Monday, February 16, 2015

Top 5 Worst Ballistic Skill Based Shooting Units

#5: Arrer Boyz (Orcs and Goblins)
Now, I'll admit, this is a unit that no one really has a lot of exposure to for three particular reasons. First, the model in and of itself is incredibly rare and expensive unless you want to spend a lot of time converting. Second, they have piss poor BS to begin with so why bother? Third, Greenskins have some pretty bitching artillery pieces in their army so people will opt more for those than for the rank-and-file shooters. However, there is a reason that these guys are at the top of the shit list. First, they're still Orcs man! Rule of thumb is that if it shoots, it usually can't fight. That isn't necessarily true with Arrer Boyz. They're Orcs, so they're still tough as nails and benefit from the Choppa Special Rule that gives them Strength 4 on the first round of combat. This effectively makes Arrer Boyz transform into Saurus Warriors for a single round. However, they still aren't all that great and so very rarely do you see these guys as a result. They're still in the Core section and for their stats they are a pretty good deal. But what really kills these boys is without a doubt the fact that they compete with Savage Orcs. Savage Orcs are a really powerful unit, so not taking advantage of them is the equivalent of not taking Witch Elves in the Dark Elf Core. But if you want to bring that one quirky unit that's not all that bad and can be good in the right situation, than these guys are a pretty good pick I guess.

#4: Ungor Raiders (Beastmen)
Now, I know what you're thinking; "Jacob! Why the hell is a unit that shoots only 12" a #4 on the Top 5 Worst BS Based Shooting Units list and not a #1?!" Well, here's why haters. Beastmen deal with Shooting Phases about as well as an infant fights a Heavy Weight Boxing Champion. However, these guys are almost an auto-include because they are pretty much the ONLY source of shooting in the Beastmen army. They're also pretty cheap (in terms of Beastmen) and can kill off chaff effectively enough. However, yes, their shooting is pathetic in terms of range. Unlike Skinks, who have 12" range shooting weapons in addition to Poison and either Quick to Fire or Multiple Shots (2), Ungors don't even have that going for them. However, there's two particular reasons why I placed them at #4, and not any lower. First, they aren't the worst thing in the world in close combat due to the fact that they have access to Primal Fury, so they will be getting to re-roll their failed to-hits provided they're within range of someone with decent Leadership. Second, they are a must-have in a Beastmen army, regardless of their stats and weaknesses. Apart from countering chaff with chaff and/or using MM and DD spells, Beastmen really struggle to deal with enemy chaff as a whole. Ungor Raiders are a perfect solution because they can take things out from a range and come out of your Core section, meaning your more powerful units are safe from having their points stolen. But they still aren't really good compared to others, but in their own army book, they aren't all that bad.

#3: Rangers (Dwarves)
Talk about a unit that fell from grace! In their 7th edition book, the Dwarves had access to a scouting unit in their Core section. Not only that, but they could make Rangers out of either their Longbeards and/or their regular Dwarf Warriors. This was awesome, because you could build a pretty badass scouting unit that wouldn't touch the points dedicated to your more elite troops and your beloved artillery. Now, well they got their own allocation as an actual unit. They're basically just Dwarf Warriors equipped with Crossbows, Heavy Armor, and Handweapons with access to a metric crapton of upgrades! Now so far this doesn't seem like a bad thing. Here's where it gets bad. Rangers are now in the Rare section. This is really bad because instead of being the obvious choice in a 25% required allocation of points, they're now competing with the Gyrobomber, Irondrakes, Flame Cannon, and most especially the Organ Gun. Unless you're running the Josef Bugman fluffy list, it's very hard to argue for these guys. Now, they are still Dwarves, so the reason I put them at #3 and not lower is that fighting these guys in close combat or charging them if they have Throwing Axes will hurt really bad! But they are expensive, particularly when you start piling on upgrades and extra equipment. Points that should be going towards Organ Guns and Flame Cannons. Bottom line, they're not a bad unit but they are a unit that is placed in a way that makes it very difficult to justify taking them.

#2: Archers (Empire)
Now, you may be wondering why I'm picking on a choice that is obviously designed to be mediocre at best. Well, the reason is that Empire is such a diverse and plentiful army that they have three different types of shooting units in your Core section alone. Handgunners, Crossbowmen, and Archers. Handgunners have 24" range and have Armor Piercing. Crossbowmen give up Armor Piercing for an extra 6" of range, meaning they can easily make shots on targets on the first turn of the game. Archers have 24" range and only benefit from Volley Fire. Now, you can also point out that Archers can be both a Detachment and a Regiment, making them the most versatile of the three options. Let me ask you something, have you ever seen a Regiment of Archers before? No, oh is that because of the plethora of highly superior units in the Empire army? So thus we come down to Detachment usability. Crossbowmen? Longer range and better rate of fire. Handgunners? Much more of a punch and will threaten more heavily armored foes that will laugh at Crossbowmen or Archers. Archers? Yeah, there is really no reason to take these guys in either a Detachment or a Regiment. So, I guess the reason I put them on this list is because unlike the other options listed above that either have a particular, albeit limited, specialty. Archers? I got nothing guys! Apart from being cheap, coming from the Core section, and not having too pitiful a range, their is no advantage to taking them.

#1: Sisters of Avalorn (High Elves)
... That was my first reaction to these bitches when I saw them in the 8th edition High Elf book. I honestly had to re-read their codex entry several times to make sure I was actually seeing what I thought I was seeing and not some delusional state caused by a severe blow to the back of my head by that asshole carrying the Banner of the World Dragon. Now, don't mistake my disbelief for underestimation of these c___s. Believe me, I've been on the receiving end of what I can only assume was PMS rage via bowfire. I'm not disputing the power that they have. What I am saying, by putting them as the #1 Worst BS Based Shooting Unit is that they for the points the cost, in the section they come from, with the stats and equipment that they have, it is very difficult for me to say they are worth taking in any army list. By putting them in the Rare section, GW put this honestly interesting and very powerful unit in a section that is already going to be maxed out on points. Frost Phoenixes and Repeater Bolt Throwers are going to dominate 25% of the points High Elves can allot the Rare section of their codex. That is simply a fact. The Sisters are very powerful, but in all honesty High Elf Archers with a Flaming Banner can get the job done almost as well and for much cheaper in all reality. Thus, I put them at the bottom because of this factor. It's even worse than Rangers from the Dwarves! At least with Rangers you can make a combat style army and actually make Rangers very useful and very necessary to the army. With the Sisters, if you want a Wood Elf style High Elf army then you're better off with Archers, Shadow Warriors, and plenty of Bolt Throwers. They're not necessary and downright difficult to justify unless you just really really love the models and will take them regardless of the tactical downfalls they bring.                        

Top 5 Best Ballistic Skill Based Shooting Units

Okay, a bit of a disclaimer when it comes to this list guys and gals. I will not be including anything that has the Scout and/or Ambusher special rules, that will be for another list at a later time. This list will also only include units that naturally come with a base ranged weapon. Meaning Night Goblins and other things where you have to buy the bows or guns will not be included in the list. Just wanted to get that out right now before everyone loses their minds over this list.

#5: Peasant Bowmen (Bretonnia)
 These boys are certainly one of the 'sleeper agents' that Bretonnia has access to in the sense that this is one of the few choices in they army that is still very well priced and can still hold it's own in terms of shooting. For 3 Skaven Slaves apiece, these guys come base with a Hand Weapon, Longbow, and Defensive Stakes. Two key things to note thus far. Longbows have a 30" range, meaning these guys are going to be shooting at about the same range and rate of High Elves. Also, Defensive Stakes are freaking amazing for something that just comes free with the unit. It basically allows you to leave these guys alone and not have to babysit them like Empire has to do with its BS based units. They can take full command for 20 points, they can replace their Defensive Stakes for the ability to Skirmish for a point apiece, and finally they can for 5 points take a Brazier which makes the unit have Flaming Attacks. They are sitting at Ballistic Skill 3, barring the champion who has BS 4, and they reside in the Core section of the book. For what these guys can do, they are punishingly cheap. I like to use them in combination with my Trebuchets to take out Regen units like Troll Hordes and Chimeras. Hit them with some bowmen equipped with a Brazier, and then chuck a Trebuchet rock at them for maximum carnage. While by far the worst units to get into close combat and have absolutely abysmal Leadership in this list, these guys are still very useful to have in a list. While not means am I saying to get rid of a Lance just to put them in your list, if you do have some points left to fill to get to 25% core, then I highly encourage you to try taking a unit or two. Braziers are nice but optional, and Skirmish is okay, but Defensive Stakes are still the best option in my mind. I really like them, and their sheer output/price ratio guaranteed them a place in this list.

#4: Quarrelers (Dwarfs)
Much like the Bowmen, Quarrelers are in this list due to their price and sheer flexibility on the battlefield. They are BS 3, but they do have a range of 30" and they come with heavy armor and a hand weapon. They can be upgraded to take shields, and they also come out of the core section of the book. I have seen these guys as the ultimate primary defensive line in a Dwarf Gun Line list. These guys crowd the 12" line for deployment, with Longbeards, Hammerers, and/or Ironbreakers in the secondary line, and artillery behind them. With a 30" range these guys are going to hit basically anything on turn 1, and then they're still T4 and with shields are rocking a 4+, 6+ (I don't remember if they have the Shieldwall special rule) armor/parry save. They will inevitably be within range of something with Stubborn, and thus they're going to be hard as all get out to break in combat. They also take no penalties for making a stand-and-shoot reaction, meaning even monster cav is going to come in a little bloodied when they charge Quarrelers. I've even seen some players stuff a cheap Thane into some Quarrelers for guaranteed Stubborn and an extra punch in close combat. These guys are scary because you'll break your units against these guys and then when you finally punch through them, your bloodied up army is now staring at over 1500 points of elite, heavily armored infantry right in their faces. If I do have a concern, it is that these guys can be pricey when you start upgrading them, but they are in Core, so it's not all that big of a deal.

#3: Skink Skirmishers (Lizardmen)
I shouldn't have to really talk too much about these guys becuase if you've played more then 3 games against the Lizardmen then you know what these are and you know how dangerous they are. Much like pretty much everything else in this list, they also come out of the Core section. They come generically with Poison, Skirmish, and they can be equipped with either Javelins and Shields or Blowpipes and Hand Weapons for no charge. They come in at 7 points a piece and can be upgraded to have a Champion, but you'll almost never see that. Swarms of these guys can eliminate Daemon Princes, lone characters, artillery, other chaff, small bunkers, etc. They also naturally come with a 6+ Armor Save. If you want to make sure that the field will be clear for your monsters and Saurus to go smashing down the lane, then these guys are probably the best pick for you in that regard. They are not without their weaknesses though, as they are only Toughness and Weapon Skill 2 and they have an atrocious Leadership of 5 (they are still Cold-Blooded). So as soon as they get into combat they are going to die en masse. However, they are cheap and expendable enough to not worry about losing in the grand scheme of things. Thus, I put them at #3, pretty good at what they do, but exceptionally vulnerable in close combat.  

#2: Leadbelchers (Ogre Kingdoms)
The one unit on this list that isn't in the Core section of their book that you will almost always see in any Ogre list. They have the same stat lines as Ogre Bulls, barring they have an extra pip of Ballistic Skill. They also have one of the scariest shooting attacks in the game. Each guy makes a D6 amount of Strength 4 Armor Piercing shots. These shots are also not subject for either Move and Shoot or Multiple Shots penalties. Meaning, these guys are going to hit what they shoot at more often then not. Their specialty is not the usual clear chaffing game although they are quite talented at that. No, these big boys are capable of culling the herds of enemies that will certainly prove to outnumber your own army. Not only that, but they have pretty long range of 24", meaning pretty much your only negative modifier will be long range. These guys are also, unlike pretty much everything else on this list, not going to be easy to knock over. True, Quarrelers when fully kitted out can hold their own, but they're not nearly as capable as dishing out the punishment as Leadbelchers. Whether you like BS-based shooting or not, you have to respect and even partially admire the absolute carnage that these guys can create.

#1: Glade Guard (Wood Elves)
Considering that Wood Elves are THE shooting army of the game, I figured this list wouldn't be complete without them. For a Core Unit, these guys are rocking a pretty kick ass shooting potential. They can take special arrows and are equipped with bows that have a 30" range and the Armor Piercing special rule. Now the reason that I put Glade Guard at the very top of the list is that the psychology behind the Woodies and the ability these guys can crank out the shots is absolutely insane. We're talking about a Core unit that has higher BS than anything else on this list, and can have either Poison, -3 to Armor Saves, but the best arrows for these guys are going to be Trueflight arrows, which makes them Tomb King archers with much higher base BS. Unlike everything else in this list as well, you are almost guaranteed to see these guys in every Wood Elf army. With the other four on this list, the armies they belong to can honestly still be very competitive without taking the aforementioned choices. Hell, it's entirely possible to take a competitive list that simply doesn't have a Shooting Phase! But with Woodies, the Bread-And-Butter of the Eco-Terrorists is in indeed in the Shooting Phase. Thus, how can I deny these guys their place in the sun?