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Pick the top 5 strongest unit for their points in 8th edition!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Poll
Pick your top 5 strongest units for their points in 8th
Custodes: Jetbikes (shield captains or vertus praetor's)
Assassins (any variant)
Astra militarum: Leman russ
Astra militarum: Infantry squads and officers
Astra militarum: Baneblade chassis variants
Astra militarum: Basilisks, manticore or wyvern
Astra militarum: Bullgryns
Astra militarum: Mortar HWSs
Space marines: Roboute Guilliman
Space marines: Razorbacks or predator tanks
Space marines: Stormravens, stormtalons or stormwolves
Space marines: Scouts
BA: Captain with thunder hammer
BA: Death company or sanguinary guard
DA: Dark talon
Deathwatch: Kill teams (primaris or standard)
GK: Grandmaster in dreadknight
Admech: Kastellan robots
Knights: Armiger helverins
Knights: any questor variant
Knights: any dominus variant
Sisters: Celestine
Dark eldar: Talos
Dark eldar: venoms or raiders
Dark eldar: ravagers
Dark eldar: Wyches or kabalite warriors
Eldar: Farseer or warlock or spiritseer
Eldar: hemlock
Eldar: Wave serpent
Eldar: Rangers
Eldar: Dark reapers
Eldar: Shining Spears
Necrons: Destroyers
Necrons: Tessaract vault
Necrons: Wraiths
Tau: Coldstar commander
Tau: Riptide
Tau: Ghostkeel
Tau: Hammerhead
Tau: Stealth suits
Orks: Boyz or stormboyz
Orks: Kustom mega kannons
Tyranid / GSC: Genestealers
Tyranid: Flyrant
Tyranid: Biovores
Tyranid: Exocrine
Harlequins: Any unit
Chaos: Daemon prince
Death guard: mortarion
Death guard: bloat drone
Death guard: Playueburst crawler
CSM: Khorne berserkers
CSM: Cultists
CSM: obliterators
Thousand son's: Magnus
Thousand sons: Ahriman
Daemons: Plaguebearers
Daemons: Nurglings

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Made in gb
Pyromaniac Hellhound Pilot






I'm interested to know how the big FAQ and the latest codex releases have affected the rankings.

I've tried to group done similar units together where I think they'd steal votes from each other, or when you almost always see them run in tandem.

I'm sure I'll miss a few important ones, so let me know if one of your auto-includes is left out! I'm going to leave forge world out due to lack of familiarity with the options and because it's not generally as strong these days.

This message was edited 2 times. Last update was at 2018/06/16 18:48:25


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Longtime Dakkanaut




Disi Ravagers are really good and without the rule of 3 I feel you would see DE lists taking 8+ or so.

9 shots, S5, AP-3, 2 damage is solid versus a huge range of targets - and bad against very few.

This is coupled with 36" range with a 14" fly move giving you an effective range of 50" and you could assault if you really wanted to. On top of this its incredibly easy to get them in a reroll 1s to hit and wound bubble.

On top of this T5/4+ gives them a reasonable resistance to S3/S4 guns (not as good as T7/3+, but not awful) while a 5++/6+++ really boosts their survivability vs las/melta equivalents. They are vulnerable to assault cannons & massed S5 shooting (possibly autocannons too) - but you should be able to avoid that by virtue of the massive movement & range.
   
Made in us
Drop Trooper with Demo Charge





Maybe not the best way of looking at it, but I figure that the strongest units are probably those that you don't see spammed only because of the new Rule of 3 (or equivalently restrictive rule). Things like Shield Captains on Bikes, Plagueburst Crawlers, and Fusion Commanders come to mind. Without the limitations, I have no doubt we'd often be looking at 10+ Fusion Commanders or Banana Captains.

This message was edited 1 time. Last update was at 2018/06/16 18:22:21


 
   
Made in gb
Witch Hunter in the Shadows





The BA captain is an odd one. Absolutely dirt cheap for what you get because all the real cost is tied up in strategy points.


 CommunistNapkin wrote:
Without the limitations, I have no doubt we'd often be looking at 10+ Fusion Commanders or Banana Captains
Players with enough models to spam captains would be fielding the regular jetbike squads instead - the big draw of the captains is the ability to buy a single box of models and then field them cheaply enough to add them to any army.
   
Made in gb
Daring Dark Eldar Raider Rider





There's a lot of stuff that seems a little too good for its price point to me, but absolutely nothing else compares to how massively undercosted Custodes Jetbikes feel currently.
   
Made in gb
Longtime Dakkanaut




 CommunistNapkin wrote:
Maybe not the best way of looking at it, but I figure that the strongest units are probably those that you don't see spammed only because of the new Rule of 3 (or equivalently restrictive rule). Things like Shield Captains on Bikes, Plagueburst Crawlers, and Fusion Commanders come to mind. Without the limitations, I have no doubt we'd often be looking at 10+ Fusion Commanders or Banana Captains.



Tau commanders are actually more restricted than any other unit currently. They are limited to 1 per detachment in the codex anyway so they are they only unit I know of that wasn't affected by the rule of 3 as people call it.
   
Made in gb
Twisting Tzeentch Horror






Ahriman.

He is 130 points for the second best caster in THE GAME. He rocks a 4+ invuln, some of the best powers I the game, a plus one to cast, very versatile.

He's an auto include in any list that has a TS detachment

 insaniak wrote:

You can choose to focus on the parts of a hobby that make you unhappy, or you can choose to focus on the parts that you enjoy.
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Tyel wrote:
Disi Ravagers are really good and without the rule of 3 I feel you would see DE lists taking 8+ or so.

9 shots, S5, AP-3, 2 damage is solid versus a huge range of targets - and bad against very few.

This is coupled with 36" range with a 14" fly move giving you an effective range of 50" and you could assault if you really wanted to. On top of this its incredibly easy to get them in a reroll 1s to hit and wound bubble.

On top of this T5/4+ gives them a reasonable resistance to S3/S4 guns (not as good as T7/3+, but not awful) while a 5++/6+++ really boosts their survivability vs las/melta equivalents. They are vulnerable to assault cannons & massed S5 shooting (possibly autocannons too) - but you should be able to avoid that by virtue of the massive movement & range.


They're good, certainly, but I don't think they're particularly undercosted (if at all).

The reason you see a lot of them is because the DE codex is short on variety and even shorter on efficient, long-range firepower.

What's more, whilst they have good movement, perhaps the greater advantage of Ravagers is that they don't have to move. So, unlike fliers, they can remain near an HQ for the aura. With DE HQs Archons being pretty dire at buffing actual troops, this is one of the few ways to use their buff to meaningful effect.

 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
Dakka Veteran




LOL @ votes for guilliman, razor backs, preds, storm talons, someone just checked all the Tau I see, nurglings? Those are really top 5 strongest per point on that list?

Shining spears, reapers, commanders, flyrants and probably bikes (paretors are worse than the captains but with nothing else worth using in the dex if they weren't op no one could play custodes.)

Honorable mention to dark eldar blaster platforms (that weapon is undercosted by like 10 points), necron destroyers and mortal wound vaults, eldar crimson hunter exarchs, Nid hive guard with their shoot twice shenanigans, AM infantry/mants/basis, TS demon prices (pretty much custodes bike captains + psychers for similar price), Cultists and oblits because they abuse marks/keywords.

I mean the rule of 3 and other work-arounds were added just for flyrants and commanders or we'd see entire armies of them. We do see armies of mostly custode bikes (+ the am cp battery which is why they work)

If dark angel plasma interceptors weren't made of wet paper bags they could use mention for the offensive output but the t1 deepstrike restrictions plus the ridiculous points they give up when looked at crossly probably keeps them off the list. Leviathan dreads? I guess if they had 36" range (like their chaos counterparts)
   
Made in gb
Lethal Lhamean




Birmingham

 vipoid wrote:
Tyel wrote:
Disi Ravagers are really good and without the rule of 3 I feel you would see DE lists taking 8+ or so.

9 shots, S5, AP-3, 2 damage is solid versus a huge range of targets - and bad against very few.

This is coupled with 36" range with a 14" fly move giving you an effective range of 50" and you could assault if you really wanted to. On top of this its incredibly easy to get them in a reroll 1s to hit and wound bubble.

On top of this T5/4+ gives them a reasonable resistance to S3/S4 guns (not as good as T7/3+, but not awful) while a 5++/6+++ really boosts their survivability vs las/melta equivalents. They are vulnerable to assault cannons & massed S5 shooting (possibly autocannons too) - but you should be able to avoid that by virtue of the massive movement & range.


They're good, certainly, but I don't think they're particularly undercosted (if at all).

The reason you see a lot of them is because the DE codex is short on variety and even shorter on efficient, long-range firepower.

What's more, whilst they have good movement, perhaps the greater advantage of Ravagers is that they don't have to move. So, unlike fliers, they can remain near an HQ for the aura. With DE HQs Archons being pretty dire at buffing actual troops, this is one of the few ways to use their buff to meaningful effect.


I'd also say that an 8 Ravager list would find itself pretty vulnerable to hords. Mass small armes fire and close combat will strip off an uncomfortbly large number of wounds off.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

3 of the 5 I picked were Eldar. Just like last edition, their best stuff is undercosted. Thankfully they addressed the worst offenders (Reapers), but those are still really amazing for their points I think.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesnโ€™t love crazy mutant squawk-puppies? Eh? Nobody, thatโ€™s who.
 
   
Made in au
Fresh-Faced New User




bananathug wrote:
LOL @ votes for guilliman, razor backs, preds, storm talons, someone just checked all the Tau I see, nurglings? Those are really top 5 strongest per point on that list?


I voted nurglings. Less than 5p a wound with 5+ inv and 5+ FNP. Being able to deploy outside their deployment zone is great and theyโ€™re a royal pain in the arse to remove off objectives. Being troops you have to fully remove the, too.

Fantastic bang for buck unit for holding objectives.


Automatically Appended Next Post:
Number one for me would be Wyrvens. A squad of three Catachan with Sgt Harker buffing is utterly obscene. 12d6 S4 shots rerolling 1โ€™s to hit and all failed to wound, rerolling your worst randomised shot number dice for each. The kicker being you donโ€™t need any line of site so your enemy canโ€™t even shoot back if you do it right.

Iโ€™ve used these to amazing effect. Three seperate rerolls when firing at no CP cost canโ€™t be underestimated

This message was edited 1 time. Last update was at 2018/06/17 07:19:34


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






bananathug wrote:
LOL @ votes for guilliman, razor backs, preds, storm talons, someone just checked all the Tau I see, nurglings? Those are really top 5 strongest per point on that list?


Whenever someone creates a poll like this, some people just check all the options to mess with the results. Considering the age of the poll feature on dakka, you'd think people would have learned not make multiple choice polls anymore, but here we are.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Pyromaniac Hellhound Pilot






I made it as a multi choice poll to gather more information about the units a little further down the list. If it was only 'pick the strongest unit' we could easily end up with no votes for the vast majority of the choices (even if they are quite strong). I quite like to see the top 20 or so in some kind of order. No one has just checked every box yet at least, as there are still a couple of options without votes.

I'm not saying that I'd vote for those options, but I included razorbacks, predators and stormravens etc. as they are some of the most common units I've seen run in space marine tournament lists.

Guilliman is probably still getting a bunch of votes because he makes space marine gunlines moderately viable as well as being both powerful and tough to kill. I think part of the reason he's still getting lots of votes is hangover from early 8th.

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Khorne Chosen Marine Riding a Juggernaut





Ohio

I've yet to face Custodes, what makes the jetbikes so 'broken'?
   
Made in gb
Daring Dark Eldar Raider Rider





 chimeara wrote:
I've yet to face Custodes, what makes the jetbikes so 'broken'?


They're fast, stupidly durable, can fly, have good anti-infantry firepower and pack a solid punch in close combat.

Their damage is fairly consistent thanks to their WS/BS and re-roll abilities, but it's their tankiness that really makes me tear my hair out when playing against them. The Captain being able to have T6, W7, 2+, 3++, rerolls when failing, 6+ against psychic powers, and a 5+ FNP if their player really wants it make them an absolute nightmare to kill.

This message was edited 1 time. Last update was at 2018/06/17 14:13:22


 
   
Made in gb
Witch Hunter in the Shadows





 chimeara wrote:
I've yet to face Custodes, what makes the jetbikes so 'broken'?
Ease of being folded into other armies.

In terms of their actual stats and capabilities (before warlord traits, relics, stratagems, etc) - they are roughly equal to a winged tzeentch daemon prince, but 16 points cheaper and lacking the psychic powers.
   
Made in us
Longtime Dakkanaut




Ireland

Genestealers. Extremely fast, good level of resilience, bucket of attacks, can make a mockery of saves and wounds.

Also they are surprisingly cheap, add in some very good Hive Fleet Traits; Behemoth and Kraken are just brutal on them, while Leviathan makes the support of a Broodlord wonderful.

I imagine that when we see the rules for Genestealers Cults hit they become even better.
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

 chimeara wrote:
I've yet to face Custodes, what makes the jetbikes so 'broken'?


GW took everyone's complaints about Shining Spears, and then took them, made a unit that was far more potent and durable, and gave it to the Imperium.

Anyway, I went for:

-Custodes Banana Bikers (obviously)
-Blood Angels Smashfether
-Baneblade variants
-Basilisk/Manticore
-Genestealers

The top four are fairly obvious, Genestealers finish the list with ridiculous damage output and way better survivability than they have any right to expect for 12 points.

All your cheap, hordeable infantry are worth mentioning, but to list them all would take up every category.

This message was edited 1 time. Last update was at 2018/06/17 17:55:46


 
   
Made in gb
Fixture of Dakka




The talk of how good Genestealers are is making me feel bad they did so terribly in my last game.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in ca
Steadfast Ultramarine Sergeant






Lol Guilliman, at the start sure, but maybe again if marines get redone
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Fafnir wrote:
 chimeara wrote:
I've yet to face Custodes, what makes the jetbikes so 'broken'?


GW took everyone's complaints about Shining Spears, and then took them, made a unit that was far more potent and durable, and gave it to the Imperium.


GW has an unfortunate habit of making units that excel at everything with no drawbacks.

And a particularly bad habit of taking units that already have outstanding offensive and defensive abilities and giving them incredible movement speed as well.


 Fafnir wrote:
[
-Blood Angels Smashfether


I haven't faced Blood Angels since 7th. Who's Smashfether?

 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 es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

Blood Angel Captain with the strat for Black Rage, the relic jumpack that rerrolls charge and ignores overwatch and the +1 damage for your hammer (Its really +1 damage to your weapon but thats what Smashfether uses, alongside a stormshield) warlord trait.


It may be a little funny bit this weekend I played in the biggest GT of my community (16 teams of 4 people, 64 players, but was not an individual tournament) and went agaisnt a 3- baneblade/variants list in two rounds.

With my 3 predator with two lass cannons based Dark Angel list I did a 20-0 (I totally destroyed) the first one and went 0-20 agaisnt the second one. But to be honest the players where very very different, the second one was with the team that end up 4ยบ, and they where obviously comming to the tournament to win.

And I saw the magic ocurrence of one Shadowsword shooting with everything a my rhino in his first turn (I got second) and just doing 1 damage. Unbelievable.

This message was edited 1 time. Last update was at 2018/06/17 18:49:30


 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in gb
Pyromaniac Hellhound Pilot






So here is the current top 20 as voted by you guys:

1) Custodes bikers
2) Dark Reapers
3) Guard inantry + officers
4) Blood Angels Smash Captain
5) Roboute Guilliman
6) Coldstar commander
7) Winged hive tyrant
8) Eldar hemlock wraithfighter
9) Shining spears
10) Dark Eldar Ravagers
11) Guard Leman Russ
12) Guard Manticore, basilisk or wyvern
13) Saint celestine
14) Necron destroyers
15) Mortar Heavy weapon teams
16) Wave serpent
17) Ork Boyz / stormboyz
18) Plagueburst crawler
19) Baneblade chassis variants
20) Tau riptide

Honourable mentions: Nurglings, kabalites/wyches, mortarion, obliterators + ahriman (all missed out on the rankings by one vote)

Seems like a solid reflection of the meta. I feel that what people normally fight influences this list heavily however. Surprised not to see tessaract vaults, assassins or talos placing higher.

If it's of interest, here are the rankings from the previous similar poll I did in January (shortly after chapter approved).

1. Guilliman
2. Dark reapers
3. Magnus
4. Mortarion
5. Celestine
6. Imperial guard infantry squads
7. Baneblade Chassis Tank
8. Manticores / Basilisk
9. Hemlock wraithfighter
10. Leman russ
11. Scions
12. Genestealers
13. Khorne berserkers
14. Razorback
15. Stormraven, stormhawk or stormtalon
16 Shining spears
17. Obliterators
18. Mortar teams
19. Hellblasters
Joint 20. Kastellans and Tau Commander

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Witch Hunter in the Shadows





 DoomMouse wrote:
I feel that what people normally fight influences this list heavily however. Surprised not to see tessaract vaults, assassins or talos placing higher.
I'd guess some of that is also people voting for what they've seen other people talk about, while other units of very similar capability fly under the radar.
Nobody bats an eye at flying princes with cheap screens for instance.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Galas wrote:
Blood Angel Captain with the strat for Black Rage, the relic jumpack that rerrolls charge and ignores overwatch and the +1 damage for your hammer (Its really +1 damage to your weapon but thats what Smashfether uses, alongside a stormshield) warlord trait.


Ah, thank you.

 DoomMouse wrote:
I feel that what people normally fight influences this list heavily however. Surprised not to see tessaract vaults, assassins or talos placing higher.


Are Assassins really that strong?

 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 gb
Pyromaniac Hellhound Pilot






 DoomMouse wrote:
I feel that what people normally fight influences this list heavily however. Surprised not to see tessaract vaults, assassins or talos placing higher.


Are Assassins really that strong?


I seem to remember some of them floating around allied to custodes or other imperium in the top few lists at the LGT. They certainly seem to have a space in top lists when used right (usually eversors). Not saying they should be top of the list, but I would have put them somewhere in the top 20

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Omnipotent Necron Overlord






I think you are missing a really powerful unit. Necron doomsday arc - insanely powerful and under utilized unit. Certainly belongs in the voting. It's got a weapon fit for a titan and quantum shielding with 14 W. If you didn't bring autocannons - you lose.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Regular Dakkanaut






For the points? A Battle Sisters dominion squad with storm bolters. Act of faith it and you've got 40 (3+) bolter shots per turn for 60 points. Or one strength 4 hit per 2.25 points per turn. Highest dakka per point in the game.

Also they can move up to 24" per turn without a transport and still shoot. So they've got that going for them. (6+d6 scout) + (6" AOF) + (6" movement) or with melta guns 3x(6+d6) + shooting at a -1.

This message was edited 1 time. Last update was at 2018/06/22 18:29:01


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Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

You are greatly exaggerating their viability. With the exception of Celestine (who'll likely use her own) and Imagifiers (who cost as much as your squad and only work half the time), Sisters only get a single AoF per turn. Not to mention, that those 40 shots are only while within rapid-fire range.

Moreover, even with the AoF (which means they can't shoot twice), that 24" move is not "per turn," it's once per game, and comes at the cost of that double shooting that you're talking about.

Dominions are good, but they're not nearly the level of potency you make them out to be. Plenty of other units get stratagems that allow them to be just as efficient, if not moreso, than Dominions.

This message was edited 2 times. Last update was at 2018/06/22 19:26:56


 
   
 
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