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Top 5 strongest units in 8th edition
Space marines: Guilliman
Space marines: Razorback
Space marines: Stormraven, stormhawk or stormtalon
Space marines: Hellblasters
Dark angels: Dark talon
Imperial guard: infantry squads
Imperial guard: mortars
Imperial guard: leman russ
Imperial guard: manticores or basilisk
Imperial guard: primaris psykers or astropaths
Imperial guard: baneblade or baneblade chassis equivalent
Imperial guard: Scions
Admech: Kastelans
Sisters: Celestine
CSM: obliterators
CSM: magnus
CSM: alpha legion cultists
Death guard: mortarion
Death guard: plagueburst crawler
Death guard: bloat drones
Death guard: poxwalkers
Chaos (general): Daemon princes
Daemons: Brimstone horrors
Eldar: Dark reapers
Eldar: Swooping hawks
Eldar: Shining spears
Eldar: psykers
Eldar: Hemlock wraithfighter
CSM: khorne berserkers
Grey knights: Dreadknight grand master
Tyranids: genestealers
Tyranids: biovores
Tyranids: carnifex
Tyranids: hive tyrant
Tyranids: exocrine
Tyranids: Termegants
Orks: Boyz
Orks: Weirdboyz
Tau: Commanders
Tau: Drones
Eldar: Wraithguard

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Blackie wrote:
Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.

No they are not.
But AM is the top tier army these days.
This is not really reflected in the poll
For AM, the sum seems to be larger than the accumulation of the parts.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Potent Possessed Daemonvessel





 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across. Instead of doing this roundabout like last time, I'll try and establish the scoring system right off of the bat, so we can all be on the same page from the outset. Prepare for some moneyball,

So the question is how do we rank a units effectiveness at killing another unit? The answer is by measuring the time it takes a unit to kill a target and the number of points you have to commit to kill a unit as a measure of effeincy. The below is the formula I've been using:

(Rounds to kill * Point cost of attacker)/(point cost of the target) = Attack Effectiveness

This gives us a number between generally between 1 and 6, it can be less than 1 in extremely favorable matchups and more than six in really bad matchups. This is our rating, but we still need a scale, which is where turns to table comes into it.

Lets say your goal is to table your opponent, but that's only half a goal, because it doesn't have a deadline, so let's set it for tabling your opponent by turn six. Assuming equal starting points, and no casualties, you would need to inflict an average of 1/6th of your armies point value per turn to accomplish a tabling by turn six. But that's silly, of course your opponent is going to kill your guys, and we'll assume he and his forces are as capable as you and your own. So You'll start with all of your forces and end with a negligible amount, so you'll have an average available value of half of your army. Assuming you are giving as good as you are getting, to tabel your opponent by turn six you need to inflict a third of your points as damage per round. So first round you'd need to inflict points worth of 667 damage, 444 on the second, 296 on the third round, 197 on the fourth round, 131 on the fifth round, 87 on the sixth round. That will get you within 10% of tabling your opponent, which is close enough for our purposes.

So we plug those into the above formula, (3 * 2,000)/(2,000) we get three. So to table a worthwhile opponent you need an average Attack effectiveness of three, thus we have our scale, an attack effectiveness of 3 or less is decent, more than 3 is bad, Simple enough.

With the goalpost firmly fixed, let's start looking at some of the examples I gave:

Target is a 30 man guard squad, no upgrades, and we'll assume no immune to morale shenanigans. So 120 points,

Aggressors, 111 points, 9.5 shots per aggressor, S4 AP -. So without double fire that's 29 shots, 2/3 chance to hit 2/3 chance to wound, and a 2/3 chance to fail the save. So you'll end up with 29 * 8/27 or 9 dead, with leadership 7 that's another 5.5 lost due to morale.so call it 15 dead in a single volley. Based on those number, it will take them about 2 rounds to kill a 30 man guard blob, plug those into the formula from above:

(2 * 111)/120 = 1.85, which is a great attack effectiveness, if you entire army was this good you could table an opponent by turn 4. Double shot from aggressors will go well below 1, so yes despite what you guys think hordes have hard counters.

Just to give another example, how does the math look for a dev squad shooting at a LRBT with 4 las cannons. 4 shots, 2/3 chance to hit, 2/3 chance to wound, and a 5/6 chance to fail the save 3.5 damage per failed save. So the damage per round is 4 * 10/27 * 3.5 (damage per failed save) for 5 damage inflicted per round. So about 2.4 rounds required to kill a LRBT,

( 2.4 * 165)/152 = an attack effectiveness of 2.6.

Why stop there, to close out I'll compare hell blasters and aggressors against a Tac squad.

Hell blasters - 2/3 chance to hit, 5/6 chance to wound, and no saves, and we'll split the difference between rapid fire and not with 1.5 shots per blaster. So they inflict 4 wounds per round, for a 1.25 rounds to kill so here is rating:
(1.25 * 165)/65 = 3.17

Aggressors - 2/3 chance to hit, 1/2 chance to wound, 1/3 chance to fail a save with 29 shots, so 3 wounds inflicted per round, so 1.66 rounds.
(1.66 * 111)/65 = 2.83

Whelp you heard it here first, in addition to being good anti-horde aggressors are also better at taking out tac marines than hell blasters are. It's like that unicorn you guys said didn't exists, something that works against hordes of light infantry and small units of heavy infantry.


The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.

This message was edited 1 time. Last update was at 2018/01/21 10:57:07


 
   
Made in gb
Mekboy on Kustom Deth Kopta






 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across. Instead of doing this roundabout like last time, I'll try and establish the scoring system right off of the bat, so we can all be on the same page from the outset. Prepare for some moneyball,

So the question is how do we rank a units effectiveness at killing another unit? The answer is by measuring the time it takes a unit to kill a target and the number of points you have to commit to kill a unit as a measure of effeincy. The below is the formula I've been using:

(Rounds to kill * Point cost of attacker)/(point cost of the target) = Attack Effectiveness

This gives us a number between generally between 1 and 6, it can be less than 1 in extremely favorable matchups and more than six in really bad matchups. This is our rating, but we still need a scale, which is where turns to table comes into it.

Lets say your goal is to table your opponent, but that's only half a goal, because it doesn't have a deadline, so let's set it for tabling your opponent by turn six. Assuming equal starting points, and no casualties, you would need to inflict an average of 1/6th of your armies point value per turn to accomplish a tabling by turn six. But that's silly, of course your opponent is going to kill your guys, and we'll assume he and his forces are as capable as you and your own. So You'll start with all of your forces and end with a negligible amount, so you'll have an average available value of half of your army. Assuming you are giving as good as you are getting, to tabel your opponent by turn six you need to inflict a third of your points as damage per round. So first round you'd need to inflict points worth of 667 damage, 444 on the second, 296 on the third round, 197 on the fourth round, 131 on the fifth round, 87 on the sixth round. That will get you within 10% of tabling your opponent, which is close enough for our purposes.

So we plug those into the above formula, (3 * 2,000)/(2,000) we get three. So to table a worthwhile opponent you need an average Attack effectiveness of three, thus we have our scale, an attack effectiveness of 3 or less is decent, more than 3 is bad, Simple enough.

With the goalpost firmly fixed, let's start looking at some of the examples I gave:

Target is a 30 man guard squad, no upgrades, and we'll assume no immune to morale shenanigans. So 120 points,

Aggressors, 111 points, 9.5 shots per aggressor, S4 AP -. So without double fire that's 29 shots, 2/3 chance to hit 2/3 chance to wound, and a 2/3 chance to fail the save. So you'll end up with 29 * 8/27 or 9 dead, with leadership 7 that's another 5.5 lost due to morale.so call it 15 dead in a single volley. Based on those number, it will take them about 2 rounds to kill a 30 man guard blob, plug those into the formula from above:

(2 * 111)/120 = 1.85, which is a great attack effectiveness, if you entire army was this good you could table an opponent by turn 4. Double shot from aggressors will go well below 1, so yes despite what you guys think hordes have hard counters.

Just to give another example, how does the math look for a dev squad shooting at a LRBT with 4 las cannons. 4 shots, 2/3 chance to hit, 2/3 chance to wound, and a 5/6 chance to fail the save 3.5 damage per failed save. So the damage per round is 4 * 10/27 * 3.5 (damage per failed save) for 5 damage inflicted per round. So about 2.4 rounds required to kill a LRBT,

( 2.4 * 165)/152 = an attack effectiveness of 2.6.

Why stop there, to close out I'll compare hell blasters and aggressors against a Tac squad.

Hell blasters - 2/3 chance to hit, 5/6 chance to wound, and no saves, and we'll split the difference between rapid fire and not with 1.5 shots per blaster. So they inflict 4 wounds per round, for a 1.25 rounds to kill so here is rating:
(1.25 * 165)/65 = 3.17

Aggressors - 2/3 chance to hit, 1/2 chance to wound, 1/3 chance to fail a save with 29 shots, so 3 wounds inflicted per round, so 1.66 rounds.
(1.66 * 111)/65 = 2.83

Whelp you heard it here first, in addition to being good anti-horde aggressors are also better at taking out tac marines than hell blasters are. It's like that unicorn you guys said didn't exists, something that works against hordes of light infantry and small units of heavy infantry.

That's cool and all but what happens if you happen to play an army that has no access to Aggressors?
   
Made in nl
Longtime Dakkanaut




 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math. So if you guys could kindly stop parroting the (debunked) idea that hordes have no counter in 8th ed that would be great. Math follows,

I explained this with math in a prior thread but I suppose I'll have to explain this in a simpler manner than I did last time, since I didn't seem to clearly get my ideas across.


The reason that you didn't get your "idea across" last time, was that you assumed Guardsmen with a 6+ Save. Now you are assuming Guardsmen in squads of 30, with the resulting higher morale losses?
   
Made in fi
Courageous Space Marine Captain






 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.

   
Made in us
Storm Trooper with Maglight






 Crimson wrote:
 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


Isn't morale the big equalizer there? Guard are minimum squad size 10 (Conscripts can go up to 30), and unless I am mistaken, the most they can get buffed to is Leadership 9, either requiring them being next to a Lord Commissar (55 points min), a Commissar Tank (150 points min, 2cp), or be both Catachan and take a Command Squad with a Banner (29 points min). One of those options can kill a squad member to give them a reroll, one of them is a tank that requires a decent investment, and the last can be targeted out fairly easily. Even fully invested in this, killing 6 guardsmen gives you a 50% chance of adding one or more casualties to the unit, unless the Guard player wants to burn through CP to save a single unit of naked guardsmen.

Compared to this, a Tac squad rarely has to worry about morale since while they have the option to run 10 to a squad, they are usually seen in blocks of 5, so that their baseline higher leadership plus their reroll (that doesn't involve murder) means they rarely have to worry about morale.

All said and done, I'm personally fine with bumping Infantry to 5 points, it just seems like every thing with guard gets screamed about till its nerfed into oblivion, when pretty much all the Guard dex needs is +1ppm for basic infantry, the price of plasma and melta swapped, and a system wide rule that indirect fire weapons suffer a -1 to hit when out of los. That and all of the low performing units getting a buff.
   
Made in us
Potent Possessed Daemonvessel





Except it isn't the big equalizer as no one runs conscripts now precisely for that reason. So with an LD 7 10 man squad, killing 9 models kills 1 more 10 models for 40 points. In a marine squad you kill 3 for 39 points. So they are on average about equal, assuming the marines lose nothing to morale. If you spread that shooting across 2 squads and kill 4 and 5 guardsman in 2 squads, you might not kill any with morale, or you might kill 7.
   
Made in it
Longtime Dakkanaut





SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.

This message was edited 3 times. Last update was at 2018/01/21 13:03:22


 
   
Made in fi
Courageous Space Marine Captain






kurhanik wrote:


Isn't morale the big equalizer there? Guard are minimum squad size 10 (Conscripts can go up to 30), and unless I am mistaken, the most they can get buffed to is Leadership 9, either requiring them being next to a Lord Commissar (55 points min), a Commissar Tank (150 points min, 2cp), or be both Catachan and take a Command Squad with a Banner (29 points min). One of those options can kill a squad member to give them a reroll, one of them is a tank that requires a decent investment, and the last can be targeted out fairly easily. Even fully invested in this, killing 6 guardsmen gives you a 50% chance of adding one or more casualties to the unit, unless the Guard player wants to burn through CP to save a single unit of naked guardsmen.

It's really not. With ten man squads you might lose couple of guys to morale now and then in cases where the enemy did enough damage to trigger the morale test but not enough to wipe the squad.

(55 point Inquisitor is probably a better morale booster than the Lord Commissar, BTW.)

   
Made in ru
!!Goffik Rocker!!






Spoletta wrote:
SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.


And what should they screen what boyz can't?
   
Made in it
Longtime Dakkanaut





 koooaei wrote:
Spoletta wrote:
SemperMortis wrote:
Spoletta wrote:
Err...no. Sorry to spoil this, but mathwise grots are even a better screen than guards, for the exact reason we say that guards are better than boyz i.e. lots and lots of cheap buffs.

You don't hear people complaining about them because orks have nothing worthy to screen, but if they had credible long range shooting, you wouldn't hear the end of it.
Except none of those "cheap" buffs are worth using on Grots. +1 attack on a S2 model? +1 WS on a 1 attack model? what cheap buffs do you see as worth it? The only buff I can think of is the Herders who make them borderline fearless. No, Grots are crap for the exact reason that I pointed out, while they are cheap, they serve no purpose because they lack any kind of damage output, Guardsmen can push out 1 S3 shot at 24 or 2 at 12, Grots can do 1 shot at 12, thats it. Guardsmen also have access to heavy weapons and other benefits, Grots have access to literally NOTHING.



No one ever talked about offensive capabilities. Grots have big squad numbers, fearless and 6+++, so they are nice screens.


And what should they screen what boyz can't?


Read.
   
Made in nl
Longtime Dakkanaut




 Crimson wrote:
 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


That is true, but it is only true if you compare Guardsmen with Tactical Marines. Many other types of heavy infantry is considerably more durable per point than tacticals, and all other types of light infantry is less durable per points than Guardsmen. Small arms are better at killing Boyz or Hormagaunts than at killing Intercessors or Tyranid Warriors. Which is how it should be.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

You also need to consider other aspects, like aggressors are slow and short ranged, while LCs can work camped in cover across the table.

Mathhammer is a good tool, but not the whole picture.

   
Made in it
Longtime Dakkanaut





pismakron wrote:
 Crimson wrote:
 Grimgold wrote:
TL;DR - Aggressors are better at killing hordes of infantry than las cannon devs are at killing LRBTs, that's not an opinion, that's math.

I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


That is true, but it is only true if you compare Guardsmen with Tactical Marines. Many other types of heavy infantry is considerably more durable per point than tacticals, and all other types of light infantry is less durable per points than Guardsmen. Small arms are better at killing Boyz or Hormagaunts than at killing Intercessors or Tyranid Warriors. Which is how it should be.



Hordes does not equal guardsmen, there are many counter to hordes if you accept that. There is a problem with guardsmen, we got it, but it's not a game design problem, only a model level.

This message was edited 2 times. Last update was at 2018/01/21 13:58:00


 
   
Made in ru
Screaming Shining Spear




Russia, Moscow

For all the hilarious salt for Reapers (45 points a model? come on, we can do better, why not 50 or 100?) it's like people are oblivious to the real anchor of eldar army that also allows Reapers and other fragile elf models to not fly away from the table turn 1 - the Wave Serpent. Yet, it's not on the list. So I guess people are totally okay that it even went a chip down in points in the Codex from Index.
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Yeah as others have said theres no problem with hordes. Ork Hordes and Tyranid Hordes are all fine and good. The only problem is with Imperial Guard Hordes and their 5+ save and 4ppm cost.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Locked in the Tower of Amareo




Aggressors are hard to use, and will be targeted first and destroyed easily if the IG player cares that much.
   
Made in us
Longtime Dakkanaut




Ute nation

Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?

An Actual Englishman wrote:
That's cool and all but what happens if you happen to play an army that has no access to Aggressors?


What army, I'm happy to help you math the correct unit to take on hordes.

Crimson wrote:
I't also math that Aggressors are better at killing marines that they're at killing the guard. That is the problem. There practically are no weapons which would be better at killing guard than they would be at killing equal points of MEQs or other elite infantry.


No that's not what the math shows, unless 1.85 (Aggressors killing guard) is greater than 2.83 (aggressors killing tac marines). So they are demonstrably worse at killing tac marines, but are still within the realm of decent at it.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Longtime Dakkanaut




Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?
Just be to play Devil's Advicate, it looks like you'll be able to make them morale-immune pretty easily with Custodes. Recall that morale immunity was what made Conscripts so heinously broken at first.
   
Made in us
Storm Trooper with Maglight






MilkmanAl wrote:
Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?
Just be to play Devil's Advicate, it looks like you'll be able to make them morale-immune pretty easily with Custodes. Recall that morale immunity was what made Conscripts so heinously broken at first.


I haven't been keeping up with the leaks, what morale immunity do Custodes grant? The closest I could find on Warhammer Community was a 1cp stratagem that allows you to use a nearby Custodes unit's leadership instead of the base unit. They also show Shield Captains at least have Leadership 9, which as noted above, Guardsmen could already get within their codex, or with an allied Inquisitor.
   
Made in nl
Longtime Dakkanaut




 Grimgold wrote:
Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?


There is no 120 points unit. A squad of Guardsmen is 10 models for 40 points with leadership 7. They are weakly affected by morale due to their small unit size.
   
Made in us
Storm Trooper with Maglight






pismakron wrote:
 Grimgold wrote:
Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?


There is no 120 points unit. A squad of Guardsmen is 10 models for 40 points with leadership 7. They are weakly affected by morale due to their small unit size.


At leadership 7, if the unit loses 6 men, the only way to pass the test is on a 1. On a 2 you lose 1 extra, and on a 5+ the squad wipes, unless the guard player is burning CP to save a single 10 man squad of infantry. Only way I can see that is if they are holding an absolutely critical point, or if the unit has a lascannon in it (at which point the squad would wipe on a 4+, and wouldn't be a 40 point squad anymore).

To be fair, Conscripts can be a 120 point unit of Guardsmen. They just got hit with the nerf so hard nobody uses them anymore. Maybe they'll find a roll in the army if regular Infantry go up to 5, but until then, they are guardsmen, but worse in every way, and require a Commissar to babysit them. They aren't what this conversation is about however, so talking about big blobs of guard is moot unless the guard player combined squads.
   
Made in us
Longtime Dakkanaut




I haven't been keeping up with the leaks, what morale immunity do Custodes grant?
Per a leaked codex review, there's a relic for Vexilla that gives a morale immunity bubble. Looks like there are some pretty strong relics in the list, so i don't know that it'll be an auto-take, but for those of you looking to abuse Guardsmen herds, that seems like an easy choice.
   
Made in us
Gore-Soaked Lunatic Witchhunter







MilkmanAl wrote:
I haven't been keeping up with the leaks, what morale immunity do Custodes grant?
Per a leaked codex review, there's a relic for Vexilla that gives a morale immunity bubble. Looks like there are some pretty strong relics in the list, so i don't know that it'll be an auto-take, but for those of you looking to abuse Guardsmen herds, that seems like an easy choice.


Sort of. You can do it, but personally I think you'd usually stick with the non-relic flag that gives your Guardsmen a 5++ so you can keep your Guard Warlord Traits/Relics, given that you'd need a Custodian Warlord to use the relic flag.

This message was edited 1 time. Last update was at 2018/01/21 20:54:58


Balanced Game: Noun. A game in which all options and choices are worth using.
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 Grimgold wrote:
Breng77 wrote:
The issue here is that you are counting on morale to do a decent amount of the work. What happens when those 30 guardsman are in 3 squads of 10. Your numbers go way down to 10 on average per turn meaning you are taking 3 turns to kill all 30. To the point where the aggressors are still better at killing marines. It is not that nothing exists that kills chaff it is that nothing exists that kills it better than it kills other things.


Morale is the achilles heel of hordes, so it's germaine to any conversation about how to kill them. Also how do you propose to make a squad of guard immune to morale for three turns, are you going to blow 6 CP to save a 120 point unit?



You know except if that horse is made up of multiple smaller units. Is orks, pox walkers, cultists with abbadon, tyranids .... but sure morale is the answer. You did not even address the important part about if the guardsman were in 10 man squads and that totally changing your numbers, to the point where they are no longer significantly better at killing guard than marines.
   
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Oh, I guess it didn't occur to me that it'd be an either-or scenario, but that makes sense.
   
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Storm Trooper with Maglight






MilkmanAl wrote:
I haven't been keeping up with the leaks, what morale immunity do Custodes grant?
Per a leaked codex review, there's a relic for Vexilla that gives a morale immunity bubble. Looks like there are some pretty strong relics in the list, so i don't know that it'll be an auto-take, but for those of you looking to abuse Guardsmen herds, that seems like an easy choice.


Ok, I dug through the thread and found it. Looks like described in this post here for those who haven't had their ears to the ground like me:

https://www.dakkadakka.com/dakkaforum/posts/list/960/745406.page#9793634

That looks pretty strong, hopefully it has some effect radius at the least. On the other hand, a Custodes character to wield the relic will probably be on the expensive side, so it might not be as useful as it initially appears.
   
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It is useful only if you go back to conscripts, then you have 30x3 conscripts lining up to this guy and you have a nice (but expensive) screen. If you intend to play guardsmen he is useless, 10 man squads cannot line to this guy efficently and still screen somewhat decently, not to mention that guardsmen don't gain that much from morale immunity and this guy looks like it will cost as much as 3 full squads (and a relic).

Let's also not forget that you need a Custodes warlord, which means no CP regen for guard.

No, i'm sure we are not going to see them in imperial soups.
   
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 wuestenfux wrote:
 Blackie wrote:
Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.

No they are not.
But AM is the top tier army these days.
This is not really reflected in the poll
For AM, the sum seems to be larger than the accumulation of the parts.


Interesting. Just went to the caledonian uprising tourney in the UK with around 100 players, including plenty of the 40k england team. Tyranid hive tyrant spam took 1st and 3rd, and eldar took second. Guard weren't represented until 10th despite quite a lot of players present...

Of course I'm not saying guard aren't very strong, but tyranids may be stronger than people think!

This message was edited 1 time. Last update was at 2018/01/21 21:24:48


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 Shadenuat wrote:
For all the hilarious salt for Reapers (45 points a model? come on, we can do better, why not 50 or 100?) it's like people are oblivious to the real anchor of eldar army that also allows Reapers and other fragile elf models to not fly away from the table turn 1 - the Wave Serpent. Yet, it's not on the list. So I guess people are totally okay that it even went a chip down in points in the Codex from Index.


The Wave Serpent should definitely be on the list. They are extremely durable and they can fly, pass over screens, fall back from CC and shoot. And they are an excellent protection against alpha strikes.


Automatically Appended Next Post:
 DoomMouse wrote:
 wuestenfux wrote:
 Blackie wrote:
Tyranids and also eldar are not even remotely overpowered, be honest about that. I don't see them dominating competitive metas, although they're very good in casual ones since they have lots of viable combinations.

No they are not.
But AM is the top tier army these days.
This is not really reflected in the poll
For AM, the sum seems to be larger than the accumulation of the parts.


Interesting. Just went to the caledonian uprising tourney in the UK with around 100 players, including plenty of the 40k england team. Tyranid hive tyrant spam took 1st and 3rd, and eldar took second. Guard weren't represented until 10th despite quite a lot of players present...

Of course I'm not saying guard aren't very strong, but tyranids may be stronger than people think!


Hive tyrant spam? That is pretty interesting....

This message was edited 2 times. Last update was at 2018/01/21 21:57:37


 
   
 
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