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We all know that each codex contains some good units and some not-so-good units. What I'm curious about is what people consider to be the "must have" unit in each codex, the one unit that you just can't go without, or at least, put yourself at a disadvantage by doing so. Of course, this will be subject to opinion, so please don't take this too seriously. Just for fun.
Imperial Guard: Chimeras. Even in a foot-heavy list, most people recommend taking at least a few Chimeras. Widely to be considered the most cost-effective transport in the game, the amount of weaponry one can pack, combined with decent frontal armor and a whopping 5 fire ports, the most of any non-open topped vehicle, make them a bargain.
Necrons: Destroyers. No Necron army should be without them. Capable of laying down a huge amount of firepower, combined with their great speed, make this a versatile and effective unit.
Tau: The iconic Battlesuits. Few units in the game have the versatility and firepower that these things can put out. But that's just the icing on the cake. The real strength of the Tau battlesuits is their ability to move 6" in the assault phase, even after firing, leading to what Tau players call the "Jump Shoot Jump" maneuver.
Chaos Space Marines: Obliterators. Terminators with the ability to use almost any special or heavy weapon at will? Are you kidding me?
Tyranids: Genestealers. One of the best close combat unit in the game, Genestealers are fast, deadly, and scary looking to boot.
These are just what I've picked up, if anyone wants to jump in with anything else or comment, go ahead!
Imperial Guard: I wouldn't count Chimeras, mainly due to them being a dedicated transports and not a unit themselves (I do very well without them anyways). I guess going off of everyone else on the IG forum, I would say usually it's the plasma CCS and melta Veterans inside of those Chimeras which are highly recommended. Vendettas are another unit high up on the list of 'must have'.
Dark Angels: Belial and Deathwing Terminators, with at least 2-3 Thunderhammer/Stormshields and a Cyclone Missile Launcher in each squad. Followed closely by cheap Land Speeder Typhoons for support.
Grey Knights: Psyrifle Dreadnoughts, because they're very cost-efficient for reinforced aegis, fortitude, and 4 twin-linked s8 shots on a av12 walker.
Blood Angels: not too knowledgeable about them, but I would guess Death Company as there is always a squad of them on the table whenever I see them.
Tyranids: I think Tervigons are up there with genestealers as well.
Dark Eldar: The closest probably being the Venom transport (if we're still counting transports) due to the amount of firepower it can put out at its cost, when tossing 3 wracks or a few trueborn on one, though even then venoms don't really cancel out a need for raiders.
Orks: I'd love to say large ork boyz mobs (my preference armed with shootas) but ....... guessin' 45 Lootas?
Couldn't really think or venture a guess for the other races that Nitro didn't already say.
Well for the Eldar I would say Farseers are a must have unit. They boost every other unit in the army while also hampering enemy psykers. If we are counting Dedicated Transports in this the Wave Serpent is definately the must have for Eldar over the Farseer but the Farseer is a close second.
Tyranids I would say Genestealers. I HATE THEM!!! Which does show just how effective they are, to me at least. Sure they have poor armour but they can outflank and get into CC the instant they hit the board most of the time.
IG I'm not so sure about, they have a lot of point effective and deadly choices but I'd probably go with Veterans with the Meltas in a Chimera. Definately a favourite of all IG fans everywhere.
Grey Knights, now heres an army that has a lot of good choices that will vary depending on the build type. Probably the most spamable unit for points cost and sheer effectiveness is the Psyrifle-Dreads 135pts for 4 TL S8 shots and then ontop of that the reinforced Ageis is definately the cherry on top.
Space Wolves would defo have to be Long Fangs. These guys are cheap and will take out just about any target you want them to [B]AND[B] you can shoot at two different targets. Whats not to love? Or in the case of their opponent, whats not to hate?
For Eldar it's got to be the Iconic Wave Serpent. You *could* do without a farseer, but footslogging eldar get smoked!
Whats not to love?
For Guard, though I'm loathe to admit it, Chimeras are the unit of choice here. They cost almost nothing, and provide great firepower. Even in the GK codex they're pretty awesome. Vendetta gets props here, though
GK: I do without Riflemen, so it's possible to do without. I think this honour goes to the Razorback /w Psybolt ammo. Same reason as the Chimera, except more accurate firepower. These suckers have won me games.
Chaos Daemons: This one has to go to Plaguebearers. There are quite a few good HQ units in the daemons codex, and DPs are kinda really awesome, but nobody holds the point quite as well as a squad of plaguebearers.
Tau: Broadsides. These things terrify mech armies. Fortunately Tau can't take too many.....
Orks: Lootaz. These guys scare the beejebuz out of me. How many shots? At strength what?!?
Sisters: Excorcists. See above. Except scarrier. Add "At AP 1?!?"
Space Marines: Librarians. Psycic hood. Nuff said!
Space Wolves: Longfangs.
CSM: Obliterators, I rarely see a CSM army without them.
Blood Angels - assault marines. The bread and butter of a BA army, and a 10 man squad can take on most units, if they get the charge. I can only remember one time that I made a list without them, and I was tabled by turn 4. Not a mistake you make twice. Furioso librarian dreadnoughts also deserve a member. Flying dreadnoughts with force weapons: what's not to love? Tyranids - gotta say I agree with most of the comments about genestealers, but I play tyranids quite frequently (my brother owns them) and I gotta say I find zoanthropes a real pain in the butt. They rip through vehicles' armour really easily, and their high strength templates make a mockery of my space marines! Orks - a nice big squad of ork boys. Footslogging sluggas or trukk-mounted shootas. An ork army without boyz just isnt an ork army at all. Space Wolves - Long Fangs.
Blood Angels (W-D-L) : 6-1-2
Space Wolves a lot of people have said long fangs but I disagree - you can make an army without Long Fangs, but you just absolutely can't without Grey Hunters!
Arguably one of the best troop choices in the game point for point they're definitely my "must have" unit for Wolves - When have you ever seen an army without them?
Armies: Space Marines: 3500ptsSpace Wolves: 2000pts (in Progress)Click here to join Travian: http://www.travian.co.uk/?uc=uk5_662
Battle Sisters. You can't play sisters of battle without them. No really, we literally have one troop choice. Jokes aside, I agree with Exorcists. Not only are they excellent long range anti-everything, they're our only long range anything (Retributers are much better in the new dex, though, at 85pts for 4 rending heavy bolters, but they're a compliment to the Exo). Now, Daemons. Before you get uppity on PBs, yes they are fantastic at holding objectives (the best), but they are dead weight in non objective matches. DPs are solid and many people consider them essential, but 3 Soulgrinders is very effective too. The real must-have unit in Daemons lies in the HQ slot. It's not Fateweaver or any other big nasty, but rather the Herald of Tzeentch. At a steal of 110pts, the Tzerald packs a whopping 5 EW wounds with a 4++ save, jetbike speeds, and two "weapons" that it can fire (yes, both) at different targets. One is S8/AP1/A1 and the other is S5/AP3/A3 all at BS 4. The best part is that they are spamable. You can take 2 per HQ slot for a total of TWENTY eternal warrior wounds, 4 S8/AP1 shots, and 12 S5/AP3 shots all on jetbikes for a total of 440pts. They're cheap, versatile, sturdy, effective, and spamable. What's not to love?
Last edited by ikbuh; October 6th, 2011 at 05:52.
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)
Required units for CSM would be (IMO): Princes, oblits, and one or more of the following troop choices: basic Chaos Marines, Berzerkers, Plague Marines.
Honorable mention goes to our Defilers, which is an amazing "bridge" unit for soaking up medium strength tank hunter shots, while lobbing its gloriously random pie plate, before transitioning into close combat support for our troops.
Spambot kill tally. . .337
Tyranids: I've won many games without Genestealers or Tervigons. Sure they are great to have (gotta love 16 Genes and a Broodlord coming in and ripping through 10 Ork Bikers) but they are not what I would call 'Must-Have'. Tervigons are great: they fart out scoring troops Zoanthropes can be a pain but are easily destroyed if you shoot enough krak missiles at them. What I think the 'Must-Have' unit for Tyranids is the humble Hive Guard. Without them you don't have any ranged anti-tank at all (excluding Zoanthropes, but they are generally not as good all-round as Hive Guard) and you can't take out those pesky mid-low armoured vehicles (especially Land Speeders... I hate those things) that zip around shooting assault cannons at your important units. Sure, Genestealers and Tervigons are quite good to have, but Hive Guard are necessary for you to be able to win a game.
Orks: Boyz are probably necessary. Burnas in a trukk are my most hated unit though, especially when suddenly your home objective campers become little but ash (come on, no one likes to see 15 flame templates on a unit of weak little Termagants. What did they do to you?! )
Vanilla SM: I would say tactical marines, but I have found I'm pretty screwed when I'm spammed 12 Plasma Cannon Devastators.
Last edited by Warlord Vrrmik; October 7th, 2011 at 10:32.