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Top 5 Units

 Post subject: Re: Top 5 Units
PostPosted: Tue Dec 10, 2013 8:11 pm 
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Eldar
1 Rangers - cheap scout unit that is vital for Eldar as it prevents the opponent getting to your more powerful formations
2 Void Spinner - best artillery in the gaem
3 Falcons - fast, hard hitting just don't leave them exposed
4 Dragonship - 3 big templates on turn 1 at best kills loads at worst really disrupts deployment
5 Night Spinners - really nice disrupt artillery unit

Marines
1 Scouts - as with rangers channels opponent, supplies cheap activations and is generally annoyinf
2 Thunderhawk - great at air assault, great at strafing
3 Terminators - hammer of the list, put them in a thawk and don't go for too big a target
4 Razorback - great for giving scout or even tacs or devs some punch
5 Land Speeders - fast, hard hitting, scout annoyance tactics. FF support

Black Legion
1 Flamers - great FF unit
2 Chaos marines - strength of the list, resilient with numbers and a great assault unit with daemons
3 Armoured Co - 2 Preds and 2 LRs really nice shooty unit for 250pts
4 Decimator - allow it to get close and sustain and you are in trouble
5 Daemon Prince with wings - can move with rhino based marines and really adds punch in assaults

Tau
1 Tetras - great markerlight unit+ scout
2 Piranhas - ideal to take out artillery turn 1 in combination with tetras
3 Skyray - adds ML to formations and good AA
4 Orca - cheap emergency objective contestor and for delivering Crisis or broadsides
5 Mech Fire Warriors - great shooting, especially with ML

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 Post subject: Re: Top 5 Units
PostPosted: Wed Dec 11, 2013 9:28 am 
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Imperial Guard - Armageddon Steel Legion
1. Mechanized Infantry Company (when buying the first, be it the HQ)
2. Hydra
3. Sentinel
4. Thunderbolt
5. Leman Russ

Mech inf are the main role blitzkrieg formations, with very good mobility, shooty and FF. +SC if you take him.
Hydra is excellent addition to anything + AA umbrella.
Sentinel is reliable scout screen with walker.
T-bolt is multipurpose fighter-bomber.
Leman Russ is very good BTS, long range, breakthrough armor formation.

Imperial Guard - Baran Siegemasters
1. Fortification
2. Infantry Company (The list forces a HQ Inf here.)
3. Blitzen AA gun
4. Siegfried
5. Ragnarok

At least one set of fortification is very much needed.
Infantry is key unit, with multiple options; light assault, anti-tank, light artillery. Apart from these, they are the only the formation that can reliably shield the small, fragile stuff behind the lines.
Blitzen AA has the same rank as a Hydra, although with quite different stats.
Siegfried is reliable blitzkrieg and scout screen unit in the BSM list.
Ragnarok is reliable heavy armor option in the BSM list, with quite good anti-tank capability. +It can garrison!

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 Post subject: Re: Top 5 Units
PostPosted: Wed Dec 11, 2013 10:47 am 
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Imperial guard
1. commissars. well placed commissars can win you the game.
2. Sentinels (very versatile, cheap, decent move in a slow list, can garrison, prep units for assault and (my favorite:) with commissar they will often survive to claim or contest objectives in turn 3.
3. Support teams. will greatly enhance infantry companies in damage output and firefight quality.
4. hydra. good stats, but often quickly decimated by smart opponent.
5. Warhound titan. fast, small, decent firepower and pretty resilient

space marines.
1. scouts. just awesome.
2. t-hawk. probably the best flyer in the game.
3. bikes with attack bike. multitasker with very good cc and synergies with other units in the list.
4. Razorback. cheap extra to bolster both AT firepower and unit size.
5 warhound titan. see above.

Eldar.
1. scouts.
2. void spinner. war engine artillery, yes please!
3. jetbikes with vyper. prepping and firefighting
4. Wraithguard. very tough. creates a nice anchor unit in a fragile army.
5. Warlock titan. too expensive in tournament, but I usually play 3500 point games, and then it really pays off. Will destroy almost anything in a firefight and will rarely die himself.

Orks
1. Nobz. Amazing stats (2x CC 3+ / armor 4+). 5 or 6 leaders will remove almost all blastmarkers thrown at a unit,
2. grots. no ork will leave home without them.
3. warbikes and scorchas. fast, hard hitting and long range firepower.
4. fighter bombas. for reasons mentioned earlier.
5. big guns. cheap activations, great for occupying objectives

Lost and the Damned.
1. questor titan. very fast, good firepower.
2. deamon prince. great multitasker.
3. chaos hounds. fast and very cheap.
4. defiler. long range, pretty cheap, fearless.
5. traitor fire support. one or two really boost coven strength.

*edit for spelling

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 Post subject: Re: Top 5 Units
PostPosted: Wed Dec 11, 2013 5:52 pm 
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I'm surprised that Eldar players haven't mentioned the Revenant Titans. They seem to find their way into lists quite often, and have excellent mobility and firepower.


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 Post subject: Re: Top 5 Units
PostPosted: Thu Dec 12, 2013 2:35 am 
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To be fair the issue is that most Eldar units are very good, when used in the correct way. Some are more "niche" and so less versatile and thus less used, notably the Cobra and Banshees.


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 Post subject: Re: Top 5 Units
PostPosted: Thu Dec 12, 2013 8:58 am 
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Ginger wrote:
To be fair the issue is that most Eldar units are very good, when used in the correct way. Some are more "niche" and so less versatile and thus less used, notably the Cobra and Banshees.


I can see the point of Cobras, but under what conditions would Banshees ever be better than Striking Scorpions?


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 Post subject: Re: Top 5 Units
PostPosted: Thu Dec 12, 2013 9:26 am 
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SpeakerToMachines wrote:
Ginger wrote:
To be fair the issue is that most Eldar units are very good, when used in the correct way. Some are more "niche" and so less versatile and thus less used, notably the Cobra and Banshees.


I can see the point of Cobras, but under what conditions would Banshees ever be better than Striking Scorpions?


at the risk of de-railing the thread completely.....

they're better against small formations with decent attacks, assault marines for example, admittedly I speak from the EUK perspective of banshees being CC2+ and their exarchs getting first strike on their attacks too....

8 banshees with a pair of exarchs stand a good chance of killing 4 stands of assault marines and suffering no attacks in return, the scorpions will most likely be making some saves, and if the marines have a character, potentially taking a macro hit... they'll still win by a mile, and have an even better chance of wiping the marines out, but they're probably coming out a stand or three down with some blast markers for their efforts

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 Post subject: Re: Top 5 Units
PostPosted: Fri Dec 13, 2013 11:28 am 
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For SM

- Termies. Teleport in. Pick up with THawk, drop elsewhere. Best allround for me. I always field atleast 2 squads and drop them in turn 2 or 3 to cause mayhem. Just love them
- Thawk. Use in conjunction with the above and also to drop of Devestator squads on objectives, then hold the enemy at arms length
- Vindicators. Alot of people dont like them, but I find them very usefull against armies with alot of infantry (which I often play)
- Tactical Squads. Very versatile, great allrounders
- Assualt Squads. I find them very useful as a "scare" tactic with the types of people I play. Long movement and good durability

For IG

- Imperator Titan. Yes its points heavy but when used right, and you accept the fact that the enemy will either a) stay the hell away from it or b) throw everything they have at it then it can be a great way to control the field, and channel enemy troops
- Leman Russ company. Alot of bang for the buck. Big tank squad, very flexible
- Basiliks. Keep well away from the enemy, rain down the pain
- Heavy tank company. Great at dealing with enemy armour andTitans. Also have the fear factor
- Deathstrikes. Yes its a one shot weapon but if used right can soften up a hard target straight off the bat. Or act as a decoy for the enemy to chase. Or over watch.

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 Post subject: Re: Top 5 Units
PostPosted: Sat Dec 14, 2013 12:58 am 
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I might not be all list savvy, but in what list is an Imperator viable for imperial guard?

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 Post subject: Re: Top 5 Units
PostPosted: Sat Dec 14, 2013 1:08 am 
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spawn wrote:
I might not be all list savvy, but in what list is an Imperator viable for imperial guard?

I think he means a Warlord titan...


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 Post subject: Re: Top 5 Units
PostPosted: Sat Dec 14, 2013 10:42 am 
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Nah we house rule the use of the imperator in any IG or SM army.

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 Post subject: Re: Top 5 Units
PostPosted: Sat Dec 14, 2013 10:53 pm 
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Berkut666 wrote:
Nah we house rule the use of the imperator in any IG or SM army.

Ah, OK, whatever works for you.


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 Post subject: Re: Top 5 Units
PostPosted: Sat Dec 14, 2013 11:02 pm 
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Only do it for games of 5k and above. It came about due to me getting my rump handed to me many times by eldar with phantom titans!

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 Post subject: Re: Top 5 Units
PostPosted: Tue Dec 17, 2013 6:43 pm 
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Eldar top 3:

1)-Falcon Tanks = All around awesome AT/AP, hit and run units
2)-Phoenix Bombers = Maybe best bombers in the game
3)-Revenant Scout Titans = Solid MW, very fast and a 'spam' of holofields can take a lot of punishment

Imperial guard top 3:

1)-Leman Russ = 4+ reinforced, 75 cm AP/AT
2)-Heavy Tank Platoon = see above
3)-Infantry Company = can take upgrades to become an imposing blob squad, and garrisons objectives in overwatch!


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 Post subject: Re: Top 5 Units
PostPosted: Thu Jan 02, 2014 1:17 am 
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Top five formations I take for mah orks are:

1. Uge Warband - You get 6 Nobz, 18 Boyz and 6 Grotz, you will clear / deny lots of BMs with your Nobz and Grotz, outnumber nearly everything in an assault and Mob Up means you can take 14 boyz/nobz casualties and still benefit from +2 to your rally rolls. I sometimes throw in my warlord and some extra boyz/grotz to make it my BTS to encourage ppl to shoot it instead of my other formations. Garrison forward, put it on OW with some careful stand placement and you can occupy two of your objectives with 30+ stands of -1 to hit and 5+ cover saves for the majority of the first turn.

2. Landa + Warband - Your standard ICBM, this formation will significantly shape your opponents deployment and movement, denying him a lot of space and forcing him to stay under his own AA umbrella. This formation also gives you the flexibility of striking scout and LV formations with its guns and rokkits early and still being able to deny/capture objectives deep in your opponents half, late game. Throw in two extra boyz/grotz to provide a strong assault formation capable of denying four hits to your opponents assault resolution, and increasing your chances of outnumbering the formation you attack.

3. Fighta Sqwadron - So cheap, great FOA with +2 to GA and Intercept. Allows you to control your activations better and force your opponent to move/do things earlier than he may want to.

4. Kult of Speed - Cheap, exceptionally fast, great for supporting fire, gaining cross fire and assault prep for other formations.

5. Big Stompa Mob - Flexible fire support or strong assault options, RA makes them survivable and by adding in a few Killa Kans gives you better BM management, mob up bonuses and increased CC abilities to boot, add the ability to garrison and you create a strong formation fwd that will provide a dilemma for your opponent.


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