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Made in us
Sinewy Scourge




Boulder, Colorado

what is, the overall best unit in the game.

I understand that all units have different roles, however, what is overall the best unit in the game, that does not necesarily mean well rounded, but what unit has the most use.

my vote would be for drop pods, as they are cheap or free, and allow any unit that you take to basically go anywhere on the table turn one, with little chance to mishap.


   
Made in us
Ruthless Interrogator





Wraithknight


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
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It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

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Made in us
Shadowy Grot Kommittee Memba






The wraithknight is probably the best all around unit for the points.


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Agree, Wraithknight. Scatterbikes come 2nd.

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Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

A lot of them vie for the title in my eyes:
Wraithknights, wind rider jetbikes, canoptek wraiths, riptides, ministorum priests, centurion devs, culexus assassin, flyrants, drop pods... It's a rough call which one I'd call top dog. I would call out the culexus as being probably the best standalone IoM unit, with an obsec pod coming in 2nd for the imperium. Wraithknights are probably best overall though.

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Made in us
Mutilatin' Mad Dok





For best all around Troop, id go with Skitarii Vanguard with Arc Rifles. Seriously there is very little a squad of them cant handle.

Best all around unit period? Wraithknight. Stupid cheap and a Str D weapon? Hell ya.

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Made in ca
Longtime Dakkanaut





Here's my list of "best units:

#1 - The Eldar Wraithknight:
It does it all, and for a deal! It can take on vehicles, infantry, fights in close combat, moves quickly to be where you need it. Wow! And it can be upgraded to become better at nearly each one of these things. You'll be hard pressed to find a better deal in the game. There's some discussion whether it can fire all 4 guns, or just 2 (clear it up with your opponent/TO ahead of time), but one thing that's beyond discussion is that this model's rules are the most likely thing in the game to make someone quit.

#2 - The Space Marine Drop Pod:
For about 2% of the cost of your army in a 1500 point game, you can have a unit arrive on Turn 1 wherever you need it to, or hold it in reserves to arrive later... also almost exactly where you need it. With an armour value on all sides of 12 and 3 hull points, it's not going to be going anywhere anytime soon unless engaged with anti-tank weapons, but then that's a measly 2% of your army that they've killed, as opposed to shooting at a Knight, that could be worth around 25% of your army. On top of all this, it's not just Space Marines that can use them, but any of their Imperial buddies as well! And yes, if you take them as a dedicated transport for Tactical Marines in a Gladius or CAD, these bad boys also have Objective Secured, and can win the game when surrounded by Wraithknights.

#3 - The Eldar Jetbike:
The only army to show up twice on this list, Eldar Jetbikes might just be the best Troops in the game. They are ridiculously fast, can each carry heavy weapons, and can shoot and duck away back behind cover in the assault phase. Their speed (up to 48" in a turn) means that any Jetbike on the table can threaten nearly any objective marker. Taken in a CAD, these Jetbikes can steal objectives away from places you thought were safe. They have but two weaknesses - their low leadership makes them easy to break, often from just one or two lost models, and anything with all-around armour of 13 or higher (their heavy weapons are both S6). However, for their low cost and fantastic utility, there had to be some price to pay.

#4 - The Tyranid Flyrant:
Next, we have the Tyranid Hive Tyrant, specifically taken with the Wings, two sets of Twin Linked Devourers with Brainleech Worms, and Electroshock Grubs. In many ways, these guys are Jetbikes on steroids. Their guns are the same strength, and a single Flyrant will put out the same firepower as a set of 3 Jetbikes with Scatterlasers. They are Monstrous Creatures, so are much more powerful in close combat. They are Synapse Creatures, so are Fearless. Their E-Grubs can hit things that are armour 13 or higher, unlike the Jetbikes' Scatter Laser. Oh, and they fly - making them about 6x more survivable, and allows them a Vector Strike. Did I mention they are also Level 2 Psykers? Sure, it's just the Tyranid psyker list, but armies composed almost entirely of Flyrants actually can make the best average use of all these powers. If it wasn't for the fact that Flyrants don't have any ways of getting Objective Secured, they'd beat nearly everything else on this list.

#5 - The Necron Wraith (while in Canoptek Harvest Formation):
Lastly, we have the Necron Wraith. Unless someone deals with this formation's Spyder asap, a squad of six of these Wraiths are going to need to suffer an average of 72 wounds dealt to them before they go down. Add to that survivability the ability to move 12" a turn while totally ignoring difficult terrain, and lots of high strength rending attacks on the charge, and this unit can eat anything less than the best, and against the best it'll keep them stuck forever. If they do have a weakness, it's that lots of Shred or Fleshbane attacks against them will wear them down, and they can't disengage from combats that are (somehow) stacked against them.

This message was edited 1 time. Last update was at 2015/08/16 02:28:39


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Krazed Killa Kan




Homestead, FL

1: Wraith Knight: About 1/2 the price it should be, strength D weapons. Damn near invulnerable to most weapons except dedicated Anti Tank, and even then it has Invul/Cover AND a 5+ FNP. This thing is hands down the most broken thing in the game right now

2: Wind Rider Jetbikes. A Troop choice, on a bike, Already broken OP since most armies BEG for this and have to pay through the nose to get it. But wait theres more? Yep JSJ and as many Scatter lasers as you want, you can effectively neutralize every other troops choice on the board.

3: Eldar Fire Dragons: Melta just isn't enough for these Eldar, So they invented Stupid OP Melta, which is a lot like regular melta except cheaper and it gives +3 to the damage result table...you know, just in case that Land Raider really needs to die.

I don't understand why Drop Pods are on this topic at all, yeah they are a bit scary but then you realize that its just a bunch of expensive space marines getting out and then you assault them and they die before they do anything except 1 turn of shooting.

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Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

 Ghazkuul wrote:


I don't understand why Drop Pods are on this topic at all, yeah they are a bit scary but then you realize that its just a bunch of expensive space marines getting out and then you assault them and they die before they do anything except 1 turn of shooting.


Other IoM armies can use drop pods if they ally in marines.

As a sterling example, think of the lowly Special Weapons Squad in an IG infantry platoon. 6 models, guardsmen stats, 3 special weapons. Not very good.

Put them in a drop pod and give them 3 demo charges.

Turn 1 you have 3 str 10 ap2 pie plates landing on one of your units, for under 100 points. And after that.. It's a squad of 6 guardsmen. Any fire / assaults you use to kill them is totally wasted, because it's just 6 guardsmen. It's a no-win scenario.

   
Made in gb
Regular Dakkanaut




I think DPs are amazing. They have great alpha-strike capability. The ability to no deploy and essentially deny your opponent a turn is awesome. They work well with allies. Sometimes you can just ignore them, but in Maelstrom missions they are awesome for holding/contesting objectives. They just got better with the likes of Gladius, being freebies and all obsec.
   
Made in ca
Twisting Tzeentch Horror




Canada

Current csm codex Thousand Sons are easily the best unit in the game.

3000 Points Tzeentch 
   
Made in gb
Boosting Space Marine Biker




The Wraithknight is crazy under costed and has str D

The Necron wraith is insanely fast hits before everyone, has rending a bucketload of attacks and a 3++ with high T for only marginally more than a standard Terminator

Those two units capabilities aren't even close to their actual cost to field
   
Made in us
Sinewy Scourge




Boulder, Colorado

I have never though of the demo charge special weapon charge idea

*consults AM and BA codex at hand*

THIS WILL DO!

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Seer Council on jetbikes.

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Made in fi
Fully-charged Electropriest






Wraithknight, followed closely by scatterbikes.

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 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in gb
Prophetic Blood Angel Librarian




 Yarium wrote:
Here's my list of "best units:

#1 - The Eldar Wraithknight:
It does it all, and for a deal! It can take on vehicles, infantry, fights in close combat, moves quickly to be where you need it. Wow! And it can be upgraded to become better at nearly each one of these things. You'll be hard pressed to find a better deal in the game. There's some discussion whether it can fire all 4 guns, or just 2 (clear it up with your opponent/TO ahead of time), but one thing that's beyond discussion is that this model's rules are the most likely thing in the game to make someone quit.

#2 - The Space Marine Drop Pod:
For about 2% of the cost of your army in a 1500 point game, you can have a unit arrive on Turn 1 wherever you need it to, or hold it in reserves to arrive later... also almost exactly where you need it. With an armour value on all sides of 12 and 3 hull points, it's not going to be going anywhere anytime soon unless engaged with anti-tank weapons, but then that's a measly 2% of your army that they've killed, as opposed to shooting at a Knight, that could be worth around 25% of your army. On top of all this, it's not just Space Marines that can use them, but any of their Imperial buddies as well! And yes, if you take them as a dedicated transport for Tactical Marines in a Gladius or CAD, these bad boys also have Objective Secured, and can win the game when surrounded by Wraithknights.

#3 - The Eldar Jetbike:
The only army to show up twice on this list, Eldar Jetbikes might just be the best Troops in the game. They are ridiculously fast, can each carry heavy weapons, and can shoot and duck away back behind cover in the assault phase. Their speed (up to 48" in a turn) means that any Jetbike on the table can threaten nearly any objective marker. Taken in a CAD, these Jetbikes can steal objectives away from places you thought were safe. They have but two weaknesses - their low leadership makes them easy to break, often from just one or two lost models, and anything with all-around armour of 13 or higher (their heavy weapons are both S6). However, for their low cost and fantastic utility, there had to be some price to pay.

#4 - The Tyranid Flyrant:
Next, we have the Tyranid Hive Tyrant, specifically taken with the Wings, two sets of Twin Linked Devourers with Brainleech Worms, and Electroshock Grubs. In many ways, these guys are Jetbikes on steroids. Their guns are the same strength, and a single Flyrant will put out the same firepower as a set of 3 Jetbikes with Scatterlasers. They are Monstrous Creatures, so are much more powerful in close combat. They are Synapse Creatures, so are Fearless. Their E-Grubs can hit things that are armour 13 or higher, unlike the Jetbikes' Scatter Laser. Oh, and they fly - making them about 6x more survivable, and allows them a Vector Strike. Did I mention they are also Level 2 Psykers? Sure, it's just the Tyranid psyker list, but armies composed almost entirely of Flyrants actually can make the best average use of all these powers. If it wasn't for the fact that Flyrants don't have any ways of getting Objective Secured, they'd beat nearly everything else on this list.

#5 - The Necron Wraith (while in Canoptek Harvest Formation):
Lastly, we have the Necron Wraith. Unless someone deals with this formation's Spyder asap, a squad of six of these Wraiths are going to need to suffer an average of 72 wounds dealt to them before they go down. Add to that survivability the ability to move 12" a turn while totally ignoring difficult terrain, and lots of high strength rending attacks on the charge, and this unit can eat anything less than the best, and against the best it'll keep them stuck forever. If they do have a weakness, it's that lots of Shred or Fleshbane attacks against them will wear them down, and they can't disengage from combats that are (somehow) stacked against them.


Nice summation. I would order them 1, 3, 5, 4, 2 if put in order of nastiness.
   
Made in us
Daemonic Dreadnought





Eye of Terror

 Konrax wrote:
Current csm codex Thousand Sons are easily the best unit in the game.


I love how this was completely ignored.

CSM Fire Raptor over Wraithknights. Can gun down just about anything on the table and woe to an opponent lacking anti-air.


   
 
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