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I have been wandering around the boards and have noticed that alot of people have a unit, squad, hq choice that they just love. Just for fun, and to help out the newbies like me I was wondering what some of them are. It might be a tried and true elite choice or a support unit you just can't wait to play test. I would like to hear not only the composition but the thought behind such a unit(ie. close combat specialist, tank busting, etc).
The one I really want to try when I finally get to playing is as fallows:
5 Terminators with IOS 4 dual L Claws and 1 heavy flamer in Land Raider.
I wanted a cc unit that would hold it's own against just about anything thrown at it, and as Wolf Guard pointed out to me most units will think twice before assaulting or being assualted by that unit.
Last edited by Demented Ninja; September 30th, 2009 at 21:00.
I can't believe that just frickin happend...... is it dead?
Obliterators are definately that unit for me. They can do everything a support unit needs to do whether it be long range tank hunting or close range swarm killing. Not to mention the look on my opponents faces when a couple squads of them hit the table (especially through Deep Strike), it's priceless!
Give me a squad of 10 noise marines, either with all sonic blasters, or 9 blasters and 1 blastmaster, and camp them on an objective, and its game over for anything coming towards it.
Against mech lists, take that blastmaster, so they can crack open those transports and get to the meaty insides.
Yes, I did deep-strike your sister...
Necrons : W-8 D-3 L-7 (Sleeping in their TombFoam, waiting for a new codex)
Chaos Forces (CSM/CD): W-42 D-19 L-28
Apocalypse Games : W-4 D-0 L-1 (4 Titans, Brass Scorp, 3 Baneblades, 2 Bombers, 3 Fighters, and a Partrage in a Pear Tree)
5 chosen with anything from plasma guns to flamers and meltas
they come in, shoot the crap out of something and then assault it if they can and if they arnt dealt with, do the same next turn.
I guess for me this 'unit' would be the Daemon Princes - they are more flimsy now it's true, but they can be such utter and complete storms of destruction that they still rock. I almost always take Warptime, it's a must really. And if I can (points-wise or whatever) I also very much enjoy bringing along the Mark of Tzneentch and Wind of Chaos. With the Mark, you can cast both each of your turns AND you can cast Warptime in the enemy player's turn (if memory serves). Wind can devastate almost ANY infantry unit, and Warptime not only helps make him a CC monster, it also allows him to reroll hits against vehicles, which is fantastic for moving mech targets.
Favorite unit, which is also my contender for our overall most effective unit, is the following chosen squad:
Chaos Chosen Squad- 254
*8x chosen with IoK
**3x plasma guns
**1x champion with fist
Plenty of versatility, both on the table and for deployment. Cost is comparable to most other rhino squads. Although, the lack of objective claiming is the main reason this unit poses an issue, especially considering it's not exactly on the cheap side of life.
Spambot kill tally. . .337
DEFILER! It's just so much fun to run all colse combat ready defiler, running through the field and blasting smaller infantry.
I like to do eight if I can, just feels more solid. But maybe that's just my old school side coming out again. Plus, we all know that seven is dinner with friends, but eight is a party!
And on a more selfish sidenote -
1500th POST!!!!! BOOYAAH!!!! DEATH TO THE EMPEROR (and all that)!!!! (Insert Triumphant Phrase Here!)
(Some examples might be)
You Shall Not Pass!
Ths Is Sparta!
Last edited by hotspike18; October 1st, 2009 at 22:08.