Give that Marine a second wound and LD 10 and you've sold me.
Ork Slugga/Shoota BoyWS BS S T W I A Ld
4 2 3 4 1 3 1/2 6
Basically your average Boy should beat a Guardsman one on one but should be able to be smacked down by marines or anyone cool. Orks use the weight of numbers to win. A marine should be tearing through these guys. Marines were basically designed to fight orks. They're bigger, stronger, better armed, better armored, and more skilled and it really shows. Orks have furious charge in their favor and that's it. You catch them off guard and you rip them to pieces.
Ork Skar BoyWS BS S T W I A Ld
4 2 3 4 1 3 1/2 7
Skar Boyz are basically regular boyz although they'd have a bit more teef to their name and a few more scars (obviously) as such they can have some better gear. 5+ save and rending to show these guys don't screw around.
Tyranid TermagauntWS BS S T W I A Ld
2 2 2 3 1 1 3
These are something Guard can beat up on. Gaunts should be weak. They're ants. But they're without number. I want to see the squad size up to 50 at least, maybe a hundred. They're the tide of war. A 50 point Marine's going to be forced to fight his way through a dozen just to earn his points.
Tyranid GenestealerWS BS S T W I A Ld
4 - 3 3 1 5 4 7
These guys are fragile, but their talons rend and they've got a bunch of attacks and they should pull down heavy infantry if they can catch them in terrain. The only time you should be loading up on GSs is in a cover heavy match. You do that and you'll tear through terminators. But if they're in the open you may as well use gaunts. Stealers are a specialized unit. You're looking at furious charge, infiltrate, and move through cover.
Tau Fire WarriorWS BS S T W I A Ld
2 4 3 3 1 3 1 8
Tau are basically storm troopers. A nasty gun, solid armor, and a generally better guard statline. They're basically as good as their gun and their transport.
Kroot CarnivoreWS BS S T W I A Ld
4 3 3 3 1 4 2/3 7
Kroot are basically the ultimate light infantry. Relatively good at fighting in melee and range, and great at moving around undetected. You load these guys up with their built in Scout, Infiltrate, Stealth, and Move Through Cover. They're in your base killing your dudes. The sort of guys Catachans respect and loathe.
Dark Eldar Kabalite WarriorWS BS S T W I A Ld
5 5 3 3 1 5 2/3 9
This guy is all finesse. He can dance toe to toe with marines because his speed makes him a match for them even if he lacks the strength or toughness or wounds or armor to better them he's still got a fighting chance and once he's got his vampire on they're going to be on their backfoot as he starts turning his sword dance into a furious storm of attacks.
Dark Eldar IncubusWS BS S T W I A Ld
6 5 3 3 1 5 3 10
These guys are pretty tough cookies. They're fragile like any of their kin but these guys shine even better in combat. Their power weapons mixed with their superior stats. They'll outfight a marine and tear through anything less unless of course you can kill them with shooting.
Craftworld Eldar Defender GuardianWS BS S T W I A Ld
4 4 3 3 1 5 1 8
Better then a human by the inherent gift of being more than human. Top notch medium ranged gun play and not much else. Guardians are best served by being mounted up in a wave serpent and armed with some heavy weapons.
Craftworld Eldar Dire AvengerWS BS S T W I A Ld
5 5 3 3 1 5 2 9
Avengers are pretty much the same stats as Kabal Warriors. They aren't ninjas, they're disciplined marksmen. Their guns are murderous and tear through infantry and worry lighter vehicles and rear armor.
Chaos Demon BloodletterWS BS S T W I A Ld
5 - 5 4 1 4 3 10
Basically they're all combat with a big old sword. Not particularly tough but they've got an invulnerable save and powerweapon and can call upon unlimited numbers. Daemons should have some sort of Without Number thing where an area of board edge is a warphole and daemons pour through to replace the fallen.
Chaos Demon BloodreaperWS BS S T W I A Ld
5 - 5 6 3 4 5 10
(But... that's a monstrous creature stat line
)
Like their cousins Bloodletters, Reapers are identical but improved Toughness, Attacks, and Wounds to justify the mounts additions.
Necron WarriorWS BS S T W I A Ld
4 4 4 4 1 4 2 10
Here you see a basic Necron. Rather tough, but ultimately his worth is his weaponry and his special rules. Deepstriking abilities, Feel No Pain, and Relentless are Necron attributes that make them shine. Ideally they're comparable to Eldar in their power if not technique. Necrons are more rounded while Eldar are a glass hammer. With luck Eldar infantry will cut them down. With luck the Necrons will shrug it all off. It matches up roughly.
Necron ImmortalWS BS S T W I A Ld
4 4 5 5 1 4 2 10
Now you're getting into the tough guys. Bigger guns, more strength, more toughness. I figure 4s for BS and WS are justified in everything that isn't a Lord. 4 is the standard of Necron programming. Lords are superior because they're more self controlled. These guys are all about the huge gun they tote around.