Switch Theme:

Bad units that are now worth a second look? 8th edition ramblings.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Missionary On A Mission





Australia

Interesting... now I've got to try this out.

i would say two squads plus St Cel. one squad won't have the Imagifier around on turn two but if you do throw them into a combat it'll tie them up possibly long enough for the the Imagifier to catch up for turn three.

: 4500pts

Lothlorien: 3500pts
Rohan: 1500pts
Serpent: 2000pts
Modor: 1500pts 
   
Made in us
Consigned to the Grim Darkness





USA

BTW Katherine, how're you equipping your seraphim superiors?

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Dangerous Skeleton Champion




Baltimore

For me, Chosen. They're not good, mind. 'Zerkers do melee better, and havocs do special weapon spam better, and even if you want to do some of each, you can just put five zerks & five havocs in the same rhino or dreadclaw.

But while they're not at all optimal, they are a lot more playable than they were, mostly due to points decrease (especially for power weapons) & changes to transport rules.
   
Made in us
Regular Dakkanaut





Everything in my codex except Hive Tyrants or Mucolids

Genestealers, Pyrovores, Carnifexes, we had so many units that never saw play that are useful now.
   
Made in us
Monster-Slaying Daemonhunter





 Melissia wrote:
BTW Katherine, how're you equipping your seraphim superiors?


She doesn't really have options. It's 2x Bolt Pistol, Bolt Pistol + Plasma Pistol, Power Sword + Plasma Pistol, or Power Sword + Bolt Pistol.

The Plasma Pistol is worth more for her than the Power Sword, so if you can only afford one, then take the Plasma Pistol. It's a straight up upgrade to her Bolt Pistol, the only disadvantage is the points you spent that you didn't spend on something else.

The melee weapons are a bit of another story, though. For a S3, WS3, A2 Seraphim Superior, she averages against Marine Targets in a single round of attacks:
0.1089W with a Bolt Pistol
0.2156W with a Chainsword
0.3630W with a Power Sword

There's not a real reason to keep the Pistol, as I see it. Even with Divine Guidance, it comes up about equal to or worse than the Chainsword against things she's expected to face. The Power Sword is also a straight up upgrade, but is it worth the points?

She's going to make better use of a Melee upgrade than pretty much anyone else eligible for one I'm fielding, so if there's still spare points then I'm issuing her the pointy-stick first. But that's after the allocation of special and heavy weapons, and only if there's points left over.

I haven;t had a chance to test anything yet. I'm going to be playing again tomorrow, and will almost certainly be using Sisters then since I was playing Imperial Guard on Saturday. My Seraphim Sister Superior will, in all probability, be wielding a Plasma Pistol and Power Sword.

This message was edited 1 time. Last update was at 2017/06/20 03:53:09


Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Wow, where do I begin with my Dark Angels? I'd say pretty much anything in terminator armor is not only good, but fantastic! The precision deep striking and improvements to storm bolters just made Deathwing squads viable. Throw in Belial for some sweet reroll action and profit! Azrael is another underused character from 7th who is now really good. 6" bubble of 4++ and rerolls to hit? Yes please! Plus he gives a free Command Point. Heck, even Asmodai isn't totally useless anymore. It's a good day to be a Son of the Lion, I can tell you!

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
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 40 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in au
Regular Dakkanaut





 AnomanderRake wrote:
Shining Spears. Overpriced and ineffectual before, but now that Aerobatic Grace is an Invulnerable save instead of a cover save, the laser lance can be used alongside double the shuriken catapult shots, and they've gotten two Wounds and two Damage off the laser lances they're much better. Much more expensive, too, but their durability and damage output have both skyrocketed.


They were actually fine before and I've spoken with many other Eldar players regarding their merits. Some players tried to use them as a spearhead and they simply didn't have the volume of attacks for that.

They have gone up in cost a lot this edition (as have most biker units) and despite their significant increase in ability I think it remains to be seen if bike units in general are worth it.

   
Made in us
Decrepit Dakkanaut




Enigma of the Absolute wrote:
 AnomanderRake wrote:
Shining Spears. Overpriced and ineffectual before, but now that Aerobatic Grace is an Invulnerable save instead of a cover save, the laser lance can be used alongside double the shuriken catapult shots, and they've gotten two Wounds and two Damage off the laser lances they're much better. Much more expensive, too, but their durability and damage output have both skyrocketed.


They were actually fine before and I've spoken with many other Eldar players regarding their merits. Some players tried to use them as a spearhead and they simply didn't have the volume of attacks for that.

They have gone up in cost a lot this edition (as have most biker units) and despite their significant increase in ability I think it remains to be seen if bike units in general are worth it.


Shining Spears were absolutely NOT fine last edition.

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.
 
   
Made in ca
Commander of the Mysterious 2nd Legion





 ZergSmasher wrote:
Wow, where do I begin with my Dark Angels? I'd say pretty much anything in terminator armor is not only good, but fantastic! The precision deep striking and improvements to storm bolters just made Deathwing squads viable. Throw in Belial for some sweet reroll action and profit! Azrael is another underused character from 7th who is now really good. 6" bubble of 4++ and rerolls to hit? Yes please! Plus he gives a free Command Point. Heck, even Asmodai isn't totally useless anymore. It's a good day to be a Son of the Lion, I can tell you!


yeah I'd say for Marine players the "most improved gun" award goes to the now not so humble stormbolter. it used to be I laughed at the idea of taking a stormbolter on a squad sergent, now with the way stormbolters work it's almost a ".. if you can afford it it's a pretty good choice"

Opinions are not facts please don't confuse the two 
   
Made in us
Screaming Shining Spear





USA

 jeff white wrote:
Imperial acolytes. Three wounds each eight points per model.


agreed! Had a Chaplain charge one and 3 Fight phases later he still had 1 wound! plus 3 attacks with that Chainsword to boot!

 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.
 
   
Made in us
Thrall Wizard of Tzeentch





 Purifier wrote:
Electro-Priests with staves.

I snuck them up the middle in a game and charged a lesser unit of marines that I had wittled down to 2 models in shooting.

My 9 electropriests (lost one during their march) made quick work of them and moved into 3 units standing too close to the original unit. Since they had just wiped a unit in close combat, they are now 3++ and 5+++. While they weren't really impressive in combat (not bad, just not impressive with only 2 attacks each) they were close to impossible to kill. They just kept hacking small dents in things while tarpitting.

I was skeptical but ... yowza. Both electro-priest variants are good now, shockingly (heh).

The Fulgurites (staff) guys have a (time limited) buff in addition to their massive Index improvement, in that most people still think they are garbage and ignore them, giving you the angle to do what Purifier did and sneak them into to snipe a unit kill with their pimp canes. Don't expect them to be ignored after a few times of that

This message was edited 1 time. Last update was at 2017/06/20 05:36:24


 
   
Made in us
Screaming Shining Spear





Northern California

Dark Eldar Wyches are now legitimately useful, being able to drown things in number of attacks with a guaranteed buff from Combat Drugs.

Howling Banshees are looking to be excellent counter-charge units now that Craftworlds have transports that you can assault out of. Always hit first unless you are a Slannesh daemon and it's your turn/you spend 2 Command Points, can get into combat very reliably, Exarch imposes a -1 To Hit penalty.

~3000 (Fully Painted)
Coming Soon!
Dman137 wrote:
goobs is all you guys will ever be
 
   
Made in fr
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 TheNewBlood wrote:
Dark Eldar Wyches are now legitimately useful, being able to drown things in number of attacks with a guaranteed buff from Combat Drugs.

Howling Banshees are looking to be excellent counter-charge units now that Craftworlds have transports that you can assault out of. Always hit first unless you are a Slannesh daemon and it's your turn/you spend 2 Command Points, can get into combat very reliably, Exarch imposes a -1 To Hit penalty.

What are you spending 2cp on there?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in au
Fresh-Faced New User




From playing games of 8th as Eldar

- Most infantry (Overcosted T3 infantry that die fast)
- DA - 17 pts, what a joke. If they were 11-13 pts i would bring them as core infantry.
- Storm Guardians - Like standard guardians but even more pointless.
- Warp Spiders - 12 inch range + gets eaten alive not being able to move out of combat range after shooting
- Banshees - S3 T3 die like flies. Have run them in 3 games they just don't have the punch you need in combat even with Jain Zar backing them up.
- Falcon tanks (Overcosted, 47 more points then a wave serpent, wave serpent has shield and 1 more wound. Falcon has a pulse laser instead of a brightlance, 6 less transport spaces as well.)
- Vauls - Just not worth it ever. Better to bring war walkers or a vyper.

From the tau list i noticed the Broadsides are off the charts expensive, wouldn't say they are bad but they aren't worth the points.
   
Made in us
Krazed Killa Kan





Denver, Colorado

 ZebioLizard2 wrote:

Kommandos got cheaper and get free burnas. Can also 'deep strike' (the only ork unit that can now without wierdboyz) and reroll charges.
You've forgotten Storm Boyz.


Storm boyz can no longer deep strike. :*(

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

 mrhappyface wrote:
 TheNewBlood wrote:
Dark Eldar Wyches are now legitimately useful, being able to drown things in number of attacks with a guaranteed buff from Combat Drugs.

Howling Banshees are looking to be excellent counter-charge units now that Craftworlds have transports that you can assault out of. Always hit first unless you are a Slannesh daemon and it's your turn/you spend 2 Command Points, can get into combat very reliably, Exarch imposes a -1 To Hit penalty.

What are you spending 2cp on there?


I think it's to take advantage of the stratagem that allows one of your units to attack during your opponents charge attack resolutions. effectively you can have a unit strike out of usual sequence for it's standing and have it (Potentially) kill it's charger before the thing that charged attacks if your opponent uses a different unit to attack first.

5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I thought as much, but that only works if the unit that charged the banshees isn't activated first (assuming the charging unit is Slaaneshi daemon).

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in be
Wicked Warp Spider





 Kap'n Krump wrote:
 ZebioLizard2 wrote:

Kommandos got cheaper and get free burnas. Can also 'deep strike' (the only ork unit that can now without wierdboyz) and reroll charges.
You've forgotten Storm Boyz.


Storm boyz can no longer deep strike. :*(


WHAAAAT

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Death-Dealing Devastator




Chicago, IL

Miradorm wrote:
To me Rough Riders seem much more interesting now then they were previously. I don't have my book in front of me so may be a bit wrong but deploying after everyone else and coming in 7 inches from any table edge as long as more than 9 inches from an enemy seems useful.

Rough Riders defiantly got better, beyond the ability to come in off any board edge (9 inch away from an enemy mind you), they also got one extra wound and can use their lances on any turn they charge, not just the first one.

This message was edited 1 time. Last update was at 2017/06/20 16:22:13


To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
Made in au
Regular Dakkanaut





Slayer-Fan123 wrote:

Shining Spears were absolutely NOT fine last edition.


Pointless arguing this now, I suppose. But you're wrong. Did you ever actually take them? Of course you could have just taken scatterbikes instead but that's hardly the point.

   
 
Forum Index » 40K General Discussion
Go to: