|
Post by LordPathos on Jun 21, 2015 16:36:04 GMT
Hey guys,
I was talking to my friends about what would make the cheesiest, brokenest unbound army. I know you could say "An army of Flyrants or Wraithknights", but that isn't what I'm looking for. My initial thoughts were Chaos Plague Marines for troops and Ork Traktor Kannon for anti-air.
So opinions? Give a brief description why you chose a specific unit.
Aaaaaaand go!
|
|
|
Post by Kark on Jun 21, 2015 20:43:07 GMT
To be honest I was also thinking about building an army of best units form all WH40k factions HQ1: Commander Pask in punisher with 2 additional punishers, all with lacannons and multi meltas. If You buff this unit with prescience or 4++ or invisibility and combine that with tank commad this unit is devastating. HQ2: Coteaz. Personally I don't like this guy, because he is so cheesy. He should be FAQed quick time. Nevertheless, free shooting attacks during enemy turns are insane. HQ3: Tigirius. A guy who can reroll dice when generating psychic powers. If You want to generate some powers really bad, he is the choice. HQ4: Belakor. He knows all telepathy powers and is quite pumped up. HQ5: Hive Tyrant best FMC in the game HQ6: Chapter Master on bike. Orbital bombardment is the thing. HQ7: Wolf Lords (or battle leaders) with runic armours, power fists, storm shields and thunderfire mount. They are tough and deadly ICs that can join other units. HQ8: Archon, with 2++ that can be rerolled thanks to eldar power and webway portal make him an interesting choice. Troops1: eldar jetbikes, fast, objective secured with unbelievable fire power. Troops2: scouts, now with WS4 and BS4, riding in land speeder storms. Have scout moves, have blind grenades, can cause problems to deepstriking units, can infiltrate and can outflank. May also have 2+ cover. Troops3: pink horrors. They will never fall back and can generate additional warp charges. Troops4: necron warriors. Very difficult to gun down, they can secure objectives and threat everything with gauss weapons. Elites1: Fire Dragons. Nothing kills AV better than these guys. Embarked on serpents for mobility and/or deepstrike option. They have battle focus so they can trick IKs very easily. Fast Attack1: Venoms with 2 splinter cannons. This is very good counter to high T units. Fast Attack2: Canoptek Wraiths. one of the best CC units in the game. Fast Attack3: Screamers. Slashing attacks and AP2 in CC. Great mobility, durability and attack power. Fast Attack4: Flesh Hounds. Fast beasts, with 5++, lots of attacks, T4 and 2 wounds. Fast Attack5: Drop Pods. Ability to arrive on game turn 1. Fast Attack6: Thunderwolf cavalry. Fast with 3++ and rending attacks, tough with T5 and 2 wounds. Heavy Support1: Soul grinder. AV13 on front and side, 5++ and S10 attacks in CC. He has skyfire and may have torrent flamer and/or S8AP3 large blast. May have shrouded or fleet+extra run distance. Heavy Support2: Dreadknight. Jump infantry deadly in CC and shooting. Heavy Support3: Thunderfire cannon. Great artillery unit. Heavy Support4: Wyvern. Excellent against swarms and other targets. Heavy Support5: Centurion Devastators. For gravs with amps. Heavy Support6: Broadside Suits. For insane firepower. Heavy Support7: Dark Rippers. Eldar heavy hitters that ignore jink save and are AP3. LoW1: Wraith Knight. For stomps and D attacks in either range or CC. LoW2: Imperial Knight. Still good unit with D attacks and stomps. This is not complete list, but I pointed out some units I consider to be the best in entire game. I don't know FOC of new dark angels, but black knights would also be my choice.
|
|
|
Post by glitchrr36 on Jun 22, 2015 0:45:08 GMT
tyrannofex with FBH in all seriousness, malanthropes. cover, mega challenge lashwhip, and preffered enemy. whats not to like?
|
|
|
Post by Remalis on Jun 23, 2015 1:21:28 GMT
Pretty sure I've read somewhere that the ultimate weapon in the 40k universe is the fleshborer hive....
<and then notices previous post>
SEE!
|
|
|
Post by WestRider on Jun 23, 2015 6:38:26 GMT
I'm not sure I would include Necron Warriors without the buffs from their Formations, Ghost Arks, and/or HQs. In and of themselves, they're not actually that bad to deal with; it's only when they're properly supported that they're really a nightmare to get rid of.
|
|
|
Post by seethe on Jun 23, 2015 13:50:16 GMT
Yeah a blocks of necron warriors isn't so bad, but a blob with cryptek and ghost ark support is another story. I'd rank that among some of the best troops.
|
|
|
Post by Kark on Jun 23, 2015 19:48:09 GMT
Yes, sometimes it is difficult to point out best unit in the game not considering all possible buffs.
If think that astra militarum infantry platoons are best swarm units in the WH40k. Blobs of 30-50 guardsmen and conscripts, that are fearless when ministorum priest is attached, they deny the witch on 5+ if primaris psyker is attached and he can also make their shots twinlinked (divination primaris power), orders like first rank fire second rank fire increase the number of shots. Further psychic power buffs make them even better: invisibility, 4++ (with possible rerolls for warhymnes in CC), full ballistic skill overwatch with counter attack (and hatred for priest), rending attacks for misfortune.
|
|
|
Post by LordPathos on Jun 27, 2015 14:19:47 GMT
tyrannofex with FBH in all seriousness, malanthropes. cover, mega challenge lashwhip, and preffered enemy. whats not to like? Pretty sure I've read somewhere that the ultimate weapon in the 40k universe is the fleshborer hive.... <and then notices previous post> SEE! You two make me so proud...
|
|
|
Post by cypheon on Jun 30, 2015 18:16:30 GMT
The fun of unbound: nurgle bikers as far as the eye can see.
The pain of unbound: you -still- have to follow the ally matrix rules...
|
|
|
Post by Kyokii on Jul 1, 2015 2:58:24 GMT
Take the point level and fill it with single model units of obliterators, an aegis line, and a comms relay each one has every weapon you could need against almost anything, 2+, 5++, powerfists, 2 wounds (maybe give some MoN for T5) and target saturation. Go, my children. at 1850 that's 26 obliterators. or 25 and an aegis defense line w/ comms relay. 25 lascannons, multi-meltas, assault cannons, plasma cannons And they can deep strike all over the damn place.
Now I want to do this to see if it would actually ever work.
|
|
|
Post by cypheon on Jul 1, 2015 16:24:31 GMT
Kyokii, mark of tzeentch for 4+ invuln. However... Oblits don't get skyfire...
|
|
|
Post by Kyokii on Jul 1, 2015 17:23:47 GMT
Kyokii, mark of tzeentch for 4+ invuln. However... Oblits don't get skyfire... 4+ invuln or immune to ID from s8 for your two wound models? it's up to the player, I've had success with both pretty equally in normal lists. They may not get skyfire, but enough shots is bound to do something. And again, you'll have 25 individual units so you can mostly ignore fliers. keep a few near each objective and you'll win on that alone because however many shots are fired at an oblit you can only kill the one per unit unless scattering onto others (and you can just space them accordingly during movement and deployment)
|
|
|
Post by cypheon on Jul 2, 2015 16:30:04 GMT
The increasing amounts of S D weapons is nullifying the importance of surviving a melta shot, sadly... Look at dark talons now... Doubles on scatter dice turn the blast into a vortex..
|
|
|
Post by Kyokii on Jul 2, 2015 17:40:13 GMT
Fair point on that, but S D also has the potential to ignore that improved invuln save. I'm not the best at mathing it from a glance but we have the two contenders: 4+ invuln at t4 and 5+ invuln at t5
MoN = fewer wounds taken from up to s6 weapons, fewer saves to be made, mostly hits that 2+ armor with some exceptions anyhow, immune to ID aside from s10 and ID weapons. Missiles nead to pull double duty to get past that 2+ and both wounds. It has no bearing against S D weapons as they can deal multiple wounds (1/3 chance of surviving a 1-5 roll, and outright butt devastated on a 6, but that ignores invuln saves anyway) MoT = fewer wounds taken from high s low AP weapons that are prevalent such as melta, lascannons, and the non 6 D weapons. weapons that have low stength and ap can wound about as easily as it's harder to get through the save but not harder to get through that Toughness. I'd put the marks on equal fotting against those tpes of weappons. It's better than MoN against S d weapons, though. better save against the chart except for that 6 where it's a buttpocalypse.
I dunno, myself. i'm sure just about anyone else would be better at figuring out which mark was the better choice all around. I'd take nurgle because my current oblits are modeled that way, but that 5+ is just not as good as 4+. Nurgle is 2pts cheaper, though. one more obliterator on the table could make a bigger difference than I give credit. Could end up being negigible. Vortexes, man.
|
|
|
Post by mattblowers on Jul 2, 2015 18:23:01 GMT
Take the point level and fill it with single model units of obliterators, an aegis line, and a comms relay each one has every weapon you could need against almost anything, 2+, 5++, powerfists, 2 wounds (maybe give some MoN for T5) and target saturation. Go, my children. at 1850 that's 26 obliterators. or 25 and an aegis defense line w/ comms relay. 25 lascannons, multi-meltas, assault cannons, plasma cannons And they can deep strike all over the damn place. Now I want to do this to see if it would actually ever work. Challenge accepted! I want to try this (please do not swear) out! I'm always up for a good game of "What would happen if your brought X?" Though maxed helturkeys is probs better.
|
|