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![[Post New]](/s/i/i.gif) 2016/01/01 20:06:50
Subject: Best 10 choppy units in Warhammer 40k
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Slashing Veteran Sword Bretheren
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So ive never seen anyone run it in person and actually dont know much about it, but I guess I am kind of surprised that TWC has been at the top of this list and nobody has contested that.
Are they really that good and what makes them so good?
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2016/01/01 20:13:45
Subject: Best 10 choppy units in Warhammer 40k
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Decrepit Dakkanaut
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They have two wounds, T5, rending...
They're kinda like Wraiths. They're individually less powerful than Wraiths, and therefore require more supervision, but can take some decent upgrades and can have a more powerful Deathstar built around them.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/01/01 21:07:31
Subject: Best 10 choppy units in Warhammer 40k
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Loyal Necron Lychguard
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If you give them Thunder Hammers and Storm Shields (which at least a good portion should have), they hit with 4 S10 AP2 attacks each. Characters with the same setup are even scarier, as they'll have 2+ and another wound or two as well.
Not to mention, as Imperium of Man units, they're very easy to ally with and give bonuses from Apothecaries for FNP or Psychic buffs from a bike Librarius Conclave, or Hit and Run from various sources.
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![[Post New]](/s/i/i.gif) 2016/01/01 21:41:31
Subject: Best 10 choppy units in Warhammer 40k
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Big Mek in Kustom Dragster with Soopa-Gun
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Ok, easily the way to determine "best choppy unit" would be bang for your buck, not deathstar quality but how strong they are for the cost.
MANz are easily THE best choppy unit. 175pts = 3man MANz missile in a trukk w/ ram and 1 bp / 1 killsaw. With the exception of things that are AP2 at init, they will murder ANYTHING they catch. Name something that cheap or cheaper thats so damn scary.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2016/01/01 23:07:40
Subject: Best 10 choppy units in Warhammer 40k
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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90 points of daemonettes will kill that unit before it can strike. You noted the exception of "AP2 at initiative", but that doesn't change the fact that MANz can't be THE best choppy unit if you need to make exceptions. It's kind of like saying Guardsmen are THE best shooting unit so long as you ignore everything that's stronger than it. lol
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This message was edited 2 times. Last update was at 2016/01/01 23:14:23
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![[Post New]](/s/i/i.gif) 2016/01/02 04:38:54
Subject: Best 10 choppy units in Warhammer 40k
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Possessed Khorne Marine Covered in Spikes
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Where is the Chaos Lord? For his points, he is a downright gnarly and cheap combat lord if kitted out correctly.
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[Khorne Daemonkin Warband] 4/4/0 |
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![[Post New]](/s/i/i.gif) 2016/01/02 05:31:46
Subject: Re:Best 10 choppy units in Warhammer 40k
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Hellish Haemonculus
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Genuinely surprised DE Grotesques didn't make the list. Particularly Grotesquerie Grotesques.
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![[Post New]](/s/i/i.gif) 2016/01/02 17:20:25
Subject: Best 10 choppy units in Warhammer 40k
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Proud Triarch Praetorian
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I'll agree with that 4.1/5 rating that was given to Canoptek Wraiths, earlier... but attach a Destroyer Lord to them and it may up their rating.
I'd say a good way to determine the rankings would be an ??/10 rating system based on certain categories:
• mobility
• survivability
• killiness
• cost effectiveness
Whatever gets the closest to a perfect 40/40 gets top rank, and everything else follows from there.
So if I were to reevaluate Canoptek Wraiths based on these criteria...
Mobility: 10 (8 if D.Lord attached)
Survivability: 9 (10 if Harvest Wraiths with RP)
Killiness: 7 (9 if D.Lord attached)
Cost effectiveness: 9
Overall: 35 (pretty damn good, and probably worthy of a top ten slot... just maybe not top five).
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This message was edited 1 time. Last update was at 2016/01/02 17:22:09
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![[Post New]](/s/i/i.gif) 2016/01/02 17:43:26
Subject: Best 10 choppy units in Warhammer 40k
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Krazed Killa Kan
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To add to the whole Thunder Wolves thing, you can mix in Iron Priest on a wolf to the unit with all those cyberwolves if you want some 2+ armor tanking and some cheap T5 wounds and extra attacks for chewing through blobs.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/01/02 19:15:53
Subject: Best 10 choppy units in Warhammer 40k
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Nasty Nob
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The Green tide destroys everything in close combat, including stompas, and is only one unit. ;-)
100 choppa slugga Boyz
10 pk nobz
1 warboss in eavy armour, pk and big boss pole
If you're feeling naughty add a Painboy and warboss with dls. Automatically Appended Next Post: And where is the mega armoured warboss with the lucky stick while we're at it?
A staple monster in close combat.
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This message was edited 2 times. Last update was at 2016/01/02 19:19:16
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2016/01/02 19:28:29
Subject: Best 10 choppy units in Warhammer 40k
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Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
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It's a difficult question to answer and really depends how broad you want to make it. Are we factoring in things like means of getting into combat, or how easily a unit can support or be supported?
For example, with no exterior factors, I'd say that Genestealers are probably one of the best combat units in the game, but they suffer horrendously in game because they are, relatively, slow, and lack anything decent that helps them get into combat. Similarly, as has been mentioned, MANZ in a Trukk/BW are a fantastic combat unit, but does that say more about the quality of the MANZ themselves, or of the Trukk/BW as a transport?
That's why I'd have to say Necron Wraiths are probably the best combat unit in the game. Not only do they simply have great damage output, they don't suffer from any restrictions (points or otherwise) that may hinder some of the more obvious LoW choices, they're fast (in and out of combat), they're very durable and they don't really need anything (transport or otherwise) to make them effective.
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![[Post New]](/s/i/i.gif) 2016/01/03 19:17:15
Subject: Re:Best 10 choppy units in Warhammer 40k
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Fixture of Dakka
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Coming soon.....Jy2's Top 10 Choppy Units.
Stay tuned.....
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![[Post New]](/s/i/i.gif) 2016/01/04 20:11:53
Subject: Best 10 choppy units in Warhammer 40k
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Slashing Veteran Sword Bretheren
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So then if we take the same point system, I guess we could look at TWC
Mobility: 9 (beasts, super fast, doesn't ignore as much as wraith though)
Survivability: 9 (probably up to a 10 with certain additions)
Killiness: 10 (Thunder Hammers are some of the best close combat in the game)
Cost : 5 (super expensive unit, downgrade to a 4 or even 3 when you start adding the ICs and weapons)
Overall score of 8.5. This means they a re a great unit. But the big downside is their cost.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2016/01/04 20:31:48
Subject: Best 10 choppy units in Warhammer 40k
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Locked in the Tower of Amareo
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Icculus wrote:So then if we take the same point system, I guess we could look at TWC
Mobility: 9 (beasts, super fast, doesn't ignore as much as wraith though)
Survivability: 9 (probably up to a 10 with certain additions)
Killiness: 10 (Thunder Hammers are some of the best close combat in the game)
Cost : 5 (super expensive unit, downgrade to a 4 or even 3 when you start adding the ICs and weapons)
Overall score of 8.5. This means they a re a great unit. But the big downside is their cost.
Agreed, but I'd say that they still don't cost enough, along with most other MC-esque units.
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