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Made in it
Regular Dakkanaut





A very broad question, but what are people's opinions on the best CC unit in 7th?
Firstly - best value for points?
Secondly - best raw power?

Good ol' hammernators? An ork horde? Paladins? CC fexes?

   
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Focused Dark Angels Land Raider Pilot




West Chester, PA

Deathwing Knights for raw power and survivability. However, most people don't consider them great because of Smite's one time use (because a crap ton of maces and the flail are bad?).

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Sinewy Scourge





Commoragh (closer to the bottom)

incubi with klaviex powers can be pretty deadly, I think they would be the best for points cost.

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Tail-spinning Tomb Blade Pilot




Onuris Coreworld

Due to the new codex, for points value you just can't beat a big ole mob of Ork Boyz.

For raw power, Grey Knight Paladins with Demonhammers are a pretty awesome pain train. Hammerhand for a lot of Str 9 Ap 2 hits. Oh, and Instant Death.

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Made in us
Regular Dakkanaut




daemonettes and khorne hounds are the two who get played the most often (more so daemonettes). They are probably the best bang for your buck followed closely by nurgle marked chaos spawn.

If you are talking raw power in terms of non-unique HQs then its the iron hands biker chapter master, khorne juggerlord, nurgle biker lord, and probably some tooled up greater daemons/princes or a beefed up librarian.
   
Made in us
Fixture of Dakka





San Jose, CA

A good assault unit has to have at least 2 out of 3 traits:

1. Speed. They need to be able to get into combat to minimize the shooting that they must endure.

2. Hitting power. They need to be able to hit hard and take out enemy units in combat. It's even better if they can take out multiple enemy units in combat.

3. Resiliency. They need to be able to survive enemy offense to make it into combat.

The more of the above characteristics your assault unit can satisfy, they better they are. Right now, there are 2 units that really stand out as perhaps the best all-around assault units:

1. The Eldar seer council. This unit is crazy fast. Probably the fastest assault unit in the game. With the right psychic powers (i.e. Fortune or Invisibility or even both), it becomes nigh invincible. It also hits really hard and can take out almost any unit it hits. It is especially good at multi-assaults.

2. Dark Eldar beastpack. Another crazy fast assault unit. This unit has even better hitting power than the seer council but not as much resiliency. However, it is also much cheaper in terms of cost compared to the seer council.



 TheCrazyCryptek wrote:
Due to the new codex, for points value you just can't beat a big ole mob of Ork Boyz.

For raw power, Grey Knight Paladins with Demonhammers are a pretty awesome pain train. Hammerhand for a lot of Str 9 Ap 2 hits. Oh, and Instant Death.

Hammerhand makes it S10.


This message was edited 1 time. Last update was at 2014/07/01 17:26:28



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Longtime Dakkanaut





For best overall melee unit for points cost I'd second nurgle spawn and khorne flesh hounds (hounds are more reliable in terms of killiness but can evaporate after the first round of combat if you are against serious S8 opponents),

For raw power, the Imperial knight is pretty beefy in combat, those D attacks are pretty special! and they have the advantage of being immune to mind shackle scarabs and immune to bulk attacks thanks to high AV. The stompa I guess is more fighty but also has a massive base that makes it hard to even get charges in.

   
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Depraved Slaanesh Chaos Lord




Inside Yvraine

Seekers.
   
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Regular Dakkanaut




Dark Eldar Beasts
   
Made in us
Regular Dakkanaut




For raw power in a single unit, it is really hard to beat a squad of 30 Death Company with Lemartes, JPs, and dual wielding thunder hammers. But then again, at 3000 points even, it probably should be a strong unit.
   
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 jy2 wrote:
A good assault unit has to have at least 2 out of 3 traits:

1. Speed. They need to be able to get into combat to minimize the shooting that they must endure.

2. Hitting power. They need to be able to hit hard and take out enemy units in combat. It's even better if they can take out multiple enemy units in combat.

3. Resiliency. They need to be able to survive enemy offense to make it into combat.

The more of the above characteristics your assault unit can satisfy, they better they are. Right now, there are 2 units that really stand out as perhaps the best all-around assault units:

1. The Eldar seer council. This unit is crazy fast. Probably the fastest assault unit in the game. With the right psychic powers (i.e. Fortune or Invisibility or even both), it becomes nigh invincible. It also hits really hard and can take out almost any unit it hits. It is especially good at multi-assaults.

2. Dark Eldar beastpack. Another crazy fast assault unit. This unit has even better hitting power than the seer council but not as much resiliency. However, it is also much cheaper in terms of cost compared to the seer council.

I have to agree with this. It seems that if your cc unite can not move at least 12'' and doesn't have an invul save, it is not worth taking.

You want your CC unit to control the board and keep your opponent confined to on side or better yet one corner, allowing your units in the back to score objectives. Because of this I like multiple CC units or large CC units. Hounds and beast packs are great for their size. They just form a curtain that pushes your opponent back. Necron Wraiths are also good as with 3 unites you can control the flow of movement.

   
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Longtime Dakkanaut




Minneapolis, MN

Banbaji wrote:
For raw power in a single unit, it is really hard to beat a squad of 30 Death Company with Lemartes, JPs, and dual wielding thunder hammers. But then again, at 3000 points even, it probably should be a strong unit.
'
This...

...unless the effectiveness / point cost ratio matters, then it's probably still the seer council (it's not the killiest, but it's insane durability and mobility more than make up for that).
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

I really like Wraiths. 3++, rending, jump, ignore terrain and force base contact enemis at I1? Sold!

Termies with Hammerhand Libby... oh boy

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Legendary Master of the Chapter






Define best

single unit or a combo of units?


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Depraved Slaanesh Chaos Lord




Inside Yvraine

I hate wraiths. They are soooooo good for what they bring to the table, to the point where I'd actually consider them the best all-around melee unit, point for point.

I still love seekers, though. 12'' move with a d6+6'' run, and fleet. And outflank. And deep-strike. 4 rending attacks each at WS5 and I5 on the charge. Can be taken in mobs of 20, and they always get a save against everything but D-Weapons and even then, only on a 6. They're functionally fearless.

Beautiful. Just, beautiful. Slap the grimoire and/or cursed earth on those badboys and they might as well be immortal.

This message was edited 7 times. Last update was at 2014/07/02 01:17:58


 
   
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Devestating Grey Knight Dreadknight





Limerick

 TheCrazyCryptek wrote:
Due to the new codex, for points value you just can't beat a big ole mob of Ork Boyz.

For raw power, Grey Knight Paladins with Demonhammers are a pretty awesome pain train. Hammerhand for a lot of Str 9 Ap 2 hits. Oh, and Instant Death.


Hammerhand is now +2S.

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TWC still pack a helluva punch. Hard to not include them when talking about damage output for a close combat unit. They are fast, cover a big area, and are pretty durable.


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Brigadier General





The new Sick Man of Europe

I'd say over a entire game grey Knight paldins are the best for their strength and initiative 6 halberds that hit most things on 3+. But Deathwing knights are you just want to get into combat and kill something in a turn.

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Two thumbs way up for wraiths. A few whip coils in there and a tooled up destroyer lord (with MSS, WS and SW) who then lets them reroll 1's on hits and wounds?! Wraiths normally hit your average marine on 4's and wound on 2's with 6's rending. Not only will they demolish your standard 10 man unit with their 24 attacks (+4 AP1 S7 more from the destroyer lord) they can chew up vehicles in a hurry (including land raiders). And they have a 3+ invuln with two wounds...but I gush

This message was edited 1 time. Last update was at 2014/07/02 14:32:03


 
   
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Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I agree with jy2, speed, resilience, and hitting power is what makes the difference.
For this, I love my Wraiths for what they are able to do.
My Jetseer council is still on the shelf - too powerful if you ask me.

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