better. the rest they get dominated


Top 5 strongest units of 8th edition @ 2018/01/20 03:08:01


Post by: Galas


Infantry Squads should win agaisn't orks in a shooting match. In general IG should be a much better shooting army than a Ork shooting army.

Of course the problem here is the difference margin.


Top 5 strongest units of 8th edition @ 2018/01/20 07:23:39


Post by: Stridarion


You really have to wait until all the army books ate out before you can honestly compare units in armies. Strategies, army rules and such really need to be considered. GW knows this...Wait to compare that Ork Boy with a guardsmen once he gets clan rules and stratagems.

I play non spam IG and -2 to hit Elder tear me up when I hit them on 6's! Armywide -1 to hit rules and scouts with space marine like +3 saves in cover and dark reapers are just as OP as anything guard has. Maybe GW needs to look at the force of charts again to reduce spam but again, until you have all army bookjs out, it's apples to oranges. That's my opinion anyway.


Top 5 strongest units of 8th edition @ 2018/01/20 10:59:45


Post by: Spoletta


With the new Magnus rules i think i would need to change my vote, he is fine now.

For those who didn't follow the spoilers, he now no longer rerolls invul, effectively reducing his wounds by 33%. He has a fixed warlord trait (+1 power known), so he loses the 6+++, which together with the forementioned change it means that it has 55% of his former durability. Now he is where he should be, a model which can rack several times his cost in enemy points, but also carries a big risk. High risk, high reward, i like it.

Now i'm waiting for Mortarion's turn.

Edit: Those numbers assumed that he had the +1 invul power. If we instead look at the formed unbuffed durability to the currect unbuffed durability, he kept 69,5% of it. 83,3% against weapons without AP.


Top 5 strongest units of 8th edition @ 2018/01/20 12:11:12


Post by: SemperMortis


Stridarion wrote:
You really have to wait until all the army books ate out before you can honestly compare units in armies. Strategies, army rules and such really need to be considered. GW knows this...Wait to compare that Ork Boy with a guardsmen once he gets clan rules and stratagems.

I play non spam IG and -2 to hit Elder tear me up when I hit them on 6's! Armywide -1 to hit rules and scouts with space marine like +3 saves in cover and dark reapers are just as OP as anything guard has. Maybe GW needs to look at the force of charts again to reduce spam but again, until you have all army bookjs out, it's apples to oranges. That's my opinion anyway.


You forget this is GW we are talking about. Anything good in 4th edition codex was destroyed in 7th and as it stands anything good in 7th was destroyed by the index. Honestly, and I actually believe this, I believe Ork Boyz are not going to get a buff at all, if anything they will receive a nerf.


Top 5 strongest units of 8th edition @ 2018/01/20 12:33:03


Post by: kurhanik


Crimson wrote:
 Vaktathi wrote:
SemperMortis wrote:
The key difference is that a Boy is useless at shooting
A Shoota Boy is not useless at shooting, model for model, they're actually trading casualties at a slightly favorable ratio to Guardsmen when within the 18" Assault range of the Shoota. Now, the Orks cost more, because not only are they matching the guardsmen man for man on the shooting range (albeit with not quite as long of a max range), but they're dramatically and emphatically superior in close combat as well.

The Slugga boy doesn't stack up quite as well, but the Shoota Boy isn't bad.

Except the guardsmen have an ability to double their shooting damage with an order (effectively increasing the cost of a guardsman to 5.5 points, still cheaper than an ork boy.)


But at that point we are not talking about both units in a vacuum, or comparing an equal number of points of them. We are comparing unsupported Orks with a group of Guardsmen and their support units. Plus, unless all the infantry squads are bunched up tight (or we assume this engagement starts on like turn 3 or 4 and both boyz and guard are untouched so that they could spam command points to combine squads), which kind of makes the screen less effective on the whole, you need to invest in vox casters as well to effectively put those orders to use.


SemperMortis wrote:
Stridarion wrote:
You really have to wait until all the army books ate out before you can honestly compare units in armies. Strategies, army rules and such really need to be considered. GW knows this...Wait to compare that Ork Boy with a guardsmen once he gets clan rules and stratagems.

I play non spam IG and -2 to hit Elder tear me up when I hit them on 6's! Armywide -1 to hit rules and scouts with space marine like +3 saves in cover and dark reapers are just as OP as anything guard has. Maybe GW needs to look at the force of charts again to reduce spam but again, until you have all army bookjs out, it's apples to oranges. That's my opinion anyway.


You forget this is GW we are talking about. Anything good in 4th edition codex was destroyed in 7th and as it stands anything good in 7th was destroyed by the index. Honestly, and I actually believe this, I believe Ork Boyz are not going to get a buff at all, if anything they will receive a nerf.


To be fair, from my limited understanding of Orks, Boyz are one of the few things that don't need a buff. If Boyz stay mostly the same and everything else gets buffed, things would work out fairly well for them.


Top 5 strongest units of 8th edition @ 2018/01/20 12:41:45


Post by: Crimson


kurhanik wrote:

But at that point we are not talking about both units in a vacuum, or comparing an equal number of points of them. We are comparing unsupported Orks with a group of Guardsmen and their support units.

I was comparing equal points, that's why I said that in this situation a guardsman effectively costs 5.5 points (one 30 point commander can buff 20 guardsmen, so +1.5 points per guardsman.) And you absolutely have to take buffs into account, especially as they're so cheap and so powerful. Being able to double the firepower is pretty damn significant.


Top 5 strongest units of 8th edition @ 2018/01/20 13:38:28


Post by: Galas


SemperMortis wrote:
Stridarion wrote:
You really have to wait until all the army books ate out before you can honestly compare units in armies. Strategies, army rules and such really need to be considered. GW knows this...Wait to compare that Ork Boy with a guardsmen once he gets clan rules and stratagems.

I play non spam IG and -2 to hit Elder tear me up when I hit them on 6's! Armywide -1 to hit rules and scouts with space marine like +3 saves in cover and dark reapers are just as OP as anything guard has. Maybe GW needs to look at the force of charts again to reduce spam but again, until you have all army bookjs out, it's apples to oranges. That's my opinion anyway.


You forget this is GW we are talking about. Anything good in 4th edition codex was destroyed in 7th and as it stands anything good in 7th was destroyed by the index. Honestly, and I actually believe this, I believe Ork Boyz are not going to get a buff at all, if anything they will receive a nerf.


Boyz and Stormboyz are fine. With Klan Tactics and Stratagems they'll become even more powerfull. Is the rest of the codex the thing that needs buffs.


Top 5 strongest units of 8th edition @ 2018/01/20 17:23:43


Post by: Vaktathi


 Crimson wrote:
 Vaktathi wrote:
SemperMortis wrote:
The key difference is that a Boy is useless at shooting
A Shoota Boy is not useless at shooting, model for model, they're actually trading casualties at a slightly favorable ratio to Guardsmen when within the 18" Assault range of the Shoota. Now, the Orks cost more, because not only are they matching the guardsmen man for man on the shooting range (albeit with not quite as long of a max range), but they're dramatically and emphatically superior in close combat as well.

The Slugga boy doesn't stack up quite as well, but the Shoota Boy isn't bad.

Except the guardsmen have an ability to double their shooting damage with an order (effectively increasing the cost of a guardsman to 5.5 points, still cheaper than an ork boy.)
Then we're no longer talking about things in a vacuum, we're making a different comparison than the one originally proposed, and we're assuming it's a Company Commander being split among multiple units, not one by themselves and not a Platoon Commander, and that they're nearby.

SemperMortis wrote:
 Vaktathi wrote:
SemperMortis wrote:
The key difference is that a Boy is useless at shooting
A Shoota Boy is not useless at shooting, model for model, they're actually trading casualties at a slightly favorable ratio to Guardsmen when within the 18" Assault range of the Shoota. Now, the Orks cost more, because not only are they matching the guardsmen man for man on the shooting range (albeit with not quite as long of a max range), but they're dramatically and emphatically superior in close combat as well.

The Slugga boy doesn't stack up quite as well, but the Shoota Boy isn't bad.


60pts of shoota boyz at 18 have 20 shots, about 7 hits and 5ish wounds vs a 5+ save = 3.66 casualties
60pts of guardsmen at 12 have 30 shots, 15 hits and 5 wounds which is over 4 casualties
I'm not denying that, point for point, the Guardsmen are better at shooting, my point was that, model for model they are effectively identical at shooting while *also* being dramatically superior in CC, hence the cost disparity.

No, the Orks are never going to be as cost effective as the Guardsmen at shooting, because they have a wider array of abilities, and have to pay for them. If they're just as good as Guardsmen at shooting *and* are superior in CC, they *should* cost more, so they do.


Top 5 strongest units of 8th edition @ 2018/01/20 18:00:11


Post by: Crimson


 Vaktathi wrote:

Then we're no longer talking about things in a vacuum, we're making a different comparison than the one originally proposed, and we're assuming it's a Company Commander being split among multiple units, not one by themselves and not a Platoon Commander, and that they're nearby.

So? You can't just ignore the fact that a unit has an easy way to double their firepower, that is an insanely powerful advantage.


Top 5 strongest units of 8th edition @ 2018/01/20 18:08:05


Post by: Martel732


You don't even have to compare other stats. Guardsmen have a better save for less points. That makes them by far the best space-filler in the game, which is the name of the game. Assaulting is for chumps, especially because guardsmen exist.


Top 5 strongest units of 8th edition @ 2018/01/20 19:06:03


Post by: pismakron


Martel732 wrote:
You don't even have to compare other stats. Guardsmen have a better save for less points. That makes them by far the best space-filler in the game, which is the name of the game.


By that logic assault marines are better than harlequins and firewarriors better than genestealers.


Top 5 strongest units of 8th edition @ 2018/01/20 19:08:41


Post by: Martel732


None of the units you listed are as cheap as guardsmen, and only fire warriors are deployed for space-filling purposes.

The 4 ppm with 5+ armor is a special price point for sure.


Top 5 strongest units of 8th edition @ 2018/01/20 19:27:37


Post by: Vaktathi


 Crimson wrote:
 Vaktathi wrote:

Then we're no longer talking about things in a vacuum, we're making a different comparison than the one originally proposed, and we're assuming it's a Company Commander being split among multiple units, not one by themselves and not a Platoon Commander, and that they're nearby.

So? You can't just ignore the fact that a unit has an easy way to double their firepower, that is an insanely powerful advantage.
Because that's called a moving goalpost from what the original scenario proposed and to which I was responding.

Including officers and support characters is another scenario, in which case, yeah the guardsmen dramatically outshoot the Shoota Boyz at 12" and under when splitting a Company commander who's in range. That's a pretty optimally set up situation for the IG. One would hope that, at now roughly the same cost (pending list design) and conditional on battlefield setup (gotta be close enough to issue orders and be in that sweet spots for the quad shots), they'd massively outshoot the other unit that can otherwise match them at shooting model for model and simultaneously dramatically outfight them. By the same token, I'm not going to complain about the Boyz massively overkilling the Guardsmen in close combat by generally a 4-1 margin in average casualties inflicted either, because they should.

Slugga Boyz should definitely be cheaper however, they compare less favorably to either guardsmen or shootaboyz.


Top 5 strongest units of 8th edition @ 2018/01/20 19:37:00


Post by: koooaei


where are grots? Reece says grots are very strong.


Top 5 strongest units of 8th edition @ 2018/01/20 20:29:45


Post by: Gree


I voted the Astra Militarum Infantry Squads.

I would personally like to see Astra Militarum Infantry go up a few points. They are quite difficult to deal with, though that is more due to the current meta of the game favoring horde armies rather than the unit itself being powerful.

I suppose Azrael is pretty much an auto-take whenever I face Dark Angels, due to his Invul bubble. I'd also like to see him get more expensive.


Top 5 strongest units of 8th edition @ 2018/01/20 22:33:47


Post by: Timeshadow


As a Tyranid player this thread makes me happy.

Why..

In the entire thing I have heard Tyranids mentioned maby 3 times and never as broken just strong. I find our new codex light years ahead of what we had and top tyre competitive but with great internal and external balance. We have tons of viable builds and wile we have our stronger units (Flyrants, Hive guard, Genestealers, Dev Gaunts, Biovores) they are not instant win buttons by a long shot. I wish every codex was as well designed as tyranids. (That beeing said there are still some issues with GW's quality control and decisions that leave a lot to be desired)


Top 5 strongest units of 8th edition @ 2018/01/20 22:37:07


Post by: Martel732


I think nids are borderline broken but next to IG its tough to tell.


Top 5 strongest units of 8th edition @ 2018/01/20 23:03:25


Post by: AnomanderRake


I like Tyranids, from a balance standpoint. They've got a wide variety of good builds, and I've never left a game against them thinking "What could I possibly have done to deal with that, then?". They work well without making anything unplayable or useless.


Top 5 strongest units of 8th edition @ 2018/01/20 23:15:20


Post by: Galas


Martel732 wrote:
I think nids are borderline broken but next to IG its tough to tell.


I don't know man. I have faced a pretty hard list (It wasn't all that bad) in a tournament. It had mortal wound spam with Zoantropoes and 6 biovores, 4 Dakkafexes, 9 Tyranid Guards (The ones that shoot without LOS), with my totally unoptimiced and gakky Dark Angel list (Like, Deathwing Ancient with dual LC+Company Master in Terminator with TH/SS+ 5 Tartaros with dual LC, a venerable dreadnought with heavy plasma cannon, etc...) and even then I wasn't anihilated. We ended 8 points to 18 in his favour.

In the same tournament, the next round a Eldar army spamming Dark Reapers anihilated 70% of my army in my first turn (To be honest he played much better than me, and I deployed like gak, but yeah)


Top 5 strongest units of 8th edition @ 2018/01/21 04:10:03


Post by: SemperMortis


 Vaktathi wrote:
I'm not denying that, point for point, the Guardsmen are better at shooting, my point was that, model for model they are effectively identical at shooting while *also* being dramatically superior in CC, hence the cost disparity.

No, the Orks are never going to be as cost effective as the Guardsmen at shooting, because they have a wider array of abilities, and have to pay for them. If they're just as good as Guardsmen at shooting *and* are superior in CC, they *should* cost more, so they do.


Points for points Guardsmen are BETTER at shooting and have BETTER durability, they also have access to BETTER buffs that enhance both their durability and damage. A guardsmen will statistically kill a 6pt Ork before that ork gets into CC, Fact. So the only way that Orkz have an upper hand is by overloading a flank OR by using other shenanigans like Da Jump, and when you do that you have to factor in that cost. So a 30 unit of Boyz with a weirdboy punting them forward is 242pts, and gives the Ork player a 40%ish chance to get into CC. for that same cost an IG player can take 50 Guardsmen AND a company commander AND still have points left over. So those 30 orkz maybe get the charge off (likely they don't) and if they fail they then face anywhere from 60-140 shots depending on orders going off and range of other units of Guardsmen to the unit that was assaulted. 60 will statistically kill 10 Boyz, 140 will statistically kill about 23, which wipes the squad due to morale. the middle ground (100 shots) kills 16 which kills another D6 +2 due to morale leaving the squad with on average 9 models, or in other words, Useless.

But lets say the unthinkable happens and the Guardsmen decide to go kamikazi and assault the orkz. They will lose but not nearly as badly as the orkz would lose in a shooting match. Ohh and in case you are wondering, 30 shoota boyz kill about 9-10 Guardsmen in a single shooting phase, unless the guardsmen are in cover then its 6 or 7.


Automatically Appended Next Post:
Again though, I am not advertising for Orkz to get a buff for boyz, I am merely pointing out that guardsmen are better and should probably be 5ppm not 4ppm.

Another thing to look at would be to compare Guardsmen (4ppm) to Grots (3ppm) Grots are worse in every way imaginable to guardsmen and yet they are only 1ppm cheaper.


Top 5 strongest units of 8th edition @ 2018/01/21 04:37:51


Post by: Spoletta


Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.


Top 5 strongest units of 8th edition @ 2018/01/21 06:05:34


Post by: SemperMortis


Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.


Top 5 strongest units of 8th edition @ 2018/01/21 08:07:01


Post by: Grimgold


TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across. Instead of doing this roundabout like last time, I'll try and establish the scoring system right off of the bat, so we can all be on the same page from the outset. Prepare for some moneyball,

So the question is how do we rank a units effectiveness at killing another unit? The answer is by measuring the time it takes a unit to kill a target and the number of points you have to commit to kill a unit as a measure of effeincy. The below is the formula I've been using:

(Rounds to kill * Point cost of attacker)/(point cost of the target) = Attack Effectiveness

This gives us a number between generally between 1 and 6, it can be less than 1 in extremely favorable matchups and more than six in really bad matchups. This is our rating, but we still need a scale, which is where turns to table comes into it.

Lets say your goal is to table your opponent, but that's only half a goal, because it doesn't have a deadline, so let's set it for tabling your opponent by turn six. Assuming equal starting points, and no casualties, you would need to inflict an average of 1/6th of your armies point value per turn to accomplish a tabling by turn six. But that's silly, of course your opponent is going to kill your guys, and we'll assume he and his forces are as capable as you and your own. So You'll start with all of your forces and end with a negligible amount, so you'll have an average available value of half of your army. Assuming you are giving as good as you are getting, to tabel your opponent by turn six you need to inflict a third of your points as damage per round. So first round you'd need to inflict points worth of 667 damage, 444 on the second, 296 on the third round, 197 on the fourth round, 131 on the fifth round, 87 on the sixth round. That will get you within 10% of tabling your opponent, which is close enough for our purposes.

So we plug those into the above formula, (3 * 2,000)/(2,000) we get three. So to table a worthwhile opponent you need an average Attack effectiveness of three, thus we have our scale, an attack effectiveness of 3 or less is decent, more than 3 is bad, Simple enough.

With the goalpost firmly fixed, let's start looking at some of the examples I gave:

Target is a 30 man guard squad, no upgrades, and we'll assume no immune to morale shenanigans. So 120 points,

Aggressors, 111 points, 9.5 shots per aggressor, S4 AP -. So without double fire that's 29 shots, 2/3 chance to hit 2/3 chance to wound, and a 2/3 chance to fail the save. So you'll end up with 29 * 8/27 or 9 dead, with leadership 7 that's another 5.5 lost due to morale.so call it 15 dead in a single volley. Based on those number, it will take them about 2 rounds to kill a 30 man guard blob, plug those into the formula from above:

(2 * 111)/120 = 1.85, which is a great attack effectiveness, if you entire army was this good you could table an opponent by turn 4. Double shot from aggressors will go well below 1, so yes despite what you guys think hordes have hard counters.

Just to give another example, how does the math look for a dev squad shooting at a LRBT with 4 las cannons. 4 shots, 2/3 chance to hit, 2/3 chance to wound, and a 5/6 chance to fail the save 3.5 damage per failed save. So the damage per round is 4 * 10/27 * 3.5 (damage per failed save) for 5 damage inflicted per round. So about 2.4 rounds required to kill a LRBT,

( 2.4 * 165)/152 = an attack effectiveness of 2.6.

Why stop there, to close out I'll compare hell blasters and aggressors against a Tac squad.

Hell blasters - 2/3 chance to hit, 5/6 chance to wound, and no saves, and we'll split the difference between rapid fire and not with 1.5 shots per blaster. So they inflict 4 wounds per round, for a 1.25 rounds to kill so here is rating:
(1.25 * 165)/65 = 3.17

Aggressors - 2/3 chance to hit, 1/2 chance to wound, 1/3 chance to fail a save with 29 shots, so 3 wounds inflicted per round, so 1.66 rounds.
(1.66 * 111)/65 = 2.83

Whelp you heard it here first, in addition to being good anti-horde aggressors are also better at taking out tac marines than hell blasters are. It's like that unicorn you guys said didn't exists, something that works against hordes of light infantry and small units of heavy infantry.


Top 5 strongest units of 8th edition @ 2018/01/21 08:10:48


Post by: Blackie


Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.


Top 5 strongest units of 8th edition @ 2018/01/21 09:28:06


Post by: wuestenfux


 Blackie wrote:
Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.

No they are not.
But AM is the top tier army these days.
This is not really reflected in the poll
For AM, the sum seems to be larger than the accumulation of the parts.


Top 5 strongest units of 8th edition @ 2018/01/21 10:52:05


Post by: Breng77


 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across. Instead of doing this roundabout like last time, I'll try and establish the scoring system right off of the bat, so we can all be on the same page from the outset. Prepare for some moneyball,

So the question is how do we rank a units effectiveness at killing another unit? The answer is by measuring the time it takes a unit to kill a target and the number of points you have to commit to kill a unit as a measure of effeincy. The below is the formula I've been using:

(Rounds to kill * Point cost of attacker)/(point cost of the target) = Attack Effectiveness

This gives us a number between generally between 1 and 6, it can be less than 1 in extremely favorable matchups and more than six in really bad matchups. This is our rating, but we still need a scale, which is where turns to table comes into it.

Lets say your goal is to table your opponent, but that's only half a goal, because it doesn't have a deadline, so let's set it for tabling your opponent by turn six. Assuming equal starting points, and no casualties, you would need to inflict an average of 1/6th of your armies point value per turn to accomplish a tabling by turn six. But that's silly, of course your opponent is going to kill your guys, and we'll assume he and his forces are as capable as you and your own. So You'll start with all of your forces and end with a negligible amount, so you'll have an average available value of half of your army. Assuming you are giving as good as you are getting, to tabel your opponent by turn six you need to inflict a third of your points as damage per round. So first round you'd need to inflict points worth of 667 damage, 444 on the second, 296 on the third round, 197 on the fourth round, 131 on the fifth round, 87 on the sixth round. That will get you within 10% of tabling your opponent, which is close enough for our purposes.

So we plug those into the above formula, (3 * 2,000)/(2,000) we get three. So to table a worthwhile opponent you need an average Attack effectiveness of three, thus we have our scale, an attack effectiveness of 3 or less is decent, more than 3 is bad, Simple enough.

With the goalpost firmly fixed, let's start looking at some of the examples I gave:

Target is a 30 man guard squad, no upgrades, and we'll assume no immune to morale shenanigans. So 120 points,

Aggressors, 111 points, 9.5 shots per aggressor, S4 AP -. So without double fire that's 29 shots, 2/3 chance to hit 2/3 chance to wound, and a 2/3 chance to fail the save. So you'll end up with 29 * 8/27 or 9 dead, with leadership 7 that's another 5.5 lost due to morale.so call it 15 dead in a single volley. Based on those number, it will take them about 2 rounds to kill a 30 man guard blob, plug those into the formula from above:

(2 * 111)/120 = 1.85, which is a great attack effectiveness, if you entire army was this good you could table an opponent by turn 4. Double shot from aggressors will go well below 1, so yes despite what you guys think hordes have hard counters.

Just to give another example, how does the math look for a dev squad shooting at a LRBT with 4 las cannons. 4 shots, 2/3 chance to hit, 2/3 chance to wound, and a 5/6 chance to fail the save 3.5 damage per failed save. So the damage per round is 4 * 10/27 * 3.5 (damage per failed save) for 5 damage inflicted per round. So about 2.4 rounds required to kill a LRBT,

( 2.4 * 165)/152 = an attack effectiveness of 2.6.

Why stop there, to close out I'll compare hell blasters and aggressors against a Tac squad.

Hell blasters - 2/3 chance to hit, 5/6 chance to wound, and no saves, and we'll split the difference between rapid fire and not with 1.5 shots per blaster. So they inflict 4 wounds per round, for a 1.25 rounds to kill so here is rating:
(1.25 * 165)/65 = 3.17

Aggressors - 2/3 chance to hit, 1/2 chance to wound, 1/3 chance to fail a save with 29 shots, so 3 wounds inflicted per round, so 1.66 rounds.
(1.66 * 111)/65 = 2.83

Whelp you heard it here first, in addition to being good anti-horde aggressors are also better at taking out tac marines than hell blasters are. It's like that unicorn you guys said didn't exists, something that works against hordes of light infantry and small units of heavy infantry.


The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Top 5 strongest units of 8th edition @ 2018/01/21 11:09:24


Post by: An Actual Englishman


 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across. Instead of doing this roundabout like last time, I'll try and establish the scoring system right off of the bat, so we can all be on the same page from the outset. Prepare for some moneyball,

So the question is how do we rank a units effectiveness at killing another unit? The answer is by measuring the time it takes a unit to kill a target and the number of points you have to commit to kill a unit as a measure of effeincy. The below is the formula I've been using:

(Rounds to kill * Point cost of attacker)/(point cost of the target) = Attack Effectiveness

This gives us a number between generally between 1 and 6, it can be less than 1 in extremely favorable matchups and more than six in really bad matchups. This is our rating, but we still need a scale, which is where turns to table comes into it.

Lets say your goal is to table your opponent, but that's only half a goal, because it doesn't have a deadline, so let's set it for tabling your opponent by turn six. Assuming equal starting points, and no casualties, you would need to inflict an average of 1/6th of your armies point value per turn to accomplish a tabling by turn six. But that's silly, of course your opponent is going to kill your guys, and we'll assume he and his forces are as capable as you and your own. So You'll start with all of your forces and end with a negligible amount, so you'll have an average available value of half of your army. Assuming you are giving as good as you are getting, to tabel your opponent by turn six you need to inflict a third of your points as damage per round. So first round you'd need to inflict points worth of 667 damage, 444 on the second, 296 on the third round, 197 on the fourth round, 131 on the fifth round, 87 on the sixth round. That will get you within 10% of tabling your opponent, which is close enough for our purposes.

So we plug those into the above formula, (3 * 2,000)/(2,000) we get three. So to table a worthwhile opponent you need an average Attack effectiveness of three, thus we have our scale, an attack effectiveness of 3 or less is decent, more than 3 is bad, Simple enough.

With the goalpost firmly fixed, let's start looking at some of the examples I gave:

Target is a 30 man guard squad, no upgrades, and we'll assume no immune to morale shenanigans. So 120 points,

Aggressors, 111 points, 9.5 shots per aggressor, S4 AP -. So without double fire that's 29 shots, 2/3 chance to hit 2/3 chance to wound, and a 2/3 chance to fail the save. So you'll end up with 29 * 8/27 or 9 dead, with leadership 7 that's another 5.5 lost due to morale.so call it 15 dead in a single volley. Based on those number, it will take them about 2 rounds to kill a 30 man guard blob, plug those into the formula from above:

(2 * 111)/120 = 1.85, which is a great attack effectiveness, if you entire army was this good you could table an opponent by turn 4. Double shot from aggressors will go well below 1, so yes despite what you guys think hordes have hard counters.

Just to give another example, how does the math look for a dev squad shooting at a LRBT with 4 las cannons. 4 shots, 2/3 chance to hit, 2/3 chance to wound, and a 5/6 chance to fail the save 3.5 damage per failed save. So the damage per round is 4 * 10/27 * 3.5 (damage per failed save) for 5 damage inflicted per round. So about 2.4 rounds required to kill a LRBT,

( 2.4 * 165)/152 = an attack effectiveness of 2.6.

Why stop there, to close out I'll compare hell blasters and aggressors against a Tac squad.

Hell blasters - 2/3 chance to hit, 5/6 chance to wound, and no saves, and we'll split the difference between rapid fire and not with 1.5 shots per blaster. So they inflict 4 wounds per round, for a 1.25 rounds to kill so here is rating:
(1.25 * 165)/65 = 3.17

Aggressors - 2/3 chance to hit, 1/2 chance to wound, 1/3 chance to fail a save with 29 shots, so 3 wounds inflicted per round, so 1.66 rounds.
(1.66 * 111)/65 = 2.83

Whelp you heard it here first, in addition to being good anti-horde aggressors are also better at taking out tac marines than hell blasters are. It's like that unicorn you guys said didn't exists, something that works against hordes of light infantry and small units of heavy infantry.

That's cool and all but what happens if you happen to play an army that has no access to Aggressors?


Top 5 strongest units of 8th edition @ 2018/01/21 12:06:27


Post by: pismakron


 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across.


The reason that you didn't get your "idea across" last time, was that you assumed Guardsmen with a 6+ Save. Now you are assuming Guardsmen in squads of 30, with the resulting higher morale losses?


Top 5 strongest units of 8th edition @ 2018/01/21 12:14:29


Post by: Crimson


 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


Top 5 strongest units of 8th edition @ 2018/01/21 12:51:01


Post by: kurhanik


 Crimson wrote:
 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


Isn't morale the big equalizer there? Guard are minimum squad size 10 (Conscripts can go up to 30), and unless I am mistaken, the most they can get buffed to is Leadership 9, either requiring them being next to a Lord Commissar (55 points min), a Commissar Tank (150 points min, 2cp), or be both Catachan and take a Command Squad with a Banner (29 points min). One of those options can kill a squad member to give them a reroll, one of them is a tank that requires a decent investment, and the last can be targeted out fairly easily. Even fully invested in this, killing 6 guardsmen gives you a 50% chance of adding one or more casualties to the unit, unless the Guard player wants to burn through CP to save a single unit of naked guardsmen.

Compared to this, a Tac squad rarely has to worry about morale since while they have the option to run 10 to a squad, they are usually seen in blocks of 5, so that their baseline higher leadership plus their reroll (that doesn't involve murder) means they rarely have to worry about morale.

All said and done, I'm personally fine with bumping Infantry to 5 points, it just seems like every thing with guard gets screamed about till its nerfed into oblivion, when pretty much all the Guard dex needs is +1ppm for basic infantry, the price of plasma and melta swapped, and a system wide rule that indirect fire weapons suffer a -1 to hit when out of los. That and all of the low performing units getting a buff.


Top 5 strongest units of 8th edition @ 2018/01/21 13:00:06


Post by: Breng77


Except it isn't the big equalizer as no one runs conscripts now precisely for that reason. So with an LD 7 10 man squad, killing 9 models kills 1 more 10 models for 40 points. In a marine squad you kill 3 for 39 points. So they are on average about equal, assuming the marines lose nothing to morale. If you spread that shooting across 2 squads and kill 4 and 5 guardsman in 2 squads, you might not kill any with morale, or you might kill 7.


Top 5 strongest units of 8th edition @ 2018/01/21 13:02:13


Post by: Spoletta


SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.


Top 5 strongest units of 8th edition @ 2018/01/21 13:02:29


Post by: Crimson


kurhanik wrote:


Isn't morale the big equalizer there? Guard are minimum squad size 10 (Conscripts can go up to 30), and unless I am mistaken, the most they can get buffed to is Leadership 9, either requiring them being next to a Lord Commissar (55 points min), a Commissar Tank (150 points min, 2cp), or be both Catachan and take a Command Squad with a Banner (29 points min). One of those options can kill a squad member to give them a reroll, one of them is a tank that requires a decent investment, and the last can be targeted out fairly easily. Even fully invested in this, killing 6 guardsmen gives you a 50% chance of adding one or more casualties to the unit, unless the Guard player wants to burn through CP to save a single unit of naked guardsmen.

It's really not. With ten man squads you might lose couple of guys to morale now and then in cases where the enemy did enough damage to trigger the morale test but not enough to wipe the squad.

(55 point Inquisitor is probably a better morale booster than the Lord Commissar, BTW.)


Top 5 strongest units of 8th edition @ 2018/01/21 13:22:15


Post by: koooaei


Spoletta wrote:
SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.


And what should they screen what boyz can't?


Top 5 strongest units of 8th edition @ 2018/01/21 13:27:17


Post by: Spoletta


 koooaei wrote:
Spoletta wrote:
SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.


And what should they screen what boyz can't?


Read.


Top 5 strongest units of 8th edition @ 2018/01/21 13:43:54


Post by: pismakron


 Crimson wrote:
 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


That is true, but it is only true if you compare Guardsmen with Tactical Marines. Many other types of heavy infantry is considerably more durable per point than tacticals, and all other types of light infantry is less durable per points than Guardsmen. Small arms are better at killing Boyz or Hormagaunts than at killing Intercessors or Tyranid Warriors. Which is how it should be.


Top 5 strongest units of 8th edition @ 2018/01/21 13:47:32


Post by: Nevelon


You also need to consider other aspects, like aggressors are slow and short ranged, while LCs can work camped in cover across the table.

Mathhammer is a good tool, but not the whole picture.


Top 5 strongest units of 8th edition @ 2018/01/21 13:56:37


Post by: Spoletta


pismakron wrote:
 Crimson wrote:
 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


That is true, but it is only true if you compare Guardsmen with Tactical Marines. Many other types of heavy infantry is considerably more durable per point than tacticals, and all other types of light infantry is less durable per points than Guardsmen. Small arms are better at killing Boyz or Hormagaunts than at killing Intercessors or Tyranid Warriors. Which is how it should be.



Hordes does not equal guardsmen, there are many counter to hordes if you accept that. There is a problem with guardsmen, we got it, but it's not a game design problem, only a model level.


Top 5 strongest units of 8th edition @ 2018/01/21 13:59:52


Post by: Shadenuat


For all the hilarious salt for Reapers (45 points a model? come on, we can do better, why not 50 or 100?) it's like people are oblivious to the real anchor of eldar army that also allows Reapers and other fragile elf models to not fly away from the table turn 1 - the Wave Serpent. Yet, it's not on the list. So I guess people are totally okay that it even went a chip down in points in the Codex from Index.


Top 5 strongest units of 8th edition @ 2018/01/21 14:11:31


Post by: Galas


Yeah as others have said theres no problem with hordes. Ork Hordes and Tyranid Hordes are all fine and good. The only problem is with Imperial Guard Hordes and their 5+ save and 4ppm cost.


Top 5 strongest units of 8th edition @ 2018/01/21 16:23:44


Post by: Martel732


Aggressors are hard to use, and will be targeted first and destroyed easily if the IG player cares that much.


Top 5 strongest units of 8th edition @ 2018/01/21 19:25:47


Post by: Grimgold


Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?

An Actual Englishman wrote:
That's cool and all but what happens if you happen to play an army that has no access to Aggressors?


What army, I'm happy to help you math the correct unit to take on hordes.

Crimson wrote:
I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


No that's not what the math shows, unless 1.85 (Aggressors killing guard) is greater than 2.83 (aggressors killing tac marines). So they are demonstrably worse at killing tac marines, but are still within the realm of decent at it.


Top 5 strongest units of 8th edition @ 2018/01/21 20:06:37


Post by: MilkmanAl


Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?
Just be to play Devil's Advicate, it looks like you'll be able to make them morale-immune pretty easily with Custodes. Recall that morale immunity was what made Conscripts so heinously broken at first.


Top 5 strongest units of 8th edition @ 2018/01/21 20:27:47


Post by: kurhanik


MilkmanAl wrote:
Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?
Just be to play Devil's Advicate, it looks like you'll be able to make them morale-immune pretty easily with Custodes. Recall that morale immunity was what made Conscripts so heinously broken at first.


I haven't been keeping up with the leaks, what morale immunity do Custodes grant? The closest I could find on Warhammer Community was a 1cp stratagem that allows you to use a nearby Custodes unit's leadership instead of the base unit. They also show Shield Captains at least have Leadership 9, which as noted above, Guardsmen could already get within their codex, or with an allied Inquisitor.


Top 5 strongest units of 8th edition @ 2018/01/21 20:31:33


Post by: pismakron


 Grimgold wrote:
Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?


There is no 120 points unit. A squad of Guardsmen is 10 models for 40 points with leadership 7. They are weakly affected by morale due to their small unit size.


Top 5 strongest units of 8th edition @ 2018/01/21 20:47:01


Post by: kurhanik


pismakron wrote:
 Grimgold wrote:
Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?


There is no 120 points unit. A squad of Guardsmen is 10 models for 40 points with leadership 7. They are weakly affected by morale due to their small unit size.


At leadership 7, if the unit loses 6 men, the only way to pass the test is on a 1. On a 2 you lose 1 extra, and on a 5+ the squad wipes, unless the guard player is burning CP to save a single 10 man squad of infantry. Only way I can see that is if they are holding an absolutely critical point, or if the unit has a lascannon in it (at which point the squad would wipe on a 4+, and wouldn't be a 40 point squad anymore).

To be fair, Conscripts can be a 120 point unit of Guardsmen. They just got hit with the nerf so hard nobody uses them anymore. Maybe they'll find a roll in the army if regular Infantry go up to 5, but until then, they are guardsmen, but worse in every way, and require a Commissar to babysit them. They aren't what this conversation is about however, so talking about big blobs of guard is moot unless the guard player combined squads.


Top 5 strongest units of 8th edition @ 2018/01/21 20:48:31


Post by: MilkmanAl


I haven't been keeping up with the leaks, what morale immunity do Custodes grant?
Per a leaked codex review, there's a relic for Vexilla that gives a morale immunity bubble. Looks like there are some pretty strong relics in the list, so i don't know that it'll be an auto-take, but for those of you looking to abuse Guardsmen herds, that seems like an easy choice.


Top 5 strongest units of 8th edition @ 2018/01/21 20:54:38


Post by: AnomanderRake


MilkmanAl wrote:
I haven't been keeping up with the leaks, what morale immunity do Custodes grant?
Per a leaked codex review, there's a relic for Vexilla that gives a morale immunity bubble. Looks like there are some pretty strong relics in the list, so i don't know that it'll be an auto-take, but for those of you looking to abuse Guardsmen herds, that seems like an easy choice.


Sort of. You can do it, but personally I think you'd usually stick with the non-relic flag that gives your Guardsmen a 5++ so you can keep your Guard Warlord Traits/Relics, given that you'd need a Custodian Warlord to use the relic flag.


Top 5 strongest units of 8th edition @ 2018/01/21 20:59:11


Post by: Breng77


 Grimgold wrote:
Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?



You know except if that horse is made up of multiple smaller units. Is orks, pox walkers, cultists with abbadon, tyranids .... but sure morale is the answer. You did not even address the important part about if the guardsman were in 10 man squads and that totally changing your numbers, to the point where they are no longer significantly better at killing guard than marines.


Top 5 strongest units of 8th edition @ 2018/01/21 20:59:27


Post by: MilkmanAl


Oh, I guess it didn't occur to me that it'd be an either-or scenario, but that makes sense.


Top 5 strongest units of 8th edition @ 2018/01/21 21:03:15


Post by: kurhanik


MilkmanAl wrote:
I haven't been keeping up with the leaks, what morale immunity do Custodes grant?
Per a leaked codex review, there's a relic for Vexilla that gives a morale immunity bubble. Looks like there are some pretty strong relics in the list, so i don't know that it'll be an auto-take, but for those of you looking to abuse Guardsmen herds, that seems like an easy choice.


Ok, I dug through the thread and found it. Looks like described in this post here for those who haven't had their ears to the ground like me:

https://www.dakkadakka.com/dakkaforum/posts/list/960/745406.page#9793634

That looks pretty strong, hopefully it has some effect radius at the least. On the other hand, a Custodes character to wield the relic will probably be on the expensive side, so it might not be as useful as it initially appears.


Top 5 strongest units of 8th edition @ 2018/01/21 21:12:59


Post by: Spoletta


It is useful only if you go back to conscripts, then you have 30x3 conscripts lining up to this guy and you have a nice (but expensive) screen. If you intend to play guardsmen he is useless, 10 man squads cannot line to this guy efficently and still screen somewhat decently, not to mention that guardsmen don't gain that much from morale immunity and this guy looks like it will cost as much as 3 full squads (and a relic).

Let's also not forget that you need a Custodes warlord, which means no CP regen for guard.

No, i'm sure we are not going to see them in imperial soups.


Top 5 strongest units of 8th edition @ 2018/01/21 21:23:53


Post by: DoomMouse


 wuestenfux wrote:
 Blackie wrote:
Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.

No they are not.
But AM is the top tier army these days.
This is not really reflected in the poll
For AM, the sum seems to be larger than the accumulation of the parts.


Interesting. Just went to the caledonian uprising tourney in the UK with around 100 players, including plenty of the 40k england team. Tyranid hive tyrant spam took 1st and 3rd, and eldar took second. Guard weren't represented until 10th despite quite a lot of players present...

Of course I'm not saying guard aren't very strong, but tyranids may be stronger than people think!


Top 5 strongest units of 8th edition @ 2018/01/21 21:51:43


Post by: pismakron


 Shadenuat wrote:
For all the hilarious salt for Reapers (45 points a model? come on, we can do better, why not 50 or 100?) it's like people are oblivious to the real anchor of eldar army that also allows Reapers and other fragile elf models to not fly away from the table turn 1 - the Wave Serpent. Yet, it's not on the list. So I guess people are totally okay that it even went a chip down in points in the Codex from Index.


The Wave Serpent should definitely be on the list. They are extremely durable and they can fly, pass over screens, fall back from CC and shoot. And they are an excellent protection against alpha strikes.


Automatically Appended Next Post:
 DoomMouse wrote:
 wuestenfux wrote:
 Blackie wrote:
Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.

No they are not.
But AM is the top tier army these days.
This is not really reflected in the poll
For AM, the sum seems to be larger than the accumulation of the parts.


Interesting. Just went to the caledonian uprising tourney in the UK with around 100 players, including plenty of the 40k england team. Tyranid hive tyrant spam took 1st and 3rd, and eldar took second. Guard weren't represented until 10th despite quite a lot of players present...

Of course I'm not saying guard aren't very strong, but tyranids may be stronger than people think!


Hive tyrant spam? That is pretty interesting....


Top 5 strongest units of 8th edition @ 2018/01/21 23:06:21


Post by: An Actual Englishman


 DoomMouse wrote:

Interesting. Just went to the caledonian uprising tourney in the UK with around 100 players, including plenty of the 40k england team. Tyranid hive tyrant spam took 1st and 3rd, and eldar took second. Guard weren't represented until 10th despite quite a lot of players present...

Of course I'm not saying guard aren't very strong, but tyranids may be stronger than people think!


Nids are extremely strong. Chaos are also incredibly strong.

I think the Nid codex is probably the gold standard codex that every player wants to have, great internal balance, slightly strong in terms of external balance. So many viable options.


Top 5 strongest units of 8th edition @ 2018/01/22 00:13:50


Post by: Grimgold


Breng77 wrote:


You know except if hordes are made up of multiple smaller units, or are orks, pox walkers, cultists with abbadon, tyranids Etc. but sure morale is the answer. You did not even address the important part about if the guardsman were in 10 man squads and that totally changing your numbers, to the point where they are no longer significantly better at killing guard than marines.


Morale is helpful, but you are speaking from a position of not understanding the actual numbers, which is unfortunate because this is basic math. Your example, Guardsmen in 10 man squads vs aggressors and tac marines

65 point marine squad, split the difference on rapid fire so 1.5 = 7.5 shots, 2/3 (hit) * 2/3 (Wound) * 2/3 (fail save) = 8/27 = 2 dead a round

(5 * 65)/40 = 8.1

111 point aggressor squad 29 shots, 2/3 chance to hit 2/3 chance to wound, and a 2/3 chance to fail the save = 8/27 * 29 = 9 dead a round, 10 because they can't succeed on morale

(1 * 111)/40 = 2.8 which is about as effective as lascannon devs shooting a LRBT.

So there you have it, and yes I changed your OP, trying to figure out where the ork is on a horse was giving me a fit of giggles.


Top 5 strongest units of 8th edition @ 2018/01/22 01:28:11


Post by: Breng77


Missed the point aggressors are as good or better at the role of killing marines as they are at killing guard. 2/3*1/2*1/3* 29= 3.22 dead marines timed 13 points per model is 41.8 points vs 40 points of guardsmen. If you remove tons of models dying to morale, which is essentially not going to happen.


Top 5 strongest units of 8th edition @ 2018/01/22 02:13:42


Post by: SemperMortis


Spoletta wrote:
SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.



im sorry what?

Grots do come in bigger squads but the rest is BS. They are not fearless unless you give them a Grot herder, and yes they can get a 6+++ but only if your willing to invest in a 50pt Painboy to babysit them. So that cheap 90pt squad just went up in price by 100% to get those minor buffs. Of course nobody would ever waste a Painboy on a 90pt squad of grots either because it doesn't make sense. So those 3pt grots are now approaching the same cost as boyz, and while slightly more durable they are woefully crap at Damage compared to those same boyz, and going back to the original comparison, to guardsmen.

You talked about offensive capabilities when you talked about the "cheap" buffs those grots have access to, the only defensive buffs are the ones listed and a KFF big mek, and if you do that you are literally increasing the cost of that 1 grot squad to approaching 260pts.

So why are guardsmen better as screening forces? because while they are slightly more expensive, they are more durable, they have access to better buffs, and most importantly, they do more then just screen, they can inflict damage on an opponent.


Top 5 strongest units of 8th edition @ 2018/01/22 02:48:35


Post by: Grimgold


Breng77 wrote:
Missed the point aggressors are as good or better at the role of killing marines as they are at killing guard. 2/3*1/2*1/3* 29= 3.22 dead marines timed 13 points per model is 41.8 points vs 40 points of guardsmen. If you remove tons of models dying to morale, which is essentially not going to happen.


I didn't miss that point, but it requires 2 very specific things to be true

1.) Min unit size
2.) there is no split fire.

As soon as you include split fire (so you are not wasting casualties from morale), they are better at killing guardsmen. If it's better than min unit size they are better at killing guardsmen.

You guys lost this as soon as the math came out, you should be less attached to being right, and more eager to improve your tactics when presented with new evidence. This is a math based game, every interaction is probabilistic and can be modeled, and has been. Do you think GW didn't bother with this kind of back of the napkin stuff?


Top 5 strongest units of 8th edition @ 2018/01/22 05:33:14


Post by: skchsan


Flamers and dedicated anti horde weapons need a special rule for when targeting infantries, much like how certain weapons have reduced effect aginst vehicles.

Say, if a flamer was actually a 2d6 weapon, but the weapon type gets reduced to 1d6 when targeting vehicles, its efficacy against vehicles remain the same while increasing efficiency against infantries.


Top 5 strongest units of 8th edition @ 2018/01/22 06:19:17


Post by: Grimgold


 skchsan wrote:
Flamers and dedicated anti horde weapons need a special rule for when targeting infantries, much like how certain weapons have reduced effect aginst vehicles.

Say, if a flamer was actually a 2d6 weapon, but the weapon type gets reduced to 1d6 when targeting vehicles, its efficacy against vehicles remain the same while increasing efficiency against infantries.


Flamers auto-hit, so in a space marines hands 3.5 auto hits is pretty much an assault 5 bolter, so a little better than a storm bolter in rapid fire range. The real purpose of a flamer in 8th ed is as a charge deterrent, and since it gets to shoot once and then probably never again it's not really good at that.

If I ran the zoo and were making a change to flamers, I'd give it back the ability to ignore cover bonuses to armor, and I'd make them a terror weapon, which forces an opponent to take morale test on 2d6 and discard the lowest. Because all weapons will kill you, but flamethrowers will do it painfully and relatively slowly, while leaving you active enough to scream the whole time.


Top 5 strongest units of 8th edition @ 2018/01/22 08:14:07


Post by: Blackie


 skchsan wrote:
Flamers and dedicated anti horde weapons need a special rule for when targeting infantries, much like how certain weapons have reduced effect aginst vehicles.

Say, if a flamer was actually a 2d6 weapon, but the weapon type gets reduced to 1d6 when targeting vehicles, its efficacy against vehicles remain the same while increasing efficiency against infantries.


2D6? Orks flamers are only D3 auto hits, I wish I had D6 flamers


Top 5 strongest units of 8th edition @ 2018/01/22 13:15:24


Post by: Spoletta


SemperMortis wrote:
Spoletta wrote:
SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.



im sorry what?

Grots do come in bigger squads but the rest is BS. They are not fearless unless you give them a Grot herder, and yes they can get a 6+++ but only if your willing to invest in a 50pt Painboy to babysit them. So that cheap 90pt squad just went up in price by 100% to get those minor buffs. Of course nobody would ever waste a Painboy on a 90pt squad of grots either because it doesn't make sense. So those 3pt grots are now approaching the same cost as boyz, and while slightly more durable they are woefully crap at Damage compared to those same boyz, and going back to the original comparison, to guardsmen.

You talked about offensive capabilities when you talked about the "cheap" buffs those grots have access to, the only defensive buffs are the ones listed and a KFF big mek, and if you do that you are literally increasing the cost of that 1 grot squad to approaching 260pts.

So why are guardsmen better as screening forces? because while they are slightly more expensive, they are more durable, they have access to better buffs, and most importantly, they do more then just screen, they can inflict damage on an opponent.


You have no idea how screens work, i get it. I'll try to explain.

You don't take 30 grots and a painboy, you take 120 and one painboy. Since grots come in big squads, they can safely line to that single model (remember the now old commissar + conscripts lists?). This means that the single grot costs less than 4 points, but is morale immune and most importantly they come in big squads which is a huge bonus to screens. They also cover more area for less points. There is no contest here, grots are better than guards at that role, orks just lack the manticores to bank on that.



Top 5 strongest units of 8th edition @ 2018/01/22 13:46:04


Post by: Breng77


 Grimgold wrote:
Breng77 wrote:
Missed the point aggressors are as good or better at the role of killing marines as they are at killing guard. 2/3*1/2*1/3* 29= 3.22 dead marines timed 13 points per model is 41.8 points vs 40 points of guardsmen. If you remove tons of models dying to morale, which is essentially not going to happen.


I didn't miss that point, but it requires 2 very specific things to be true

1.) Min unit size
2.) there is no split fire.

As soon as you include split fire (so you are not wasting casualties from morale), they are better at killing guardsmen. If it's better than min unit size they are better at killing guardsmen.

You guys lost this as soon as the math came out, you should be less attached to being right, and more eager to improve your tactics when presented with new evidence. This is a math based game, every interaction is probabilistic and can be modeled, and has been. Do you think GW didn't bother with this kind of back of the napkin stuff?


Sorry you are still wrong, guardsmen come in 10 man squads no one takes conscripts now precisely because of morale and costing the same as infantry squads. Other factions with larger units mitigate that morale issue. So we are only ever talking about 10 man squads. Splitfire, ok let's splitfire, you average 9 wounds. So hit 2 squads 5 die in one squad 4 in the other. Assuming LD 7 (not a given). The squad losing 5 loses extra
Models 66% of the time average 1.5 lost, the squad losing 4 loses 0.5 on average. So 12 dead guardsman takes you over a bit (48 points). Of course if those guardsman buff their LD (say take an inquisitor) now
They are LD 9 or 10, and largely ignore morale if you splitfire, now they are even more durable than those marines.... sorry you still aren't correct in your assumption that morale is the equalizer.


Top 5 strongest units of 8th edition @ 2018/01/22 13:46:42


Post by: koooaei


Guards are ~15% more durable than grots vs bolters point-for-point. IF you really want to waste points on a dok for, say, 120 grots...guards are still 12.5% tougher point-per-point. And we haven't even taken offensive capabilities into consideration. Guards are also ahead of grots in terms of damage that they can deal point-for-point. And i haven't counted the runtherd in yet. Grots need a runtherd or a boss to be able to not get evaporated by ld 4.

That's just...an odd arguement. Grots are an awful unit that doesn't have a place in an army. Why would you even want to whiteknight them? Are you Reece in disguise? He likes to whiteknight underwhelming units.


Top 5 strongest units of 8th edition @ 2018/01/22 13:47:42


Post by: Breng77


The fact that the conscripts ever existed with a commissar suggests that no GW doesn't do those back of napkin calculations, or brimstones etc


Top 5 strongest units of 8th edition @ 2018/01/22 14:05:04


Post by: Spoletta


 koooaei wrote:
Guards are ~15% more durable than grots vs bolters point-for-point. IF you really want to waste points on a dok for, say, 120 grots...guards are still 12.5% tougher point-per-point. And we haven't even taken offensive capabilities into consideration. Guards are also ahead of grots in terms of damage that they can deal point-for-point. And i haven't counted the runtherd in yet. Grots need a runtherd or a boss to be able to not get evaporated by ld 4.

That's just...an odd arguement. Grots are an awful unit that doesn't have a place in an army. Why would you even want to whiteknight them? Are you Reece in disguise? He likes to whiteknight underwhelming units.


Whiteknight what?
My first statement was "Grots are useless", we are just discussing them in an hypotetical scenario just to have fun with math. Indeed grots against bolter fire are slighly less good, but screens receive as much S6 (Assault cannons, devourers) as they receive S4, so they even out on durability while winning on all the other key parameters (area occupied, squad numbers). Also, that's assuming guards immune to morale.

But don't get confused, we are just having fun with numbers here.


Top 5 strongest units of 8th edition @ 2018/01/22 14:08:30


Post by: koooaei


I'm just bitter my favorite unit got even worse that it has been.


Top 5 strongest units of 8th edition @ 2018/01/22 14:43:56


Post by: skchsan


 Grimgold wrote:


Flamers auto-hit, so in a space marines hands 3.5 auto hits is pretty much an assault 5 bolter, so a little better than a storm bolter in rapid fire range. The real purpose of a flamer in 8th ed is as a charge deterrent, and since it gets to shoot once and then probably never again it's not really good at that.

If I ran the zoo and were making a change to flamers, I'd give it back the ability to ignore cover bonuses to armor, and I'd make them a terror weapon, which forces an opponent to take morale test on 2d6 and discard the lowest. Because all weapons will kill you, but flamethrowers will do it painfully and relatively slowly, while leaving you active enough to scream the whole time.
Mathematical average of 3.5 auto hits against T3, 5+ Sv gives you a average wound of 1.56, with upwards of 2.67 wound at 6 hits and downwards of 0.44 at 1 hit. Against Orks with T4/5+Sv, you're looking at 0.33/1.16/2.00 wounds per flamer. Against MeQ with T4/3+Sv, you have 0.16/0.58/1.00 wounds. against TEQ, with T4/2+Sv, you're seeing 0.08/0.29/0.50 wounds per flamer.

Now, having said, which of the above units are most likely charge at you? The fact of the matter is, flamers for their cost amd expected role in combat (the suggested charge deterrent), really does nothing meaningful, especially as a horde/charge deterrent.


Top 5 strongest units of 8th edition @ 2018/01/22 14:47:58


Post by: Spoletta


Flamers should net +1 hit for every 5 models in the target.


Top 5 strongest units of 8th edition @ 2018/01/22 15:55:14


Post by: KurtAngle2


Spoletta wrote:
Flamers should net +1 hit for every 5 models in the target.


Nah, the problem with Flamers lie in the cost; 7 points are just too many, they should be 4pts


Top 5 strongest units of 8th edition @ 2018/01/22 16:37:12


Post by: Breng77


The biggest problem is range, since deepstrike is a big thing not being able to hit from deepstrike is an issue. It makes them mostly a defensive weapon.


Top 5 strongest units of 8th edition @ 2018/01/22 16:38:24


Post by: skchsan


Grimgold,

One of the main issues that we see in 8th ed is that hordes are too durable. Whether this was an intended change or not, we wont know.

What we see in 8th ed's simplified morale and battleshock system of removing models from the battlefield mechanics if the morale test is failed is essentially what we had in 7th and prior of the "sweeping advance."

Utilization of morale break was a powerful tool in 7th ed in that it can be used to slingshot your models forward, force enemy units to retreat until they pass the regroup test, etc. 8th edition removed all of those strategies for the above 'removal' system.

Anvil-and-hammer was so much more powerful before 8th. If the unit that was forced to retreat was unable to retreat due to intervening models, they were outright destroyed. Furthermore, a unit that broke once to morale often had to continuously test for it everytime it lost even 1 more model as it was based on the % loss from original strength. Now, it only removes so many units depending on the number of causalities suffered per turn. In order for you to utilize morale to guarantee a wipe on an infantry squad, you'd have to kill 8 guardsmen in one turn. This would mathematically require 18 bolter shots to hit the guardsmen, which would equate to 36 shots fired from a BS4 and 27 shots fired from a BS3 platform. Taking your aggressor counter, this would have to mean that the guardsmen for whatever reason, decided to get into 18" range of the said aggressor so they can be shot to death, instead of spamming FRFSRF.

Yes, morale is THE counter to hordes, but the system itself got so weak during the simplification that it punishes more expensive models that fails it on a bad roll than it hurts hordes on their bad rolls.



Top 5 strongest units of 8th edition @ 2018/01/22 17:03:43


Post by: pumaman1


 skchsan wrote:
Grimgold,

One of the main issues that we see in 8th ed is that hordes are too durable. Whether this was an intended change or not, we wont know.

What we see in 8th ed's simplified morale and battleshock system of removing models from the battlefield mechanics if the morale test is failed is essentially what we had in 7th and prior of the "sweeping advance."

Utilization of morale break was a powerful tool in 7th ed in that it can be used to slingshot your models forward, force enemy units to retreat until they pass the regroup test, etc. 8th edition removed all of those strategies for the above 'removal' system.

Yes, morale is THE counter to hordes, but the system itself got so weak during the simplification that it punishes more expensive models that fails it on a bad roll than it hurts hordes on their bad rolls.



8th Morale in the old 6th/7th ed CAD force org would be more devastating, as you have fewer slots/ can't bring an additional 6 troop slots for a 2 hq "tax". But since 8th is basically non-bound edition, you can bring an exaggerated MSU. So the fault is with those dandy detachments, being bound, and basically being able to spam whatever you want. B/C a 50 man bloc of conscripts that takes 1 casualty de-facto for every casualty over 5 isn't so horrifying. But when 10 man infantry squads cost the same model for model, and can be spammed with cheap hq for orders too, why not? but its the loose detachment rules that allow it/are a significant part of the problem. trying to have enough ablative wounds in 3 troop slots would require larger units, and make new morale effective. same cause as reaper spam


Top 5 strongest units of 8th edition @ 2018/01/22 17:39:01


Post by: skchsan


 pumaman1 wrote:
8th Morale in the old 6th/7th ed CAD force org would be more devastating, as you have fewer slots/ can't bring an additional 6 troop slots for a 2 hq "tax". But since 8th is basically non-bound edition, you can bring an exaggerated MSU. So the fault is with those dandy detachments, being bound, and basically being able to spam whatever you want. B/C a 50 man bloc of conscripts that takes 1 casualty de-facto for every casualty over 5 isn't so horrifying. But when 10 man infantry squads cost the same model for model, and can be spammed with cheap hq for orders too, why not? but its the loose detachment rules that allow it/are a significant part of the problem. trying to have enough ablative wounds in 3 troop slots would require larger units, and make new morale effective. same cause as reaper spam

I'm not understanding the implications of possible result of applying 8th ed morale to 7th ed morale explains anything in terms of hordes. In fact, in 7th edition, you check for morale every time a unit lost 25% of its starting strength in any given phase. Now, failing a morale test didn't mean you lost any units, but must continue to retreat until the regroup test is passed. This was far more punishing for low Ld units as you just had to watch them continuously run towards your board edge until it killed itself.

For a unit of infantry squad, you are allowed up to 5 casualties in a single turn for the squad to survive the turn for them to be able to act again (which you couldn't do in 7th ed because you'd be falling back). Upon the 6th casualty, you'd wipe the squad on a roll of 5 or 6. On the 8th casualty, you'd consider that unit lost even without rolling your morale. What does this mean? This means that if you kill 50%, it will survive with at least 10% of its original strength. If you kill 60%, there's a 1/3 chance that the squad will wipe itself. If you kill 80% of a infantry squad, you guarantee it killing itself.

In 7th ed, losing 3 models (30%) could potentially could get the rest of the 7 models wiped if it was sandwiched between two enemy models or if it was too close to the board edge. 8th ed morale lets low Ld units live to fight another round FAR MORE than the previous editions.


Top 5 strongest units of 8th edition @ 2018/01/22 17:55:49


Post by: pumaman1


 skchsan wrote:
 pumaman1 wrote:
8th Morale in the old 6th/7th ed CAD force org would be more devastating, as you have fewer slots/ can't bring an additional 6 troop slots for a 2 hq "tax". But since 8th is basically non-bound edition, you can bring an exaggerated MSU. So the fault is with those dandy detachments, being bound, and basically being able to spam whatever you want. B/C a 50 man bloc of conscripts that takes 1 casualty de-facto for every casualty over 5 isn't so horrifying. But when 10 man infantry squads cost the same model for model, and can be spammed with cheap hq for orders too, why not? but its the loose detachment rules that allow it/are a significant part of the problem. trying to have enough ablative wounds in 3 troop slots would require larger units, and make new morale effective. same cause as reaper spam

I'm not understanding the implications of possible result of applying 8th ed morale to 7th ed morale explains anything in terms of hordes. In fact, in 7th edition, you check for morale every time a unit lost 25% of its starting strength in any given phase. Now, failing a morale test didn't mean you lost any units, but must continue to retreat until the regroup test is passed. This was far more punishing for low Ld units as you just had to watch them continuously run towards your board edge until it killed itself.

For a unit of infantry squad, you are allowed up to 5 casualties in a single turn for the squad to survive the turn for them to be able to act again (which you couldn't do in 7th ed because you'd be falling back). Upon the 6th casualty, you'd wipe the squad on a roll of 5 or 6. On the 8th casualty, you'd consider that unit lost even without rolling your morale. What does this mean? This means that if you kill 50%, it will survive with at least 10% of its original strength. If you kill 60%, there's a 1/3 chance that the squad will wipe itself. If you kill 80% of a infantry squad, you guarantee it killing itself.

In 7th ed, losing 3 models (30%) could potentially could get the rest of the 7 models wiped if it was sandwiched between two enemy models or if it was too close to the board edge. 8th ed morale lets low Ld units live to fight another round FAR MORE than the previous editions.


Sorry if i was unclear, i was not advocating for 25% casualty loss to test for morale, i was more trying to identify that under 7th eds force org restrictions to be bound, you were much more likely to be taking larger squads, not exclusively min squads. And this under 8th ed morale means you'll be suffering the negative consequences of morale more often.

2ndly in 6th/7th, you didn't wipe, you just fell back, which let you snap shoot (-1 to shoot in 8th more-often-than-not), and could regroup and stay on the table. And you could attach an Independent Character to give a quick ld 10 boost with backfield hqs. I was sandwiched between enemy units far less often for that to be a concern personally. But i admit that was a possibility that i hadn't accounted for.

in 7th, if you took 5 casualties, you took a LD test, and on a 7 or better you passed, it wasn't until under 25% REMAINING you had to insane bravery (1-1) to pass.

I hope this answered some of your questions, but again I rest more blame on spammable detachments giving you bound-armies and easily exploited msu, where as in the days of formations and OP rules, many of the normal ones were in the 1000 pts neighborhood, and ironically IG had one that was 2100 pts min or so


Top 5 strongest units of 8th edition @ 2018/01/22 17:58:48


Post by: davou


KurtAngle2 wrote:
Spoletta wrote:
Flamers should net +1 hit for every 5 models in the target.


Nah, the problem with Flamers lie in the cost; 7 points are just too many, they should be 4pts


be happy you aren't playing orks 8 points for the burna, and d3 hits instead of d6


Top 5 strongest units of 8th edition @ 2018/01/22 20:14:41


Post by: skchsan


Well, there are multiple corrections that needs to be made here and there.
 pumaman1 wrote:
...under 7th eds force org restrictions to be bound, you were much more likely to be taking larger squads, not exclusively min squads. And this under 8th ed morale means you'll be suffering the negative consequences of morale more often.
The "proper" unit composition followed the rule of "multiples of 4 plus 1." Because moral tests were made when there were 25% or more in casualty, calculated from the original unit strength, that meant that it was most beneficial for you to take 4+1, 8+1, 12+1, so on and so forth. When you have a unit of 4, that meant if you took 1 casualty, you would need to check for morale, while if you had 5 models, you'd be forced to take a morale test on loss of two models. Because of this 25% rule, it meant that having unit size of 6 or 7 would not be any more beneficial than it is to make a 5 man squad (unit composed of 5, 6, or 7 models would all be required to take a morale test if they lost 2 models.) Obviously, once you moved up to the second multiples of 4, you'd need to take 9 models for optimal morale mitigation, as unit of 10~11 would only be as beneficial as a unit size of 9. In that sense, more wasn't necessarily better.

 pumaman1 wrote:
2ndly in 6th/6th, you didn't wipe, you just fell back, which let you snap shoot (-1 to shoot in 8th more-often-than-not), and could regroup and stay on the table.
The shooting only occurred if you successfully regrouped. Even then it doesn't allow you to move for any reason other than to reestablish coherency.

 pumaman1 wrote:
in 7th, if you took 5 casualties, you took a LD test, and on a 7 or better you passed, it wasn't until under 25% REMAINING you had to insane bravery (1-1) to pass.
Right. How many models you lost before didn't affect the rolls required to pass morale. The issue here is that cheap, single wound models can be expendable for the purposes of morale, but it is devastating for expensive, multi wound models. A unit of 10 single wound models with 2 losses in a turn, resulting in 1 additional model lost on a roll of 6 is much less painful than a unit with 5 2W models who loses a model in the same scenario.

Bottom line is that cheap, single wound models are the most competitive models because:
1. ignores multi-damage weapons because damage doesn't carry over model to model.
2. high AP is often negligible because base Sv is already low.
3. new morale system punishes hordes less because they are more expendable.

EXPENDABILITY is the keyword in 8th ed's competitiveness.



Top 5 strongest units of 8th edition @ 2018/01/22 20:22:12


Post by: Martel732


"EXPENDABILITY is the keyword in 8th ed's competitiveness. "

Exactly.


Top 5 strongest units of 8th edition @ 2018/01/22 20:49:44


Post by: pumaman1


http://www.belloflostsouls.net/2018/01/itc-2017-40k-year-in-review-statfest.html

IG can win often, but if we compare podium results, its not the OP expendable who places most, its SM and CSM (+demons) who are taking it most


Top 5 strongest units of 8th edition @ 2018/01/22 22:14:46


Post by: bananathug


 pumaman1 wrote:
http://www.belloflostsouls.net/2018/01/itc-2017-40k-year-in-review-statfest.html

IG can win often, but if we compare podium results, its not the OP expendable who places most, its SM and CSM (+demons) who are taking it most


How is it so hard for people to understand that these results are highly skewed by SM performing so well in the first half of 8th so far because they were the only dex? (3-4 months between SM dex and IG/CWE) Or the relation between participation rates vs win rates?

I'm pretty sure we all agree codex armies are more powerful than their index version right?

The most illustrative of the stats is the avg ITC score where SM are (probably where they are supposed to be) just below average (18th out of 29 with many of the codexes below yet to be released .) And this number is highly skewed by SM over-performance at the beginning of 8th and the under performance of those armies which were index only for months. I'd argue that the middle of that pack are pretty reasonably balanced against each other (CSM to BA) with the higher performers needing nerfs of some kind and those lagging behind some boosts (most of them will hopefully get this with their codexes, AdMech and GK really need some love though)

This also shows why I think those who rail against Gman just don't play in competitive metas. If he were the beast that the results of this poll would have you believe I find it hard to jive that with SM being such a lower middle class performer. Either that or those people think SM need an across the codex buff and Gulliman can get fethed (I'm 100% behind this if this is what's going on).


So with only a dex for a little more than halfish of the release so far IG have won 30% more tournaments than SM with 30% LESS participation (15% of entrants SM vs 10% AM).

Also if 15% of armies played were SM but only 9% of winners and that's with a couple months of being the only dex in town (sorry GK and AdMech, you guys don't count...) IG 10% participation 12% wins, Chaos deamons 4% vs 7%, Sisters 1.9% vs 3% wins, ynarri 4% to 5%, Orcs 6% participation vs 6% wins or GK 3% participation with only 1% wins...

We should probably look at those armies with outlier ITC score averages and wins out of proportion of their participation rates to find units/combos which are strong (IG - infantry, scions, out of LOS artillery -- Chaos - morty + magnus, demon princes, oblits -- Sisters - Celestine, transports with firing ports -- ynarri/CWE - reapers, shining spears).

The meta isn't close to settled yet but we all know what people say about lies, damned lies and statistics right?


Top 5 strongest units of 8th edition @ 2018/01/23 04:20:51


Post by: skchsan


 pumaman1 wrote:
http://www.belloflostsouls.net/2018/01/itc-2017-40k-year-in-review-statfest.html

IG can win often, but if we compare podium results, its not the OP expendable who places most, its SM and CSM (+demons) who are taking it most
According to the poll, outside of primarchs and the obviously broken reapers, most people seem to agree that infantry squads are one of the strongest units in the game... I suppose we're just all misguided.


Top 5 strongest units of 8th edition @ 2018/01/23 05:06:49


Post by: Bobthehero


You forgot Celestine, and that bumps the IG guardsmen out of the top 5.


Top 5 strongest units of 8th edition @ 2018/01/23 05:34:08


Post by: AnomanderRake


 pumaman1 wrote:
http://www.belloflostsouls.net/2018/01/itc-2017-40k-year-in-review-statfest.html

IG can win often, but if we compare podium results, its not the OP expendable who places most, its SM and CSM (+demons) who are taking it most


Does that include "Space Marine" lists that are Guard armies with Guilliman as an auxiliary?