Every Warhammer 40K Army's Best Anti Tank Units?



Let’s talk about some of the premier heavy weapons and tank / monster hunters for every faction in the game…

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0:00 Intro
1:45 Space Marines
3:53 Astra Militarum
5:57 Adepta Sororitas
7:45 Adeptus Custodes
9:19 Grey Knights
10:43 Adeptus Mechanicus
12:07 Imperial Knights
13:57 Chaos Space Marines
15:57 Death Guard
17:14 Thousand Sons
19:22 World Eaters
20:48 Chaos Daemons
21:56 Chaos Knights
22:59 Aeldari
24:25 Drukhari
25:22 Tyranids
27:00 Genestealer Cults
29:05 Necrons
30:30 Leagues of Votann
31:32 Orks
32:55 T’au Empire
34:12 Outro

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35 thoughts on “Every Warhammer 40K Army's Best Anti Tank Units?”

  1. I let those Myphtic Blight Haulers get too close once, which is a mistake. If they take 8 of them and Morti in their list, then it's hard to kill them all before they get to you.
    They wound a LandRaiders on a 4+. (+1 to wound vehicles)

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  2. BS on the Tyrannofex makes it very reliable with the Rupture Cannon, but I have to say my favorite anti tank units have been the Hierodules. They are absolutely brutal in this edition. Having the option to hand out easy 5+ FNP makes them savagely tanky as well. If you’re really looking to go all in, the Hierophant is also excellent at shredding just about anything. High shot volume and killer close combat makes it a double threat that’s also incredibly hard to slay (Rapid Regeneration does a LOT of work with this guy). First game against the Tau is cleaned up a Tau’Nar nicely, and it’s walked over guard tank lines and Votann with equal ease. It’s very expensive, but it has more than earned that price tag in my book.

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  3. This is fantastic content, I don't play competitively, but instead in a local playgroup and so the "meta" I face commonly is different than what works for most. Super helpful to see recommendations for specific jobs, and much more useful than general meta recommendations

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  4. yah obliterators do the gods work deepstriked a 4 blob of them and dropped a stormsurge did like 36 wounds with that 6 DMG melta it blew up and then they charged and killed a skyray gunship

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  5. The tsons one is probably the most egregious because that's not just anti-vehicle, it's anti-everything; and can be applied multiple times a battle to sweep the opponent off the board.

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  6. fwiw I took down a knight paladin with paragon (T12, 22W, 3+ save, 6+ FNP, 1 save reroll, -1 to attackers ap) turn 1 with just a 6 man squad of bladeguard veterans and a lieutenant, whilst giving them the lance strat and oath. Average of 18 wounds, 1/4 chance of killing with this loadout at 275 points. 2 glad lancers, with oath and not moving for 2+ shooting averages 19 wounds and 1/4 chance of killing at 290 points.

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  7. I hate chaos daemons… I don't care about other daemons, I play Nurgle and I'm f*^*** tired of being unplayable because some other daemons are broken… I mean my f** great unclean one is S 8………… how am I supposed to compete vs tanks

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  8. Bad takes on the sisters. Didn't bother to listen to anything else after that. Sororitas have no problems to krack open t10+ targets. Vahl+Paragons, Exocists, BSS/Dialogus/Palatine-Combo in combination with Miracel Dice hit like a truck. I kill 2 greater Daemons and 3 small knights a turn with their firepower. Everyone who still bitches about this hasn't played a single game yet.

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  9. I played 2 Carnifex and Old One Eye in the recent Texas Open GT in Dallas and only lost to Eldar. The unit survives a lot but not because Carnifex are just 'so so sturdy'. Their rule, Blistering Assault, means if you shoot them and it hurts they get a free move and nobody wants them to get closer. I did also 'gotcha' one opponent who did some shooting in a 'less than optimal' order and the Carnifexes walked into engagement on his gunline on his turn before some units had a chance to fire.

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  10. shock cannon hive guard are okay anti tank, the nice part of them is toughness doesn't really matter to them, the bad part is the the low ap at only -1 still a solid enough option though since they aren't bad against any target and overwatch well from objectives. they get a bit forgotten thanks to zoans though

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  11. Not even a mention of the most anti-tank, big dick gun the Guard can field, the Shadowsword? D3+1 4+ (w/heavy so 3+) S 24 so wounding most things on 2+, 3+ at the worst AP -5, D 12 AND it has Lethal Hits on vehicles and monsters.

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  12. One thing worth noting on oblits is they work quite well for Lethal Hit buffing for Tzeentch mark for many reasons. First, naturally with Sustained Hit on their lowest gun profile, you don't wanna stack nurgle mark on it for that, second you get most the benefit of the bonuses for all their attack modes with Lethal Hit and with Tzeentch this becomes a 5+, and finally Tzeench mark also grants them access to the Tzeentch special stratagem, whereas you can heal wounded units and also regain models with the mark. Oblits also are scarily tanky in the current edition, and can take some level of punishment between 2+ armor, T7, 5 W, and 5+ invuls.

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  13. My personal favorite Anti-Tank in the guard is having Five 20 man squads with 2 overloaded plasma and 2 meltas each.
    My second favorite Anti Tank weapon is the Giant Harpoon the Imperial Knights have.

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  14. Meltagun being pretty weak answers to vehicles is just… sad. Decent enough damage if you can mass them to average out the D6 damage rolls, but short range and generally only wounding on 4+ / 5+ just makes them not that worth it if you have a long range option.

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  15. Hey bro dont mean to be a critic but just a pubilc speaking tip, don't read whats on screen (what we were looking at). Make the screen a focus point that people can look at whlie you speak to them. IE if you want to emphisise that squads now need anti tank maybe say it while you show examples on the screen. You dont want people just reading text you're already telling them!

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  16. For Chaos Knights I'd have said the Huntsman is better anti tank than the Stalker. Gets a melta gun option to carapace weapon and gets reroll 1's to wound and damage against monsters and vehicle's. Keep him near a Desecrator and that's rerolling all 1's against vehicles and monsters

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