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Made in us
Regular Dakkanaut




Looking for the fastest unit in the imperium, something similar to Eldar jet bikes
   
Made in gb
Horrific Hive Tyrant





Drdotts wrote:
Looking for the fastest unit in the imperium, something similar to Eldar jet bikes


Well, flyers. Some have a 50" M, 70" when advancing, such as the Nephalim.
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

An advancing leman russ with the tank move order on it can be surprisingly fast. Like over 24" movement in a turn from something that's meant to be slow.


Automatically Appended Next Post:
Dont know that unit in detail, its just something a guard player pulled in a tournament

This message was edited 1 time. Last update was at 2018/10/17 20:45:12


Brutal, but kunning!  
   
Made in us
Ancient Venerable Black Templar Dreadnought





Where ever the Emperor needs his eyes

So you want something like these OP? Not necissarily the fastest but they are jetbikes.

https://www.games-workshop.com/en-US/Adeptus-Custodes-Vertus-Praetors-2018
https://www.games-workshop.com/en-US/Dark-Angels-Sammael

This message was edited 1 time. Last update was at 2018/10/17 20:57:48


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Depending on how you define "units". On the logic that spacecraft can move about on an interplanetary scale in a reasonable timeframe I suspect anything in BFG is going to be faster than a ground-scale equivalent, which means the "fastest" thing is a Mechanicus Nova with the enhanced engines gift on 40cm speed and +5d6 All Ahead Full since that's the fastest Imperial ship in BFG.

As for units in 40k proper it's worth considering that a Thunderhawk can keep pace with a cruiser in BFG, which means that out of atmosphere at least it's pretty darn quick.

Balanced Game: Noun. A game in which all options and choices are worth using.
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Willing Inquisitorial Excruciator




Celestine.
   
Made in au
Repentia Mistress





Celestine, Seraphim definately.
Dominions too but only in first turn for their scout move inside a transport (repressor), 24"+2d6" by end of 1st turn move.
   
Made in us
Fresh-Faced New User






I'm pretty sure that someone else knows of something faster, but weighing in with some of my SM bike knowledge. Taking actual planes aside for a second, which are obviously going to be faster - seconding Victor here on Sammael on Corvex (so, only his jetbike, not his landspeeder). He has a base 14" move and can add 2d6 when he advances. And if he's your warlord, he can reroll said advance, and so can anyone within 6". Charges, too.

Outside of characters, the fastest non-character that comes to mind for me are White Scars bikers, who have a base 14" move, and get an auto-advance of 8" thanks to their chapter tactics.

Mostly weighing in to try to set a speed and movement stat as a baseline for other units to clear, as I'm still a little too recently returned to the game to have a grasp on all of the options.

As an FYI, if you're interested in speed *and* a little more bang for your buck, Dark Angels bikes get a 4+ invuln against shooting when they advance, and have Black Knights, which have 18" assault plasma. White Scars still beat us in a straight up race, though!

Hope this helps.
   
Made in us
Regular Dakkanaut




Thanks for all of the replies guys I should’ve been more clear on what I was looking for. I’m looking for a good fast moving objective grabber. The White scars are sounding like what I’m looking for!
   
Made in us
Lone Wolf Sentinel Pilot






Iowa

Valkyries can move 60” when advancing while supersonic is active, right?


Automatically Appended Next Post:
Plus it can transport a guard squad and a couple of characters, so there are your objective grabbers.

This message was edited 1 time. Last update was at 2018/10/17 22:32:31


If the truth can destroy it, then it deserves to be destroyed. 
   
Made in us
Willing Inquisitorial Excruciator




Oh, and Imperial Knights in general.

This message was edited 1 time. Last update was at 2018/10/17 22:39:05


 
   
Made in us
Member of the Malleus





WI

Scout Bikes are pretty fast with a 16" move plus a auto 6" advance.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Charing Cold One Knight





Sticksville, Texas

Guardsmen are plenty fast with orders...

Move 6"+D6 Advance with normal movement, 6"+D6 in the shooting phase with orders,

Your looking at a minimum of 14", max of 24" for 60 points (basic Guard Infantry squad plus Platoon Commander).
   
Made in ca
Commander of the Mysterious 2nd Legion





Drdotts wrote:
Thanks for all of the replies guys I should’ve been more clear on what I was looking for. I’m looking for a good fast moving objective grabber. The White scars are sounding like what I’m looking for!


that or run a custodes jet bikes list.

Opinions are not facts please don't confuse the two 
   
Made in us
Devious Space Marine dedicated to Tzeentch




Terminators can teleport. It's hard to beat traveling instantaneously for speed.
   
Made in fi
Locked in the Tower of Amareo





Pink Horror wrote:
Terminators can teleport. It's hard to beat traveling instantaneously for speed.


Limited by enemy models thus not always able to do the job and once per game and turn 3 latest making less suitable for objective grabbing

2024 painted/bought: 109/109 
   
Made in jp
Regular Dakkanaut





Guardsmen with Move Move Move are surprisingly fast.
   
Made in au
Been Around the Block




A unit of 3 SM Land Speeders - Base move of 20" (until 1 dies :/) + advance roll. Plus with Fly they are going to be better than bikes at grabbing objectives. (But pretty rubbish at anything else...)
   
Made in au
Ork-Hunting Inquisitorial Xenokiller





Drdotts wrote:
Thanks for all of the replies guys I should’ve been more clear on what I was looking for. I’m looking for a good fast moving objective grabber. The White scars are sounding like what I’m looking for!


An addendum to get the responses you want would be the approx points cost you want to spend on your fast objective grabber unit/s (if for matched play etc or a certain army size).

EDIT:
I will add an example from my DW army. For objective grabbing/securing I run 1-3 units of (Some with missile launcher for strat some without):

Veteran Squad, 10 man: (265 points /19 power) Combat squad-ed
• Watch Sergeant: Stalker pattern boltgun, Chainsword, Frag & Krack grenades
• Black Shield: Stalker pattern boltgun, Chainsword, Frag & Krack grenades
• Veteran: Missile launcher, Frag & Krack grenades
• Veteran: Stalker pattern boltgun, Chainsword, Frag & Krack grenades
• Veteran: Stalker pattern boltgun, Storm shield, Frag & Krack grenades
• Vanguard Veteran: Bolt pistol, Storm shield, Frag & Krack grenades
• Vanguard Veteran: Bolt pistol, Storm shield, Frag & Krack grenades
• Biker: Twin boltgun, Chainsword, Frag & Krack grenades
• Biker: Twin boltgun, Chainsword, Frag & Krack grenades
• Biker: Twin boltgun, Power sword, Deathwatch teleport homer, Frag & Krack grenades

Combat squad-ed. Both 5 man units have objective secured. The 5 veterans go together and secure a deployment objective. The 3 bikers & 2 Vanguard go together and secure forward objectives. The forward objective grabbers are fast (12"-14" move without advance, 13"-20" with advance. The bikers go 20" just depends on the roll for the Vanguard and how stagger to see the distance of the entire unit).

This can be expensive. The camper is 126points / 9power and the grabber is 139points / 10power just depends if that is what you are will to spend on an objective camper/grabber etc.

This message was edited 3 times. Last update was at 2018/10/18 07:53:08


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Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

Warhound Titans, at max W, have a base move of 24" and advance a flat 12"

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Death Company can displace by 24+3d6" on the first turn, but it takes a stratagem and you're limited to staying more than 9" away from the enemy for the first 12+1d6" of it.

Seraphim and Saint Celestine can move 24+2d6" every turn.

A Leman Russ at full wounds can move 20+2d6", for reasons.



As for fast, cheap, objective grabbers, I'd recommend Guardsmen. At 40 points per squad [though you might want to give them a Vox Caster if they're going to be running around] and 30 points for their buff-generator, they move 12+2d6 under orders, which is fast enough to get where you're going, generally. They'll also count towards getting you CP's, and protecting your valuable units from chargers.

This message was edited 1 time. Last update was at 2018/10/19 03:40:46


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San Jose, CA

a scared guardsman who just failed morale
   
 
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