Every Warhammer 40K Army's Best Melee Unit?



Let’s talk about the scariest Close Combat threats for each faction in the grim darkness of the far future…

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0:00 Intro
0:55 Space Marines
3:40 Blood Angels
4:44 Deathwatch
5:44 Black Templars
7:11 Space Wolves
8:38 Dark Angels
9:49 Astra Militarum
11:28 Adeptus Custodes
13:42 Adepta Sororitas
15:55 Adeptus Mechanicus
17:58 Grey Knights
19:34 Imperial Knights
21:17 Agents of the Imperium
22:43 Chaos Space Marines
24:46 Death Guard
26:44 World Eaters
28:45 Thousand Sons
30:30 Chaos Knights
31:35 Chaos Daemons
34:10 Aeldari
35:43 Drukhari
37:33 Tyranids
39:02 Genestealer Cults
40:57 Leagues of Votann
42:37 Orks
44:25 Necrons
46:17 T’au Empire
48:10 Outro

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27 thoughts on “Every Warhammer 40K Army's Best Melee Unit?”

  1. I’m convinced you have no idea what your talking about an just look up tournament data spew nonsense to casual players …. Clearly you have not felt death company πŸ˜‚

    Reply
  2. Adrax with assault intercessors is a fun combo. It is deceptively powerful. Taking a hammer on the sarge helps take done big threats along with the grenades start while the rest of the unit blend lighter troops and do reasonable on heavier entities by virtue of the number of attacks.

    Reply
  3. Honourable mention for the Death Company Dreadnought, the only unit I am aware of that can daisy chain himself through multiple fights in one fight phase through his special rule and consolidation (and Blood Angels SoS can pay a CP to consolidate up to 6" instead of 3"). On the charge he is (with the Furioso fists), 6A, S14, Ap3, 3 damage, he also gets +2 to his charge rolls charging monsters or vehicles (7" charges out of strategic reserves), and natively re-rolls all hits AND all wounds. He also, every time he gets attacked, he gets to fight back, so if you don't kill him and he is able to keep consolidating into new units, thus triggering more fights, thus triggering his ability to fight back.

    Reply
  4. Ive always wanted Aggressors, just reading the Marneus Calgar, Biologis, 6x Aggressor combo makes me so excited to want to try.

    I always want to try creating a Deathwatch Army, im not sure what it is, but they just seem like a fun army to throw out.

    Reply
  5. As much as mozrog is an absolute beast he is very situational. I'd put in his place a squad of 6 mega nobs with twin killsaws. Especially if they are with ghaz as they are plus one to hit and wound. Prettyuch gunu be 2's and 2's on everything. Much more versatile

    Reply
  6. Great vid. For my Tyranids, I like your choices, but there are a few i WANT to be good, so badly. I have always had a soft spot for genestealers, but they are just missing… something. Also, I think the Toxicrene could be amazing, but there is ALWAYS something holding this poor guy back, like the model itself, in this edition. Oh, well. Here's hoping he'll be good one day!

    Reply
  7. Dreadknights are alot better now that we are back to ws 2+ but at the end of the day the sheer number of attacks from the terms plus draigo's titansword just chunk everything. I'm still sad we can't run daemonhammers

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  8. Wraith + Technomancer are sooo hard to move. Last Tournament i faced a Grey Knights Player and he made the 9" Charge into my Nightbringer.
    He charged with 5 Terminator + Grandmaster. So Lethal Hits on Charge and no 1/2 Dmg for me and Nightbringer was a goner.
    But i sent 6Wraith with Technomancer in and at the End of the game his Squad was deleted and the Wraith still stood there, all 6 of them.

    Reply

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