A while back, I wrote about what I thought were the strongest codices in 40K as of right now (which we’ll revisit after Dark Eldar have been out a while). Today I’m going to list what I think are the Top 10 best units in 40K. This can include anything in a codex except special characters as they will have their own list eventually. I’m not taking into account the new Dark Eldar codex yet as we haven’t seen them on the table yet. I’m sure they’ll have a unit or two on here next time.
Honorable Mentions: Ravagers, Leman Russ Tank Variants, Zoanthropes, Baal Predators, Grey Knight Terminators, Dire Avengers, Sanguinary Priests, and Manticore Missile Launchers.
10. Long Fangs
Space Wolf Long Fangs are one of the strongest long range units in the game. The versatility in weaponry and target choice make them ideal for multiple situations. Five missile launchers in a squad is the most common set up allowing for both anti-infantry and anti-tank. I never enjoy seeing three full squads of these across the table to start a match.
9. Psycher Battle Squads
Psycher Battle Squads are one of those units that don’t scare you when they deploy. Then they hit you with their Weaken Resolve knocking your toughest unit down to leadership two. Then follows the massed firepower and you watch your best unit run off the board like little whimpering school girls. And if that’s not enough, they can dish out a large blast 36″ shot that has a strength equal to the number of psychers in the squad and random AP decided on a D6 roll. It only takes one strength nine, AP one shot to fear these guys for all games to come.
8. Bloodcrushers of Khorne
Bloodcrushers are a fearsome sight with up to eight of these running around together. Two wounds, 3+/5++ saves and five toughness create a tough opponent to eliminate. They come in with weapon skill and strength five with furious charge and power weapons. They fear little in close combat and with the Fury of Khorne upgrade on one of them, they can tear apart vehicles too. If they were a little faster (say cavalry rules like they should have) they’d be much higher up the list.
7. Nob Bikers
The Nob Biker, arguably the strongest unit in the game for a while, has dropped slightly with the release of the more recent codices. However, don’t go into a game underestimating them. They are still fast with two wounds at toughness five and a 4+ cover save. Throw in wound allocation shenanigans and a couple power klaws and you’re rockin’ n’ rollin’.
Trygons are the new Carnifexes. They are close combat machines able to take on anything but TH/SS units. They come equipped with toughness six, WS five and six wounds. They have six attacks standard and re-roll all to hit rolls in close combat. Throw in Monstrous Creature and adrenal glands for Furious Charge and you have a unit that can tear apart most units, including vehicles, and is difficult to avoid. With seven attacks on the charge and re-rollable hits, not even fast moving vehicles are safe.
Farseers are hands down the best buffing unit in the game. Their ability to both buff and debuff units at the same time makes them a headache for any opponent. The combination of Guide and Doom always amounts to lots of death. Fortune keeps your units alive facing firepower that should eliminate them. And don’t forget Runes of Witnessing and Runes of Warding. Farseers almost never fail a psychic test and reliably shutdown the opponent’s psychic abilities, which are coming more and more to the forefront in 40K with each new codex release. Also, you can throw them on a jetbike with some Warlock buddies and go monstrous creature or vehicle hunting with their Witchblades.
4. Land Raiders
Land Raiders and their variants are the toughest vehicles in the games. With armor 14 all around, nobody can take more firepower. There is a variant for any situation you want covered. Need anti-tank? Take a god hammer. Need anti-infantry? Take a crusader. Need anti-MEQ? Take a Redeemer. Plus, Presence of the Machine Spirit makes them deadly even when stunned/shaken or moving at full speed. Then, you take into account their cargo, usually TH/SS Termies, and its ability to assault out of it and it’s truly scary.
Obliterators are singlehandedly the most flexible long range heavy unit in the game. The have the ability to target and destroy anything in the game. Vehicles? They have lascannons, twin-linked meltas, and multi-meltas. Hordes? They have twin-linked flamers. TEQ or MEQ units? They have plasma cannons and twin-linked plasma guns. They can even admirably defend themselves in assault with their 2+/5++ armor and powerfists.
2. Assault Terminators with TH/SS
Assault Terminators are brutes. With 2+/3++ armor saves and thunder hammers, they are the “punch-in-the-face” unit for most Marines codices. They can take on almost anything in the game in close combat save hordes of boys or hormagaunts. Plus, due to their ridiculous armor/invuln saves, they can act as a good anvil in the army too tying up units for multiple turns until the hammer can arrive. That is if the termies aren’t the hammer themselves.
1. Thunderwolf Cavalry
Finally we come to number one on the list. Thunderwolf Cavalry are by far the toughest unit in the game to deal with, straddling the fine line of being broken. A mix of natural toughness five, two wounds, cavalry rules (move 6″, fleet and charge 12″), rending, wound allocation shenanigans and their ability to equip storm shields throughout creates an absolute monster in both close combat and survivability. I have seen a four man squad of these both eliminate 60 hormagaunts, eight warriors, and a Trygon in one game and then in the following game survive an Executiner Leman Russ, Basilisk, Leman Russ Battle Tank, three Obliterators, Vindicator and two squads of Noise Marines shooting in one turn while loosing only one wound. Enough said.
So there’s my list. I found it very difficult to whittle this list down to ten as their are so many strong units in the game. I’m sure many of you will feel differently. What are your thoughts on the top units in the game?