Supreme Matchup of Sci-Fi Superunits!

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Supreme Matchup of Sci-Fi Superunits!

Post by Brother-Captain Gaius »

Here's a series of matchups of what I like to call "Superunits", things that are so incredibly weak, expendable, and worthless that they become massively powerful in their own right :)

Matchup #1:
(WH40K)An Imperial Guardsman, armed with a lasgun
VERSUS
(SW)An Imperial Cleaning Droid, armed with its characteristic set of beeps?

Matchup #2:
(WH40K)A Black Templar Neophyte (must be pronounced a very certain way or he does not receive so-called "Superunit" powers)
VERSUS
(BattleTech)A clan Firemoth 'mech?

Matchup #3:
(ST)A Redshirt, armed with a SI phasor
VERSUS
(WH40K)A ratling sniper?

Who would win each matchup, and why?
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Re: Supreme Matchup of Sci-Fi Superunits!

Post by weemadando »

JediNeophyte wrote:Here's a series of matchups of what I like to call "Superunits", things that are so incredibly weak, expendable, and worthless that they become massively powerful in their own right :)

Matchup #1:
(WH40K)An Imperial Guardsman, armed with a lasgun
VERSUS
(SW)An Imperial Cleaning Droid, armed with its characteristic set of beeps?
Cleaning droid. Watch the Doctor Who arc: Paradise Towers or play Paranoia to see why.
Matchup #2:
(WH40K)A Black Templar Neophyte (must be pronounced a very certain way or he does not receive so-called "Superunit" powers)
VERSUS
(BattleTech)A clan Firemoth 'mech?
Mech. Just because.
Matchup #3:
(ST)A Redshirt, armed with a SI phasor
VERSUS
(WH40K)A ratling sniper?
A ratling, because they don't have the precedent of just goddamn dying.
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Post by Brother-Captain Gaius »

A ratling, because they don't have the precedent of just goddamn dying.
You'd be surpised, ratlings have an amazing tendency to push up daisies...
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Post by Shinova »

The Peewee from Total Annihilation 8)
What's her bust size!?

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Post by Brother-Captain Gaius »

Oops. Forgot to list all the Superunits' pros and cons:

Guardsman:
Cons: Amazingly weak. Horrible accuracy. A weapon that is very frequently compared to a laser pointer. Can be killed by a slight gust of wind.

Pros: For some reason has the otherworldy ability to massacre Space Marine Terminators to no end.

Imperial Cleaning Droid:
Cons: Well....um... its a cleaning droid, the size of a cat.

Pros: By utilizing its familiar set of beeps, it can slay most opponents with utter impunity.

Neophyte:
Cons: By far inferior to a standard Space Marine.

Pros: Pronounced a certain way, becomes completely invincible and can annihilate any opposition simply by hopping up and down while saying his name in that certain fasion and poking the enemy with his combat knife.

Firemoth:
Cons: Small, weak, generally a piece of crap 'mech.

Pros: Fast.

Redshirt:
Cons: Can't shoot for shit, always dies.

Pros: Can always be replaced by some diehard trekkie as an extra.

Ratling:
Cons: Also can't shoot for shit, fucking weak as hell, die a lot.

Pros: N/A
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Post by willburns84 »

Methinks JediNeophyte has had some bitter experiences both against and with the Imperial Guard in 40K... :lol:

I don't use Ratling snipers, despite their 66% hit chance. Me? I prefer to grind my enemies under the treads of my tanks. Give me an armored company any day... :twisted: :twisted: :twisted:
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Post by Shinova »

Shinova wrote:The Peewee from Total Annihilation 8)
Disregard post. Didn't read the thread carefully.
What's her bust size!?

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Post by Hotfoot »

willburns84 wrote:Methinks JediNeophyte has had some bitter experiences both against and with the Imperial Guard in 40K... :lol:
I've noticed. Note that he neglects to mention the true "superunits" of the 40K-verse. Snotlings, Grots, Cultists, and so on...
I don't use Ratling snipers, despite their 66% hit chance. Me? I prefer to grind my enemies under the treads of my tanks. Give me an armored company any day... :twisted: :twisted: :twisted:
Ratlings have their uses. It's just a matter of knowing when to use them and when to use something else. Oh, and you're wrong about their hit chance. Sniper rifles ALWAYS hit on a 2+, which means only a roll of 1 is a miss. 83% hit rate, that's the best you can get in the game, period. That Ratlings "can't shoot for shit" is total bullshit. They're just as good a shot as any other sniper unit in the game, and they always wound on a 4+, regardless of toughness.

Think about that. ALWAYS wounds on a 4+. Sure, these guys might be wasted on grots, but put a squad up against an Eldar Wraithlord, and they can really do a number on it.
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Post by Brother-Captain Gaius »

Hotfoot, I was being cynical about the fact that my all my snipers (especially my vindicare assassin) seem to be cursed, and roll 1s to hit contantly. Or a 1,2, or 3 to wound. Or, if I'm using a hellfire round, a 1 to wound. Or I'm fighting Space Marines, which get an armor save which they always seem to make.
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Post by willburns84 »

JediNeophyte wrote:Hotfoot, I was being cynical about the fact that my all my snipers (especially my vindicare assassin) seem to be cursed, and roll 1s to hit contantly. Or a 1,2, or 3 to wound. Or, if I'm using a hellfire round, a 1 to wound. Or I'm fighting Space Marines, which get an armor save which they always seem to make.

Ah, well, there's your problem. You use a Vindicare assassin. Instead you should whip out an Eversor. :twisted: Not as smooth or subtle as a Vindicare, but provides that great boot to the head that Guard need to throw at opponents.
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Post by willburns84 »

[SNIP]
Ratlings have their uses. It's just a matter of knowing when to use them and when to use something else. Oh, and you're wrong about their hit chance. Sniper rifles ALWAYS hit on a 2+, which means only a roll of 1 is a miss. 83% hit rate, that's the best you can get in the game, period. That Ratlings "can't shoot for shit" is total bullshit. They're just as good a shot as any other sniper unit in the game, and they always wound on a 4+, regardless of toughness.

Think about that. ALWAYS wounds on a 4+. Sure, these guys might be wasted on grots, but put a squad up against an Eldar Wraithlord, and they can really do a number on it.
[END SNIP]


Ah, yes. Right. Sorry. :oops: You can tell how much I use sniper rifles, eh?
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Post by Hotfoot »

JediNeophyte wrote:Hotfoot, I was being cynical about the fact that my all my snipers (especially my vindicare assassin) seem to be cursed, and roll 1s to hit contantly. Or a 1,2, or 3 to wound. Or, if I'm using a hellfire round, a 1 to wound. Or I'm fighting Space Marines, which get an armor save which they always seem to make.
...you use an assassin? *SMACK*

n00b.

That is precisely why Imperial Guard don't rely on special units. However, if you are convinced that your luck is truly terrible, here's a tip which will save you much time and aggrivation: BUY NEW DICE. :roll:

Meanwhile, I'll leave Inquisitor Snikkit to educate you on the rest...(click picture for a larger, higher quality version)
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Post by Hotfoot »

willburns84 wrote:
JediNeophyte wrote:Hotfoot, I was being cynical about the fact that my all my snipers (especially my vindicare assassin) seem to be cursed, and roll 1s to hit contantly. Or a 1,2, or 3 to wound. Or, if I'm using a hellfire round, a 1 to wound. Or I'm fighting Space Marines, which get an armor save which they always seem to make.

Ah, well, there's your problem. You use a Vindicare assassin. Instead you should whip out an Eversor. :twisted: Not as smooth or subtle as a Vindicare, but provides that great boot to the head that Guard need to throw at opponents.
*SMACK*

You're not helping. :evil:
Ah, yes. Right. Sorry. You can tell how much I use sniper rifles, eh?
I don't use them all that much myself, but, should the situation arise, they can be quite the lifesaver. Take, for example, an Infiltration Mission, where any gunfire sets off the alarm. Any gunfire except for sniper rifles, that is... 8)

I will say this, however. As far as sniper units in 40K go, Ratlings are definately the short end of the stick, as it were. You're better off getting Catachan Jungle Snipers if you can. Now THOSE are nasty SOBs. :twisted:
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Post by willburns84 »

You know *why* have an Eversor? Because there's always going to be a need for an assault specialist - someone to go toe to toe with those enemy assault troops and hold them off. I support him with officers and priests with power weapons because my primary enemies are Chaos lovers who use Chosen, Possessed, demons, berserkers, and Raptors, not to mention the odd daemon prince to get me into HTH.

Shoot them all down before they get into HTH? You've got to be kidding me. Firstly we use enough terrain to make things interesting. And secondly there aren't enough good weapons to kill them before they get to me. The comic is funny but I really don't have forty guardsmen to a space marine, or even twenty, or even ten! The dice rolls are just not in my favor. Of say 40 shots with lasguns, 20 will hit. Of those 20, say seven will wound (straight odds), of those seven wounds, only two or three marines will die (straight odds again).

Again. TANKS. And when I can't get tanks, back up my squads of infantry with power weapon armed officers, preachers, and assassins.
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Post by willburns84 »

And of course my above post assumes only standard power armor, not the famous Terminator armor that the enemy is wearing.

And yes, my guardsmen have heavy weapons and assault weapons supporting them, but you know, the Codex won't allow high enough numbers of those weapons for me to prevent Chaos bullyboys from getting in close with me to @*(##@*( me in HTH.
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Post by Hotfoot »

willburns84 wrote:You know *why* have an Eversor? Because there's always going to be a need for an assault specialist - someone to go toe to toe with those enemy assault troops and hold them off. I support him with officers and priests with power weapons because my primary enemies are Chaos lovers who use Chosen, Possessed, demons, berserkers, and Raptors, not to mention the odd daemon prince to get me into HTH.
Meanwhile there are Ogryns, Rough Riders, Catachan Jungle Fighters, Sentinels....
Shoot them all down before they get into HTH? You've got to be kidding me. Firstly we use enough terrain to make things interesting.
One man's "interesting" is another man's "where the hell am I going to find room to set up in here?"

Meanwhile, Flamethrowers ignore cover and Mortar doesn't need line of sight, so replace my standard loadout of plasma rifles and heavy bolters with those, and you should be much better off.
And secondly there aren't enough good weapons to kill them before they get to me. The comic is funny but I really don't have forty guardsmen to a space marine, or even twenty, or even ten! The dice rolls are just not in my favor. Of say 40 shots with lasguns, 20 will hit. Of those 20, say seven will wound (straight odds), of those seven wounds, only two or three marines will die (straight odds again).
If you don't outnumber marines by at least 2:1, something is terribly, terribly wrong. Generally speaking you should outnumber them 3:1 or more.
Again. TANKS. And when I can't get tanks, back up my squads of infantry with power weapon armed officers, preachers, and assassins.
Yes, TANKS are a critical part to the guard army, but they are "all the eggs in one basket", and are thus often choice targets for the enemy. Destroy a Leman Russ Exterminator, and in one blow you've lost twin-linked autocannons, a lascannon and two bolters, or three bolters. Just from a lucky lascannon strike. It's like losing 1.6 Heavy Weapons teams in one shot, and it costs more. Sure, it can be worth it if employed correctly, but that's what you've got to consider in an army.
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Post by Hotfoot »

willburns84 wrote:And of course my above post assumes only standard power armor, not the famous Terminator armor that the enemy is wearing.

And yes, my guardsmen have heavy weapons and assault weapons supporting them, but you know, the Codex won't allow high enough numbers of those weapons for me to prevent Chaos bullyboys from getting in close with me to @*(##@*( me in HTH.
Chimera:

Turret Heavy Bolter
Hull Mounted Heavy Bolter
Tactical squad w/Heavy Bolter inside

Pop to opened-top status, get 9 heavy bolter shots per round while stationary. Great for increasing heavy weapon firepower.

As for the Codex not allowing enough heavy weapons for you, perhaps you just need to find a new way to get it than what you've previously been trying. :wink:
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Post by willburns84 »

Ogryns - Been there. Done that. Carved to pieces.

Rough Riders - Guardsmen that can run away very quickly. Hunting lances good for only one shot and that's assuming they can get close enough to take that shot.

Catachan Jungle Fighters - don't have that Codex. Don't use them for fluff reasons in any event.

Sentinels - Worse armor than even Chimeras. Bolters can glance from any direction. Open topped. One weapon destroyed result and disarmed. Twenty points to make it close topped too expensive.

I take as many heavy and assault weapons as possible.

What good are flamers? Negate cover saves? Marine armor saves are better than *any* cover save (versus AP4 shots or worse). If I can flame marine units, I'm too (*#@*(#@*(#@ close already. Sure, I hit automatically. I *might* wound, and then they'll just save. Assault them to deny them that bonus attack? Sure, but then I've already thrown away one squad of troops. The marines eat through them, then will be 3" closer to my lines when the consolidate and then it will be their turn to move, shoot, and then assault.

Mortars aren't much use, either in my experience. S4, AP6. Here come the armor saves.

You want me to make my Chimera open topped? No. Under no circumstances is that going to happen. I have no intention of making those things more fragile than they are already. The only things that are open topped are my basilisks and those I keep out of the line of fire.

Again. Armored Company. Several Leman Russ, supported by platoons of mech infantry and basilisks... Ordnance. Of course in an Armored Company I don't have an assassin, but then, with Armored Company, I don't need one.
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Post by Hotfoot »

willburns84 wrote:Ogryns - Been there. Done that. Carved to pieces.
Multiple wounds, high toughness. I'll take that over 2+ armor saves any day, thank you.
Rough Riders - Guardsmen that can run away very quickly. Hunting lances good for only one shot and that's assuming they can get close enough to take that shot.
Gee, with 9" trots, you think the can get close enough? :rolleyes:
Catachan Jungle Fighters - don't have that Codex. Don't use them for fluff reasons in any event.
You can still get some of their units.
Sentinels - Worse armor than even Chimeras. Bolters can glance from any direction. Open topped. One weapon destroyed result and disarmed. Twenty points to make it close topped too expensive.
You need to get some of the other Imperial Codexs, my friend. Like the Catachan Sentinels with chainsaws which are actually pretty good in hand-to-hand.
I take as many heavy and assault weapons as possible.
Apparently not, if you find yourself needing more. ;)
What good are flamers? Negate cover saves? Marine armor saves are better than *any* cover save (versus AP4 shots or worse). If I can flame marine units, I'm too (*#@*(#@*(#@ close already. Sure, I hit automatically. I *might* wound, and then they'll just save. Assault them to deny them that bonus attack? Sure, but then I've already thrown away one squad of troops. The marines eat through them, then will be 3" closer to my lines when the consolidate and then it will be their turn to move, shoot, and then assault.
Don't need to hit can hit multiple targets with one attack special properties of the hellhound flamer, etc. etc.
Mortars aren't much use, either in my experience. S4, AP6. Here come the armor saves.
Boy, just no pleasing you, is there? Which is better, a Heavy Bolter that can't hit a target 12" away because it's in cover, or a mortar that can hit a target up to 48" away without needing line of sight and hit multiple targets, forcing them to take a morale check or be pinned on the off chance one of the marines fails their armor save? Gee, I wonder.... :roll:
You want me to make my Chimera open topped? No. Under no circumstances is that going to happen. I have no intention of making those things more fragile than they are already. The only things that are open topped are my basilisks and those I keep out of the line of fire.
It's called a calculated risk. If you can't kill them before they get to you, you're as good as dead anyway. Chances are your opponent won't be expecting it and will be thrown off gaurd enough to have to try and adjust their plan of attack on the fly. Yes, making the vehicle open-topped is potentially dangerous, but if need be you can always pop smoke and close it up again next turn. And what the hell are you using basilisks for? Minimum range is 36" for their indirect fire mode, and if you're worried about the enemy getting in close, they're practically useless once the enemy gets inside your field of fire unless you have them on the extreme flanks of your forces, in which case they're either frightfully exposed or your army's spread so thin to cover them it's small wonder a marine force can punch right through.
Again. Armored Company. Several Leman Russ, supported by platoons of mech infantry and basilisks... Ordnance. Of course in an Armored Company I don't have an assassin, but then, with Armored Company, I don't need one.
Yes, that works too. However, jungle fighting is hardly a speciality of an armored company, but hey, whatever floats your boat, I guess.
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Post by willburns84 »

[SNIP]
And what the hell are you using basilisks for? Minimum range is 36" for their indirect fire mode...
[END SNIP]


Brief reply before I head off to sleep... The 40K battles I fight are usually on 5' x 10' tables that use the whole of the table. I have enough basilisks that I can hit most anything I need to on the board no matter my placement of said artillery. And we don't use jungle. Period. Ever. We use lots of necromunda terrain, however...

More from me later... If I remember. :)
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Post by Hotfoot »

willburns84 wrote:[SNIP]
And what the hell are you using basilisks for? Minimum range is 36" for their indirect fire mode...
[END SNIP]


Brief reply before I head off to sleep... The 40K battles I fight are usually on 5' x 10' tables that use the whole of the table. I have enough basilisks that I can hit most anything I need to on the board no matter my placement of said artillery. And we don't use jungle. Period. Ever. We use lots of necromunda terrain, however...

More from me later... If I remember. :)
Jungle, Urban Jungle, whatever. Close-range fighting is not for tanks.
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