MEQ: Difference between revisions

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Examples:
Examples:
*Imperial Guard (pretty much every type).
*Imperial Guard (pretty much every type).
*[[Adeptus Mechanicus]] [[Skitarii]] of all kinds.
*[[Eldar]] [[Guardian]]s, Dire Avengers, Howling Banshees, Swooping Hawks and Harlequins.
*[[Eldar]] [[Guardian]]s, Dire Avengers, Howling Banshees, Swooping Hawks and Harlequins.
*[[Dark Eldar]] Kabalite Warriors, Wyches, Mandrakes, Wracks, Scourges and Hellions (although they can get FnP, among other fun things.).
*[[Dark Eldar]] Kabalite Warriors, Wyches, Mandrakes, Wracks, Scourges and Hellions (although they can get FnP, among other fun things.).
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*[[Genestealer]] Cultists.
*[[Genestealer]] Cultists.
*[[Chaos]] [[Daemon]]s such as Bloodletters, Pink Horrors, Daemonettes, Chaos Furies and Seekers of Slaanesh. Plaguebearers have T4 however, and Horrors have a 4++.  
*[[Chaos]] [[Daemon]]s such as Bloodletters, Pink Horrors, Daemonettes, Chaos Furies and Seekers of Slaanesh. Plaguebearers have T4 however, and Horrors have a 4++.  
*[[Orks]] ALL OF THE ORKS W/OUT 'EAVY ARMOUR, albeit, they are all T4/6+.  
*[[Orks]] ALL OF THE ORKS W/OUT 'EAVY ARMOUR, albeit, they are all T4/6+.


==Knight==
==Knight==

Revision as of 10:00, 11 July 2018

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MEQ is a slang term among Warhammer 40,000 players that stands for (Space) Marine Equivalent. It refers to any unit with a stat-line similar to that of a Space Marine (WS3+ BS3+ S4 T4 W1 A1 Ld7 Sv3+). Usually the important part is how easy or hard they are to kill (Toughness, Wounds, and armor save). A model with T4 W1 Sv3+ is a "pure" MEQ.

Strong examples:

Loose examples:

  • Tyranid Tyranid Warriors and Shrikes. T4/4+, but 3 wounds piece. Very similar in durability and points to a Marine, really.
  • Necron Warriors previously (Only a 4+ save now, but still T4, and Reanimation Protocols keeps them around for a while.)
  • Tau Stealth battlesuits (two wounds and penalties to hit - they fall in between big MEQs and squishy TEQs)
  • Eldar Shining Spears. (Two wounds, so more like Stealth suits)
  • Eldar Windriders and Dark Eldar Reavers (T4/4+, but 2 Wounds each)
  • Ork Nobz. See above


TEQ

TEQ, short for Terminator Equivalent, refers to a unit with a statline similar to Space Marine Terminators. Usually, this means a 2+ armor save and some kind of Invulnerable save (on top of the regular MEQ profile), but in some cases they may have higher Toughness instead of increased saves. As of 8th edition, the vast majority of these have at least two wounds each and slightly worse movement than a MEQ.

Strong examples:

  • Space Marine Terminators (the basic version, as well as the faster Tartaros Terminators and the slow but better protected Cataphractii Terminators)
  • Chaos Terminators (which are basically Terminators with spikes, some flayed skin and the kind of bad attitude that you have if you have not had your regular cup of morning coffee), as well as Legion-specific types like the Deathshroud and Scarab Occult Terminators
  • Grey Knight Paladins (which are actually just super-Terminators)
  • Dark Angels Deathwing Terminators and Deathwing Knights (although, again, these are just super-Terminators)
  • Adeptus Custodes which are basically yet again Super-Terminators but even more "super".
  • Aquilon Terminator are Custodes Terminators with rules and equipment that make "regular Custodes" look tame.
  • Allarus Custodians (Adeptus Custodes Terminators only slightly weaker than the Aquilon Terminators)
  • Ork Meganobz have basically identical statlines to Terminators in 8th edition, with an extra wound, but no invulnerable save (Native to them, at least).


Loose examples:

  • Chaos Space Marine Mutilators and Obliterators (same multi-wound factor favoring S8+ weaponry).
  • Tau Crisis Battlesuits (T5/W3/3+ instead of T4/W2/2+)
  • Tau Broadside Battlesuits (six wounds - they act almost like small dreadnoughts, but still a 2+ save)
  • Necron Lychguard and Triarch Praetorians (with Toughness 5, 3+ inv. save and reanimation protocols on top of that? Bruh.).
  • Tyranid Tyrant Guard, Hive Guard, and Tyranid Primes. All are T5, with a 3+ save (With the exception of the Tyrant Guard, who has a 4+) and at least 3 wounds each.
  • Imperial Guard Ogryns and Bullgryns. (T5/W3/5+ for Ogryns, Bullgryns have a 4+, and can be given a 4++ invulnerable save OR a 2+)
  • Eldar Wraithguard and Wraithblades (T5/W3/3+ just like Crisis suits).
  • Dark Eldar Grotesques.

GEQ

GEQ, short for Guard Equivalent, refers to units with a statline similar to Guardsmen. Usually, this means T3 W1 Sv5+, although the important part is usually that they are more vulnerable than Space Marines. T3 Sv4+ or T4 Sv5+ can loosely fit into this category.

Examples:

  • Imperial Guard (pretty much every type).
  • Adeptus Mechanicus Skitarii of all kinds.
  • Eldar Guardians, Dire Avengers, Howling Banshees, Swooping Hawks and Harlequins.
  • Dark Eldar Kabalite Warriors, Wyches, Mandrakes, Wracks, Scourges and Hellions (although they can get FnP, among other fun things.).
  • Tau Fire Warriors, Pathfinders and Kroot. (Slightly tougher, "pure GEQ" and slightly squishier respectively)
  • Tyranid Gaunts and Gargoyles.
  • Chaos Cultists.
  • Genestealer Cultists.
  • Chaos Daemons such as Bloodletters, Pink Horrors, Daemonettes, Chaos Furies and Seekers of Slaanesh. Plaguebearers have T4 however, and Horrors have a 4++.
  • Orks ALL OF THE ORKS W/OUT 'EAVY ARMOUR, albeit, they are all T4/6+.

Knight

Although not a widely-accepted term, Knight has been used by some to refer to the large models being released by Games Workshop that don't quite qualify for Titan status but still pack a significant punch. Usually, these have a high Toughness (at least 7, and usually more), a large number of Wounds (12-24 now in 8th Edition), a 3+ or 2+ save, and an invulnerable save (or some way to get them). They may also have high mobility, usually in the form of jetpacks or teleporters or similar. These models are also very large, which means it's hard to hide them, and most are either Monsters or Vehicles.

The term "Knight" is both a reference to the high incidence of the term "knight" in their names, and the Knight Titans of Epic 40,000 (who not coincidentally would be re-released as the Imperial Knights below).

Strong Examples:

Loose Examples:

  • Ork Gorkanaut/Morkanaut Albeit the models are close in size, they aren't considered Titanic, nor are they Lords of War, despite pretty much having the statline for it in everything but wounds.
  • Ork Stompa Between a Knight and a Warhound statswise and pointswise, really. Also notable as the largest plastic model Games Workshop sells. Basically used by Ork players in the same way as Knights, however.
  • Chaos Daemons Bloodthirster Great Unclean One Lord of Change and (even looser) Keeper of Secrets. All of these are basically knights in size, like above, but are more in line with Land Raiders or similar in terms of statistics. They are also not titanic.
  • Death Guard Mortarion. Similar to above, but actually a Lord of War.
  • Thousand Sons Magnus The Red. Likewise.

The Other Stuff

Of course, a lot of stuff doesn't fit very well into any of the above categories. For instance, Space Marine Centurions have multiple wounds, extra Toughness, as well as 2+ saves and larger bases, so they don't really fit as MEQ or Knight. Similarly, the entirety of Sisters of Battle is somewhere between GEQ and MEQ; they all have Toughness 3, but they also have 3+ saves and a 6+ invulnerable save. The same applies to Ork Boyz who are Toughness 4 and have a 6+ save or various Eldar Aspect Warriors who have T3 but a 3+ save. Several Tyranid organisms have 3-4 wounds but a 4+ save or worse and no Toughness increase (Though occasionally things like Lictor camo and invulnerable saves) meaning that they are between the resilience of a TEQ and a MEQ.

With Eighth Edition, there are also equivalents for vehicle/monster classes, more or less, with Rhino (T7, 10W, 3+), Land Raider (T8, 14-16W, 2+/3+), Trukk (T6, 8-10W, 4+),Dreadnought (T7, 8W, 3+ with a Sx2 weapon, and possibly at least one gun), and even Sentinel (T5/6, 6W, 4+/3+) all being fairly common templates for vehicles.

There are also Bikers, which are extremely variable, but are usually something along the lines of +1 Wound and +1 Toughness compared to the standard troop of that army, and sometimes +1 Sv.