Goatboy’s 40K: Best Units in 8th
Goatboy here with another quick and dirty list. Today we talk about the best of the best in 40K right now.
I am currently coming back from the ATC hopefully with some good stories and some more opinions about the current state of extreme Competitive 40k. With that in mind lets look at some of the best units we have right now in 40k. They run the gamut of amazing Characters, extremely offensive vehicles, and even a return to form of one a favorite Imperial Assassin.
#10 – The Eversor Assassin has finally come into the light and will take all your candy. This guy is so cheap and moves so fast there is no way you won’t get your initial investment back. In fact if there is something that will make me want to play the good guys it would be this assassin. For those not understanding, this guy pops up 9 inches away, charges 3d6, does a decent amount of damage, and if he dies he explodes and takes people with him. This guy is great, lets you answer pesky characters by appearing and running around “bubble warp” and still doesn’t hurt your point limit. Be prepared to see a few of these in more TAC lists in the future. I don’t expect him to change much in any new edition of rules so he will always be useful.
#9 – FAQ’d Chaos Daemon Prince – This guy got a decent boost by becoming a hideable character in the latest FAQ. Sure he lost some wounds but having the ability to hide means you can easily mix some of these Daemon Leaders into your massed “horde” armies and have a portable Smite/CCW engine as needed. I like the Warp Bolter as it seems to always hit with the reroll 1’s ability. I wish the Chaos Space Marines got some of the Daemon rules but here is hoping we see them get some more love when their “real” rule book comes out.
#8 – Khorne Berserkers – Wow do these guys put out a ton of damage. The ability to “attack twice” is huge and lets you put out a ton of damage. If you throw a Dark Apostle nearby (who got a nice boost as well) you end up having a murder machine in the making. I have been messing with 3-units in my more fun army and have not complained once when they move in and bring Skulls to the Skull Throne.
#7 – Ork Boyz – These guys got a heck of a lot better with a return of the Mob Rule and the ability to get some extra movement and a large amount of attacks on the charge. These guys are much better and with a Codex coming down the pipe I can expect them to get even stronger with Ork Clan rules.
#6 – Lord of Skulls – This guy went from terrible to actually pretty good. It hits pretty hard, can get access to Warp Time, and has a large amount of wounds. I ended up getting one and have loved throwing him on the table ever since. I do think he looks goofy – but don’t tell that to his face.
#5 – Razorwing Flock – I hear chatter a nerf bat is coming for these guys. 7 points for 4 wounds is extremely cheap – especially when you add a big base, movement abilities, and access to an ultimate aura from the Avatar of Death herself. These guys are going to be a pain until they are “fixed”. If they don’t just expect a ton of “counts” as models representing some birds pooping all over you Rhinos.
#4 – Storm Raven – The ugliest flyer to hit the table top is having a resurgence as of late. A lot of wounds, a huge damage profile, and access to some amazing Auras makes this a rough unit on the tabletop. My list for ATC had 3 lead by the best model in the game right – who will show up at Number One in a bit.
#3 – AM command squads – While they did get a bit of a nerf by always needing a “leader” you can still easily fit 8+ in an army. Mix this with the way to get cheap Plasma gun and you have a murder machine ready to come and take all your candy in their creepy wizard van. If you hit as well as a Marine then you should pay the same amount as a Marine. You still cost less so it comes out a win in the AM side of things.
#2 – FAQ’d Purestrain Genestealer – Wow did these guys get fixed with a simple point change. You know a player with a ton of Genestealers from the Nidzilla days so it shouldn’t come as a surprise to see 80+ pop up on the table top back up by the AM they have swayed into their thrall. These guys will chew through so much stuff and are a truly effective horde army. Cult ambush can set up some pretty rough options for players when they pop up, get close, and start to murder through your bubble wrap. Bonus usage of Mortars and other massed wound options from AM helps clear an easy path to your vital tidbits.
#1 – Roboute Gulliman aka Robootie Girlyman – This guy is undercosted and turns your lowly bolter weapons into murder machines. I am currently playing him in my army list and he is just a beast. He can effectively hide, amp up all bullets that are shot, and can murder things the gets in close with. This guy does it all and most likely does it for a way too cheap of price. You compare him to Magnus and he just murders his face – no matter how many wounds the giant Daemon prince has. Heavy Bolters start to act like Missile launchers. I am just glad Devastators from Marines can’t take Autocannons as they would be a pain in the butt.
Of course this list isn’t in order of what I think is the best. All of these things seem to be good and if you look at the majority of army lists you see a heavy return of the flyer pain mixed with abuse of the best “auras” in the game. The Imperial Knight didn’t make it up there because while it is good – it isn’t like it is better then it was before. It is just different and really needs to have support to be usable.
~Comment on what you think is actually the best too? I really think Sisters of Battle got a big boost right now with a ton of cheaty moves that break the current order of the game. Plus the Saint is just way too mean.