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Made in us
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What do you think is the most worthless unit in all of 40k?
READ THIS PLEASE:
Answer my question (What do you think is the most worthless unit in all of 40k?) and then bash on my oppinion.
Thank you



Here's my take:
Gretchin are by far the worst unit.
Ya, they're cheap, but that's all they have going for them.
BS 3 isn't bad , but shooting those crummy pistols never works to well for them.
They get BUTCHERED in cc.
S2 and T2 just make them worthless.
Ya, they can clear minefeilds, but imo that's pretty circumstantial

This message was edited 1 time. Last update was at 2010/01/25 03:43:07


 
   
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Dayton, Ohio

Guess what I just realized, Tau Firewarriors only have marginally better stats yet cost 4x as much as a grot!

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Made in ca
Renegade Inquisitor with a Bound Daemon





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Cheap objective holders, cheap movable cover, or ablatave wounds for a SAG Mek. They won't be killing much, but they don't have to do much to get use out of them either.

You can certainly do worse than grots.
   
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Fafnir wrote:

You can certainly do worse than grots.

Then what are worse than grots?
any troops can be cheap objective holders.

This message was edited 1 time. Last update was at 2010/01/25 03:13:06


 
   
Made in au
Morphing Obliterator





rAdelaide

How about a 40pt 'Fast attack Unit' that has the 'slow and purposeful special rule?

Yes, I would nominate the Humble Chaos spawn, as 'most useless' - They only end up on the board from psykers using Gift of Chaos - Ive never seen anyone chose one for an army list.
   
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Dayton, Ohio

lordrevege wrote:
Fafnir wrote:

You can certainly do worse than grots.

Then what are worse than grots?
any troops can be cheap objective holders.


Yes, but nothing else that is a cheap objective holder costs 3 points per model. That's bargain basement right there.

This message was edited 1 time. Last update was at 2010/01/25 03:29:41


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Lordrevege, you're thinking too much of power gaming. What grot excel at is being a screening unit, and at 3 pts a pop (ignoring runtherds) they're probably the best screening units ever. Sure, they suck at HtH, but once assault is over, the some 30 slugga Boyz hiding behind them charge in and turn whatever unit that assaulted the grot into a fine red paste.

And don't nark their shooting. I've killed SM with grot blasters thanks to sheer amount of shots.

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Bonespitta's Badmoons 1441 pts.  
   
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darkkt wrote:How about a 40pt 'Fast attack Unit' that has the 'slow and purposeful special rule?

Yes, I would nominate the Humble Chaos spawn, as 'most useless' - They only end up on the board from psykers using Gift of Chaos - Ive never seen anyone chose one for an army list.

True true. I've never seen anybody feild spawn either

However, I've had the supreme displeasure of having one of my gaunts "gifted" into a spawn, resulting in 6 or 7 more gaunts killed in the ensueing close combat that tied up my gaunts for a turn or 2.

If some spawn went up agianst an equal point ammount of gretchin, and the gretchin got to shoot, and assault the spawn, I'd put my money on the spawn every time.

I'm still thinking grots are the worst.

 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

It's not always about kill power. If it was, yes, Grotz would be the worst. But in the case of utility, they're far above Chaos Spawn.

You're too narrow-minded in your approach. A unit can win or drastically impact a game without killing a single model. It's not about how much damage a unit does that makes it useful, it's how it synergizes with your army and influences how your opponent plays that matters most. If that means doing damage, that's great, but when it comes down to it, damage is not the be-all-end-all of unit usefulness.
   
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Luke_Prowler wrote:Lordrevege, you're thinking too much of power gaming. What grot excel at is being a screening unit, and at 3 pts a pop (ignoring runtherds) they're probably the best screening units ever. Sure, they suck at HtH, but once assault is over, the some 30 slugga Boyz hiding behind them charge in and turn whatever unit that assaulted the grot into a fine red paste.

And don't nark their shooting. I've killed SM with grot blasters thanks to sheer amount of shots.


Okay, then what Is the worst unit?
Nark Nark Nark: anything can inflict dammage on sms with enough numbers.

This message was edited 1 time. Last update was at 2010/01/25 03:44:17


 
   
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Between Alpha and Omega, and a little to the left

lordrevege wrote:
Luke_Prowler wrote:Lordrevege, you're thinking too much of power gaming. What grot excel at is being a screening unit, and at 3 pts a pop (ignoring runtherds) they're probably the best screening units ever. Sure, they suck at HtH, but once assault is over, the some 30 slugga Boyz hiding behind them charge in and turn whatever unit that assaulted the grot into a fine red paste.

And don't nark their shooting. I've killed SM with grot blasters thanks to sheer amount of shots.


Okay, then what Is the worst unit?
Nark Nark Nark: anything can inflict dammage on another unit with enough numbers.

Anything that isn't Orks Biovores, from what I've heard.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
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I think you're mixed up with Pyrovores.
   
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Dayton, Ohio

If some spawn went up agianst an equal point ammount of gretchin, and the gretchin got to shoot, and assault the spawn, I'd put my money on the spawn every time.

Hang-on, I wanna math-hammer this

40 point spawn

against

10 grots with a runtherd (40 points)

grots shoot the spawn with 10 S3 shots first, 5 hits, around .8 wounds (so a wound from shooting)

then the grots charge, spawn loses an attack from the runtherd, runtherd goes at the same time, .6 wounds, (so, probably another wound...maybe not) spawn hits back, D6(-1) attacks(so the spawn could possibly have no attacks), hits on 3's, kills on 2's, then surviving grots hit on 4's and wound on 6, so it's totally possible for the grots to kill the spawn, and the spawn can't really kill all the grots if it gets charged by them, it might run them down, but grots are only behind it's I by one, so they might get away.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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okay starbomber109.
You have a point.
I had no idea how much spawn cost. 40 pts is utterly ridiculous for a spawn cost.
There is a good chance that the grots would win.

My oppinon has changed to spawn.

This message was edited 1 time. Last update was at 2010/01/25 04:01:10


 
   
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VA Beach

Chaos Possessed.

Costs as much as Terminators.

Are just about as useful as a small band of teenagers.


Let the galaxy burn.

 
   
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The Space Pope.

205 points of absolutely nothing.

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Auckland, New Zealand

darkkt wrote:How about a 40pt 'Fast attack Unit' that has the 'slow and purposeful special rule?

Yes, I would nominate the Humble Chaos spawn, as 'most useless' - They only end up on the board from psykers using Gift of Chaos - Ive never seen anyone chose one for an army list.


True true. I've never seen anybody feild spawn either

However, I've had the supreme displeasure of having one of my gaunts "gifted" into a spawn, resulting in 6 or 7 more gaunts killed in the ensueing close combat that tied up my gaunts for a turn or 2.

If some spawn went up agianst an equal point ammount of gretchin, and the gretchin got to shoot, and assault the spawn, I'd put my money on the spawn every time.

I'm still thinking grots are the worst.



the manager from my gw had a army of 60 of them and 2 squads of 5 Csm and a sorceror with gift for him 1500 (dont qoute me on the amount of spawn) but dirt cheap marines and bare bones sorc and the rest all Spawn strangely did quite well

This message was edited 1 time. Last update was at 2010/01/25 04:10:08


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ZacktheChaosChild wrote:Chaos Possessed

Are just about as useful as a small band of teenagers.

Hahahaha!
They do suck.
That daemonkin table is trash
If you could choose which abylity they could get, Id say the'd be wayy better

 
   
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Dayton, Ohio

I heard that a certain blogger was going to try the same kind of spawn spam army, only he had 2x lash princes in it, I guess to mitigate some of the SnP?

Anyways, all-spawn is a 'fun' build. any great amount of shooting will destroy it.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Worst unit in the game depends, I mean you have worse for all kinds of stuff. Largely its a points for what it does basis that determines how bad it is. Its silly though to say fire warriors are worse at close combat then say thousand sons, therefore fire warriors serve no purpose. So this argument must be made categorically.

Worst transport has to be the tau devilfish that all pathfinder teams must take.

I think the worst transport overall is probably the wave serpent. Not because its bad, though it needs a point reduction. But because eldar dont have any cheap transport options, but instead the most costly transport in the game. Thing costs more then the guardian squads it carries.

Most expensive shooty unit has to be devastators.

Worst troops I think are either fire warriors. They arent too great at range, and suck balls up close. The best tactic, the fish of fury, involves getting them right up on top of the enemy and hoping to kill enough that you dont get obliterated in the return fire.

Noise marines are pretty poop too.

Worst close combat unit is probably the feared and respected chaos spawn, with the ability to almost tarpit a tac squad and then die.

This message was edited 1 time. Last update was at 2010/01/25 04:16:01



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Wait, what about shining spears, no matter where I go I hear nothing good about them, not enough kill for too many points is what I hear most of the time.

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Washington State

I second the Space Pope.

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What's the space pope?

 
   
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Space Pope= Aun'Va

Tau Ethereal special character. He does....some random stuff, some kind of army-wide leadership bonus, and when he dies all fire-warriors on the field get furious charge and preferred enemy. edit: if they pass leadership.

This message was edited 1 time. Last update was at 2010/01/25 04:24:55


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
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Tau special character. When he's alive, he does nothing. When he dies, he makes your men run away.

This message was edited 1 time. Last update was at 2010/01/25 04:24:21


 
   
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Any unit you spend a ton of points on and then realize that no matter how good the unit is on paper, rolling 1's for saves drops them just as quickly as guardsmen.
   
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Shining spears arent bad per se. They were decent in 4th. Problem is you cant hide them, they die super easy, for their points, and are only good in one round of an assault. If the old 4th edition LOS rules were still in effect theyd be great for fighting nidzilla now though.


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Oslo

I guess I would define a bad unit as: a unit there is a better alternative for in the same FOC slot, ensuring that it will never be fielded by competent players. The logic is simple: You construct your army out of one codex, not several. How grots perform vis-à-vis Fire Warriors doesn't concern me, I need to know how they perform vis-à-vis other Ork units.

Therefore, I nominate the Chaos Lord. You can never kit him out to be more points-effective or fearsome than a Daemon Prince or a special character.

There are alternatives to grots in the Ork codex, but if you need a super-cheap screen you have no other place to go. Even more so for Fire Warriors - it's hard to make a Tau list without them.

This message was edited 2 times. Last update was at 2010/01/25 04:45:35


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Kveldulv wrote:I guess I would define a bad unit as: a unit there is a better alternative for in the same FOC slot, ensuring that it will never be fielded by competent players. The logic is simple: You construct your army out of one codex, not several. How grots perform vis-à-vis Fire Warriors doesn't concern me, I need to know how they perform vis-à-vis other Ork units.

Therefore, I nominate the Chaos Lord. You can never kit him out to be more points-effective or fearsome than a Daemon Prince or a special character.

There are alternatives to grots in the Ork codex, but if you need a super-cheap screen you have no other place to go. Even more so for Fire Warriors - it's hard to make a Tau list without them.


It's impossible to make a Tau list without them, they're 1+ in the FoC

But seriously, by any measure Aun'va/Ethereals has to be the worst unit in 40K. Expensive, take up a valuable HQ slot, has no armor, and does more for your opposing player than they do for your own army.

40K: The game where bringing a knife to a gun fight means you win.

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The Space Pope.

205 points of absolutely nothing.

Seconded

-Any terrain containing Sly Marbo is dangerous terrain.
-Sly Marbo once played an objective mission just to see what it was like to not meet every victory condition on his own.
-Sly Marbo bought a third edition rulebook just to play meat grinder as the attacker.
-Marbo doesn't need an Eldar farseer as an ally; his enemies are already doomed
-Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain
-Sly Marbo still attacks the front armor value in assault, for pity's sake.  
   
 
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