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Made in us
Longtime Dakkanaut





Connecticut

Daemons:

Best: All the non-Slaanesh troops

Worst: literally everything else

:^)

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Longtime Dakkanaut






Grey knights.

Everything is tied for worst, save the transports stolen from normie marines, grand master dread knights and strike squads, the last two of which give deminishing returns or are overpriced.

This message was edited 1 time. Last update was at 2018/11/23 18:50:38


 
   
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USA

Lost and the damned:

Best: Marauders

Worst: Militia

Tau

Best: Commanders

Worst: Crisis suits

"For the dark gods!" - A traitor guardsmen, probably before being killed. 
   
Made in us
Neophyte Undergoing Surgeries





Sir Heckington wrote:
Lost and the damned:
Tau

Best: Commanders

Worst: Crisis suits


While I appreciate the sentiment, the Tidewall Shieldline is a far, far worse unit than Crisis Suits.
   
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Repentia Mistress





Sisters of battle:

Best: Celestine...or cannoness...or seraphim...theres actually quite a few...

Worst: Celestians...or dialogus
   
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Witch Hunter in the Shadows





 Giantwalkingchair wrote:
...or dialogus
Not a bad model to soak up overwatch with, and your opponent has to watch out for one running out from behind cover and martyring themselves against combat monsters.

Canoness though? Needs her jump pack back IMO.
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Xenomancers wrote:
 Tibs Ironblood wrote:
 Corrode wrote:
Drop Pods can't be the worst unit in the Space Marine book, because Dev Centurions exist, which are the worst unit in the game.


I have to agree. I can't think of an actually worse unit beyond gimpy stuff like the knight shrine or ork mekshop.

They are super bad. BAD BAD BAD. However - A drop pod can make another unit a lot better. For example - If I could put hellblasters in them - it would probably be the best combo in the space marine codex. So drop pods can't be the worst. They suffer a lot more because they don't even have a great unit to put inside. That and they are about 30-40 points overcosted. 30-40 points overcosted is kinda par for space marine vehicals so - a drop pod is not special in this regard.


You could put two command squads with plasma guns in them and you wouldn't be that far off from loading them up with Hellblasters. You could give them all a 3+ invuln too, if you wanted.

And They Shall Not Fit Through Doors!!!

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USA

hyperfocal wrote:
Sir Heckington wrote:
Lost and the damned:
Tau

Best: Commanders

Worst: Crisis suits


While I appreciate the sentiment, the Tidewall Shieldline is a far, far worse unit than Crisis Suits.


Oh right

So bad I forgot they exist.

"For the dark gods!" - A traitor guardsmen, probably before being killed. 
   
Made in it
Longtime Dakkanaut





 BaconCatBug wrote:
Spore Mines are nowhere near the worst unit! They deny enemy deep strikers and fill out brigades.


They deep strike turn 2 like everything else, except that they have extra restrictions on top of it. Gargoiles do it better for 6 points and also get to shoot, and are considered bad models.
If you just want to fill brigades you can do it with the mucolids for 20 points.


No, i'm firmly of the opinion that nothing can be worse than spore mines.

This message was edited 1 time. Last update was at 2018/11/23 20:42:44


 
   
Made in gb
Norn Queen






Spoletta wrote:
 BaconCatBug wrote:
Spore Mines are nowhere near the worst unit! They deny enemy deep strikers and fill out brigades.


They deep strike turn 2 like everything else, except that they have extra restrictions on top of it. Gargoiles do it better for 6 points and also get to shoot, and are considered bad models.
If you just want to fill brigades you can do it with the mucolids for 20 points.


No, i'm firmly of the opinion that nothing can be worse than spore mines.
You don't deep strike the mines, you deploy them as normal to deny the enemy. I actually did the maths on it, 3 Spore Mines deny a larger area than 1 Mucloid.
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

Chaos Space Marines
Best: Demon Prince or Cultists
Worst: Mutilators

DP's are good all purpose units, but I feel the strength of the CSM codex is carried on the backs of Cultists... great strats, good utility. Mutiliators, however, virtually have no use in 40k... they're slow, weak, and die to a stiff breeze.

Thousand Sons Codex
Best: Ahriman, Demon Prince, Terminator Sorcerer, Tzangors
Worst: Basically all their demon engines, Rubric Marines

Ahh... 1k sons has some of the best HQ options of any book, their spells are amazing. Tzangors are also incredible troops. However, 1k sons got basically the shaft with heavy options; they got all the poopy demon engines CSM got with no added benefits (other than better buff spells... which will be cast on their better units), and Rubric Marines are overcosted and weak having no great heavy weapons or special options.

Death Guard
Best: Plagueburst Crawler or Foul Blightspawn
Worst: Plague Surgeon or Lord of Contagion

PBC's and FBS are both used in spades competitively, I love both equally. However, Plague Surgeons are just terrible, giving a terrible buff to nearby units, and the LOC (while the model looks awesome) is just awful on the tabletop.

Demons Codex
Best: All the troop options besides Demonettes, Demon princes
Worst: Almost everything else...

This codex has some of the best troops in the game, and some excellent HQ options (Demon Princes). However, almost all the elite, fast attack, and heavy options are terrible; either costed badly, or just bad on the table. This codex is in need of dire help, which saddens me because its one of my most played.

Renegade Knights
Best: Basic Dual Gatling knight
Worst: Castellan

The Renegade Knights have the excellent dual-gat knight, which is awesome.Sadly, without all the goodies of the Imperial versions, the Castellan falls flat.

Imperial Knights
Best: Raven Castellan
Worst: ????

This codex is extremely strong, and its hard to pick a "terrible" option. You essentially see all variations of knights played.

Astra Militarium
Best: Basic Guardsmen
Worst: Chimeras

Basic infantry for guard are really good, and cheap. Sadly their staple transport is both overcosted, and really bad this edition; I remember fearing leafblower guard in 5th because of chimeras, now they're basically handicaps.

Space Marines
Best: Girlyman or Hellblasters
Worst: Basically everything else...

Sadly the SM codex has a lot of really, really bad options. Girlyman definitely helps this codex a ton, making it at least playable. Personally I think Hellblasters are really good when combined with ol' Girly, they can unload a lot of pain.

Blood Angels
Best: Smash Captain *duh*
Worst: Assault Marines

Smash captains are still awesome even after the nerf. Assault marines, however, suck regardless of which codex they are from... they were once great :/

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Made in gb
Regular Dakkanaut







Guard
best-knight commander Pask in punisher

20 shots hitting 2+ two tank orders a turn just 50 points more than normal lr or 10 more than normal tank commander


worst-ministorum priest

overpriced, no good buff reall,y melee buffer(buff for cc but not good at cc) in an army that uses range and for the same price can have company commander which is more flexable and when used correctly stops enemies getting close.

I'm dyslexic and thus am bad at spelling and grammar please don't remind me in comments to my posts.


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 Trickstick wrote:
Guard:

Best - infantry squad. Backbone of the Imperium.

Worst - Deathstrike. I mean, it can be fun but it is not really a serious unit.

I'd like to submit leman russ vanquisher and chimera for honorable mentions for worst Guard units. But you are right, the deathstrike is basically a joke/meme unit only good for narrative scenarios.

deotrims 16th wrote:
worst-ministorum priest

The priest actually has some synergy with melee focused guard armies like catachans.

This message was edited 2 times. Last update was at 2018/11/23 23:24:49


 
   
Made in us
Longtime Dakkanaut




Orkz:

BEST - Warboss on Warbike/Weirdboy

WORST- Mekshop/Stompa

WORST IN THE FETHING GAME - Mekshop/Stompa

 Tomsug wrote:
Semper krumps under the radar

 
   
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Dethwatch : best is primaris killteam mixed with 5 intercessors and a number of aggressors and inceptors.

Worst: land raider or Terminators .. What's the point they cost you at so much for what they do
   
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Stalwart Tribune





SemperMortis wrote:
Orkz:

BEST - Warboss on Warbike/Weirdboy

WORST- Mekshop/Stompa

WORST IN THE FETHING GAME - Mekshop/Stompa

Actually I'd say the IK fortification is worse since it takes out more points at once and also doesn't have the ability to buff your models.
   
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 kastelen wrote:
SemperMortis wrote:
Orkz:

BEST - Warboss on Warbike/Weirdboy

WORST- Mekshop/Stompa

WORST IN THE FETHING GAME - Mekshop/Stompa

Actually I'd say the IK fortification is worse since it takes out more points at once and also doesn't have the ability to buff your models.


Nope, because the Mek shop straight nerfs your units with a 1/6 chance to become slightly better in 1 attribute. And the stompa.....1,000 points of crap You take a Stompa and you are admitting to the world you have no intention of trying to win

 Tomsug wrote:
Semper krumps under the radar

 
   
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Eldar (the real ones)

Best: Wave Serpent

Worst: Wraithknight (possibly Support Platforms)

   
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Fixture of Dakka




How times change. It feels like yesterday triple Wraithknights were the most OP thing in the game...

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 Zid wrote:



Renegade Knights
Best: Basic Dual Gatling knight
Worst: Castellan

The Renegade Knights have the excellent dual-gat knight, which is awesome.Sadly, without all the goodies of the Imperial versions, the Castellan falls flat.

/


I would disagree the renegade strat for rerolling all hits in the shooting phase is probably the best strat in the game for a Castellan. There are far far worse things than that. Any of the non-shooting knights come to mind.

As far as my best/worst goes.

Daemons
Best: Nurglings
Worst: Furies (seriously why are these even still a thing)

1ksons
Best: Ahriman
Worst: Gonna have to give it to the Forgefiend on this one. All the daemon engines are not really great but his one takes the cake.

This message was edited 1 time. Last update was at 2018/11/24 02:01:47


 
   
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 Corrode wrote:
Drop Pods can't be the worst unit in the Space Marine book, because Dev Centurions exist, which are the worst unit in the game.


Centurion Devastators can't be the worst unit in the game, because the Hunter exists.

...a 60" Lascannon with the AA bonus but no penalty on a T8 chassis with 11 wounds for the same cost as a Tac squad with a Lascannon. With the option to take two bolters and a one-shot Krak missile for another 8 points. The fact that tank doesn't look so bad in the Marine arsenal when I stop to think about it is kind of awful.

This message was edited 1 time. Last update was at 2018/11/24 02:19:44


   
Made in us
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 Insectum7 wrote:
 Xenomancers wrote:
 Tibs Ironblood wrote:
 Corrode wrote:
Drop Pods can't be the worst unit in the Space Marine book, because Dev Centurions exist, which are the worst unit in the game.


I have to agree. I can't think of an actually worse unit beyond gimpy stuff like the knight shrine or ork mekshop.

They are super bad. BAD BAD BAD. However - A drop pod can make another unit a lot better. For example - If I could put hellblasters in them - it would probably be the best combo in the space marine codex. So drop pods can't be the worst. They suffer a lot more because they don't even have a great unit to put inside. That and they are about 30-40 points overcosted. 30-40 points overcosted is kinda par for space marine vehicals so - a drop pod is not special in this regard.


You could put two command squads with plasma guns in them and you wouldn't be that far off from loading them up with Hellblasters. You could give them all a 3+ invuln too, if you wanted.

Well - for the cost of the pod - I'd really only consider it with hellblasters because they give you 10 more wounds. True though - In a casual game I will try it with sterngard or command squads or chapter vets or something.


Automatically Appended Next Post:
 kastelen wrote:
SemperMortis wrote:
Orkz:

BEST - Warboss on Warbike/Weirdboy

WORST- Mekshop/Stompa

WORST IN THE FETHING GAME - Mekshop/Stompa

Actually I'd say the IK fortification is worse since it takes out more points at once and also doesn't have the ability to buff your models.

I can imagine a situation where the IK fortificantion could be useful. Against an army deepstriking most of it's heavy elements. A Castellan with Cawls fury will then get 6 volcano shots and 12 cawls fury and 12 seigbreaker shots. Sure I'd never play an army that way but At least it has a use. It is quite bad.

This message was edited 1 time. Last update was at 2018/11/24 02:01:05


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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Manchester, UK

 Zid wrote:
Astra Militarium
Best: Basic Guardsmen
Worst: Chimeras

Basic infantry for guard are really good, and cheap. Sadly their staple transport is both overcosted, and really bad this edition; I remember fearing leafblower guard in 5th because of chimeras, now they're basically handicaps.


How about the CRASSUS ARMOURED ASSAULT TRANSPORT? Pretty cheap for a 35 capacity transport, durable, and can do crazy stuff like advance and fire 4 heavy flamers. I know it probably falls under "too expensive for Guardsmen" but could be fun to have a couple. Plus, it is a way to get 10 bullgryns and support characters into the enemy.

w1zard wrote:
I'd like to submit leman russ vanquisher and chimera for honorable mentions for worst Guard units. But you are right, the deathstrike is basically a joke/meme unit only good for narrative scenarios.


And yet I always take a command vanquisher in every single list. I just can't refuse to take a model as gorgeous as the mars alpha vanquisher, converted with a banner and that old metal "straight backed" cadian colonel as a tank commander. I still remember the glory days of one-shotting tyranids with beast-hunter shells.

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Spoletta wrote:
Tyranid best: Impaler Guards

Extremely efficient shooting, good in all situations and great stratagem. Probably going to get a nerf.

Worst: Spore Mines

10 points for a melee T1 1W no save speed 3" model, which dies if it attacks. Not a troop. Can deepstrike but at more than 12" so it cannot charge after deepstrike.
Probably worst model in the game.


You're crazy. They're literally the best area denial unit I've ever seen, and are free when created to boot.

Tyranids:

Best? Flying Hive Tyrant. Do I really need to explain after 7th edition Flying circus and the first half of 8th edition Tyranid lists having 5 Flyrants?

Worst? Lictors. Absolutely garbage in matched play AND in Narrative games. Special mention for Deathleaper, who was fine as a 90 pt missile you shot at a character no matter where they were, in the Index. 90 pt paperweight in the Codex.

This message was edited 1 time. Last update was at 2018/11/24 02:59:50


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There's no rule that says I can't.
Hive Fleet Hercual - 6760pts
Hazaak Dynasty - 3400 pts
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The Newman wrote:
 Corrode wrote:
Drop Pods can't be the worst unit in the Space Marine book, because Dev Centurions exist, which are the worst unit in the game.


Centurion Devastators can't be the worst unit in the game, because the Hunter exists.

...a 60" Lascannon with the AA bonus but no penalty on a T8 chassis with 11 wounds for the same cost as a Tac squad with a Lascannon. With the option to take two bolters and a one-shot Krak missile for another 8 points. The fact that tank doesn't look so bad in the Marine arsenal when I stop to think about it is kind of awful.


+1 against fliers and a reroll to hit, double the wounds and toughness of the Tac Squad. Weird comparison.


And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
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Tyranids:

Best: Genestealers (if in Kraken detachment it is easily the best of the game)

Worst: Tyrant Guard
   
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A Protoss colony world

Not including fortifications or Servitors, my list for my armies would be:
Dark Angels
Best: Inceptors with Plasma. These guys can pop the Weapons from the Dark Age strat and really bring the pain. Even Imperial Knights are afraid of these guys. Best thing about them compared to other nice plasma units is that they can hide in reserves until they are needed.
Worst: Assault Squad. Literally nothing these guys do that another unit can't do better and/or cheaper. Hell, I'd rather have Tacticals instead of these guys, as at least they get special weapons and ObSec.

Chaos Space Marines
Best: Chaos Cultists. These guys have pretty decent board control power for their cost, and easy access to morale immunity thanks to Abaddon. A large unit can punch well above its weight in points with decent psychic and stratagem support (VotLW, Prescience, Endless Cacophony, etc.)
Worst: Forgefiend. Completely outclassed by other units (particularly certain FW ones), and very overcosted. Its poor stats can be mitigated somewhat with the Daemonforge stratagem, but it's still not worth bringing.

Chaos Daemons
Best: Nurglings. These little pests make pretty stubborn objective holders, and can provide decent deep strike denial unless your opponent wastes significant firepower to remove them.
Worst: Furies. No, just no.

Death Guard
Best: Foetid Bloat-drone. Probably the fastest thing in the Death Guard codex, and having the Fly keyword means it can just scoot out of combat and still spray nasty goo all over your enemies.
Worst: Lord of Contagion. He's overcosted for what his crappy aura does. If you want one of these, spend the extra points and just take Typhus instead. He does the same stuff plus much more.

Imperial Knights
Best: Knight Gallant. The cheapest Knight you can get, but if he gets into combat he will absolutely wreck stuff hard. There are plenty of stratagems to enable him to bring the pain even more. Best used in House Terryn for the "fight again" strat.
Worst: Knight Errant. While not a terrible choice, to me it's not optimal due to the low number of shots on its gun. If you want a melee weapon on a Knight you should get a Gallant, and if you want shooting just take a Crusader. The Warden is probably the best "mixed" loadout Knight.

Space Wolves
Best: Rune Priest. This guy is key to many good stratagems and has access to one of the better psychic tables in the game.
Worst: Swiftclaw Attack Bikes. Being a variant of Blood Claws means their BS is already mediocre, and if they move it gets even worse.

Tau Empire
Best: XV104 Riptide Battlesuit. Very durable, good firepower, and pretty good availability of buffs from stratagems, Markerlights, and some character auras. Plus, having some drones nearby makes these guys pretty near invincible.
Worst: XV8 Crisis suits. Sad to see such an iconic unit be as bad as these guys are. Most of what they need is a points drop, which according to the rumormongers is coming in Chapter Approved 2018.

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
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Oooh Swiftclaw Attack Bikes! Not the worst in the codex (gotta give that to their Techmarines), but I appreciate the somewhat obscure pick.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
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Spoletta wrote:Tyranid best: Impaler Guards

Extremely efficient shooting, good in all situations and great stratagem. Probably going to get a nerf.

Worst: Spore Mines

10 points for a melee T1 1W no save speed 3" model, which dies if it attacks. Not a troop. Can deepstrike but at more than 12" so it cannot charge after deepstrike.
Probably worst model in the game.


gotta say I think I disagree with all the statements you made here lol






anyway CSM dex is tough to call. Cultists are obviously great but Abaddon is so powerful that he alone makes BL the most powerful legion in the Dex.

Worst is Mutilators. Overpriced terminators who are already ridiculously priced, and then forced to CC with a very limited target profile, and even that is completely unreliable and has a million ways to fail. So bad.

This message was edited 3 times. Last update was at 2018/11/24 06:04:09


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w1zard wrote:

deotrims 16th wrote:
worst-ministorum priest

The priest actually has some synergy with melee focused guard armies like catachans.


It's not just some synergy, the ministorum priest is a solid part of a number of competitive lists. The basic detachment is Straken, another company commander, 6 infantry squads and a ministorum priest. It's a little under 400 points and you get a lot of models that are cost effective if they just sit there and shoot but they turn into 4 point per man death companies that can do up to 30 S4 attacks per squad if they get to fight.

This message was edited 1 time. Last update was at 2018/11/24 06:37:53


 
   
 
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