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Old December 31st, 2007, 22:06   #1 (permalink)
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Default A Selection of Uber units in the 40K Universe

Ever thought of making a unit completely decked out with the best wargear just to scare the wits out of your opponent? I will go thorough my favorite Uber units that i've found that may cost as much as half an army, but could definitly take out their pts worth if used right.

BLOOD ANGELS

After the recent apocalypse release, a number of formations were introduced that lead my to concieve the greatest assault squad that i think exists in Space Marine armies. The masters of the chapter formation consists of the chapter master, 4 commanders which give assets, and the honor guard. In this case, the chapter master is Dante, which, when used with other units, can shatter any battle line. Heres the units list:

(if someone is confused about the upgrades i'm listing, i'm refering to the temporary codex released in White Dwarf 329 and 330 which is available on the gamesworkshop website)

Commander Dante-200 pts

all have- frag and krak grenades, bolt pistol
Master of the Armory- powerfist, jump pack, melta bombs- 150 pts
Master of the Fleet- Thunderhammer, jump pack, melta bombs- 155 pts
Master of the Recruits- storm bolter, power weapon, jump pack, melta bombs- 145 pts
Master of the Watch- pair of lightning claws, jump pack, melta bombs- 155 pts

Honor Guard (all models)-bolt pistol, frag and krak grenades, jump packs, melta bombs- 300 pts
-Apothecary- narthecium, power weapon
-Tech Adept- artificer armor, servo-arm
-Standard Bearer- Chapter Banner
-Company Champion- power weapon, combat shield
-Marine- Powerfist

Total- 1105 pts

This unit is all about increasing the power of the masters with the honor guard and Dante. Dante's death mask decreases the WS and I of opponents by 1, gives the unit preferred enemy and the chapter banner that he allows you to take gives the whole unit +1 attack and the ability to reroll morale and pinning checks at their Ld 10. The apothecary helps keep them alive, the tech adept allows them to repair vehicles like a techmarine, and everyone has melta bombs (plus the meltagun and Dante's perdition pistol which is just overkill). Plus, everyone has jump packs so they can get wherever they are needed fast. the Honor guard alone has 15 power weapon on the charge. In total, this unit pumps out 33 power weapon attacks, 12 powerfist/thunderhammer attacks, and 9 regular attacks that hit on a 3+ and when it comes time for the enemy to attack, they have -1 WS and I, while Dante and the Masters come with an iron halo to protect them. And since this is a legendary formation unit, its got those wonderful assets such as orbital bombardment, precision strike, surgical raids, and ambush. Just think of the damage when you see an imperial guard army's battle line within charging distance of this unit at full strength. Woe betide all who stand in its way.

Raging Death

This second unit from the Blood Angels includes the Death Company as its core and is all about making them unstoppable. This unit isn't as intense as the last one, but still packs quite a punch with all of its abilities.

Dante- 200 pts

Chaplain- Powerfist, jump pack-145 pts

10 Death company- pts depend on how many come from units in army (any where from 240 pts- 0 pts)
all have jump packs

Total- 375-635 pts

In this unit, Dante and the Chaplain use their abilities to help the death company increase their power as shock troops. The death company, when they charge, have rending, feel no pain, furious charge, preferred enemy, and rerolls to hit. The rerolls to hit allow them to have a better change of getting a 6 for a rending hit. The rest keeps them alive and makes their attacks more effective. Dante gets 6 attacks with his power weapon with rerolls to hit, and the chaplain gets 5 powerfist attacks with rerolls to hit. This unit is just a smaller version of the one above but can take on all those monstrous creatures and leave hacked up limbs behind. The points difference is due to the fact that they can come from the units in the army, as each marine unit, except scouts, adds a model to the company.

BLACK TEMPLARS

Emperor's Champion with Jump pack- 110 pts
Marshal- 175 pts
----Master Crafted Lightning Claw
----Storm Shield
----Artificier Armor
----Jump Pack
----Terminator Honors

Command Squad- 391 pts total
----Apothecary
----Standard Bearer
----Fighting Company Champion
----Sergeant
------Power weapon
------Bionics
------Bolt Pistol
------Holy Orb of Antioch
----Marine with Meltagun
----Marine with Flamer
----4 Marines with bolt pistol and close combat weapons
All have Terminator Honors
All have Jump packs

*Total pts: 676 pts*

Since it is apocalypse, you have a bit of freedom with what you field. That is the reason for all of the Jump packs. (Including the one on the emperor's champion.) As long as all players agree upon it, you can use it.

This hq unit is meant to act as an over powered shock troop. Since it is full of Jump packs, it can move quickly and can deep strike. It can disrupt the enemy easily and will hold its own against even the toughest opponents. The emperor's champion will cause some serious damage because of his 6 strength and 6 weapon skill. The higher initiatives of the two Hq choices (emp champ, and marshal) will secure at least a few kills.

While a good portion of the opposing army is tied up in close combat with a squad that specializes in close combat and assaults, the rest of your army can slip in and take out whatever remains free. Then it can finish the massive brawl, or it can take whatever objective the scenarion has specified.

TYRANIDS

As many know all ready, tyranids are a nightmarish assault army that runs full pelt at your lines and it seems that whatever you throw at them gets swamped unless you blast them to pieces before they reach you. Personally, i think that genestealers are the best of their assault troops and when they are given a selection of upgrades, they are nigh unstoppable.

Broodlord- acid maw, +1 save, +1 Strength.

11 genestealers- acid maw, scything talons, +1 save, +1 Strength.

This unit may not look at upgraded as the other units above, but it still as one heck of a punch. The whole unit has rending, allowing it to take on monstrous creatures, and light-medium vehicles and heavy infantry and they have infiltrate to get as close as possible. They also have the ability to reroll wounding rolls to make attacks more effective against infantry. To keep the unit from being taken down by a bunch of bolters, they have +1 to their save for a 4+ for the 'stealers and 3+ for the Broodlord. They also have scything talons for a total of 44 rending attacks at WS-6, I-6, Strength 5, and rerolls to wound on the charge. The Broodlord himself gets 5 rending attacks at Strength 6, I-7, and his attacks count as power weapon hits. Just think what would happen if this unit was protected by carnifexes as they advanced, then charged when they reached a gun line of tactical squads and other heavy weapon units. Bye-bye marines, terminators, command squad, commander...


Dakka Tyrant:
-2 twin linked devourers
-enhanced senses
-poison sacs
-wings
-warp field

This unit is pretty much straight forward with 12 shots that reroll to hit and wound, hitting on a 3+ and at strength 5. The wings help it get into position and the warp field protects it. Simple, easy to use, and a hell of amount of trouble.

Eldar:

As since eldar have a ton of units that are nigh unstoppable when doing what they're meant to do.

10 banshees- exarch w/ executioner, war shout- 187 pts
farseer- spirit stones, doom, guide- 130 pts
wave serpent- EML, spirit stones, star engines- 145 pts

This unit is a little insane so here it goes. First turn, the serpent boosts 36" across the board and behind cover but near an enemy unit. The spirit stones allow it to keep moving if stunned. Next turn, the banshees disembark, move, fleet, and charge. The farseer dooms and guides to allow the banshees to reroll to hit and wound. Then the serpent runs loops, firing at enemy armor.

Last edited by xhivetyrantx; March 6th, 2008 at 19:13..
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Old January 3rd, 2008, 15:10   #2 (permalink)
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I'm pretty sure you can't post individual points like that, it's copyrighted.
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Old January 10th, 2008, 02:56   #3 (permalink)
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Oh man, that 1100 point unit would be great to smoke with a nice big 10" template
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Old January 11th, 2008, 05:31   #4 (permalink)
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Well, it is an infantry based unit. If they were tied up in close combat, you would end up killing a tone of your own guys, because the initial thought (for me at least) would be to throw your best guys back at it. (I could be wrong, I'm still a bit sketchy on appocalypse rules)
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Old February 12th, 2008, 02:41   #5 (permalink)
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Quote:
Originally Posted by xhivetyrantx View Post

BLACK TEMPLARS

Emperor's Champion with Jump pack- 110 pts
Your codex is broken... Emperor's Champion is "as is". No changes allowed, so he cannot have a jump pack.
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Old February 12th, 2008, 04:37   #6 (permalink)
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Quote:
Originally Posted by xhivetyrantx

Since it is apocalypse, you have a bit of freedom with what you field. That is the reason for all of the Jump packs. (Including the one on the emperor's champion.) As long as all players agree upon it, you can use it.
First of all read the whole post.

Second,

I think he means in casual play. As long as everyone agrees, it is fine to use. I wouldn't be against using it, even if it was my opponents.
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Old February 12th, 2008, 18:32   #7 (permalink)
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The broodlord option is nice but you loose 'Fleet of Claw' so I opt to make my stealers be 'Scouts' instead. This gives them a free move at game start.

Setup 12 inches in.
After set up move 6" (scout)
Turn 1 move 6" then fleet 1' to 6"
Turn 1 charge 6'

You can cover a lot of ground that way.....with the Broodlord tagging along you loose that.
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Old March 2nd, 2008, 19:04   #8 (permalink)
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A list of the Uber units that I've encountered, loved and hated.
1. Destroyers.. what more can I say the main workhorse of necron fire power

2. Most eldar units, the amount of fire pwoer and cheesy rules these guys can pull out far superpasses even space marines!

3. The hive tyrant, dakka tyrants , and double venom cannon tyrants are extremely effective units.

4. This one is on my number one list for all time favourite and the unit in my tyranid army that has gotten the most kills by far... the genestealer, Ive had these guys take out everything, including 2 librarian bike sqauds, numerous drednaughts, many tactical sqauds, and they've ate through eldar and every race I've ever faced with ease. Genestealers win the trophy in my mind for the best 40k unit.
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Old March 4th, 2008, 20:14   #9 (permalink)
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People are correct that Dakka Tyrants are excellent. Cheapened up they are far superior to any other HQ for the value IMO. 121 points gets you 12 shots that re-roll to hit at BS4, re-roll to wound at S5, are assault weapons, and still the creature ignores armor saves, hits at S6 with WS5, I5, 3 base attacks, T6W4 and a 3+ save, and does +2d6 against vehicles for pen purposes. Brutal, and at the cost is truly "uber."


Any big thousand+ point or even 500+ point unit is too much of a target for the points. Offensively, it can realistically only attack one unit per turn ... shooting and/or close combat ... unless an opponent is just piling a bunch of valuable units point blank on each other to multi-assault.

Any time you put all those points into one unit, you are turning it from uber into worthless. Given it isn't fantasy, there's generally no benefit and more negative to piling points into one unit and one unit only.
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Old March 4th, 2008, 22:14   #10 (permalink)
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Quote:
Originally Posted by zenith_tau View Post
I'm pretty sure you can't post individual points like that, it's copyrighted.
no I think it's okay if you don't show the individual points cost of each item of wargear or upgrade for the units.;Y
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