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Made in gb
Fixture of Dakka




Dantes_Baals wrote:


Im.not even going to mention and Eldar gak with soul burst. That rule effectively broke the game. Phil Kelly out Warded Matt Ward.

I'm not seeing how they made things that much worse.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
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SCATTER BIKES

I hate them SO MUCH that i had to buy a STORMSWORD to counter them

The 10" S10 AP1 Ignores Cover Blast WILL Kill them

Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)
   
Made in us
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 commander dante wrote:
SCATTER BIKES

I hate them SO MUCH that i had to buy a STORMSWORD to counter them

The 10" S10 AP1 Ignores Cover Blast WILL Kill them

Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)

You have much cheaper options. Try a thunder-fire cannon.

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.
- Fox Mulder 
   
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 Xenomancers wrote:
 commander dante wrote:
SCATTER BIKES

I hate them SO MUCH that i had to buy a STORMSWORD to counter them

The 10" S10 AP1 Ignores Cover Blast WILL Kill them

Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)

You have much cheaper options. Try a thunder-fire cannon.

Yeah but a Thuderfire isnt S10 AP1 with a 10" Blast
Nor is it on a 14/13/12 9hp Super Heavy Platform
   
Made in us
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 commander dante wrote:
 Xenomancers wrote:
 commander dante wrote:
SCATTER BIKES

I hate them SO MUCH that i had to buy a STORMSWORD to counter them

The 10" S10 AP1 Ignores Cover Blast WILL Kill them

Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)

You have much cheaper options. Try a thunder-fire cannon.

Yeah but a Thuderfire isnt S10 AP1 with a 10" Blast
Nor is it on a 14/13/12 9hp Super Heavy Platform

This is true! Its just if you are facing eldar - they will have no problem killing that puppy in a single turn with the right weapons. A warp hunter for example - or wraithgards - or firedragons. A few thunderfire cannons will deal with your bike problem for much less and allow you to spend points on other things

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.
- Fox Mulder 
   
Made in us
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Temple Prime

 Xenomancers wrote:
 commander dante wrote:
 Xenomancers wrote:
 commander dante wrote:
SCATTER BIKES

I hate them SO MUCH that i had to buy a STORMSWORD to counter them

The 10" S10 AP1 Ignores Cover Blast WILL Kill them

Plus it forces the eldar player to either A. Stay away from it (It has a 48" Threat Range, so thats a 96" diameter "Safety Bubble") or B. Get behind it (where they will be out in the open and out of range for Psychic Buffs)

You have much cheaper options. Try a thunder-fire cannon.

Yeah but a Thuderfire isnt S10 AP1 with a 10" Blast
Nor is it on a 14/13/12 9hp Super Heavy Platform

This is true! Its just if you are facing eldar - they will have no problem killing that puppy in a single turn with the right weapons. A warp hunter for example - or wraithgards - or firedragons. A few thunderfire cannons will deal with your bike problem for much less and allow you to spend points on other things

There's a certain carthasis to blowing up a unit of scatterbikes with a big ten inch pie plate of "feth you and everyone you've ever met."

This message was edited 1 time. Last update was at 2017/03/17 13:39:12


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in bg
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 Kain wrote:
 DalinCriid wrote:
Martel732 wrote:
 DalinCriid wrote:
I'm playing a lot vs Chaos: lately and I really hate certain things on the table.


Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.

Hounds A terrible nastiness of wounds 2 pool. Terrible...

Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.

Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...



Quit using missile launchers. That will help a lot.

Lascanons didn't do much either. Demon save and that's it.


If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.


Grav canon and grav weps are crearly are resolution implying you have the cash mountain to buy bits or 5 boxes of devastators
Anyway. I'm gonna proceed with bitching with more hateful units I don't wan't to see on table

Dark Aeldari:

Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...

Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.

Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.

Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.



This message was edited 2 times. Last update was at 2017/03/17 14:55:24


 
   
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 DalinCriid wrote:


Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...

Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.

Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.

Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.



Ravagers are not transports, can only snapfire when jinking and their lances are S8, they are worse against AV12 or below. On cruising speed one gun snapfires.
Incubi attack at S4 until they get FC on 4th turn and strike at initiative 1 if they charge through terrain

This message was edited 4 times. Last update was at 2017/03/17 15:10:18


 
   
Made in be
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I think the thread is done, we've reached Dark Eldar units ... lmao.
   
Made in us
Fixture of Dakka




Temple Prime

Well i mean, some people are still salty about Incubi getting AP2 at initiative when many armies can only dream of such things for their infantry (disregarding that this is something they need to make them viable in the first place.)

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in bg
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morgoth wrote:I think the thread is done, we've reached Dark Eldar units ... lmao.


I think the idea of the thread is what we, as players are uncomfortable to play versus. What is op or not op in theory is a whole different story.
And I personally have problems outmaneuvering Dark Eldar. Also, if you think DE are a joke you probably haven't faced Ynnari

Sonic Keyboard wrote:
 DalinCriid wrote:


Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...

Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.

Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.

Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.



Ravagers are not transports, can only snapfire when jinking and their lances are S8, they are worse against AV12 or below. On cruising speed one gun snapfires.
Incubi attack at S4 until they get FC on 4th turn and strike at initiative 1 if they charge through terrain


I meant Dark Eldar Raider, big deal, it can still maintan a lascanon. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks. In addition, don't what you are talking about but AP 2 on initiative is still a nasty DE cheese. It is almost bad as Calgar, but with a point difference

This message was edited 4 times. Last update was at 2017/03/17 15:26:31


 
   
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 Kain wrote:
Well i mean, some people are still salty about Incubi getting AP2 at initiative when many armies can only dream of such things for their infantry (disregarding that this is something they need to make them viable in the first place.)
Their biggest drawback? No grenades and no way to get them.

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.
- Fox Mulder 
   
Made in us
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Temple Prime

 Xenomancers wrote:
 Kain wrote:
Well i mean, some people are still salty about Incubi getting AP2 at initiative when many armies can only dream of such things for their infantry (disregarding that this is something they need to make them viable in the first place.)
Their biggest drawback? No grenades and no way to get them.

To be honest they could get grenades and a 5++ invulnerable save and they still wouldn't be that overpowering as far as assault units go. Though I mean just about every assault oriented unit has a habit of ending up looking bad next to Khorne Dogs, Wraiths, and the Genestealer cult in general. Though really GW's bizarre insistence on not giving assault grenades to assault units that depend on their initiative to work is just utterly baffling. Do they think that there's an incredible abundance of enemy units outside of cover to be assaulted or something? And while it's not a dark Eldar problem; not giving assault transports at all to a number of armies when certain units like Banshees and Ogryns really do need to be able to hide away in a metal box so they can actually reach their enemy without being half dead already. While steps have at least been taken in the right direction with Banshees (being faster, screwing with overwatch, and assaulting through cover at initiative), you've got units like Ogryns or Melee Tyranid warriors who on top of being mediocre simply have no reliable means of surviving long enough to get into assault and due to a lack of heightened speed or assault transports; can be avoided fairly easily on larger maps. I legitimately think GW's design team still thinks that assault is as powerful as it was in 3rd edition where Baharroth could sweep whole armies off the board in a single assault phase with some luck and the Blood Angels could ride up to you in Rhinos and punch you in the face so hard that your head would come out your ass.

This message was edited 4 times. Last update was at 2017/03/17 15:35:07


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in ru
Cackling Chaos Conscript





 DalinCriid wrote:

I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.


S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon

"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating

"what you are talking about but AP 2 on initiative is still a nasty DE cheese. It is almost bad as Calgar, but with a point difference"
Calgar has assault grenades and S8, not S4. Do you want them to lose to equal points of devastators in close combat?

This message was edited 2 times. Last update was at 2017/03/17 15:30:40


 
   
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Sonic Keyboard wrote:
 DalinCriid wrote:

I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.


S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon

"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating


He might as well be cheating, but like I said I don't have much units with great Armor Value. I have Razorbarcks and Rhinos who can still get a beating from Str 8 canons (I should really stop calling them Lascanons).
You can mock me as much as you want, but with my current army I'm struggling against current armies. Yes, of course, I can always drop Centurions and even Imperial Knight, but all this requires time and money.
   
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 DalinCriid wrote:
Sonic Keyboard wrote:
 DalinCriid wrote:

I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.


S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon

"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating


He might as well be cheating, but like I said I don't have much units with great Armor Value. I have Razorbarcks and Rhinos who can still get a beating from Str 8 canons (I should really stop calling them Lascanons).
You can mock me as much as you want, but with my current army I'm struggling against current armies. Yes, of course, I can always drop Centurions and even Imperial Knight, but all this requires time and money.


DE tanks are paper thin, meaning if you engage them and they jink, they have to snapfire, greatly reducing their ability to hit you. I wouldn't worry about trying to kill them, but make them jink. If one jinks, focus your next shots on the next raider/venom. On the offchance they don't jink or fail their jink save, they take damage. Win/win. When I run my DE, mobility is what wins the game, but once my raiders and venoms start taking damage, I start to worry because they can't effectively return fire.

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 Flanker wrote:
 DalinCriid wrote:
Sonic Keyboard wrote:
 DalinCriid wrote:

I meant Dark Eldar Raider, big deal, it can still maintan a lasgun. Also, Implying you have something with AV12 you are ok, but I dont have dreads or preds. My best bet is Razorbacks.


S8 is worse than S9 against AV10-12, including Razorbacks. Lance rule only works against AV13-14 and against 13 it has the same power as lascannon

"Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved... "
Either it is 3 dark lances or it is open-topped transport, not both. I wanted to point it out because I thought your opponent was cheating


He might as well be cheating, but like I said I don't have much units with great Armor Value. I have Razorbarcks and Rhinos who can still get a beating from Str 8 canons (I should really stop calling them Lascanons).
You can mock me as much as you want, but with my current army I'm struggling against current armies. Yes, of course, I can always drop Centurions and even Imperial Knight, but all this requires time and money.


DE tanks are paper thin, meaning if you engage them and they jink, they have to snapfire, greatly reducing their ability to hit you. I wouldn't worry about trying to kill them, but make them jink. If one jinks, focus your next shots on the next raider/venom. On the offchance they don't jink or fail their jink save, they take damage. Win/win. When I run my DE, mobility is what wins the game, but once my raiders and venoms start taking damage, I start to worry because they can't effectively return fire.


Yes, I've noticed that it is way better to force them Jink, rather than trying to completely destroy them. Trying to take them out has prooven to be a complete waste of time. Venom on other side... I am not really sure if the passangers inside are force to snapshot if the model decleared a Jink.
   
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 DalinCriid wrote:
Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.


Wraithknight!

   
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morgoth wrote:
I think the thread is done, we've reached Dark Eldar units ... lmao.


This.

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 DalinCriid wrote:
 Kain wrote:
 DalinCriid wrote:
Martel732 wrote:
 DalinCriid wrote:
I'm playing a lot vs Chaos: lately and I really hate certain things on the table.


Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.

Hounds A terrible nastiness of wounds 2 pool. Terrible...

Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.

Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...



Quit using missile launchers. That will help a lot.

Lascanons didn't do much either. Demon save and that's it.


If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.


Grav canon and grav weps are crearly are resolution implying you have the cash mountain to buy bits or 5 boxes of devastators
Anyway. I'm gonna proceed with bitching with more hateful units I don't wan't to see on table

Dark Aeldari:

Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...

Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.

Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.

Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.


Couldn't help but giggle, dark eldar are terrible.

Oh boy! Three S8 shots at 36" for like 125 points! On an armor 11 platform none the less! And ravagers aren't transports

And Incubi are only I5, T3 does absolutely nothing for them either.

All bikes are dumb in kill team. Ever fought SM scout bike spam? Good, don't, it's horrible. Same with tomb blades and nurgle bikers. Considering reavers have a 5+ armor they are hard countered by anything with ignores cover and they die like bitches when they get charged.

Dark eldar have a total of 4-5 good units in the book. They don't belong here

   
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 gummyofallbears wrote:
 DalinCriid wrote:
 Kain wrote:
 DalinCriid wrote:
Martel732 wrote:
 DalinCriid wrote:
I'm playing a lot vs Chaos: lately and I really hate certain things on the table.


Forgefiend/Maulerfiend, don't know which exactly but I hate it. One game I rained death on them for 5 rounds with missile launchers and only one or two wounds stripped.... I guess it is just bad luck, but I don't know how to stop the effectively.

Hounds A terrible nastiness of wounds 2 pool. Terrible...

Helldrakes I see some net lists featuring 3 of them. Like Trump would say: Dishonest and Unfair.

Honorable mention - Lord on Juggernaut that becomes Bloodthirstier or smth if you kill and you don't even get the Warlord kill point until you do not remove the Bloodthirstier from the game, great...



Quit using missile launchers. That will help a lot.

Lascanons didn't do much either. Demon save and that's it.


If you're going to kill tanks from a distance you may as well man up and get triple predator annihilators (or use the Imperial fists for your Devs and Cents) for that sweet tank hunters bonus. Otherwise the go to way to deal with vehicles for the marines (besides GravCents or GravBikes) is going to be melta weapons; whether transported or drop podded in or on bikes if you're some weirdo who doesn't like grav weapons on their bikes. Standard devastators aren't a particularly efficient way to kill tanks without Tank hunters regardless of whether they're using Krak Missiles or Lascannons. They're also kind of squishy too. Especially without some bolter scrubs to be meatshields for the guys with heavy weapons. A bunch of lascannon or assault cannon razorbacks would also be serviceable for this task since they're dirt cheap anyway, but really Melta weapons are going to be your best bet outside of Grav spam or utilizing triple predators. Unless as mentioned, you're using the Imperial fists in which case you've got tank hunters on your non-vehicular lascannons, thus making them significantly better at putting holes in vehicles.


Grav canon and grav weps are crearly are resolution implying you have the cash mountain to buy bits or 5 boxes of devastators
Anyway. I'm gonna proceed with bitching with more hateful units I don't wan't to see on table

Dark Aeldari:

Ravagers: 3 Dark Lances with the strength of lascanons. Move far, shoot right and of course can jink your heavy weapons to death even if you throw multi melta within 12 in their face. Also open topped... nasty stuff can charge you from there even after it moved...

Incubi: I countered this with shooting at some degree, but still a AP2 at Initiative 6 nastiness.

Venom: Nasty shooting and a lot of cool stuff that can be troweled at your face.

Honorable Mention: Nasty Jetbikes that can move, shoot, run, hit and run or simply turbo boost from one corner of the map to another and grab objectives. Crucial and unfair if you play Contact Lost and even more unfair in Kill Team where you can grab 10? Or maybe even more, didn't counted them.


Couldn't help but giggle, dark eldar are terrible.

Oh boy! Three S8 shots at 36" for like 125 points! On an armor 11 platform none the less! And ravagers aren't transports

And Incubi are only I5, T3 does absolutely nothing for them either.

All bikes are dumb in kill team. Ever fought SM scout bike spam? Good, don't, it's horrible. Same with tomb blades and nurgle bikers. Considering reavers have a 5+ armor they are hard countered by anything with ignores cover and they die like bitches when they get charged.

Dark eldar have a total of 4-5 good units in the book. They don't belong here

Those are the units I personally dislike.

This message was edited 1 time. Last update was at 2017/03/17 22:54:58


 
   
Made in us
Lone Wolf Sentinel Pilot





 ChazSexington wrote:
Team Bathrobe SMs

I think this might be my new favorite nickname for DA.
   
Made in us
Gore-Soaked Lunatic Witchhunter







 kingbobbito wrote:
 ChazSexington wrote:
Team Bathrobe SMs

I think this might be my new favorite nickname for DA.


They've been demoted. From dresses to dressing gowns.

(Oh hell, I've been building Deathwatch models out of old DA Veterans in robes. Team Hand-Me-Down Dressing Gowns?)

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Lone Wolf Sentinel Pilot





In general I dislike playing against just about anything tau. It seems like even an "average" tau list just eats through the stuff I like to run. For my DA, the absolute masses of ignore cover means that my black knights vaporize, and a 40 point model relying on a 3+ armor, even against pulse rifles, falls over way too fast. Then I drop in a load of deathwing and either place them halfway across the table behind a building (and still risk scattering into the open) or put them somewhere actually useful that they'll just get erased by a EWO. Alternately they go up against my guard, who outside of Pask punisher can't kill a riptide to save their lives, plus my infantry evaporates to their shooting (that ignores the only save guardsmen ever get).
   
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Screaming Shining Spear





USA

2nd edition Pulsa Rokkets or kitted up 2nd edition chaos term/khorne Commander

One gives you no chance to do anything vs it the other takes an average of too many lascannon shots to kill.

3rd edition was Tau/Necrons

not familiar with the rest.


 koooaei wrote:
We are rolling so many dice to have less time to realise that there is not much else to the game other than rolling so many dice.
 
   
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Slippery Ultramarine Scout Biker




Sydney

 ZergSmasher wrote:
Warp Spiders, at least when there's more than a couple of units of them. Really I hate any list that just spams stuff, but when people spam these annoying, untouchable, fast-moving things, it really gets me. People complain about things like Scatbikes and Wraithknights, but to me those are manageable, whereas Warp Spiders are way more frustrating to deal with.

Gaunts, Harpies, Trigons, Zoanthropes, Venomthropes, Warriors, etc.

Pretty much all 'nids in general as they just soak up all damage and rip you apart in melee.

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1750 Pts 
   
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Mysterious Techpriest





Belgium

Like many people here, what always gets me is a big pack of Scatterbikes with psykers.

Now I only play at 1000-1350 points, so as AdMech I don't really have anything to fight that, I don't have the speed. I may make them jink for a turn, but the next he'll make some psyker powers to reroll failed to-hits or to-wound and still decimates my units from across the table with snapshots, this is ridiculous. I have no idea how to fight this with my current units.

I tried charging a Sicarian Infiltrators squad in there but four of them died in overwatch, the one surviving killed 2 bikes though.

40K: Adeptus Mechanicus
AoS: Nighthaunts 
   
Made in us
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Temple Prime

SubCommander wrote:
 ZergSmasher wrote:
Warp Spiders, at least when there's more than a couple of units of them. Really I hate any list that just spams stuff, but when people spam these annoying, untouchable, fast-moving things, it really gets me. People complain about things like Scatbikes and Wraithknights, but to me those are manageable, whereas Warp Spiders are way more frustrating to deal with.

Gaunts, Harpies, Trigons, Zoanthropes, Venomthropes, Warriors, etc.

Pretty much all 'nids in general as they just soak up all damage and rip you apart in melee.


How are warriors soaking up much of anything with their 4+ armor saves and amazing vulnerability to instant death? How are harpies being all that threatening when they're the least imposing FMC in the game? How is it that Gaunts are durable in a meta where people are flinging around as much infantry erasing dakka as they are now? And how are Trygons still scary in this day and age when T6 W6 and 3+ saves for a gargantuan creature sized model (that doesn't get any gargantuan creature benefits) is peanuts for most of the top tier armies to annihilate the second it bursts out of its tunnel? I mean, we're talking about an expensive, hard to conceal unit that is seriously threatened by a simple ten man squad of dire avengers (nevermind Eldar wraiths nuking it off the board with the almighty D) and does not have the range to avoid their shooting. The Trygon has been pretty mercilessly savaged by the edition changes.

First there was the fleet and furious charge nerf which reduced its ability to get into fights and reduced its ability to deal damage when it got there, though the poison buff at least was something. Then came the new book with its heavy scything talon nerf that greatly reduced the Trygon's ability to land hits in assault, then came the smash nerf which basically killed the Trygon's ability to threaten vehicles and GCs at all. The Trygon lacks speed and killing power and with the change in the meta, what used to be a decently tanky statline is now trivial for any of the top tier armies to clean off the table. And the cruellest joke is how the Trygon has this gorgeous looking diorama where it's pitted against an Imperial Knight; standing eye to eye with it when now it would barely be able to hurt the knight at all with a single smash attack per round while the Knight promptly carves it a new donkey-cave with its D-strength chainsword. A crying shame for the model that *started* the whole trend of big ovalbase models that in an earlier age might have been more at home at apocalypse only to be power creeped and nerfed into depressing mediocrity.

This message was edited 1 time. Last update was at 2017/03/19 10:27:45


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
 
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