Poll: Which Fictitious Foot Soldier Would it Suck to be the Most?

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Eclectic Dreck

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Naheal said:
Starcraft Terran Marine.

Combat life expectancy: 90 seconds.
Better than your average marine. Beach landing, frontal assault. Machine gunner life expectancy - 5 seconds.
 

Guitar Gamer

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does any Playable character from Call of duty modern warfare 2 count? those guys get tossed around quite a bit
 

magnuslion

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I voted stormtrooper.

you cant shoot worth shit, your armor can be breached by a mildly irritated chihuahua, and your odds of surviving an encounter with a jedi are slim to none. oh, and you get the honor of being named after nazi troops.
 

Gunner 51

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Stu1701 said:
You forgot red shirt. No matter what, if you go on the away team, meet a strange alien entity, go to fix something, are tasked with guard duty, go skydiving from a shuttle onto a drill platform, find something shiny, or simply show up for work odds are you'll end up dead, blown up, vaporized, poisoned, or have all the salt sucked out of you.
And to top it all, your widow will then be "consoled" by Captain Kirk two seconds after your death.
 

Eclectic Dreck

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Abako said:
P.S. I didnt mention Tau because quite frankly, even a Guardsman can laugh at tau lol.
The Tau occupy an interesting space. As an army, they are fundamentally a cross between the eldar, who field ultra-specialized and highly mobile units, and the guardsmen who rely on sheer weight in firepower to win the day. The tau enjoy greater mobility than the gaurd but have fewer numbers and less firepower. They have greater firepower than the eldar but they lack the funcionality of extreme specilization (Place any aspect warrior squad against it's equivalent in a Tau army and the Tau unit tends to come out the looser).

In general, the Tau have an advantage against the Eldar only if they are able to properly mass fire which means generally restricted terrain. Against the guard they only have an advantage if they have freedom to maneuver. In most games it would appear that neither ideal situation materalizes often. The Guard can readily counter mobility with heavy armor and fast attack. Eldar counter firepower with vastly superior mobility. The Tau, being a compromise force, introduce a great many flaws thanks to the fact that they are generally generic. The other armies all have a compelling reason to choose them.

Space Marines - utlimate flexiability in a given unit, generally fields the toughest and most lethal units on the battlefield.

Imperial Guard - Fields a huge force of armor, infantry or some combination thereof. Unwieldy at best (it is difficult to maneuver an entire line afterall while ensuring you maintin proper supporting fires) you at least enjoy superiority of fire.

Eldar - Ultra mobile and highly focused units. Victory is found by using your speed to properly match your specialists against the enemy. A single squad of banshees can tear their way through a surprising number of guardsmen if they can get in close. A single squad of rangers and provide the cover needed for the manuever.

Chaos Space Marines - almost as lethal and almost as tough as the marines, this army sacrifices tactical flexibility for an emphasis on close combat capability. This army is quite variable - you rely on superior firepower to wear down a better close combat force but when faced with vastly superior firepower, closing into proper range can be tough.

Orcs - Weight in numbers and close combat proficiency are the order of the day. The Ork army is probably one of the simplest to play as you goal is to get as many of your men into Choppa range as quickly as possible. The vast green tide at your command means only the most dedicated and fearsome line of defensive fire will dramatically reduce your numbers. Since you generally lack options for supporting the maneuver effectively, the average game for an orc player is simply maneuvering your proficient ranged units in a position to suppress as much of a line as possible and sending the rest of da boyz in along the shortest path available with the greatest quantity of cover.

Tyranids - Weight in numbers means the bulk of your army is utterly disposable. You have fearsome ranged systems in play and a number of units utterly immune to fear and supression. Closing into claw range means most foes are quickly dispatched. The army also possess units of such size and power that it will take an entire army's worth of firepower to bring down. A single carnifex is capable of destroying countless standard guardsmen - their lasrifles will find no weakness in the beast's shell.

Necrons - Brutal ranged firepower and stupidly tough units are the order of the day. Anything that you can't outgun you probably can afford to trade blows with. The presence of units utterly immune to fear and suppression give you valuable units that soak up the fire and disrupt and destroy formations while your heavy hitters blast away at the line. Machines built to eradicate life are apparently brutally effective.
 

Yokai

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aebonhawk said:
LewsTherin said:
The Imps. I give each one two weeks, if they're lucky...and they're not
[HEADING=1]Ciaphas Cain, Hero of the Imperium![/HEADING]
Or Jurgen of course. Everyone seems to forget about him.
I have never once forgotten Jurgen.

Anyhow, It'd probably suck to be a Starcraft marine even more than a 40k marine. Have you seen those guys in combat? They suck! They last about four seconds under fire! And the Guard are occasionally lucky enough to get their asses saved by the Astartes, whereas the Marines are the ass-savers. Plus most of them were forced into it. It would be awful.
 

Spectre4802

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It was a tough choice between the Colonial Marine and the Imperial Guardsmen. Then I remember just how shitty a guardsmans day can turn when he's threatened by no more than a Hormagaunt, let alone any number of Tyranids or, god forbid, a Lictor. Or even worse, a Carnifex outfitted with four Scything Talons.
And regeneration.
Extended Carapace, Adrenal Gland, Toxin Sacks, etc, etc, etc...

And it doesn't matter how many bodies there are in front of this poor bastard, he's not going to see tomorrow.
 

Rolling Thunder

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Spectre4802 said:
It was a tough choice between the Colonial Marine and the Imperial Guardsmen. Then I remember just how shitty a guardsmans day can turn when he's threatened by no more than a Hormagaunt, let alone any number of Tyranids or, god forbid, a Lictor. Or even worse, a Carnifex outfitted with four Scything Talons.
And regeneration.
Extended Carapace, Adrenal Gland, Toxin Sacks, etc, etc, etc...

And it doesn't matter how many bodies there are in front of this poor bastard, he's not going to see tomorrow.
Gentlemen, it appears the Tyranids are using Carnifexes.

Deploy the lascannons.


There is no problem in the 40K universe that cannot be solved by the correct application of overwhelming force. And if you want overwhelming force, you send in the Guard.
 

Postman667

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Not sure if its been said or not, but Stormtroopers make for the best fodder. They are all vat grown, cheap, expendable shells made to die. They don't need names, just numbers. If one dies needlessly due to a rebellious princess or killed en mass due to space station failure, they can be replaced. It's fun when a few of them are given names to make it appear that they are equal to their non-cloned, natural born superiors. They are very disciplined lemmings.
 

dark-amon

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Stormtroopers. Even with armor, speedbikethat hovers, giant walking tanks, and blasters. They still get owned by a handfull of rebels without armor, handguns and a bunch of rodent/small bear-people with sticks and stones. Yeah. They blow.
 

Abako

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Eclectic Dreck said:
The other armies all have a compelling reason to choose them.
A fine synopsis to be sure. But you forgot a couple armies, such as Chaos Daemons, DaemonHunters, and Witchhunters. While most people discount these armies, I actually own all three of them an have a blast. They can be very competitive at the 1000 and 1500 point tourniment level. Well except maybe the Daemonhunters, the only thing that is effective at that point level is to Storm Trooper spam and even then it loses out to many armies such as mechanized space marines, Guard, and Nid-Zilla.

But I have to say witch hunters and Chaos Daemons are a fun choice at a local tourniment because of how few people have had the chance to play against them.

With Witch Hunters, you have to go Sisters of Battle all the way. And 3 Excorsists is a must. That gives you plenty of anti tank for anything short of a Land Raider or Monolith, both of which you dont see much at the 1000 point level (my local stores prefered tourniment point value). Then I just take a squad of Celestines in an Immolator with the Cannoness, toss them as many flamers as I can, and then spam Sisters in Rhinos with flamers. Takes care of horde armies rather nicely between the bolters and flamers, and the Tests of Faith really do work wonders when your opponents 10 man Marine squad gets hit with 2 flamers and 8 bolters, all of them being rending. Rending flamers are beautiful. Whats that? I got 14 hits between the two flamers? Cool thats 3 intantly dead and another 4 saves for you to make, just from my flamers (on average). O and the Strength 8 AP 1 of the Excorsists missles is amazing. That Hive Tyrant aint so tough now, even with his Toughness 6 and 2+ armor save and 4 wounds haha.
 

FalloutJack

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Nov 20, 2008
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Okay, Phil is better at this than me, but I know my way around the suck of a storm trooper.

I'll begin with how the armor of a trooper is laughable. It's supposedly an armored sort of powersuit, and even suppose to be high-end or something, but these guys die by the dozen, so it must really be crap. It doesn't deflect lasers, punches, freaking rocks - anything! On top of that, let's talk helmets. Apparently, they're designed to give storm troopers great vision, but it's a narrow field that increases their amount of blindspots, so they mostly see out only the front.

The weapons of a storm trooper are allegedly the same products the rebels have, but the Empire must've hit the bargain bin for theirs, because the guys can't hit anything, mostly. A main character, meanwhile, could hope to stand out in the open and pick them all off, and THEY have cover! Thus, either the guns are defective or the troopers are. Hey, maybe the targeting system in their helmets - if they have any - is bad. That's possible, right?

Finally, there is the fate of storm troopers anywhere. They're the butt-end of all. If someone in a higher rank (like Vader) is pissed, he'll take it out on whoever's convenient. Guess who that is! You get ordered into what must be suicide missions (attacking rebel bases) and are usually stationed at places that get attacked (by those wacky crazy rebels again). Pattern recognition isn't consistant in the Empire, is it?

Now, I could've voted the Halo bit or the Warhammer bit, but I don't play those, so I thought I've leave 'em out of the decision-making process. Starship Trooper soldiers are crap, but they're not AS crap. (Hell, the second movie wasn't too bad.) Orcs are just plain awesome. in LOTR. Bond henchmen have, on occasion, done Mr. Bond a number, actually. This is usually under Blofeld's watch, but it still counts. And the marines, from Aliens? Maybe they had a sucky fate, but they're still cool as fuck!
 

Eclectic Dreck

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Rolling Thunder said:
Spectre4802 said:
It was a tough choice between the Colonial Marine and the Imperial Guardsmen. Then I remember just how shitty a guardsmans day can turn when he's threatened by no more than a Hormagaunt, let alone any number of Tyranids or, god forbid, a Lictor. Or even worse, a Carnifex outfitted with four Scything Talons.
And regeneration.
Extended Carapace, Adrenal Gland, Toxin Sacks, etc, etc, etc...

And it doesn't matter how many bodies there are in front of this poor bastard, he's not going to see tomorrow.
Gentlemen, it appears the Tyranids are using Carnifexes.

Deploy the lascannons.


There is no problem in the 40K universe that cannot be solved by the correct application of overwhelming force. And if you want overwhelming force, you send in the Guard.
Don't get me wrong, I LIKE the Imperial Guard. It's one of only two armies in the WH40K universe that strike me as being worth rooting for (the other being the eldar). In the case of the eldar you have a race that knows it's doomed and yet they fight against the steepest odds in the hopes that they might actually prove their Farseers wrong in this one instance. In the case of the Guard, you have to realize, no matter how terrible it is to be alive in the 40k universe, the only thing actually standing between humanity and any of a thousand horrifying fates is the might of the imperial guard. The Adeptus Astartes might be seen as the heroes of the imperium but their numbers are far too few to hold the line alone - it takes the untold billions of men in the Guard. And the guard does all of this without the benefit of ultra-high technology, genetic engineering, armor that rivals tanks or any of the advantages the other armies have. Hell, if you're an average guardsman, you're barely even armed when compared to the rest of the armies you'll face. In a universe where everyone is screwed, the Guardmen ought to be respected for being the ones who got the shortest end of the stick. Humanity owes it's continued existance because these soldiers march headlong into the fires of hell to hold back the enemies of man for another day.
 

AndyFromMonday

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A colonial marine from the Alien series:

General: "Bellow is a planet infested by the most horrible, pants wetting, dick retracting, eye gouging creatures that we have ever encountered. It's your job to drop down to this planet, hunt down these motherfuckers and exterminate each and every one. Go get 'em, boys!"
 

high_castle

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I can't go with any from the poll, I have to say one of the Foot Clan from Teenage Mutant Ninja Turtles. Anyone--including the pizza delivery boy--could beat up on the Foot. They were just...sad, really. Like ninja rejects.
 

Mardy

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I'm going to say Ramirez, mostly because Foley tells you to do EVERYTHING. That or Stormtroopers, they're like redshirts!