52238
Post by: skoffs
Been seeing a lot of talk about deathstars and "Army X's best Y slot option," so it got me thinking.
I don't play against a very wide variety of opponents, so my experience on how to counter certain units is very limited.
If I finally come up against a new army, I might be completely clueless on A) what to expect, and B) how to counter it.
Being the case, what would Dakka consider the top three units for each codex?
I'm guessing there's going to be some obvious ones (Heldrake, Riptide, etc.), but I'm hoping to be able to find out about some of the lesser known ones.
To get the ball rolling, I guess I'll start with my own codex...
NECRONS
- Nightscythe (preferably as a "Deathscythe" or "Stormscythe" rather than the cheap "lol, I'll just spam MSU Warrior squads and wait until turn 5 to put them on objectives" route)
- Annihilation Barge
- Wraiths (preferably lead by a Destroyer Lord)
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Post by: DrownedRat117
I suppose it depends on how you use it, and how much you consider value for points a factor, but I'll have a crack at this.
SPACE MARINES
Drop Pods-Awesome tool, even better in a BA army (35 points+Assault squad), imo if they're not in your army then you're not doing it right
Land Raider-Kinda obvious one, but the 14 all round is so much fun, and is a guaranteed win if you can take out enemy anti-tank
Sternguard-Especially in a Drop Pod, with Combi-Meltas, i think they're a great choice for the army. Versatile deployment, and ammo.
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Post by: Goat
From the armies I play
Grey Knights:
Coteaz
Dreadknights
Purifiers
Chaos Space Marines:
Heldrakes
Obliterators
Khorne Lord on a Juggernaut
All in the order given.
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Post by: Marshall Ragnar
Tau:
Riptide
Broadsides
Crisis Suits
Space Marines (in my opinion)
Thunderfire Cannon
MM Attack Bikes
TH/SS Terminators
69483
Post by: shamikebab
Space Wolves
Long Fangs
Grey Hunters
....can I have Long Fangs again? Probably Thunderwolf Cavalry
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Post by: zephoid
Eldar:
Eldrad
Fire dragons
War walkers
Nids:
Tervigon (duh)
Ymargls
Zoanthrope
Guard:
Vendetta (duh again)
Manticore
Veterans
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Post by: Lucarikx
Blood Angels: Sanguinary Priests Frag Furiosos ASM for cheap Transports Lucarikx Automatically Appended Next Post: BA ASM get Drop Pods free Lucarikx
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Post by: Unholyllama
Necrons:
Annihilation Barges
Wraiths
Night Scythes
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Post by: skoffs
Any representatives of the other slightly lesser played armies (Sisters, BT, Orks, DE, Daemons, DA) care to chime in?
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Post by: Troike
From my understanding, for Sisters it's something like:
- Exorcists
- Uriah + conclave
- Celestine
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Post by: skycapt44
Orks
Lootas
Dakkajet
Boyz
Nids
Tervigon
DoM
Hive Guard
Space Marines
TH/SS Termies (in landraider)
Thunderfire Cannon
Sternguard (in pod)
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Post by: AlmightyWalrus
Templars, in my opinion:
Terminators (either type)
Crusader Squads (blobs)
Techmarines
Honourable mention to Marshals/Chaplain/Emperor's Champion, without whom our supposed CC prowess would be weak indeed.
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Post by: PunkNeverDie110
shamikebab wrote:Space Wolves Long Fangs Grey Hunters ....can I have Long Fangs again? Probably Thunderwolf Cavalry You forgot the Rune Priest
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Post by: SeptimusPryme
Orks:
Biker Warboss
Biker Nobs as Troops
Lootas
Honorable mentions:
Meganobs
Dakka Jet
55041
Post by: The Shrike
Dark Angels:
Ravenwing Command Squad with Standard of Devastation
Whirlwinds
Azrael
I really love Deathwing Knights but they don't quite make the cut. Honorable mention. RWCS with SoD surrounded by 3 x6 bike RAS squads is sheer win. Whirlwinds are amazingly cheap and Azrael just buffs the whole army and unlocks a lot of FOC shenanigans.
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Post by: Icculus
Orks:
Nob Warbikers
Lootas
Battlewagons w/ deff rollas.
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Post by: Velmoor
DE
Venoms
Trueborn
Reaver Jet bikes
Eldar
Farseer
Guardian Jet bikes
War Walkers
Tyranids
Hive Tyrant
Tervigon
Termagants
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Post by: Mozzamanx
Daemons:
Flesh Hounds
Seekers
Bloodthirster
62367
Post by: Red Viper
For my DE it's:
Venoms
Beasts
Ravagers
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Post by: timetowaste85
Black Templar:
Tech Marines
Master of Sanctity/Chaplain with retinue (pass those tests plus extra bodies)
Crusader Blobs
Daemons (going off of old book, haven't played the new one yet):
Flamers
Slaanesh Daemon Princes
Nurgle Daemon Princes
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Post by: Amoras
From my tyranids:
Tervigon
Hive Tyrant
Doom of Malan'tai
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Post by: StarTrotter
For daemons:
-Flesh Hounds
-Seekers
-Bloodthirster/lord of change/kairos fateweaver (hard one. Bloodthirster can wreck in cc, lord of change is a great force multiplier and can still be a threat in cc, fateweaver fixes some of the excessive randomness however he has horrid stats)
Noteworthy unit:
-Soulgrinder
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Post by: L0rdF1end
Daemons:
-Flesh Hounds
-Screamers
-Soul Grinder
Nids:
-Tervigon
-Doom
-Flyrants
Chaos:
-DP of Zeentch with Black Mace
-Helldrake
-Nurgle Spawn
Tau:
Broadsides
Farsight Bomb
Riptide
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Post by: beerbeard
My Amries:
Space Wolves:
Long Fangs
Rune Priest
Grey Hunters
Honorable Mention: Wolf Priest
LVP: Skyclaws
IG:
Vendetta
Manticore
Vet Squad
Honorable Mention: Marbo, LR Exterminator, LR Punisher, IG Platoon
LVP: Nork
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Post by: SoloFalcon1138
Dark Angels
Deathwing
Land Raiders with Deathwing vehicle
5-man tactical squads with heavy weapons
Chaos
Heldrake
Havocs with flakk and CCW
huge Space Marine squads
Tyranids
Doom of Malantai
Winged Hive Tyrant
Ymgarl Genestealers
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Post by: pretre
Troike wrote:From my understanding, for Sisters it's something like:
- Exorcists
- Uriah + conclave
- Celestine
That was 5th edition.
Right about now it is:
- Celestine
- Celestine
- Celestine
Okay, maybe something more like this:
- Celestine
- Exorcists
- Dominions or Rets
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Post by: war
Sisters
-Celestine
-seraphim (gotta give it to them over the dom's)
-exorcists
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Post by: Dracoknight
Tau:
Riptide
Broadside
Crisis Suits
Tyranids:
Swarm Lord
Tervigon
DoM
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Post by: Vivster
Space Marines:
•MM Attack Bikes
•TH/SS Terminators
•Librarian
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Post by: Tactical_Genius
Just wanna point out to all the Templars players that they can have assault marines with storm shields for 25 points per model, and meltabombs at an extra 2 ppm...
Mini-Deathstar?
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Post by: Unit1126PLL
Armored Battlegroup:
Imperial Navy Gunship Squadron
Kitted Vanquishers with Beast Hunter Shells
Siege Tank Squadron for cheap Thunderers.
Did I mention Imperial Navy Gunship Squadron?
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Post by: nolzur
Dark Angels:
Best:
1. Black Knights
2. Bikes
Worst:
1. Flyers
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Post by: BrotherOfBone
Imperial Guard
(If Apoc counting too)
Stormblade
Vulture with Punishers
Vendettas
;D
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Post by: Devoted-to-the-machine
IG 1.Vendetta 2. Imperial guard 30 man block with SWS one MG one demo one PG 3. LRBT
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Post by: cod3x
Note: Are deathstar and good unit synonmous now? How is a Heldrake a deathstar?
CSM:
Lv. 3 Unmarked Sorc. (biomancy), Skarbrand
Termi Retinue w. MoTz, season to taste w/ combimeltas and fist, maybe a Reaper Autocannon.
Oblits behind an Aegis w/ MoN
Nurgle Bike lord w/ blackmace and several Nurgle Spawn
Not much Chaos deathstar material, at least compared to a Harlestar, Greyknights, etc.
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Post by: Sourmilk
From GK i would say (in no particular order):
- Coteaz
- Strike squad
- Dreadknight
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Post by: Windir83
Nids: #1 Tervigon (reliable,boosts herself or others with psychic powers,scoring, births more scoring, force multiplier with even more buffing of nearby littul 'uns, and if you go Tervifex style they will rip alot of stuff to shreds)
#2 Doom of Malan'tai (has the potential to turn a game around all on his own but isn't a reliable way to do so)
#3 Flyrant (reliable, shoots a bunch, can stomp some stuff, can boost with Old Adversary and even support a little with psychic powers)
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Post by: Baronyu
DE
Venom
Ravager
Trueborn(even though I don't run them...  )
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Post by: Ailaros
Okay, I think I'm going to have to set the record straight on guard here:
#1.) CCS.
There is nothing this squad can't do. Defensively, you can take 4 BS4 plasma or meltaguns, and put them in a chimera if you like. Offensively, you can take a BS4 lascannon and officer of the fleet for pretty cheap. Plus, they can order themselves to be twin-linked against vehicles or monstrous creatures, and can force your opponent to reroll passed cover saves. That and it's one of the best places in the codex for a power fist, and can come with a "I did an extra wound this round *wink*" upgrade to help them win assaults. This tiny squad can pack a lot of punch for very cheap.
But it doesn't stop there. They are a great support unit, being able to rally broken units (even at less than 25%) with ease, while being able to take an upgrade that lets anything remotely nearby reroll their failed morale tests in the first place. They can make units nearby twin-linked against vehicles or monstrous creatures, and do the faux ignore-cover thing. They can make sure stuff gets a 6 on its run rolls, and give a ghetto version of bolter drill to lasguns nearby.
But that's not all! They also have more meta-influencing stuff, like the ability to reduce your opponent's reserve rolls by 1, or to increase yours by 1 and reroll where your outflankers come in from.
All this for a price tag that starts at 50 points, and rarely exceeds 100. It's possibly, per points, one of the best units in the game, much less the guard codex. It's only a shame that it doesn't quite dovetail with mech lists as well as you'd hope.
#2.) Conscripts with Send in the Next Wave!
They are an invincible scoring unit. Let me repeat that in case you missed it. Invincible scoring unit. Whenever you kill off a couple of conscripts, a few moments later they return to full strength and can teleport to anywhere inside of my deployment zone.
Every game, you just HAVE one objective, more or less, and your opponent is actually WORSE off for attacking them. There is nothing else in 40k even remotely like this.
#3.) Punishers.
Give them a pair of multimeltas and a lascannon, and they create a 30" bubble where they're going to absolutely ruin anything foolish enough to enter. Being a heavy 20 gun, they can handle things that are susceptible to volume of fire. Having two multimeltas and a lascannon, they've got the power to handle anything that isn't. There is nothing that your opponent can bring that gets within that threat range that a punisher can't at least somewhat handle, if not just stomp dead.
It provides great zone control on a really durable chassis, screwing up your opponent's movement in a difficult to dislodge way. Plus, on occasion, they count as scoring units to boot.
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Post by: emptyedens
SW:
Lone Wolf
Grey Hunters
Rune Priest
Bonus:Rhinos for 35 points I can laugh at the heldrake, move up 18 inches, then hide behind them.
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Post by: BrotherOfBone
They have a turreted weapon, so hiding behind a Heldrake does nothing much xD
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Post by: bobtheoverlord
^i think he meant hiding behind the rhino
Anyway
Dark angels
Librarian
Whirlwind
Scoring, no scatter, mixed weapon, twin linked on first turn, ten man terminator units (with belial of course)
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Post by: benf
For my C:SM + BT allies;
70pt Landspeeder Typhoons
2x Assault cannon terminators
Love my land raider redeemer
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Post by: Madcat87
I'll give this a shot for the two armies I play.
Sisters of Battle
-Exorcists
-Heavy Bolter Retributors
-Celestine
Orks
-Nob Bikers
-Lootas
-Deff Rollas
63000
Post by: Peregrine
For IG:
1) Vendetta. Absurdly cheap thanks to being priced as a 5th edition skimmer intended to sell the new Valkyrie kit, priceless dual-role AA/anti-tank that you can't get anywhere else in the codex, and fills the vital role of getting scoring units to objectives outside your own deployment zone. With IG the question isn't whether you're going to take multiple Vendettas, it's what you're going to put in the Vendettas you're taking.
2) Vulture (twin-linked punisher cannons). Trade the Vendetta's transport capacity for strafing run and vector dancer, so you're averaging 20 STR 5 hits per turn against most targets with the maneuverability to deliver it exactly where you need it. The Vulture kills hordes, kills elite infantry, and even kills vehicles (average of 6 HP per turn removed from AV 10 with vector dancer to reliably get into rear armor). It's hard to imagine an IG list that doesn't take at least one.
3) Sabre (twin-linked lascannons). Reasonably efficient shooting against ground targets, but interceptor and skyfire makes them absolutely terrifying for flyerspam players to see on the other side of the table. And on top of that they're a scoring unit with lots of T7 wounds, having your best shooting units also work well as objective campers frees up a lot of points to push forward aggressively and take enemy objectives (or just bring raw firepower and table them). The only real drawback is they commit you to having a static foot element (don't forget the prerequisite platoon), so you can't just throw them in every single list like the flyers.
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Post by: LValx
Ailaros wrote:Okay, I think I'm going to have to set the record straight on guard here:
#1.) CCS.
There is nothing this squad can't do. Defensively, you can take 4 BS4 plasma or meltaguns, and put them in a chimera if you like. Offensively, you can take a BS4 lascannon and officer of the fleet for pretty cheap. Plus, they can order themselves to be twin-linked against vehicles or monstrous creatures, and can force your opponent to reroll passed cover saves. That and it's one of the best places in the codex for a power fist, and can come with a "I did an extra wound this round *wink*" upgrade to help them win assaults. This tiny squad can pack a lot of punch for very cheap.
But it doesn't stop there. They are a great support unit, being able to rally broken units (even at less than 25%) with ease, while being able to take an upgrade that lets anything remotely nearby reroll their failed morale tests in the first place. They can make units nearby twin-linked against vehicles or monstrous creatures, and do the faux ignore-cover thing. They can make sure stuff gets a 6 on its run rolls, and give a ghetto version of bolter drill to lasguns nearby.
But that's not all! They also have more meta-influencing stuff, like the ability to reduce your opponent's reserve rolls by 1, or to increase yours by 1 and reroll where your outflankers come in from.
All this for a price tag that starts at 50 points, and rarely exceeds 100. It's possibly, per points, one of the best units in the game, much less the guard codex. It's only a shame that it doesn't quite dovetail with mech lists as well as you'd hope.
#2.) Conscripts with Send in the Next Wave!
They are an invincible scoring unit. Let me repeat that in case you missed it. Invincible scoring unit. Whenever you kill off a couple of conscripts, a few moments later they return to full strength and can teleport to anywhere inside of my deployment zone.
Every game, you just HAVE one objective, more or less, and your opponent is actually WORSE off for attacking them. There is nothing else in 40k even remotely like this.
#3.) Punishers.
Give them a pair of multimeltas and a lascannon, and they create a 30" bubble where they're going to absolutely ruin anything foolish enough to enter. Being a heavy 20 gun, they can handle things that are susceptible to volume of fire. Having two multimeltas and a lascannon, they've got the power to handle anything that isn't. There is nothing that your opponent can bring that gets within that threat range that a punisher can't at least somewhat handle, if not just stomp dead.
It provides great zone control on a really durable chassis, screwing up your opponent's movement in a difficult to dislodge way. Plus, on occasion, they count as scoring units to boot.
I think I either mis-read this or that you misspoke, because there is no way you can leave the Vendetta off of a "best units per codex" discussion.
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Post by: Hashbeth
'Nilla Marines:
1) Land Raider
The classic, the killer, AV 14 all around, and a real pain to stop. Pretty much guaranteed to get its cargo where it needs to get, or soak up so much dakka that everything else gets where it needs to get.
2) Sternguard
They just kill things really well. Given the shootier, close-range nature of the marines codex, these boys are exemplary of short-range punishment. They may not last too long in all cases, but they exemplify the "jack of all trades" for current marines. Can take lots of wargear, will normally get their jobs done, and aren't outrageously priced.
3) Assault Termies
Without the Land Raider these would be only "meh." With a land raider they become death machines. A pain to kill, a pain to deal with, and the scariest assault unit the 'nilla marines can muster.
Honorable Mentions:
Rhinos.
Yes they're kinda bland, but for the sheer number of marines these things have saved over the years, they need a shout out. Cheap, reliable, cover and annoyance. Drop pods may work better for lightning attacks, razorbacks offer more firepower, but for cheap rugged defense + speed, you can't beat these versatile little bastards.
TFC
100pts. for a 75 pt. Techmarine and a gun that fires 4 nasty small blast templates. It's so efficient, it makes you wonder if it's actually for current C:SM. It's not always helpful, but it's cool and has a cool model.
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Post by: jifel
Tyranids:
Tervigons, no question whatsoever. Theyre our only "great" unit, but not quite broken I think.
Ymgarls: Yup, I put these guys ahead of the Doom. Their abilities are just invaluable, they terrify people way past their points and can still nail vehicles.
Tyrants: Wings upgrade is what makes them good, but their pricyness makes them a bit below Ymgarls to me. Still auto includes.
Honorable Mention: Doom of Malan'tai, then Biovores.
59873
Post by: macc92
Tactical_Genius wrote:Just wanna point out to all the Templars players that they can have assault marines with storm shields for 25 points per model, and meltabombs at an extra 2 ppm...
Mini-Deathstar?
If you check the BT faq it says to alter all point values for the storm shield upgrade to 15pts so those assault marines would actually cost 37ppm minimum
https://www.games-workshop.com/MEDIA_CustomProductCatalog/m2940040a_Black_Templars_v1.2_JANUARY13.pdf
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Post by: Spartan089
In terms of specialized FW lists:
IG: Armored Battle Group
1. Vanquisher Leman Russ with Beast Hunter Shells: Av 14 BS 4 with STR 8 AP 2 small blast with Instant Death. These things are great for the heavy MC filled environment we are seeing.
2. LRBT: (all variants) + Thunderers as Troop choices, in squads of up to 3.....need I say more
3. Vendettas or Vultures
4820
Post by: Ailaros
LValx wrote:I think I either mis-read this or that you misspoke, because there is no way you can leave the Vendetta off of a "best units per codex" discussion.
The vendetta shows up late, spends only half the game on the board, is vulnerable to interceptor, has limitations on its mobility, and causes anybody transported inside to die a horrible death, even if the vehicle is just wrecked, not exploded.
The vendetta is nice because it is a cheap source of lascannon fire (with skyfire to boot), but given that you can't alpha strike with it, I'd rather go for a more expensive form of long-range anit-tank that actually get to start the game on the board, shooting from turn 1.
It didn't make the list, because it's not actually that good. People grossly over-fear it, and it's hyped so far beyond its actual capabilities that it almost puts Marbo's ludicrous reputation to shame.
63000
Post by: Peregrine
Ailaros wrote:It didn't make the list, because it's not actually that good.
I guess we'll just forget how you've said that you hate how overpowered Vendettas are and if the only way to win with IG in 6th is to use them you'd rather quit 40k?
66921
Post by: Sinji
Speaking of which Marbo should be on the list. If only for coolness reasons.
52238
Post by: skoffs
Intentions for this thread was to compile a top-five-from-each-codex list (assuming people wouldn't 100% agree on the same three units for each codex).
...
but even at top five, it still looks like it might be a tough call for some of these armies...
11860
Post by: Martel732
At the Vendetta's price point, and the way the IG plays, only getting 3/5 Vendettas turn 2 will not kill you. If you really fear this, use the commlink on the aegis line. It's not like you need the gun with all the Vendettas flying around.
58966
Post by: tankboy145
Imperial Guard
Vendetta
Infantry Blob
Leman Russes(variants depend on what your list lacks)
SW
Grey hunters
Long fangs
Rune priest
25208
Post by: AlmightyWalrus
Tactical_Genius wrote:Just wanna point out to all the Templars players that they can have assault marines with storm shields for 25 points per model, and meltabombs at an extra 2 ppm...
Mini-Deathstar?
Storm Shields are 15ppm. They FAQd it up.
57646
Post by: Kain
Tyranids (no SCs)
Tervigon
Flyrant
Zoanthrope
12257
Post by: Valek
Tyranids:
Doom of Ma'lantai
Flyrants with Devourers
Tervigon
Necron:
Nightscythes
Annihilation Barges
Wraiths
GK:
Coteaz
Dreadknight
Psyfledreads
Chaos:
Helldrake
Spawns w MON
Lord with brand
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Post by: Kain
Allow me to explain my choices.
Tervigon: scoring monstrous creature and dealer of buffs for pretty cheap prices. They also spawn free models that can score, can roll for silly biomancy powers, and with crushing claws they can crack open tanks in melee with one round of "TERVIGON SMASH!" About the only thing they lack is an option to take armored shell.
Flyrant: Trolls fliers all day long, can glance or even pen light vehicles into dust, vector strike for more lulz, and can roll for biomancy to fly around with IWND and FNP or Iron arm. Or both if you have a caster free to give him endurance.. He's also the only way you can seriously threaten fliers and provides synapse. However one good shot can make him crash, and he isn't' cheap.
Zoanthropes: Cheap, with perhaps the best shooting in the book and make land raiders craps themselves or toss a Pilate that makes marines cry. Also carries synapse and SITW to shut down enemy psykers and can roll for nice powers to become a buff and debuff brigade. Also reasonably resilient with multiple wounds and a 3+ invulnerable save.
67553
Post by: cerbrus2
Chaos,
Noise marines
Hell drake
Defiller
57646
Post by: Kain
Wait..someone called the defiler, the poster boy for an overpriced shizofrenic unit with no idea what it's supposed to be doing...good?
Wut?
65919
Post by: reaper with no name
This is far too simplistic.
Certain units that are incredible in one list could be mediocre in another.
Let's take the GK codex for example.
10 Purifiers seem okay at first glance. They're better than Strike Squads, but they don't score.
Now take Crowe. Ok, now that's just bad. 150 points to make 10 guys into troops? No, thanks.
All right, how about Crowe and 30 Purifiers? Now those Purifiers are pretty good. The tax is (relatively speaking) much less.
40? Now they're amazing.
But wait, there's also the Vindicare Assassin. His ability to annihilate Land Raiders and take away invulnerable saves is great. Stick him on an Icarus Lascannon and he becomes even more incredible. Good luck fitting him and an Icarus into a 40 Purifer list without missing out on those Heavy Supports, though.
Speaking of which, let's consider one of the Heavy Supports: the Psyflemen Dreadnought. 4 TL S8 shots at 48" is nothing to sneeze at.
But wait, they compete with the Dreadknight! It can teleport around the field punching things and burning people from a distance! It's so hard to choose!
Hmm...maybe just stick with Strike Squads after all to save points for Heavy Support. In any case, they're certainly no slouch by any stretch of the imagination. Heck, just the sheer discounts they get on power weapons makes them-
Oh wait! Grand Strategy! Grand Masters can make infantry, walkers, and MCs scoring! So you could bring a single unit of Purifiers and those Heavy Supports you want, without needing to load up on lots of troops!
Oh, but you only have 2 HQs under 2000 points, and Coteaz is so useful (even before we consider those wonderful Henchmen he turns into troops). Of course, he's only one HQ, but regular inquisitors are so cheap and give you access to Prescience, which will help out so much against fliers.
But then again, if we're going to be worrying about fliers, perhaps we should go lighter on HQs in order to bring a Stormraven? It can shoot at other fliers, and also at enemy ground forces.
No, wait, what if they meet Heldrakes? Stormravens can't kill those quickly enough! Maybe we should invest in some Paladins or Terminators instead...
...Unless of course the enemy is bringing lots of AP2, which is increasingly common these days. Perhaps a better approach would be lots of troops with lots of psycannons.
Oh, wait. That's what Purifiers do.
See the problem yet?
Not every codex is a one-trick pony. And even among the ones that are, people don't always stick to the monobuild (especially in more casual metagames).
A better approach would be to ask people for the types of lists that are popular for a given army.
63000
Post by: Peregrine
Not really. The question is what are the best units, not which units would you ever play with. The fact that you can think of reasons to use units X, Y and Z doesn't stop you from recognizing that unit X is overpowered and one of the best units in the game, Y is an average unit that does its job well but doesn't stand out, and Z is a situational metagame-dependent unit.
67553
Post by: cerbrus2
Kain wrote:Wait..someone called the defiler, the poster boy for an overpriced shizofrenic unit with no idea what it's supposed to be doing...good?
Wut?
Show me another unit that can sit in the back of your line throwing pie plates out. Or quickly switch to a instant death dealing cc unit if someone has the cheek to deep strike in your table half. It's a great unit for its price. And got even better and cheaper with the new codex. The only people that don't like it are the ones that don't know how to use it.
52990
Post by: Mr. Voidness
cerbrus2 wrote: Kain wrote:Wait..someone called the defiler, the poster boy for an overpriced shizofrenic unit with no idea what it's supposed to be doing...good?
Wut?
Show me another unit that can sit in the back of your line throwing pie plates out. Or quickly switch to a instant death dealing cc unit if someone has the cheek to deep strike in your table half. It's a great unit for its price. And got even better and cheaper with the new codex. The only people that don't like it are the ones that don't know how to use it.
Or die when someone sneezes at you. The biggest issue for me is their AV 12 which isn't good at all. But I guess it's meta dependent.
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Post by: AlmightyWalrus
cerbrus2 wrote: Kain wrote:Wait..someone called the defiler, the poster boy for an overpriced shizofrenic unit with no idea what it's supposed to be doing...good?
Wut?
Show me another unit that can sit in the back of your line throwing pie plates out. Or quickly switch to a instant death dealing cc unit if someone has the cheek to deep strike in your table half. It's a great unit for its price. And got even better and cheaper with the new codex. The only people that don't like it are the ones that don't know how to use it.
Hate to rain on your parade, but 200 points isn't cheaper than 150 points.
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Post by: Kain
cerbrus2 wrote: Kain wrote:Wait..someone called the defiler, the poster boy for an overpriced shizofrenic unit with no idea what it's supposed to be doing...good?
Wut?
Show me another unit that can sit in the back of your line throwing pie plates out. Or quickly switch to a instant death dealing cc unit if someone has the cheek to deep strike in your table half. It's a great unit for its price. And got even better and cheaper with the new codex. The only people that don't like it are the ones that don't know how to use it.
At AV12 so termis with assault cannons will glance it into dust. If it fires it's cannon it must snap fire the rest of it's (mediocre) guns. It's WS3 means that it's killing ability is hampered by an inability to hit high WS models (a defiler will lose assault to a naked hive tyrant because it will miss most of it's attacks and then the Tyrant hits with two smashes, almost certainly penetrating the armor and due to the buff to AP2 it has a half chance of killing the walker outright) and being hilariously disadvantaged against monstrous creatures.
Also contemptors with conversion bearers say hi. In a less jam packed with need to takes slot no less.
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Post by: Vincentz0r
Orks:
Lootas
Nob Bikers
Boyz
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Post by: crayz_d
Ok im a necron and blood angel player who mainly play against nids and ork hordes or a eldar gunline army. these have been the stand out units for me.
Orks
Big mob of shoota boys - scary amount of shots and attacks on the charge.
Lootas in a bastian - long range hvy firepower thats hard to get rid of.
THRAKA THRAKA THRAKA!! the guys been a nightmare to get rid of, infact alot of our heavy hitting tactics are measured against this guy.
Nids
Doom - this was used for the first time the other day with a spore. we left it unchecked and it owned half of a army and kept goin!!
Tervigon - needs no explaining
swarmlord - couple of lucky rolls on biomancy and this dude just doesnt go down.
Eldar
warwalkers - x 3 all with twin linked scatter lasers with fortune just lays waste to even a nid monsterous creature in one go
eldrad - his buffing turns a gd gunline into a scary gunline.
Jetbike seer council - scary movement, scary against vehicles or troops and can be very hard to put down.
Necrons
Annilation barge - so multi purpose, takes down fliers, vehicles and troops very effectively
wraiths - with a dlord because you just should!!
Death and despair - because love seeing my opponents die gurgling the words "f##k you matt ward" lol
Blood angels
Drop pod frag dread - drop it and make a unit go away turn one. also good for holding opponents up for a turn with a chance of surviving aswel.
Dante - purely for the way i play him. Nerf a big baddy, drop and whip out a tank then bounce around bein a pain.
Stormraven - Because in combos well with my other two choices above, i fill it with a blender dread and death company, frag dread and dantes crew pound anti air so it delivers then watch the magic.
These are no means the best units in the game by a long shot but they are the units that stand out in our gaming circle.
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Post by: soomemafia
Dante:
Good? Yes.
Worth his points? If you say yes here, you're either high or trolling. (Sorry for being harsh)
I mean, yes I like him very much and he can cause some havoc but after all he's a single model with statline equal to Captain and Initiative 1.
His Hit & Run + no scatter on DS are useful but all this with 225 points? Doesn't seem much. Worth using if you like Sang Guard but I wouldn't rank him in top 3
My BA top 3:
1) Sternguard - BA players often overlook shooty units. They shouldn't.
2) Fragnought
3) Sanguinary Priest - 3 5+ saves made and he's already worth his points
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Post by: RancidHate
I should best post from my own armies.
Eldar
1. Jetbikes, late game objective stealing better than anybody in the game and if you went first, even if they get shot off the objective, that's fire not directed at your backfield objective holders.
2.Eldrad. Buff. Your. Army. Oh and attach to him an artillery unit for that T7.
3. Spiders. Minimum squad though. 10 S6 shots in the rear can ruin a lot of tanks' days.
Dark Eldar
1. Baron. Bargain points for so many bonuses. Also all the other HQs suck or are way overpriced (cough Lelith, Drazhar)
2. Venoms. Because Venoms.
3. Warriors. Not on foot mind you but, cheap bodies in cheap open topped vehicles = a lot of poisoned shots.
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Post by: crayz_d
To be honest given the choice i wouldnt take any blood angel hq's but dante fits the tactics i use.
I dont use librarians due to playing eldar and nids making it stupid.
With his hitting on step 1 thats with his axe, he can hit at his full step with his pistol unless thats been faq'd which would be a shame because i pistol whipped a whole bunch of boys my last game.
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Post by: DarthDiggler
Marines - Thunderfire Cannon, Attack Bikes, Null Zone Librarian
Chaos - lv. 3 Sorcerer, Heldrake, Nurgle Spawn
Tyranids - Doom, Flyrants w/ devourers, Tervigon
Grey Knights - Strike Squads, Coteaz, Dreadknight
Blood Angels - Vindicators, Assault Squads, Furioso's
Necrons - A. Barge, D-Lord, Nightscythe
IG - Vendetta, Manticore, Platoon Blob
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Post by: Martel732
Sigh.
Top 3 BA units:
1) Attack bikes w/MM
2) Fragnought
3) Level 1 libby b/c w/o this unit, the BA has no HQs.
Dante is almost the inverse of what the OP was looking for. Dante is flat out terrible for his price. The answer is also not Vindicators or ASM. And *definitely* not the Stormraven.
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Post by: Jangustus
Tyranids:
Tervigon
Gargoyles
Ymargl genestealers
Imperial Guard:
CCS
Infantry Platoon
Vendetta
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Post by: reaper with no name
Peregrine wrote:
Not really. The question is what are the best units, not which units would you ever play with. The fact that you can think of reasons to use units X, Y and Z doesn't stop you from recognizing that unit X is overpowered and one of the best units in the game, Y is an average unit that does its job well but doesn't stand out, and Z is a situational metagame-dependent unit.
And yet, sometimes, the best units vary depending on the rest of the your list. Both Strike Squads and Purifiers are overpowered, but you generally wouldn't want to run both at once. Purifiers do the same job as Strike Squads, only better, but are only worth the cost if you have Crowe and a large number of Purifiers to negate the effect of the Crowe tax.
Sure, some codexes have their Heldrake (a unit that almost singlehandedly props up the whole codex and can be expected in every competitive list), but not all of them do.
Simply asking "what are the top X units in each codex" doesn't tell you much that is useful, because half the units that make any such list are going to be situational, metagame-dependent, or list-dependent.
Therefore, it's better to ask for types of lists (which, in cases like the Heldrake, will come down to "Heldrakes + X") than for top units.
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Post by: Farseer Faenyin
From the armies I'm very familiar with:
Eldar:
War Walkers, Fire Dragons and Farseers
Dark Angels:
Deathwing Knights, Azrael and Ravenwing Knights
Grek Knights:
Strike Squad, Dreadknight and Driago
Necrons:
Anni Barge, Nightsythes and Lord
Orks:
Nob Bikers, Lootas and Big Mek
Dark Eldar:
Venoms, Warriors and Razorwing Automatically Appended Next Post: I forgot Chaos!!
Chaos:
Helldrake
Cultists
Another Helldrake
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Post by: Lothar
Imperial Guard:
-Vendetta (great unit and the only really good AT in IG codex)
-Chimera (dont understand why people forget this little beast)
-Company Command Squad (this really is great unit)
Space Wolves:
-Grey Hunters
-Runepriest
-Longfangs
Chaos Marines:
-Helldrake
-Obliterators
-Autocannon Havocs
Marines:
-Stormtalon
-Thunderfire cannon
-...
Eldars (old codex):
-War Walkers
-Wave Serpents
-Fire dragons
For everyone who voted for Forge World units: Have you read the name of this thread? Units from CODEX!
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Post by: Unit1126PLL
Lothar wrote:
For everyone who voted for Forge World units: Have you read the name of this thread? Units from CODEX!
It actually says in the Forge World books to add the relevant unit to the Codex.
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Post by: Billagio
Orks:
Shoota Boyz
Nob Bikers
Lootas
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Post by: hellpato
I'm just a casual player, but for the SM, the three best unit I used is:
Ironclad dreadnought
Sternguard
Classic SM with Plasma weapon. Those no brainers keep the ground and doesn't flee.
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Post by: DarthDiggler
Daemons - Lord of Change, Daemonettes, Fleshhounds.
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Post by: Jancoran
For Tau my best units are in order:
Pathfinders
Marker Drone Swarms.
Riptide Battlesuits
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Post by: Ailaros
Lothar wrote:-Vendetta (great unit and the only really good AT in IG codex)
Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
There's a LOT of anti-tank in the guard codex, if you're willing to believe that the codex is a book with lots of stuff in it, rather than a one-page pamphlet comprised of what you find on page 101.
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Post by: Peregrine
Ailaros wrote:Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
For once I have to agree with you on a Vendetta-related topic. I don't know how anyone could possibly look at the IG codex and think that the Vendetta is the only good anti-tank unit in the codex. It isn't even the best pure anti-tank unit, it just comes with so many other advantages ( AA, transport, durability) that you can accept less than perfect anti-tank ability.
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Post by: Kain
Lothar wrote:Imperial Guard:
-Vendetta (great unit and the only really good AT in IG codex)
-Chimera (dont understand why people forget this little beast)
-Company Command Squad (this really is great unit)
Wut?
No seriously, wut?
Medusas with bastion breachers, Vanquishers (especially Pask vanquishers kitted out for AT), Lascannon spam blobs, Meltaspam blobs, Surprise Lascannon/Multimelta sentinels, even LRDs, LRAs, and LRBTs, Dakka vultures, and Dakka punishers/exterminator can take out vehicles (get to the rear of a tank with a dakkavulture or punisher/exterminator, watch those hull points do a disappearing act) quite well. The IG not only has some of the best vehicles, it also has some of the best vehicle killing capacity in the game.
Especially with forgeworld thrown into the mix and especially in apocalypse, the IG is THE army to beat in mechanized warfare.
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Post by: Lothar
Ailaros wrote:Lothar wrote:-Vendetta (great unit and the only really good AT in IG codex)
Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
There's a LOT of anti-tank in the guard codex, if you're willing to believe that the codex is a book with lots of stuff in it, rather than a one-page pamphlet comprised of what you find on page 101.
I have also killed a lot of vehicles with something else than Vendetta. For example with deep striking Stormies. That does not mean they are a really good AT unit...
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Post by: Kain
Lothar wrote: Ailaros wrote:Lothar wrote:-Vendetta (great unit and the only really good AT in IG codex)
Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
There's a LOT of anti-tank in the guard codex, if you're willing to believe that the codex is a book with lots of stuff in it, rather than a one-page pamphlet comprised of what you find on page 101.
I have also killed a lot of vehicles with something else than Vendetta. For example with deep striking Stormies. That does not mean they are a really good AT unit...
My maximum anti-tank Pask Vanquisher for my Valhallans has sniped away more vehicles than I can count. Some games have been decided by it turn one killing a Land Raider. CREEEEEEDing in some LRDs up the other guy's tailpipe has often turned their parking lots inside out. My Medusa bastion breachers whenever I bring them out make everyone scared to bring their vehicles out of cover because the moment they do, BAM S10 Armorbane shots. With three firing at one target that is virtually a guaranteed vehicle kill. Perfect for blasting that Baneblade or Titan.
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Post by: Scipio Africanus
For tau, in my mind it is:
1. Riptide
2. Pathfinders
3. XV8 battle suits. Automatically Appended Next Post: Peregrine wrote: Ailaros wrote:Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
For once I have to agree with you on a Vendetta-related topic. I don't know how anyone could possibly look at the IG codex and think that the Vendetta is the only good anti-tank unit in the codex. It isn't even the best pure anti-tank unit, it just comes with so many other advantages ( AA, transport, durability) that you can accept less than perfect anti-tank ability.
I approve of this assessment.
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Post by: Lothar
Kain wrote: Lothar wrote: Ailaros wrote:Lothar wrote:-Vendetta (great unit and the only really good AT in IG codex)
Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
There's a LOT of anti-tank in the guard codex, if you're willing to believe that the codex is a book with lots of stuff in it, rather than a one-page pamphlet comprised of what you find on page 101.
I have also killed a lot of vehicles with something else than Vendetta. For example with deep striking Stormies. That does not mean they are a really good AT unit...
My maximum anti-tank Pask Vanquisher for my Valhallans has sniped away more vehicles than I can count. Some games have been decided by it turn one killing a Land Raider. CREEEEEEDing in some LRDs up the other guy's tailpipe has often turned their parking lots inside out. My Medusa bastion breachers whenever I bring them out make everyone scared to bring their vehicles out of cover because the moment they do, BAM S10 Armorbane shots. With three firing at one target that is virtually a guaranteed vehicle kill. Perfect for blasting that Baneblade or Titan.
If you think your Pask Vanquisher is a good AT option, I can only rest my case...And about your other "good" AT options...you should probably play against more competitive armies and/or players to find out which units are good.
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Post by: Kain
Lothar wrote: Kain wrote: Lothar wrote: Ailaros wrote:Lothar wrote:-Vendetta (great unit and the only really good AT in IG codex)
Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
There's a LOT of anti-tank in the guard codex, if you're willing to believe that the codex is a book with lots of stuff in it, rather than a one-page pamphlet comprised of what you find on page 101.
I have also killed a lot of vehicles with something else than Vendetta. For example with deep striking Stormies. That does not mean they are a really good AT unit...
My maximum anti-tank Pask Vanquisher for my Valhallans has sniped away more vehicles than I can count. Some games have been decided by it turn one killing a Land Raider. CREEEEEEDing in some LRDs up the other guy's tailpipe has often turned their parking lots inside out. My Medusa bastion breachers whenever I bring them out make everyone scared to bring their vehicles out of cover because the moment they do, BAM S10 Armorbane shots. With three firing at one target that is virtually a guaranteed vehicle kill. Perfect for blasting that Baneblade or Titan.
If you think your Pask Vanquisher is a good AT option, I can only rest my case...And about your other "good" AT options...you should probably play against more competitive armies and/or players to find out which units are good.
I primarily play apocalypse because if I'm going to be assed to drive through ungodly downtown traffic to the store, I'm going to go big. A bastion breacher battery can kill a titan or superheavy for much less than the cost of a titan. A pask vanq in the right place has meant the difference between my valhallans having to suck on a brass scorpion up the tailpipe and a smoking wreck and some crying khornate berzerkers.
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Post by: Lothar
Peregrine wrote: Ailaros wrote:Wait, what? I've killed an awful lot of vehicles in 6th edition so far, and not a single one has been killed using a vendetta.
For once I have to agree with you on a Vendetta-related topic. I don't know how anyone could possibly look at the IG codex and think that the Vendetta is the only good anti-tank unit in the codex. It isn't even the best pure anti-tank unit, it just comes with so many other advantages ( AA, transport, durability) that you can accept less than perfect anti-tank ability.
I wonder which unit in IG codex is better AT. Your "other" advantages are nothing outside the box, you have to count with them.
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Post by: Peregrine
Lothar wrote:If you think your Pask Vanquisher is a good AT option, I can only rest my case...And about your other "good" AT options...you should probably play against more competitive armies and/or players to find out which units are good.
Vendetta x2 against AV 14: average 0.75 penetrating hit, for 260 points.
Vanquisher with Pask and hull LC against AV 14: average 0.7 penetrating hit, for 220 points.
So the Vanquisher out-shoots the Vendetta squadron per point each turn, and since the Vanquisher starts the game on the table it probably gets more shots per game, especially if you weight the critical early-game shots more heavily than late-game shots taken after most tanks have done their jobs.
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Post by: Dakkamite
Orks
Lootas ~ A strong addition to any list. You shouldn't ask yourself "should I take these?" but rather "why am I not taking them yet?" ~ that is, assuming you want a competitive list and don't mind using the same units as every other competitive Ork.
Big Guns ~ Incredibly tough, very cheap, and can murder MEQ, light troops, and most vehicles. Can even threaten AV 14, though I usually wouldn't bother with that unless I was desperate. Only downside is that they don't put out that much firepower for the Heavy Slot they take up. If I was playing an Apocalypse game with 40k only units, this would probably be the single most efficient choice in the dex, and heaven forbid they make it squadronable in the update...
SAG Mek ~ Stomps Marines, Terminators, blobs, and light vehicles. Threatens medium and even super heavy vehicles. On top of that, has enough of a fun element that I will take it in my less competitive lists. Amongst my favourite units from the dex in every regard.
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Post by: Lothar
Peregrine wrote: Lothar wrote:If you think your Pask Vanquisher is a good AT option, I can only rest my case...And about your other "good" AT options...you should probably play against more competitive armies and/or players to find out which units are good.
Vendetta x2 against AV 14: average 0.75 penetrating hit, for 260 points.
Vanquisher with Pask and hull LC against AV 14: average 0.7 penetrating hit, for 220 points.
So the Vanquisher out-shoots the Vendetta squadron per point each turn, and since the Vanquisher starts the game on the table it probably gets more shots per game, especially if you weight the critical early-game shots more heavily than late-game shots taken after most tanks have done their jobs.
That is all very nice, but as I said in my previous post, you can NOT ignore other advantages of some unit. If you do, you can also ignore a point costs of units when you compare them...
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Post by: Scipio Africanus
Dakkamite wrote:Orks
Lootas ~ A strong addition to any list. You shouldn't ask yourself "should I take these?" but rather "why am I not taking them yet?" ~ that is, assuming you want a competitive list and don't mind using the same units as every other competitive Ork.
Big Guns ~ Incredibly tough, very cheap, and can murder MEQ, light troops, and most vehicles. Can even threaten AV 14, though I usually wouldn't bother with that unless I was desperate. Only downside is that they don't put out that much firepower for the Heavy Slot they take up. If I was playing an Apocalypse game with 40k only units, this would probably be the single most efficient choice in the dex, and heaven forbid they make it squadronable in the update...
SAG Mek ~ Stomps Marines, Terminators, blobs, and light vehicles. Threatens medium and even super heavy vehicles. On top of that, has enough of a fun element that I will take it in my less competitive lists. Amongst my favourite units from the dex in every regard.
My answer to lootas is placing my XV8 plasma squad with commander within 12". How does gets hot for every dice roll sound?
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Post by: Dakkamite
My answer to lootas is placing my XV8 plasma squad with commander within 12". How does gets hot for every dice roll sound?
Sounds like I'm just getting a sneak preview of 6th edition Orks, according to the rumours.
At least, for as long as your shiny new toy survives.
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Post by: Peregrine
Lothar wrote:That is all very nice, but as I said in my previous post, you can NOT ignore other advantages of some unit. If you do, you can also ignore a point costs of units when you compare them...
You said that IG have no good anti-tank options besides the Vendetta, not that Vendettas are a great unit. You don't take Vendettas because they're your best anti-tank option, you take them because they're a good anti-tank option that can also do a bunch of other stuff.
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Post by: Scipio Africanus
Peregrine wrote: Lothar wrote:That is all very nice, but as I said in my previous post, you can NOT ignore other advantages of some unit. If you do, you can also ignore a point costs of units when you compare them...
You said that IG have no good anti-tank options besides the Vendetta, not that Vendettas are a great unit. You don't take Vendettas because they're your best anti-tank option, you take them because they're a good anti-tank option that can also do a bunch of other stuff.
I'm pretty sure 3 lascannons will knock out a battle barge, I don't know what you're talking about.
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Post by: Lothar
Peregrine wrote: Lothar wrote:That is all very nice, but as I said in my previous post, you can NOT ignore other advantages of some unit. If you do, you can also ignore a point costs of units when you compare them...
You said that IG have no good anti-tank options besides the Vendetta, not that Vendettas are a great unit. You don't take Vendettas because they're your best anti-tank option, you take them because they're a good anti-tank option that can also do a bunch of other stuff.
Actually, I said both
I take Vendetta, because there is not a unit in the codex, which can destroy enemy vehicles at this cost, with this toughness(flyer), with this mobility and with posibility to have another squad inside. That makes it the best AT in the codex. I take the unit because it is AT, not because other things it can do. I would probably not bother with vendetta, if it would not be a great AT. I do not bother with Valkyrie for example...
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Post by: Sinji
Point for point the best Anti-Tank for Imperial Guard is a CCS with 4 meltas. 90 points for 4 melta shots that can command BID on itself hitting on a 3+ is a steal. Just make sure you don't make them your warlord. They do operate best when jumping out of plane to get into position. Unless you take them from the Elysian list then they get deep strike in there rules.
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Post by: Lothar
Sinji wrote:Point for point the best Anti-Tank for Imperial Guard is a CCS with 4 meltas. 90 points for 4 melta shots that can command BID on itself hitting on a 3+ is a steal. Just make sure you don't make them your warlord. They do operate best when jumping out of plane to get into position. Unless you take them from the Elysian list then they get deep strike in there rules.
Using Elysian list, your CCS can only have 1 special weapon...
58749
Post by: Vivster
Tau:
Manta, riptide, commanders
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Post by: Eldercaveman
crayz_d wrote:To be honest given the choice i wouldnt take any blood angel hq's but dante fits the tactics i use.
I dont use librarians due to playing eldar and nids making it stupid.
With his hitting on step 1 thats with his axe, he can hit at his full step with his pistol unless thats been faq'd which would be a shame because i pistol whipped a whole bunch of boys my last game.
Since this seems to have been passed over, I'll point it out.
EIther you are playing a different edition to the rest of us, or you need to read the rulebook again.
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Post by: Martel732
IG have killed my tanks with Vendettas and non-Vendetta stuff. Melta vets come to mind. As do any number or armored horrors. The Vendetta's problem is its effect on units that are used as hedges against helldrakes. Vendettas own other fliers that are just in lists to fly cap against helldrakes. So when we fight IG lists, all of our flier points are basically flushed. And that's usually too much of an uphill battle against an army like the IG.
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Post by: martin74
My opinion.
IG
1. Vendetta.
2. CCS. What else can get you four special weapons in one mandatory unit, with te ability to get the best dedicated transport.
3. Manticore? A lot of possible high strength shot. The ap4 is the draw back.
3? Storm trooper. Twin link deep strike. Two plasma/Melta and plasma pistols.
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Post by: Robitus
For daemons I think it is
1. Lord of change (a combination of lvl 3 Divination, 2 greater gifts and staff of change makes this birdy real scary)
2.Daemonettes (haven't used them a whole lot but they are a great multi purpose unit, pretty fast for infantry on foot and with a herald with the exalted locus just devestating)
3. Skull Cannon of Khorne ( large blast s8 ignores cover, and gives any daemon unit charging the unit that this model shoots at frag grenades is just plain awesome... all for pretty cheap too)
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Post by: EmbracetheChaos
DE: -Venoms -Haywire grenades (Not a unit, I know, but what else can deranged drug addicts hurl at a Land Raider and have a chance to actually blow it up?) -Ravagers DA: -Terminators -Dev squad -Drop pod I just now realized I only play two armies, both of which are the "Dark ____."
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Post by: cowmonaut
I consider a Dedicated Transport to be part of the unit that purchased it. Ignoring Special Characters as a Unit... I'd say the following (in no particular order):
Space Wolves:
- Rune Priest
- Grey Hunters
- Long Fangs
Dark Angels:
- Ravenwing Attack Squadron
- Deathwing Terminators
- Command Squad (all types)
Imperial Guard:
- Platoon
- Vendetta
- Manticore
Chaos Space Marines:
- Heldrake
- Chaos Lord
- Cultist
Orkz:
- Boyz
- Lootas
- Nobz (Bikers or Mega)
Grey Knights:
- Grey Knight Strike Squad
- Grey Knight Brother-Captain
- Vindicare Assassin
Necrons:
- Wraith
- Destroyer Lord
- Warriors
Tau:
- Kroot
- Pathfinders
- Sky Ray
Dark Eldar:
- Wracks in Venoms
- Hellions
- Wytches
Blood Angels:
- Assault Marines
- Sanguinary Priest
- Furioso Dreadnought w/ Blood Talons
Chaos Daemons:
- Plaguebearers
- Heralds
- Daemon Princes
Tyranids:
- Hive Tyrant
- Tervigon
- Termagaunt
If you factor in Special Characters there are a few of them that get in the top 3 easily, and there are several combinations that become awesome:
Space Wolves: Logan Grimnar + Wolf Guard
Grey Knights: Coteaz + Inquisitorial Henchmen
Tyranids: Swarmlord
Orks: Wazzdakka + Warbikes
Chaos Space Marines: Chaos Lord w/ Mark of Nurgle + Plague Marines
I'm not bothering with Eldar since they just got anew Codex which I haven't read and Black Templars are so dated now...
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Post by: Sinji
Lothar wrote: Sinji wrote:Point for point the best Anti-Tank for Imperial Guard is a CCS with 4 meltas. 90 points for 4 melta shots that can command BID on itself hitting on a 3+ is a steal. Just make sure you don't make them your warlord. They do operate best when jumping out of plane to get into position. Unless you take them from the Elysian list then they get deep strike in there rules.
Using Elysian list, your CCS can only have 1 special weapon...
Will have to check that one out. Been awhile since I read through that book. Sorry if I confused anyone.
63000
Post by: Peregrine
Sinji wrote:Will have to check that one out. Been awhile since I read through that book. Sorry if I confused anyone.
Supposedly IA3 second edition gives CCS 4x special weapons.
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Post by: Sinji
Peregrine wrote: Sinji wrote:Will have to check that one out. Been awhile since I read through that book. Sorry if I confused anyone.
Supposedly IA3 second edition gives CCS 4x special weapons.
Nice haven't got that one. Is it even out yet? Still need that necron one as well. So hard to keep up with all these new books.
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Post by: Skullhammer
For mine -(in no particular order)
Necrons
preatorians with sword and pistol
Anni barges
Spyders
CSM
Helldrake
Khorn raptors
Auto cannon havoks
Deamons
Karnak with hounds
Skullcannon
Anything slaanesh
Nids
Mawlock
Ymgals
Tox adrenal hormagaunts
Dark eldar
The baron
Ravagers
Incubi
Orks
Lootas
SAG mek
Basic boyz (lots of)
Tau
Kroot snipers
Suites (the Swiss army knife of the dex)
Still playing the rest to find others though stealers are close Automatically Appended Next Post: Not stealers stealth suites
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Post by: Enigwolf
Sinji wrote: Peregrine wrote: Sinji wrote:Will have to check that one out. Been awhile since I read through that book. Sorry if I confused anyone.
Supposedly IA3 second edition gives CCS 4x special weapons.
Nice haven't got that one. Is it even out yet? Still need that necron one as well. So hard to keep up with all these new books.
It's out, and it's correct. CCS guardsmen with no upgrades can take special weapons.
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