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Best unit or unit type in 6th


Boniface

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This is just a discussion

 

Personally I think it's bikes (I am possibly biased being a dark angel player) for many reasons; Their speed, increased toughness, mobile fire platform, automatic cover save every time they move.

 

I'd say jetbikes but they're not very common except Eldar (Another of my favourite armies) but Eldar are so frail that it's not quite as good.

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It's a vague question because it depends on some many variable permutations. Bikes don't excel at camping on objectives, for example.

Feel free to elaborate and say this unit is best because... It's an open discussion. Like I don't really like terminators because I don't really understand them. But I love bikes because they make loads of sense to me.

Transports have gotten a buff because it's harder to stun lock or immobilize them. AV14 combat tanks have taken a nerf now they can be glanced to death easier, AP:2 actually does something to them now, and even the monolith sucks melta like everything else. Venerable dreads have taken worse hit because of the HP system and their ven rule is overprice for what it does. However, dreads have a new transport now besides a drop pod.

 

I think air units/fast skimmers are "the new hotness". Fliers are harder to hit, skimmers get a save that doesn't cost them their shooting. StormRavens can zoom drop their cargo and do it very well with homing beacon. StormTalon can escort fliers and skimmers for some good old target saturation. Plus the buffs fliers can take vs ground units. Considering their counters are few and far between because of GW kit prices and not updating flak missles into old codexi, they are GW's current bait for their "bait and switch" game.

Transports have gotten a buff because it's harder to stun lock or immobilize them.

But they are harder to stun lock them because they explode on you tongue.png

That's what happens when MEQ get put in an AV:11 transport, like a rhino. That said, AP:2 plasma helps them explode too...

Gonna throw my hat in the ring for Monstrous Creatures. The "Smash" USR, Flying MCs with Vector Strike, changes to Feel No Pain (eg no longer being negated by AP1/2)... MCs can be brutally tough. Wish the loyalists could actually field any--but hey, at least us Wolves have got the Redmaw! ;)

 

Wish the loyalists could actually field any

 

Nemesis DreadKnight. ;)

 

But I'm weighing in on Fliers.

 

Too durable, and in some cases *far* to killy.  Plus Transport capacities, where non Flier transports explode when you look at them strangely.

Thing is I don't think we're ever going to get decent AA weapons. We've had 3 Codex Books this edition and all we got to show for it are expensive S7 shots in small numbers.

 

So the Stormraven is looking to be a very solid choice out of the power armoured releases.

Wish the loyalists could actually field any

Nemesis DreadKnight. msn-wink.gif

But I'm weighing in on Fliers.

Too durable, and in some cases *far* to killy. Plus Transport capacities, where non Flier transports explode when you look at them strangely.

He said Loyalist. tongue.png

Flyers that were skimmers in 5th edition.

Pretty much this. Airpower trumps everything.

A unit of Hammies (T. Hammer/S. Shield kitted Terminators) imo is the best unit in 6th edition for C:SM.

 

They got a real boost in this edition.

  • Charge is a 2d6 so your average move + charge is an inch farther but you can get some really nice charges off now. Wasn't even an option in 5th.
  • Deep strike is ALLOT less dangerous. In the previous edition you end up in rubble and poof your basically SOL. Now with the kinder gentler misahap chart and kinder rules in general combined with the potential for extended charge range....
  • Power weapons have AP value now and most AP2 are I1. The basic survivability of that 2+ termie armor is exponentially better in 6th.
  • The TH/SS upgrade is still a free upgrade in C:SM (personally i think it should cost some points but I'm not going to look a gift horse in the mouth)
  • AP2/AP1 weapons are exponentially more valuable this edition cause of the buff to 2+ armor saves.
  • They are one of the most HQ friendly units in the codex. Want a librarian kit him up stick him in the squad and now libby and termies are that much more bad ass, want a chappy kit him up put him and see previous statement, throw a tech marine in there and you can keep that servo harness dishing out the damage, etc...
  • They now have access to a flying assault transport!
  • Options for deployment...this is kind of restating some other points but they can insert via deep strike, Storm Raven, Land Raider, and if needs be hoof it (they got the survivability).

So an already strong unit (and they were a strong unit in the last edition) really got some nice boosts with the basic rules of the edition. Combine that with the infantry heavy meta that has seemed to dominate 6th and your Haminators are having a field day!

 

All for 200 pts and no need to upgrade them to boost them either.

Mine have run great not only as a distraction where your opponent throws tons of fire power on them to get them before they are delivered but when they do get delivered.

 

The only time they have gotten absolutely wrecked was just cause of bad rolling. I rolled a double 1 on the charge against fire warriors with there eldar buddy eldrad out there. By the time i got done having to reroll every successful save, the marker lights have them BS 4, they wound on 3's, and i think they even got to reroll misses (Eldrad sucks!) my terminators were pretty much toast. However that's fluke bad rolling had I gotten the charge off I eat Eldrad and his unit of fire warriors and bounce from one unit to the next all the way up his entire fire line.

 

Other than that one very unfortunate incident they run great.

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