I hear you. I took the time to source 20 metal ones from ebay because I just like them that much more.
On a more "crunch" level, in my games they were used the first game to try and swamp the few terminators the guy had on the board, but I failed my charge. Generally speaking, if it's still possible it's worthwhile to burn a CP to try and make that charge. The sheer amount of attacks will overwhelm if given the chance. Unfortunately they had a unit of Deathwing Knights charge them instead, and that went as predictably as one might imagine.
In my second game, it was an almost mirror match vs Necrons. He went for the tesla Immortals supported by Overlord though, so I knew I'd have to eliminate them quick lest they do exactly what someone previously suggested they can do. This time I was able to connect the charge on the first try, wiping them out completely and engaging a few other units. After a couple more rounds he had wiped them out, but their use so aggressively allowed me to entirely dictate the flow of the game, rendering that entire flank useless for long enough.
In my third game, I was facing down 6 Dunecrawlers boosted by Cawl. By the bottom of the 2nd I had lost all my warriors already, so I dropped in the Flayed Ones and they distracted long enough (ie, 1 turn...) to get my characters stuck in. They weren't nearly as effective in combat vs a wall of walkers, but they did force them to stop firing and that made me happy enough.
While they were decent at what they did (distract, attack), I think they were a bit pricey for it still. I'd most certainly use them again and again because they're that good, I just wish they weren't so point-heavy. Instead of having a big unit, another idea is to have multiple small units for end game deep strike objective captures...not a bad idea.
General tactics now. Talking with my opponent afterward, we compared unit sizes .
He was an advocate of units of 10 for two reasons: he basically never worried about morale and was able to more easily make a battalion detachment. I meanwhile had figured on using fewer big units so that even if I lose all but one dude, they could all come back still. I experienced many losses through morale, and it allowed my opponents to focus fire, which was painful.
What do we think about unit sizes? 2x10 Warriors better than 1x20? 2x5 Immortals better than 1x10? I think with Overlord bonuses you want to maximize the effect by taking a bigger unit, though it isn't necessary with a Cryptek that simply affects all in range. Personally I wish the Overlord was just a bubble effect like...basically every other HQ, so we can always hope it changes. That being said, I haven't taken an Overlord at all this edition (barely took one last edition).
Tactica: Legion of the Damned; thoughts, tactics, and strategies for the intrepid explorer of rarely-seen units.
Fluff: Naval Operations of Ultramar. Also includes all known named ships for all chapters, as well as ship sizes and assorted information.
Personal: The Renegade Hobbyist. This is where I do things! Also, follow me on Twitter at @Atomic_Hamsters.
"I miss using Sly Marbo. I like to think he is still somewhere in the codex, but no one can find the page."