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Made in us
Lone Wolf Sentinel Pilot





Since I started running Deathwing Knights, I've been growing a lot fonder of heavily/purely melee based units. I was so impressed with the performance of them that I've been debating with every other army I've played lately what they consider to be the best when it comes to stabbing and smashing. I'd like to know who you think is the top unit, and a bit of an explanation why (in case it's something I'm not familiar). This is specifically for units that multiples can be taken of, not special characters.

Right now I'm thinking Deathwing knights win it. First turn they guaranteed deep strike, can drop at a guaranteed spot 18" out of my start if my bikes did a scout move. Maces that can be S10 AP2 that hit at initiative once per game (guaranteed kill anything). So more durable than standard termies, weapons that can do more damage. Better T and WS. In general, probably the most killy unit marines can take, and if they happen to go up against other termies or something particularly scary they turbo-charge their maces. Oh, and need I mention, fearless, fear, adamantium will, precision strike, HoW.
   
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TWC is pretty top tier when it comes to melee power, especially if accompanied by a HQ who can tank incoming shots.

These days there“s so much AP2 going on that any choice of terminator is mostly overpriced and easily killed, if one plays on some sort of competitive level.

   
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Speedy Swiftclaw Biker





Macomb, Ilinois

I would honestly stick with the good old-fashioned Grey Hunters. Though it sucks having to buy CCW, and extra attack is hard to pass up. Strictly speaking, with their access to the banner, I would have to say they beat most other standard troops in CC.

4k Bren Wulfsun's renegade Space Wolfs.

Anytime I bring Termis

 ClockworkZion wrote:
I'm going to assume it'll be a horrible flaming trainwreck covered in fecal matter. That way if it's anything better than that I'll be pleased, and if it's a horrible flaming trainwreck covered in fecal matter I'm already mentally ready to deal with it.

 
   
Made in gb
Hallowed Canoness





Between

Probably not the best melee unit in the game, but there's something viscerally satisfying about a blob of 20 Sisters with 5 Priests and a nearby command squad with the Sacred Banner of the Orders Militant just ripping hormagaunts to shreds with their bare hands

Ultimately it depends on the target. There isn't really much of anything that's not a Death Company that a big squad of Repentia can't obliterate when charging, and that's even if they don't have their AoF up - the three that survive your attacks are liable to shred you with twelve WS4, S8 AP2 Armourbane attacks with re-rolls to hit (and maybe wound if you give them a priest!)



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Tunneling Trygon






I have to throw in with Plague Marines as the best /defensive/ melee unit. T5, 3+, FNP and +1 for two CCW (Plague Knife and Bolt Pistol standard) coupled with the option for two flamers and combi-flame on the Champion AND Defensive Grenades to take away the enemy +1 on the Charge... They're not moving for anything short of a 250pt+ unit coming down on them or outnumbered three to one.
   
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Shas'ui with Bonding Knife




The best melee unit is the Dreadknight. Discussion over.
   
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Lone Wolf Sentinel Pilot





goblinking201 wrote:I would honestly stick with the good old-fashioned Grey Hunters. Though it sucks having to buy CCW, and extra attack is hard to pass up. Strictly speaking, with their access to the banner, I would have to say they beat most other standard troops in CC.


I've only been up against wolves once, which banner do they have you're talking about?

SharkoutofWata wrote:I have to throw in with Plague Marines as the best /defensive/ melee unit. T5, 3+, FNP and +1 for two CCW (Plague Knife and Bolt Pistol standard) coupled with the option for two flamers and combi-flame on the Champion AND Defensive Grenades to take away the enemy +1 on the Charge... They're not moving for anything short of a 250pt+ unit coming down on them or outnumbered three to one.


I can't remember, are they fearless or just know no fear? Either way, I will agree that they're a pain to kill.



Automatically Appended Next Post:
SGTPozy wrote:
The best melee unit is the Dreadknight. Discussion over.


Don't make me laugh! If I'm against a dreadknight I'd save my mace swings for it, it'd be dead twice over in a single assault phase. Maybe kill 1 knight.

This message was edited 1 time. Last update was at 2014/12/14 10:58:57


 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Ork Shootas. Because it is fething hilarious to see 30 or so green bodies crush a squad of Guardsmen by sheer numbers.

Purifiers are good for anything non-Termi, too.
   
Made in us
Blood Angel Terminator with Lightning Claws





How has Death Company not been mentioned yet? A unit of 15 DCs, with Jump Packs, a couple of Fists, and add a banner and then a Sang Priest for extra Lulz

To quote a fictional character... "Let's make this fun!"
 Tactical_Spam wrote:
There was a story in the SM omnibus where a single kroot killed 2-3 marines then ate their gene seed and became a Kroot-startes.

We must all join the Kroot-startes... 
   
Made in gb
Is 'Eavy Metal Calling?





UK

I'm going with:

1) Thunderwolf Cavalry. Even with no upgrades they are mighty killy and very fast, throw in some hammers or claws and a tooled up leader and they can take apart whole armies.

2) Death Company. Because 5 S5 I5 attacks apiece for 20-23ppm is just insane. Unlike TWC, they don't really need a kitted out leader to really shine.

3) Necron Wraiths with Destroyer Lord. Very much a hard counter to elite CC units with their 3++, and then throw back a load of attacks with PE and some Warscythe hits.

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 RunicFIN wrote:
TWC is pretty top tier when it comes to melee power, especially if accompanied by a HQ who can tank incoming shots.


Yeah, I'll nominate TWC as well. They're pretty damn good on their own, and I'd rate Thunder Wolf Lords among the best melee HQs in the game.

They certainly have one of the best records in my group.

 RunicFIN wrote:
These days there“s so much AP2 going on that any choice of terminator is mostly overpriced and easily killed, if one plays on some sort of competitive level.


I think your mileage with 2+ saves may vary. Depends what you're sacrificing (e.g. by not taking bikes or the like), how much you're paying etc. Though, having a character with a 2+ save is probably more efficient for tanking wounds.


Other possibilities:

- GK Terminators. Not because they're the best per se, but because they're troops. Not many armies can boast cheap terminators with force weapons as their basic troops. Also, they have pretty good support options and, with psycannons, good ranged weapons as well.

- Dark Eldar Bloodbri... HAHAHA. As if.

- DE Incubi are pretty good in terms of raw damage - with 3 S4 (potentially S5) AP2 attacks at WS5 I6 each on the charge. of course, if your opponent strikes back, it's going to hurt.

- IG blob with a priest. Will they win combats? Probably not. However, you have 50 fearless guardsmen to get through, who have hatred on their first turn and can potentially reroll failed to-wound rolls or armour saves. Surely that has to be worth something?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
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 dusara217 wrote:
How has Death Company not been mentioned yet? A unit of 15 DCs, with Jump Packs, a couple of Fists, and add a banner and then a Sang Priest for extra Lulz


30 Death company with Jump Packs and twin thunder hammers, lead by Lemartes = 3000 points. Powerful? Yes. Point effective? Not at all

I feel mutilators deserve a special mention for their sheer versatility, but they are certainly not as killy as your deathwing doods.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
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 Paradigm wrote:
I'm going with:

1) Thunderwolf Cavalry. Even with no upgrades they are mighty killy and very fast, throw in some hammers or claws and a tooled up leader and they can take apart whole armies.

2) Death Company. Because 5 S5 I5 attacks apiece for 20-23ppm is just insane. Unlike TWC, they don't really need a kitted out leader to really shine.

3) Necron Wraiths with Destroyer Lord. Very much a hard counter to elite CC units with their 3++, and then throw back a load of attacks with PE and some Warscythe hits.


Im going to go with this. Though sanguinary guard are right there with TWC. Powerful on their own, but get exponentially better the more characters or upgrades you give them. I would say TWC are better vs plasma and lascannons and the like, while sanguinary guard are more resilient to torrenting. Also TWC are better at being charged, while SG need that first round boost.

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Gosport, UK

 changerofways wrote:
 dusara217 wrote:
How has Death Company not been mentioned yet? A unit of 15 DCs, with Jump Packs, a couple of Fists, and add a banner and then a Sang Priest for extra Lulz


30 Death company with Jump Packs and twin thunder hammers, lead by Lemartes = 3000 points. Powerful? Yes. Point effective? Not at all

I feel mutilators deserve a special mention for their sheer versatility, but they are certainly not as killy as your deathwing doods.


To be fair that was the old codex, I dunno if DC points have changed at all?
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

Ork boyz - nothing more interesting to see on an opponents face than the look of sheer horror when they're told they have to make 70 2+ armour saves on their terminators when 20 boys and their warboss charge in

 
   
Made in us
Speedy Swiftclaw Biker





Macomb, Ilinois

 kingbobbito wrote:
goblinking201 wrote:I would honestly stick with the good old-fashioned Grey Hunters. Though it sucks having to buy CCW, and extra attack is hard to pass up. Strictly speaking, with their access to the banner, I would have to say they beat most other standard troops in CC.


I've only been up against wolves once, which banner do they have you're talking about?

SharkoutofWata wrote:I have to throw in with Plague Marines as the best /defensive/ melee unit. T5, 3+, FNP and +1 for two CCW (Plague Knife and Bolt Pistol standard) coupled with the option for two flamers and combi-flame on the Champion AND Defensive Grenades to take away the enemy +1 on the Charge... They're not moving for anything short of a 250pt+ unit coming down on them or outnumbered three to one.


I can't remember, are they fearless or just know no fear? Either way, I will agree that they're a pain to kill.



Automatically Appended Next Post:
SGTPozy wrote:
The best melee unit is the Dreadknight. Discussion over.


Don't make me laugh! If I'm against a dreadknight I'd save my mace swings for it, it'd be dead twice over in a single assault phase. Maybe kill 1 knight.

They have a banner that gives all troops within 6 in. +1 attack.

This message was edited 1 time. Last update was at 2014/12/14 19:11:44


4k Bren Wulfsun's renegade Space Wolfs.

Anytime I bring Termis

 ClockworkZion wrote:
I'm going to assume it'll be a horrible flaming trainwreck covered in fecal matter. That way if it's anything better than that I'll be pleased, and if it's a horrible flaming trainwreck covered in fecal matter I'm already mentally ready to deal with it.

 
   
Made in us
Krazed Killa Kan






Bully Boyz is very strong with 15 mega nobz with fear, fearless, WS5. Sure there are better deathstar units but few units can bring 45 base PK swings (60 on the charge) and its 3 different units so they can spread out their killing . All for 600 points, 700 if you put them in trukks.

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Made in fr
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Calixis sector / Screaming Vortex

Big Henchmen warbands kill everything.
Combine an inquisitor to give scout to their land raider, a bunch of crusaders for defence, some priests to make their 3++ saves rerollable and let them reroll to wound, and DCAs to kill stuff (4 S4 attacks each at WS 5, I 6 and AP 3).

I have yet to find any amount of power armored troops that can survive that; and the unit is resilient enough to keep on killing stuff throughout the game.


Automatically Appended Next Post:
They can even kill fully buffed Daemon Princes if they fail to get Iron Arm (and any good Inquisition list has enough warp charges to dispel it soooo easily)

This message was edited 1 time. Last update was at 2014/12/14 19:31:32


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Inquisition 
   
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Brisbane

Greater Unclean One with Biomancy and Balesword.

 
   
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Is 'Eavy Metal Calling?





UK

Actually, mentioning the Inquisition is a good point. 4 Crusaders, 6 DCA and 1 Priest (and 10 points for a psyker if you want to add a Warp Charge to the squad) make a frankly insane melee unit, throw in Rad Grenades on an Inquisitor for dropping the enemy Toughness, Psychotrope grenades to make them useless, and basically anything the squad touches is sliced apart.

 
   
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Daemonic Dreadnought






AL

Necron royal disco court inferno anyone?

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
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Green tide. 100+ boys with FNP, Fearless and 5+ klaws. They are never going to lose a combat
   
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Guarded Grey Knight Terminator





Played against it, and beat it. Lots of bodies means very few will actually get to hit. Boyz are better than, say, Tactical Marines in assault, but they're not particularly good, and if you hit a real combat unit that unit will wade through your hundred Orks.

SGTPozy wrote:
The best melee unit is the Dreadknight. Discussion over.


Draigo on his own is better. 10 Paladins with lots of hammers is straight up the hardest hitting assault unit in the game, though. The only thing that could ever give them a run for their money was 30 Death Company with dual Thunderhammers, but they're gone now and they were never a practical option in the first place. Bullyboyz are pretty rough too, but they're neither as durable nor as shooty as the Paladins.

This message was edited 2 times. Last update was at 2014/12/14 21:30:36


I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer. 
   
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Sinewy Scourge





Commoragh (closer to the bottom)

The incubi with the klaivex were pretty nasty in the last codex(all upgrades). They are pretty good now, but I feel the damage output isn't the same. Plus adding Drazhar or the archon with the older husk blade /soul trap combo was pretty nasty in CC....

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

SGTPozy wrote:
The best melee unit is the Dreadknight. Discussion over.


It is pretty insane, but I don't know if it's the absolute best.

Honestly though, I'm not really sure what the criteria are.

- Are we evaluating units in a vacuum, or taking into account characters, support units etc.?

- Are we evaluating them on hitting power, speed, survivability, or a combination?

- Are we evaluating them per-point, or effectively ignoring cost? i.e. if we compare a DK to a unit of paladins, are we comparing equal points of both, or just comparing a DK to a mex-size, tooled-up unit of paladins - even when the latter costs 3-4 times as much as the former?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Devestating Grey Knight Dreadknight







White Scars Command Squad on bikes w/ Storm Shields and Hammers. Depending on the ruling an Apothecary in that squad as well.

350 points for 5 guys with 3+,3++,3+++,5+ FNP and T5, and they get to keep their boltguns via bikes.

Attach Smashfucker for fun.

This message was edited 1 time. Last update was at 2014/12/14 22:08:23


 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in ca
Regular Dakkanaut





SGTPozy wrote:
The best melee unit is the Dreadknight. Discussion over.


A juggerlord with aobf can kill a dreadknight in 1 turn.
   
Made in ca
Khorne Rhino Driver with Destroyer




Ontario, Canada

TWC for sure.

i run an army with 18 of them, (including priests and a lord all tooled up to tank) and they disassemble things.

3 units of them running at you is nothing to scoff at. If its dawn of war deployment garunteed turn 2 charge, if your opponent is ballsy and moves forward then its turn 1. I've had opponents scout move to shoot them, only to be disassembled.

i had a tyranid player infiltrate all over. pretty much surrounding me (lots of ruins and LOS blockers). i broke the ic;s off turn one, had everyone scatter at different targets. They ate everything, then eventually regrouped and pressed forward.

the 12 inch move, and fleet with the options TWC have is amazing.


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Made in gb
Tail-spinning Tomb Blade Pilot




Necons win over dreadknights. Dreadknights are 11 year old sissy girls compared to a royal court.

Destroyer Lord, Zandrehk, Obyron, 5x lords, all decked out with 2+3++4+++, warscythes, charging at 8 STR, MSSing, re-rolling 1s and virtually indestructable. They can rack up almost 30 attacks between 8 models.

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3k+
 
   
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Perhaps not the best but a full unit of 15 jumpy Death Company will be quite a threat on the battlefield with the new BA codex, and they're pretty cheap now as well.
   
 
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