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Made in gb
Arch Magos w/ 4 Meg of RAM





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This message was edited 2 times. Last update was at 2017/01/15 01:02:12


Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

First thought is that Executioners probably have an argument to that title. Relatively fast at 6" move, and a single die re-roll for charges, durability solid at 4+ save, and of course, 6s causing mortal wounds on their 2 attacks at 3+/3+ creates a very high potential damage output.

The other side of that coin is going to be the Phoenix guard, who trade that mortal wound mechanic for a 4+ "ward" which is pretty rare in this game. They also have easy access to immunity to battleshock if you take an Annointed...

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Dakka Veteran




I cannot say much for order/chaos/destruction. But for death the regular skeletons is pretty nice, especially if you have a necromancer in range of them. As long as the unit is 30 or more. Then that is 90+ attacks hitting on 3s wounding on 4s and models can come back during each hero phase.


Automatically Appended Next Post:
Then again you could say saurus guard that, if within range of a seraphon hero. Can easily become unkillable.

This message was edited 1 time. Last update was at 2016/02/02 16:06:41


 
   
Made in gb
Fresh-Faced New User




I love me some skellies they only get good in hordes.

I see the executioner and raise you the Vulkite Berserker
4" move but also Re-rolls 1 change dice.
hit on 4+ but Re-rollIng fails which I think beats a 3+ in maths
They havery a 6+ ward vs all Wounds which scales to 4+ with more bodies.

And the topper is a throwing attack.



Automatically Appended Next Post:
Forgot that they can trade in Re-rolls to hit with a shield that gives 4+ when not charginf, and does Mortal Wounds from every model with a shield on a 6

This message was edited 3 times. Last update was at 2016/02/02 17:50:53


 
   
Made in us
Infiltrating Broodlord





Oklahoma City

I've been reading Brets rules so I've got them on the brain, but I would submit Peasant Bowmen. Quadruple the shots for one turn, 4+ to hit if you have a paladin nearby, 4+ to wound rerolling 1s. If any unit gets to them, each guy rolls a die and takes a mortal wound on a 6.

Move and Save are irrelevant because they aren't grinderfest infantry. They force 50 saves a game (mostly on one turn) and let the knights do the grinding.

I think basic skellies win though.

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in us
Omnipotent Lord of Change





Albany, NY

 Bottle wrote:
Use mathhammer ...
You want some math, it's harder to get mathier than SDK! Here are the most expensive single wound units per faction:



Looks like many of the heaviest have been mentioned, but how 'bout them Fanatics

- Salvage

This message was edited 2 times. Last update was at 2016/02/04 20:20:54


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Dakka Veteran




Then again pink horrors can continually keep summoning more or something else. Which can be nice.
   
Made in us
Humming Great Unclean One of Nurgle






In a 'who wins?' fight it would be pink horrors, since an equal amount of them would defeat an equal amount of anything else via summoning more of themselves (who could then summon more of themselves as well, and so on). Counting them out it becomes a matter of who's fighting; fanatics will loose to just about any competitor with shooting, for example. It get trickier when you consider that some units (like the aforementioned fanatics) are really never going to see play on their own; they will always be combined with a supporting unit or tactic. Unit size is also a big factor.

Thus my final answer is Horrors, but with the caveat that context is the real determining factor.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Fresh-Faced New User




I think you have to take out size bonuses and buffs if it's raw one model.

Synergy is strength and weakness as it can't be relied on but can make a unit incredible.

So the SDK looks about right. A skeleton with 30 buddies should cost more than one with 10. Buffed I put 30 skeletons against about anything andone give it a shot.
   
Made in us
Omnipotent Lord of Change





Albany, NY

 NinthMusketeer wrote:
It get trickier when you consider that some units (like the aforementioned fanatics) are really never going to see play on their own ...
I've actually considered running a horde of fanatics, as they are pretty damn brutal, and skip around the rules in weird / powerful ways. However I'm not sure that that rules bending is a good thing for the game, so haven't used fanatics beyond 1-2 to fill in missing wounds / points in a Destruction list yet (my Ogres usually have a gnoblar fanatic spiraling along with them, or a gnoblar skulker if belts are tighter).

Bottle isn't telling us why she wants to know about best single wound units, but given that the SCGT comp pack dropped very recently - and like many comp packs it gives a bump to single wound units (40 model max instead of 30) - I'm curious if that's part of the interest. In which case I'll probably look into the top SDK picks here and see which ones offer buffs for being taken in large numbers ...

EDIT: As hypothesized, none of the top units gain bonuses based on size until you get to Horrors (shooting attak hits on 3+ at 20+), though the Top 4 all get some kind of bump for being near a hero, even if it's mostly Bravery related. FWIW, my vote goes to Temple Guard for raw power combined with survivability and std/mus abilities, plus not being Elves - although both Executioners and Phoenix Guard are certainly legit, for different reason (massive damage potential vs supreme tanking power). While I have a soft spot for units that can shoot as well as fight, I don't rate the Hearthguard quite as high, although their special abilities may push them back up (the scan I'm looking at is in French )

- Salvage

This message was edited 5 times. Last update was at 2016/02/03 14:47:27


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Humming Great Unclean One of Nurgle






Honestly I play PPC which does price a skeleton with 30 buddies higher than one with 10 (cost to add models goes up the larger the unit gets) so maybe I have a different perspective on things.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





 Boss Salvage wrote:

Bottle isn't telling us why she wants to know about best single wound units, but given that the SCGT comp pack dropped very recently - and like many comp packs it gives a bump to single wound units (40 model max instead of 30) - I'm curious if that's part of the interest. In which case I'll probably look into the top SDK picks here and see which ones offer buffs for being taken in large numbers ...


Recent tournament packs were the inspiration for this - but it was actually the AoS Throne Of Skulls - Clash Of Empires that served as the inspiration. Reason why? Well it runs of a slightly more sophisticated wound count system - and while I don't plan to go - and even if I did would be fielding a fun Empire and Friends list - I thought it would be fun to discuss which model gives the best bang for your buck at 1 wound.

I certainly think the units put forward are all contenders. I might compare their average wound outputs etc over the weekend to see how they stack up. I certainly think it's a fun topic so thanks for putting forward answers so far.

(Also, just to clarify, I'm a guy, can't resist having cute girls as my display picture though!)

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Omnipotent Lord of Change





Albany, NY

 Bottle wrote:
(Also, just to clarify, I'm a guy, can't resist having cute girls as my display picture though!)
I figured Botty, was just giving you the benefit of the doubt

Like I said, just about all comp packs make exceptions for single wound unit size or price, ostensibly so they can horde up properly and activate various size bonuses that they might have. So makes sense TOS-COE would do something similar.

- Salvage

This message was edited 1 time. Last update was at 2016/02/04 14:33:36


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in gb
Steady Space Marine Vet Sergeant




England

I have an overwhelming urge to say a Stormcast unit, but I'll play fair.

Empire handgunners are pretty good, with that wombo combo when they're near certain people. Yet even without Generals nearby you've got a pretty strong unit. 20+ man squad that doesn't move has +3 hit +3 to would -1 rend is nothing to scoff at.

If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Boss Salvage wrote:
Like I said, just about all comp packs make exceptions for single wound unit size or price, ostensibly so they can horde up properly and activate various size bonuses that they might have. So makes sense TOS-COE would do something similar.

- Salvage


The TOS-COE doesn't really need to put any extra costing in for large units simply because the 30 model cap means players are unlikely to field a single unit of more than 10 models. It's actually an interesting system and I have played many games under it's predecessor, the School League Rules. If Warhammer World are going to present the event as their first "competitive" event though, it'll be interesting as no holds bards can lead to some very extreme armies... I'll maybe start another thread about that as putting together the most ridiculous army for that comp could be a fun mental exercise :-)


WarbossDakka wrote:I have an overwhelming urge to say a Stormcast unit, but I'll play fair.

Empire handgunners are pretty good, with that wombo combo when they're near certain people. Yet even without Generals nearby you've got a pretty strong unit. 20+ man squad that doesn't move has +3 hit +3 to would -1 rend is nothing to scoff at.


Well, all Stormcast units are 2 wounds ;-)

Yes, Handgunners can be very nasty in the Empire State Troops Detachment formation and with the general's "Hold The Line" ability!

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in gb
Plaguebearer with a Flu



Macclesfield, Cheshire

Saurus Guard have to be up there but once they've been boosted by nearby characters, bung an Eternity Guardian and a Skink Priest nearby and they're 2+ saves with rerolls, immune to rend -1, 3 attacks each with their weapons.
   
Made in kr
Regular Dakkanaut




Los Angeles

I think maybe a sister of Averlorn can have a try at this contest.

If you go a full turn and considering your opponent successfully charges you right away, you get 3 ranged attacks total at a minimum of 3+ 3+.


   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




Greatswords are rather killer with support; With a General an a Regimental deployment, they auto-hit, so that's at least 11 hits (for a 5 model unit) that wounds on 2+ IIRC.

Granted, naked they are less stellar than with support.



   
Made in us
Longtime Dakkanaut





dwarf warrior, because of the warrior beards, heck with the rules, dwarves rule!
   
Made in us
Death-Dealing Devastator






United States

Quite a fan of the hearthguard beserkers. Played a game against a buddies undead. With a nearby battlesmith they have a rerollable 4+ save followed by a 4+ ward. With rend 1 and damage 2, they hacked their way through a skeleton unit and a zombie unit losing only a few throughout the game.

2500 pts  
   
Made in us
Longtime Dakkanaut





 Bonachinonin wrote:
Quite a fan of the hearthguard beserkers. Played a game against a buddies undead. With a nearby battlesmith they have a rerollable 4+ save followed by a 4+ ward. With rend 1 and damage 2, they hacked their way through a skeleton unit and a zombie unit losing only a few throughout the game.


it was because of the beards...totally.
   
Made in hk
Regular Dakkanaut







We play at the 50 Wounds level with the Errata ruleset, which prevents shooting into and out of units stuck inside melees, etc.



I found this very useful and I think I agree with most of these entries based on what I've fought. Just to share my notes:


Grave Guards vs. Regular Skeletons - I myself play Undead, been really enjoying it. I totally see the benefits of Regular Skeletons in 30+ units for 3 attacks each over Grave Guards' consistent 2 attacks each, but I prefer the Grave Guard. 1st, math-hammer-wise, Skeleton Warriors are still better at 30+ models, but the Grave Guards' slightly better To Hit chance does close that gap about halfway, while also being more slightly survivable, so I think that's a wash. 2nd, due to the size of the games we play (50 Wounds), Skeleton Warriors don't stay at 30+ models for long, thus the Grave Guard has a slight advantage below 30. Result - because we play at this medium-sized level, IMHO it's safer to bank on Grave Guards' 2 attacks over Regular Skeletons' 3 attacks at 30+ if we're using a Wounds-count balance mechanic; if we were using the Scroll Builder points system, I might very well prefer Skeleton Warriors.


Pink Horrors - the fact that they're a Wizard is a huge plus, as IMHO the AoS meta really favours Wizards. All the options available to Wizards (including countering enemy Wizards) almost makes them my pick for best 1-Wound models, except for...


Pink Horrors in the Tzeentch Cohort formation - Pink Horrors are the main component of this formation, that allows all Wizards, including the Pink Horrors themselves, to cast spells twice. They also have the mechanic for each unit to respawn. Basically you take everything that makes Pink Horrors horrible and multiply it. In a meta that IMHO favours Wizards, you basically get an army of Wizards that are better than yours. Inherently a very tough unit to beat even in the hands of a novice, it becomes even worse in the hands of a veteran because of all the strategic options that spells allow. Pink Horrors are already great 1-Wound model units, but it's this formation that IMHO totally cements their reputation.


Just experience sharing, this is a very useful thread to reflect on my previous battles. I'm looking at that chart like, "Yeah...I really hate THOSE guys...them too," lol.

   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Gutter runners are awesome but I have been thinking more and more on the stormvermin since most of the time they will be outnumbering units for their +1 to hit as well as the nice perk of being able to retreat and charge in the same turn with a 2" bonus. you can bully a unit, jump out and redirect to an entirely different unit your opponent wasn't even thinking would get attacked.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
 
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