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Made in us
Ragin' Ork Dreadnought




Based on a lot of bickering about unit quality, (mostly in the Space Marines thread,) I thought it might be useful to implement a 'Tier' list, stolen blatantly from fighting games.
My proposal is that four categories are considered for every unit: Durability, Offense, Mobility, and Force Multipliers. Each of these are ranked from F to S, with S being exceptionally good. (This will be mostly subjective, but hopefully if enough people give numbers then the average will be generally accurate.) Durability and Offense would both by calculated by comparing points to points - If it can kill its points back in two turns, for example, it's above average.
Once all the factors are taken into account, the highest two are averaged. If the third best result is as good as the first two, it gets a +. If all four options are equally high, it goes up a full letter ranking. If the two lowest options are both D or F, then it instead gets a -.

Once this is worked out, an extra line for subfaction bonuses can be worked out. (For example, most dreadnoughts are a full letter grade more durable when in an Iron Hands army, and this could be noted in a sidebar.)

The categories would generally go like this:
Durability:
F - This unit will die quickly, even when targetted by bad matchups. (A tank which can be killed by equivalent points worth of anti-infantry guns, for example.)
D - This unit will die easily, but subpar matchups will not kill it quickly.
C - This unit will be killed in three turns by an equivalent amount of weaponry designed to kill it. (A tank killed in three turns by average anti-tank weaponry.)
B - This unit requires dedicated firepower to kill.
A - This unit requires a considerable amount of focused firepower to kill, and will absorb far more than its points worth in focused fire in order to die.
S - This unit is almost indestructible. Killing it requires significant luck, special strategies, or dedicated counter-picks.

Offense:
F - This unit cannot hurt other units, or the firepower is so negligible as to be effectively nonexistent.
D - This unit's firepower is either difficult to use (IE a slow melee unit) or well below average, but can hurt the right target in certain circumstances.
C - This unit will kill the equivalent points cost of what it is designed to kill in about three turns, or deals some damage against many types of units.
B - This unit will either kill what it is designed to kill in about two turns, or is an effective weapon against many types of units.
A - This unit can kill equivalent points cost of what it is designed to kill in one turn, or is very damaging to many types of units.
S - This unit will kill equivalent points or greater against almost anything it can target, and the best way to counter its damage is to keep from getting hit.

Mobility: (Note - Units with any sort of Deep Strike ability increase their mobility by a full letter rank.)
F - This unit cannot move
D - This unit is slow enough that its ability to be used effectively is hampered
C - This unit could move 48" before the end of turn 4 without losing the bulk of its offensive capability. (For example, a dedicated melee unit can advance without losing offensive capability as long as it doesn't advance on a turn where it would want to charge.)
B - This unit could move 48" before the end of turn 3 without losing the bulk of its offensive capibility.
A - This unit can move 48" before the end of turn 2 without losing the bulk of its offensive capability.
S - This unit can move freely to almost anywhere it wants without restriction. Players have to be ready for this model to be almost anywhere on any turn.

Force Multiplier:
F - This unit provides no benefits except for the damage it can deal
D - This unit provides a small buff, debuff, or benefit to the army it is in, but this buff is minimal or can be obtained cheaply elsewhere. (For example, most Troop choices provide Command Points and can hold objectives.)
C - This unit provides a buff which is either niche and of average utility, or broadly applicable but minimal.
B - This unit provides a buff which significantly alters the units around it, and can be taken only for its buffing ability.
A - This unit provides a buff which makes otherwise ineffective units effective, or which would increase the effectiveness of multiple units by a full letter grade.
S - This unit is so beneficial that it singlehandedly makes an army, faction, or playstyle competetive. (Think early-edition Guilliman.)


Note that universally accessible faction stratagems should be taken into account, (such as Da Jump, which all orks can use,) but faction-locked abilities should only be mentioned in a sidebar, and unit buffs should only affect the score of the unit who provides the buffs.


Automatically Appended Next Post:
To add a few examples:
(Edited to add this note: I MIGHT BE WRONG ON THESE. Getting multiple opinions is the point! I might think too highly of Ork Boy durability, but if we get enough people to add their thoughts on various units, we can get a broadly accurate final score. I'm going to try and avoid arguing about other people's scores unless there is a massive blatant error, (Like how I put ork boy mobility at B ) since the point is to get an accurate score by comparing many results.)

Tactical Marines
Durability - C (60-80 points of average anti-infantry fire will kill Tactical marines in three turns.)
Offense - C (Their weaponry will kill 60-80 points of infantry in three turns, depending on specific gear and matchups)
Mobility - D (They will struggle to move across the board without giving up shooting and melee)
Force Multiplier - D (Providing Command Points and Objective Secured)

Total score: C-. With Combat Doctrines and Chapter Tactics in place, their durability and offense increases make them a C+.


Ork Boyz
Defense - C
Offense - B
Mobility - C (I originally posted this as B, which was pointed out as way wrong)
Force Multiplier - D

Total score: B (With the right Kultur, namely Evil Suns, this improves to a B+ or even an A-.)

Leviathan Dreadnought:
Durability - A
Offense - B
Mobility - D
Force Multiplier - F

Total score: B+ (With Iron Hands, Mobility becomes C, Durability becomes S, and Offense is somewhere between B+ and A-, so the total becomes an A+.)

This message was edited 4 times. Last update was at 2019/09/27 09:02:54


 
   
Made in us
Stealthy Warhound Titan Princeps






Knight Castellan

Durability: A
Offense: B+
Mobility: C
Force Multiplier: D

Overall: B-

It is durable, but since the points increase it can be difficult for it to make back its points cost, depending on what the enemy fields. When used as House Raven with Order of Companions, firepower is boosted to S rank. When used without Cawls Wrath, firepower falls to C rank.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I'd honestly rate Ork Boy Durability at a D. It's pretty easy to lose 15 a turn, due to their 4T and 6+. So many weapons in the game (including anti-infantry) have AP and S4. I'd also drop their Mobility to a D as well. Without Da Jump, they won't survive to make it to the enemy deployment zone.

This is, of course, assuming Boyz in a vacuum, with no support. Without a Weirdboy, Boyz just fall flat. With one, I'd say you have the rating pretty spot on. Probably jump Mobilty to an S, because they have a real good charge chance out of that Da Jump. Once the Boyz are in your face, they become far more durable (due to CC locking), so that's at a good place with C.
   
Made in us
Ragin' Ork Dreadnought




 flandarz wrote:
I'd honestly rate Ork Boy Durability at a D. It's pretty easy to lose 15 a turn, due to their 4T and 6+. So many weapons in the game (including anti-infantry) have AP and S4. I'd also drop their Mobility to a D as well. Without Da Jump, they won't survive to make it to the enemy deployment zone.

This is, of course, assuming Boyz in a vacuum, with no support. Without a Weirdboy, Boyz just fall flat. With one, I'd say you have the rating pretty spot on. Probably jump Mobilty to an S, because they have a real good charge chance out of that Da Jump. Once the Boyz are in your face, they become far more durable (due to CC locking), so that's at a good place with C.

I put boys at B movement because I assumed they'd be advancing most turns, though in retrospect i still put it too high and should have left it at C.

That said, the idea is to get as many opinions as possible so we can get an accurate average! My opinions won't always be spot on, so disagreements are bound to happen and also the point!

I might start a google spreadsheet that's publicly accessable so we can crowdsource this
   
Made in gb
Crazed Spirit of the Defiler




Newcastle

Bloodletters

Durability - C (not worse than ork boyz, given their 5++)
Offense - A (not S because they rely on CC)
Mobility - D (but with strat support can get an almost guaranteed turn 2 charge)
Force Multiplier - D

Hydra Dominatus 
   
Made in fi
Locked in the Tower of Amareo





 flandarz wrote:
I'd honestly rate Ork Boy Durability at a D. It's pretty easy to lose 15 a turn, due to their 4T and 6+. So many weapons in the game (including anti-infantry) have AP and S4. I'd also drop their Mobility to a D as well. Without Da Jump, they won't survive to make it to the enemy deployment zone.

This is, of course, assuming Boyz in a vacuum, with no support. Without a Weirdboy, Boyz just fall flat. With one, I'd say you have the rating pretty spot on. Probably jump Mobilty to an S, because they have a real good charge chance out of that Da Jump. Once the Boyz are in your face, they become far more durable (due to CC locking), so that's at a good place with C.


15 a turn? You are facing rather mild shooty armies.

As for da jump yeah it's nice but it only works on 1 unit a turn. Also doesn't fit the OP rating. Deep strike is even more reliable(it's automatic...) but only jumps rating by 1.

2024 painted/bought: 109/109 
   
Made in gb
Mekboy on Kustom Deth Kopta






Waaaghpower wrote:

Ork Boyz
Defense - C
Offense - B
Mobility - B
Force Multiplier - D

Total score: B (With the right Kultur, namely Evil Suns, this improves to a B+ or even an A-.)


Your stats for Boys are completely wrong, even by your own standards. It should read as follows;

Ork Boyz
Defence - D - easily killed, almost an F
Offence - B - large number of str 4 no AP attacks
Mobility - D - 5” move base one of the slowest in the game, even if they advance every turn and roll a 6 for each advance they don’t go 48” in 4 turns, let alone 3 as you have them
Force multiplier - D - troops

Overall - C- offence is their strong point but an intelligent opponent will screen correctly and reduce numbers to <20 so they lose their bonus attack. They are also a troop choice which is useful for acquiring CP. Without dedicated support they lack durability and mobility.

I would also argue that you don’t place enough value on a troop choice and CP as a force multiplier. Troops are by far the most attractive unit type along with hqs and their force multiplier for me should be at least a B by default.
   
Made in fi
Locked in the Tower of Amareo





Ork boyz do have access to plenty ways to move across the board right away so C is appropriate. Deep strike moves grade one up and boyz have plenty ways to get that effect.

2024 painted/bought: 109/109 
   
Made in it
Longtime Dakkanaut





Spore mines:

Durability - F - T1 W1 no save at 10 points per piece

Offence - F - Can sacrifice itself to inflict a MW, but the opponent must cooperate (You cannot assault or with those stats overwatch will destroy the unit).

Mobility - D - 3" move but can deep strike (at 12" from enemy)

Force multiplier - F- Cannot score.

Overall rank -F-
   
Made in gb
Mekboy on Kustom Deth Kopta






tneva82 wrote:
Ork boyz do have access to plenty ways to move across the board right away so C is appropriate. Deep strike moves grade one up and boyz have plenty ways to get that effect.


They have Tellyporta and Da Jump right? So 2 ways to move across the board right away. Regardless this is where the grading system falls down. We're now looking at stratagems or psychic powers that affect the unit , rather than the unit itself. This makes units with innate 'deep strike' such as our Kommandos somewhat worse by comparison to our Boyz because the innate deep strike might as well not exist.

I'm not sure if we're to include every possible stratagem or psychic power that can affect a unit, it can vary a unit's worth significantly.
   
Made in us
Ragin' Ork Dreadnought




 An Actual Englishman wrote:
Waaaghpower wrote:

Ork Boyz
Defense - C
Offense - B
Mobility - B
Force Multiplier - D

Total score: B (With the right Kultur, namely Evil Suns, this improves to a B+ or even an A-.)


Your stats for Boys are completely wrong, even by your own standards. It should read as follows;

Ork Boyz
Defence - D - easily killed, almost an F
Offence - B - large number of str 4 no AP attacks
Mobility - D - 5” move base one of the slowest in the game, even if they advance every turn and roll a 6 for each advance they don’t go 48” in 4 turns, let alone 3 as you have them
Force multiplier - D - troops

Overall - C- offence is their strong point but an intelligent opponent will screen correctly and reduce numbers to <20 so they lose their bonus attack. They are also a troop choice which is useful for acquiring CP. Without dedicated support they lack durability and mobility.

I would also argue that you don’t place enough value on a troop choice and CP as a force multiplier. Troops are by far the most attractive unit type along with hqs and their force multiplier for me should be at least a B by default.

You're right on mobility, I already noted that I should have put them at C or D. I'm not in total agreement on durability - I think they're a C- or a D+ - But disagreement is good here! It means we're getting a wide range of results, which ideally means an end score that accurately reflects the community's opinion towards various units.


Automatically Appended Next Post:
 An Actual Englishman wrote:
tneva82 wrote:
Ork boyz do have access to plenty ways to move across the board right away so C is appropriate. Deep strike moves grade one up and boyz have plenty ways to get that effect.


They have Tellyporta and Da Jump right? So 2 ways to move across the board right away. Regardless this is where the grading system falls down. We're now looking at stratagems or psychic powers that affect the unit , rather than the unit itself. This makes units with innate 'deep strike' such as our Kommandos somewhat worse by comparison to our Boyz because the innate deep strike might as well not exist.

I'm not sure if we're to include every possible stratagem or psychic power that can affect a unit, it can vary a unit's worth significantly.

Something I'll add to the initial post: I'm considering basic stratagems which any battle forged army will have access to, but not faction-locked stratagems or unit buffs. Tellyporta is possible (though not universal and is somewhat limited, since it's turn 2+), Da Jump is not.

This message was edited 1 time. Last update was at 2019/09/27 08:46:16


 
   
Made in gb
Mekboy on Kustom Deth Kopta






Waaaghpower wrote:
You're right on mobility, I already noted that I should have put them at C or D. I'm not in total agreement on durability - I think they're a C- or a D+ - But disagreement is good here! It means we're getting a wide range of results, which ideally means an end score that accurately reflects the community's opinion towards various units.

Well by your standards you reckon Boyz are as durable as Marines? Surely not. Marines are far more durable per point against small arms fire.
   
Made in us
Ragin' Ork Dreadnought




A couple more units, for consideration:

Rhino
Durability: C
Offense: D-
Movement: B- (It can't consistently make 48" in 3 turns, but with advancing will average 45.5", which is close)
Force Multiplier: C

Total: C+


Weirdboy (Hey, he got brought up, might as well rank him!)
Durability: D (Would be F, character makes him semi surviveable)
Offense: C+
Movement: D
Force Multiplier: A (I think we all agree that Da Jump is massively worth it)

Total: B-


   
Made in ch
The Dread Evil Lord Varlak





 An Actual Englishman wrote:
Waaaghpower wrote:
You're right on mobility, I already noted that I should have put them at C or D. I'm not in total agreement on durability - I think they're a C- or a D+ - But disagreement is good here! It means we're getting a wide range of results, which ideally means an end score that accurately reflects the community's opinion towards various units.

Well by your standards you reckon Boyz are as durable as Marines? Surely not. Marines are far more durable per point against small arms fire.


Depedns alot, T3 inf, is a lot worse then boyzs.
Imo.
That said the new marines made t4 models also a bit of an obsolete advantage.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Ragin' Ork Dreadnought




For fun, here are *all* the Space Marine Captain variants:

Captain (in Power Armor)
Durability: C (Nothing special, but character rules help)
Offense: D (Note: This goes to B when kitted out for melee, but the cost increase cancels out the benefits)
Mobility: D
Force Multiplier: B+

Total score: B-


Captain (in Jump Pack. Not technically a different entry, but different enough to count)
Durability: C- (Identical to the Captain, but more expensive)
Offense: D/B (as before)
Mobility: B (Good mobility AND a Deep Strike)
Force Multiplier: B+

Total Score: B+


Captain in Cataphractii Armor:
Durability: B+
Offence: C (Identical to a vanilla captain with the same gear, but more expensive, so less damage per point)
Mobility: C (Abysmally slow, but Teleport Strike bumps it up a letter grade)
Force Multiplier: B+

Total score: B


Captain in Gravis Armor:
Durability: B
Offence: B-
Mobility: D
Force Multiplier: B+

Total: B


Captain in Phobos Armor:
Durability: C
Offence: C
Mobility: B
Force Multiplier: B+

Total: B


Captain in Terminator Armor:
Durability: B
Offence: C
Mobility: C
Force Multiplier: B+

Total: B


Primaris Captain:
Durability: C+
Offense: C
Mobility: C
Force Multiplier: B+

Total: B-



Unsurprisingly, they all mostly came out the same. I was tempted to upgrade the Force Multiplier to A- for all the primaris options, since they can take a relic that increases their aura range, but decided to leave that in some notes down here.

I wasn't sure how to calculate Smash Captains either. It seemed like they should be higher than B+, considering how ubiquitous and often game-changing they are, but that would skew the results of the other captain builds. (I'm almost tempted to create an additional line just for Smash Captains, so they can get their fair shake without skewing the results. Thoughts?)
   
Made in gb
Fresh-Faced New User




I like this idea! Here are my rankings for the Codex Adeptus Custodes units.

Captain-General Trajann Valoris

Durability: B+
Offense: C+ (A slow melee unit, but has options for fighting twice)
Mobility: C
Force Multiplier: B+ (Reroll and extra command points)
Overall: B+

Shield Captain

Durability: B (B+ with a storm shield, A with warlord trait)
Offense: C (Slow but effective against multiple unit types)
Mobility: C
Force Multiplier: B-
Overall: B-

Shield Captain in Allarus Terminator Armour

Durability: B (B+ with 3++ relic, A with warlord trait)
Offense: C+ (Effective against multiple unit types, but slow after deepstrike)
Mobility: B
Force Multiplier: B-
Overall: B

Shield Captain on Dawneagle Jetbike

Durability: B+ (A with 3++ relic, A+ with warlord trait)
Offense: B
Mobility: B+
Force Multiplier: B-
Overall: B+

Custodian Guard

Durability: B+ (A with storm shields)
Offense: C (Slow but effective against multiple unit types)
Mobility: C
Force Multiplier: B+ (One of two troop options)
Overall: B

Custodian Wardens

Durability: B+
Offense: B+ (Slow but very effective against multiple unit types, A when deepstriking)
Mobility: C
Force Multiplier: F
Overall: B+

Vexilus Praetor

Durability: B
Offense: B (Slow but effective against multiple unit types)
Mobility: C
Force Multiplier: A (-1 to hit banner, Teleport homer shenanigans)
Overall: B+

Vexilus Praetor in Allarus terminator armour

Durability: B
Offense: D (Losing access to a decent melee weapon hurts a lot imo)
Mobility: B
Force Multiplier: A (-1 to hit banner, Teleport homer shenanigans)
Overall: B

Allarus Custodians

Durability: B-
Offense: B
Mobility: B
Force Multiplier: F
Overall: B (Outclassed by wardens, bar native deepstike and consolidation shenanigans)

Vertus Praetors

Durability: B-
Offense: A (Combination of hurricane bolters and melee)
Mobility: B+
Force Multiplier: F
Overall: B+

Venerable Land Raider

Durability: C
Offense: C
Mobility: C
Force Multiplier: F
Overall: C
   
Made in gb
Longtime Dakkanaut



Glasgow

Waaaghpower wrote:
For fun, here are *all* the Space Marine Captain variants:

Captain (in Power Armor)
Durability: C (Nothing special, but character rules help)
Offense: D (Note: This goes to B when kitted out for melee, but the cost increase cancels out the benefits)
Mobility: D
Force Multiplier: B+

Total score: B-


Captain (in Jump Pack. Not technically a different entry, but different enough to count)
Durability: C- (Identical to the Captain, but more expensive)
Offense: D/B (as before)
Mobility: B (Good mobility AND a Deep Strike)
Force Multiplier: B+

Total Score: B+


Captain in Cataphractii Armor:
Durability: B+
Offence: C (Identical to a vanilla captain with the same gear, but more expensive, so less damage per point)
Mobility: C (Abysmally slow, but Teleport Strike bumps it up a letter grade)
Force Multiplier: B+

Total score: B


Captain in Gravis Armor:
Durability: B
Offence: B-
Mobility: D
Force Multiplier: B+

Total: B


Captain in Phobos Armor:
Durability: C
Offence: C
Mobility: B
Force Multiplier: B+

Total: B


Captain in Terminator Armor:
Durability: B
Offence: C
Mobility: C
Force Multiplier: B+

Total: B


Primaris Captain:
Durability: C+
Offense: C
Mobility: C
Force Multiplier: B+

Total: B-



Unsurprisingly, they all mostly came out the same. I was tempted to upgrade the Force Multiplier to A- for all the primaris options, since they can take a relic that increases their aura range, but decided to leave that in some notes down here.

I wasn't sure how to calculate Smash Captains either. It seemed like they should be higher than B+, considering how ubiquitous and often game-changing they are, but that would skew the results of the other captain builds. (I'm almost tempted to create an additional line just for Smash Captains, so they can get their fair shake without skewing the results. Thoughts?)


The problem you have is a large portion of smash captain power comes from relics warlord traits and strats rather than based off the datasheet alone

Take the terminator captain it has access to the strategem +1 to hit for a terminator unit negateing the -1 from a thunder hammer making it more effective in CC than the others

However in BA the output offered by 3d6 rerolling charges +2-4A places the jump pack far ahead

This message was edited 1 time. Last update was at 2019/09/28 00:47:40


 
   
Made in us
Ragin' Ork Dreadnought




U02dah4 wrote:

The problem you have is a large portion of smash captain power comes from relics warlord traits and strats rather than based off the datasheet alone

Take the terminator captain it has access to the strategem +1 to hit for a terminator unit negateing the -1 from a thunder hammer making it more effective in CC than the others

However in BA the output offered by 3d6 rerolling charges +2-4A places the jump pack far ahead


I'm thinking it might be best to add an additional section to each unit, a "Stratagem Utility" category. Units who benefit heavily from stratagems could have their ranks affected by this category, with an asterisk pointing out that you can't spam these units since you'll run out of command points quickly. Normal captains are a B+, taking into account their Stratagem Utility one or two of them can become A+, etc.
So units which are only good with stratagems get one rank, and units which can stand on their own (or which can't really benefit from stratagems to begin with) get another.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Here's a few from Tau Empire:

Commander in Coldstar Suit:
Durability: B (6 wounds is pretty good for a character, in addition to T5 and a 3+ save and sometimes being near drones
Offense: C (he doesn't do a whole lot by himself, but he can gank characters and some loadouts are fairly killy, plus he has a 2+ BS)
Mobility: S (fastest character in the whole game!)
Force Multiplier: C (Kauyon/Mont'ka is great, but only lasts one turn)
Overall score: B

XV104 Riptide:
Durability: S (with drones nearby, these things can be nearly indestructible for a few turns)
Offense: B (main letdown is the preferred gun on these is only S6, although it does usually get 18 shots)
Mobility: A (12 inches is a pretty decent move speed)
Force Multiplier: D (only thing keeping it above F is the fact that it can use For the Greater Good to help with overwatch)
Overall score: A

KV128 Stormsurge:
Durability: C (not that tough for a Titanic unit, but it does take some dedicated anti-tank to kill one of these)
Offense: B (lots of guns, even if most are relatively weak)
Mobility: D (not going anywhere fast, and prefers to drop anchors and sit still)
Force Multiplier: F (cannot use FtGG at all)
Overall: C-

Fire Warrior Strike Team:
Durability: D (pretty squishy)
Offense: B (can kill their points worth of enemy stuff relatively easily since their guns are pretty solid)
Mobility: D (need a transport to go anywhere worthwhile)
Force Multiplier: D (ObSec and FtGG)
Overall: C-

A unit like Crisis Suits that has a lot of different loadouts would be difficult to classify in this system, so I'm not even going to hazard a guess.

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
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Made in gb
Regular Dakkanaut




England

Talos Pain Engines:
Durability: If running PoF and being buffed by a Haemonculus, with 6+fnp I would make this about A-
Offence: They can be kitted out to deal with all manner of targets from chaf to super heavies. 3 pain engines can destroy a knight and the topcoat of that is less than 300 points: A
Mobility: can't use transport or Webway assault, but not too shabby at 8' movement and does have fly keyword. D+
Force Multiplier: D+
Overall: B-



   
 
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