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I was hoping we could start a thread that rates our specialized units against specific armies. Since it is the most prolific i'd thought we'd start with Space marines. I don't have too many games under my belt but i'll give you an example of what i'm talking about.
1-10, 10 being best.
So that's what i'm getting at. Based on how units have faired in your battles against Space marines, what do you think they rate? In particular i'd love to hear about shining spears, warp spiders, harlequins, and gaurdian jetbikes, but this is open for all units. Feel free to shed a little war story in if you like, both good and bad.
- Banshee's 8, They've gotten the job done even under fire. Against the high point costs of termies and marines they earn their points back every time.
- Dire Avengers 5, They can pull an nice round of fire and assault some times, but i seem to get caught in CC everytime.
- Gaurdian Defenders 2, I'd like to give them higher but in my games they've done nothing.
-Dark Reapers (only with exarch, tempest launcher and krak shot) 9, simply because with the new 2D-5 scatter, the reroll to wound and partials hit as well, you can easily wipe an entire devastator squad holed up in some fortifications or building with these guys. Just hope that they are on the top floor. Ow, and something else, you'll do even better with them if you fire at a tac squad of ten marines which just disembarked from a rhino...
I don't even have them yet, and although I intend to buy some soon, I've seen them do their thing
personally, when playing my marines against some Eldar player that always brings the reapers, I used to think "ow no, dammit! dark reapers, ow well, I guess I'll just stay in cover then..."
Harlequins 8 : Harlequins eat marines.
Avatar 10: An avatar is a complete monster against marines
War-walkers 9: Either scatter-lasers or EML will ERASE marine squads.
Eldar are VERY well tooled up to defeat marines. With my eldar, I've yet to lose to marines. (I have lost to sisters )
Pathfinders 6, I've pinned terminators with them and with their two chances to get a low ap shot they regularly take out at least one model a turn.
Warwalker 8 I had it with dual EML and spent several turns in vein trying to take out his dreadnought, but when i did turn it on the marines it was glorious.
Remember, try to focus not on tactics and abilities that we all know the unit has but on how they've performed for you on the table.
Fire Prisms: 11.
The ultimate anti-Marine unit of all time. These things when run in duplicate or triplicate have done nothing but annihilate whatever I point them at. S6 AP3 large blasts that re-roll the scatter, I can't ask for too much more. Oh wait, then there's the S9 AP2 shots for those Terminators! One opponent left his Termies out in the open, a S7 AP2 large blast made him feel very bad that turn.
I would just like to state before hand that my experience is tainted by some epic bad luck and really good luck.
Banshees: 4-8 (they have bounced off of everything I threw them at, tac squads stomped all over them, termies ate them without a wound. I'm bitter and have retired the ladies for now. The one epic moment I had was when the executioner exarch hit an orc vehicle and killed everything in it with an explosion! Woohoo exarch! Only one banshee died from that explosion.)
Dire Avengers: 8 (These guys are very good at getting one round of good shooting off and I never regret taking them no matter what my enemy takes.)
Fire Dragons: 9 (absolutely fabulous for their points. No other race can get a full squad of melta guns for this price. I highly recommend the DBF for the exarch, it can dish out an impressive amount of wounds for one model. Generally this squad leaves nothing standing.)
Fire Prism: 10 (Never leave home without at least 2 of these against marines. Pie plates of doom, re-rolling scatter, oh it's beautiful!)
Warp Spiders: 8 (annoying as hell and makes many opponents devote too much to trying to catch them.)
Shining Spears: 9 (Drive up, annihilate, lather, rinse, repeat. These guys hit like a freight train and just keep going. Pair them with a biker autarch and watch as the marines franticly try to kill it out of utter fear. It's so much fun to make marines panic )
Reapers: 10 (these are so amazingly destructive I need not say more than others have already stated.)
Guardian Jetbikes: 6 (These can help quite a bit. Capturing objectives and plinking pot shots from long range are a vital roll not to be overlooked.)
Farseer: 2 (What can I say? He's never done much for me. Mindwar never works, he pops his own head, I'm just amazingly frustrated at this guy and have hence worked him out of my strategies)
Phoenix Lords: 10 (These are an awesome surprise and have a huge punch. If you ever get the chance to play a large game with all 6, I highly recommend it.)
Autarch: 9 (These guys rarely let me down. He's always attached to a fast attack squad of some sort and adds a huge punch to these otherwise mainly harassment squads. My most common loadouts are a fusiongun for a warp spider autarch and a spear and reaper launcher for a biker autarch. Both are kitted for close combat as well.)
Well there are my ratings.
Never apologise for asking questions young seers, through asking
questions we find answers, and through those answers we gain
knowledge of ourselves and the universe around us
Meet My Autarch
You use your autarch exactly how i've thought to use mine. Well, i don't have one.. but if i did....
I'm sorry your farseers don't play well for you. I've never taken mind war, but fortune and doom have been great. I like eldritch storm too...it's never been awsome. But i do enjoy placing the large pie at my whim.
so warp spiders don't get beat up? I thought with their short range and random amount they can jump the 2nd time i worry that they'll be shot to pieces or charged.
Do you guys want to do a repeat of this thread against a different army now? say orks?