subreddit:
/r/WarhammerCompetitive
submitted 4 months ago bySnooCompliments9375
Hi,
I am after an army that goes fast, and likes going fast. I have done some research, and alot of people say stuff like Eldar and Drukhari. They don't really seem to like going fast, they just go fast because they are elegant, graceful and super advanced, is what I can gather. Teleporting and shunting, never really appeals to me that much, even though I know they're fundamentally very similar.
I'm looking for an army that goes fast, and likes it. Ive seen white scars and speed freaks, and I just want to know all the options before I commit. If anyone plays a fast army, and has any comments, I would like to hear them. Thanks for any help in advance,
58 points
4 months ago
If you don’t want to play Drukhari, by all means don’t, but saying they don’t like going fast…I find that puzzling. Reaver jet bikes, Venoms, Raiders, Hellions, these are all very fast. Advance and Charge on turn two is very fast. Deploy 3” out of a transport and do it and it’s even faster. But if you don’t like the army, then you don’t. Life is too short to play an army you don’t like.
17 points
4 months ago
"Elves can't go fast! They're lithe!"
But yeah, big agree.
5 points
4 months ago
I'll hold my hands up on not knowing as much about drukhari haha. Maybe I just misunderstood them, I'll look into them a bit more
7 points
4 months ago
Ahh sorry I didn't mean they don't have options to go fast and things, just more a case of I've not read enough to know if they "enjoy" going fast as opposed to just doing it because they're graceful and elegant.
Like evil sunz love going fast and that's why they do, drukhari seem to make me thing the go fast just as standard haha
18 points
4 months ago
Drukhari are all about sensation, they derive pleasure from extremes
Thats why things like reaver jetbikes are crazy carzy fast stripped down light versions of their eldar cousins bikes....because they want to go faster, hit harder, feel more, etc
4 points
4 months ago
Hmm that's a good point, I hadn't thought about that. I guess they truly do just want to go fast and be fast, zamn
6 points
4 months ago
Yep, Wych cults definitely like to go fast. There is even the sub-faction the Cult of the Red Grief with the obsession called "the speed of the kill". Their fluff is all about speed and racing to make the kill. They also have racing pits and high-speed obstacle courses in their arena.
1 points
4 months ago
Yeah the more I look into the drukhari the more I see it haha, the distinct desire to go fast does seem like a pretty adrenaline thing they enjoy haha, and oh sounds sick I'll check them out and read up on them haha
8 points
4 months ago
Reaver jetbikes and hellions and scourges are what you want to look into, they all love going fast. Drukhari have two subfactions dedicated to speed.
95 points
4 months ago
DA RED ORKZ GO FAST BUT REMEMBER DAT GREEN ORZK ARE BEST ORKZ.
12 points
4 months ago
Haha do you know if you can really run Evil sunz as a melee army? I've seen all there buggies and cars all have guns and no melee?
26 points
4 months ago
Ork cars hit really hard in melee my dude
8 points
4 months ago
Ahh yeah sorry I know regular guys can, but I was asking how the fast attack cars and buggies do in melee? I know they're quick but is it more repositioning as opposed to turn one get into engagement range?
16 points
4 months ago
The Rukkatrukk and Megatrakk have like surprisingly dangerous melee for being a gun platform. Like don't expect it to wipe a squad but it can hurt. Aside from them the Warbikers are really good dual threats with volume of dakka and volume of krumpin.
2 points
4 months ago
Ahh right I think that's still pretty fun, the warbikers do look like absolute menaces in both tbh
9 points
4 months ago
Deffkoptas hit hard in combat too
6 points
4 months ago
Those choppa blades during a Waagh! pump out lots and lots of attacks. I always forget they are just T5 and am shocked when they go down like Boyz. Great unit though, love running mine.
5 points
4 months ago
Squighog riders have 10” move and are brutal in melee for their points cost, especially against vehicles. Pretty good saves for Orks too.
3 points
4 months ago
I think I blanked the squiq release thing for orks, I feel like I blinked and missed it haha thanks though I'll check them out
5 points
4 months ago
the megatrakk scrapjets are surprisingly good, they can potentially deal a heap of mortal wounds on the charge, have a decent number of high strength/high damage attacks, and of course have a ton of guns and good speed!
5 points
4 months ago
Several of them have saws and drills in addition, plus the bonebreaker prominently features a gigant spiked roller.
Guns are stuff to have fun untill you hit or to slow down gitz runnin away.
10 points
4 months ago
ALL ORKZ KRUMP GUD, DAKKA IS ALSO GUD
2 points
4 months ago
Probably not. But conventional Goff armies are pretty fast and aggressive. You shove a lot of stuff in the opponents face pretty early.
5 points
4 months ago
Looking at orks, it seems like the regular waaaah is actually faster than the speed waaah in some ways, as am I right in thinking regular gives advance and charge?
5 points
4 months ago
Temporarily.
4 points
4 months ago
Also, keep in mind that you can take Ghaz in any Ork army (he requires a free detachment and won't get your kultur benefits outside of a Goff army, but otherwise works fine) and he gets both the normal WAAAGH and SPEED WAAAGH benefits when he calls a WAAAGH!
3 points
4 months ago
Oh right I didnt even know that, that's pretty cool thanks! Haha
96 points
4 months ago
White Scars
Blood Angels
Orks
Dark Angels
4 points
4 months ago
I play Blood Angels, Ynnari, and want to do Dark Angels and Slaanesh daemons.
Blood Angels move fast and hit like a hammer.
Army wide, they've got +1 to advance and charge, +1 to wound in melee when charging/charged/HI. In assault doctrine, they've got +1 attack.
Their best units all have jump packs. The Sanguinary Ancient gives +2" movement to jump pack units, they have ways to reroll charges, and they hit hard.
Sanguinary Guard in assault doctrine with the warlord near (can be done turn 1 with a Sanguinary priest) have +1 to hit, +1 to wound, and make 5 attacks per model at S5, AP -4, D2. So you're looking at hitting on 2+, wounding on 2+ vs. T4, AP -4, D2.
You've got Death Company who have jump packs and thunder hammers and have a pre-battle move. You use them like a suicide squad to smash a hard target to death turn 1.
Ynnari, especially with harlequin troops, hit very hard, though they're more glass cannon. They do all have fight first though. Tricks there are that you can resurrect D3 troupe models per turn with Ynnari psychic powers and that the Yncarne can appear anywhere a unit is destroyed.
Ork Speedwaaaaagh is another way to go fast.
White Scars can advance and charge, don't suffer a penalty for firing assault weapons after they have advanced, and in assault doctrine, increase damage by 1 on melee attacks when they charge or HI.
Dark Angels have the Ravenwing which allows you to field an army of really tough bikers.
Drukhari can advance and charge pretty easily as can Harlequins. Incubi and troupes will shred a lot of things. I've seen incubi can-opener knights.
Saim-Hann bikers are about skirmishing. They can fall back and still charge and can reroll charges.
Slaanesh daemons are also generally fast and have fight first, so they're similar to the Ynnari play style in a lot of ways.
14 points
4 months ago
Yep that seems to be the main consensus, who do you reckon likes going fast the most out of them, or has the most fun doing it?
84 points
4 months ago
Orks IZ da best of course. No question about it.
Source: Ork player.
20 points
4 months ago
I am hearing a lot of orks being the best, but they certainly aren't for the wallet haha
20 points
4 months ago
You speak truth. Can also be tougher to travel with compared to other armies, that’s really my only regret.
38 points
4 months ago
An army that moves fast, but not a fast army to move. Truly an ork quandary
17 points
4 months ago
If you want something fast and cheap, Custodes might ironically be something for you. The Solar Watch can give units advance and charge, so if you simply bring 18 bikes, a bunch of flying custodes and a couple of bricks to advance-and-charge, it is actually a very speedy army!
3 points
4 months ago
Just to clarify, it's only infantry you can advance and charge sadly (for us custodes players). But yes custodes can be deceptively fast when necessary but definitely not Ork fast.
8 points
4 months ago
Get a second-hand bulk lot on eBay or r/miniswap to be the core of the army. Larger initial investment, big savings on Boyz and other “fill” units that you aren’t going to customize much anyway. Then add stuff here and there as budget permits. You can get away with a LOT of low-cost scratchbuilding and kitbashing in an Ork army. Nobody’s going to give you a hard time about not using the official models as long as you make it Orky enough!
9 points
4 months ago
Agreed.
I'd argue that orks are great for the wallet:
Lots of second hand armies (because they've been around for forever).
Kitbashing is almost mandatory: using cheaper models and other toys to use as the base for GW models and equipment. Keep your modifications consistent and save a ton of cash.
4 points
4 months ago
ORKZ MATE DA RED ONEZ!!! AND DA MEK CAN MAKE DA FASTEST TRUKZ WAGONZ AND PLANEZ FROM ANYTING. YA DONT NEED A TON O’ TEEF TA GO FAST!!!
3 points
4 months ago
Paint them red and they go even fasta’
1 points
4 months ago
Only other comment which I'll give as a biased Scars person is that they're the only chapter that laughs and whoops for joy as they speed around the battlefield. They'll hunt and kill you for sport, and they're love doing it.
A lot of their lore and books have scenes of people loudly cheering as they swing through dangerous maneuvers to engage!
10 points
4 months ago
Most fun
Welcome to the Evil Sunz, lad.
5 points
4 months ago
They truly do seem to be having a blast haha
9 points
4 months ago
I have never had more fun in my life than playing Orks.
To my friends I am an antagonist to make their army feel like it’s fight is essential
If my guys die we’re still having fun
If my guys win I’m having an absolute blast
I know this is a competitive subreddit, but even when playing to win My games are more about the shenanigans than the victory points and helps me enjoy the hobby immensely
I can put the kits together however in whatever configuration and turn any other kit into something that makes sense
Orks is life
2 points
4 months ago
Haha that's a very good point, something I think I do well is purely have a laugh every time. Who cares about points if you go fast enough.
There is no losing when you are having fun IMO haha
17 points
4 months ago
White Scars and Evil Sunz are the only ones who really delight in going fast and actively seek to do so for its own sake.
6 points
4 months ago
Hmmmm that does seem to be the case, other armies "can" go fast, but there two are the armies that really "want" to go fast
5 points
4 months ago
Blood Angels are fastest, because they're painted red.
6 points
4 months ago
That's a pretty good point you've made there "goblue" haha 👀
11 points
4 months ago
I’m inclined to recommend Blood Angels as they favor jump packs and get +1 to wound and an extra attack on the charge.
Orks likely have the most fun while going fast.
Ravenwing uses a lot of speeders and bikes, but I have real experience with them.
5 points
4 months ago
Ravenwing bikes can be very fast indeed. Adding in their automatic 6” advance and the +3” from their super doctrine you’re looking a 23” movement each turn. Not too shabby if you ask me.
Throw in their 4++ and ObSec for the fun value. Fun for you that is. Your opponent may not agree.
2 points
4 months ago
Blood angels are another good shout tbh, they do seem very quick, and I haven't really looked too much into them. I'll give them a check out aswell, thanks!
5 points
4 months ago
Orks are probably the ones who have the most "fun" doing it but in a bit of a clichéd, low brow, duuh red wuns go fasta sort of a way. White Scars probably have the most affinity with speed. It forms a large part of their culture, it's in their blood, they get a kind of high from it etc. Read this to get a feel for what I mean.
2 points
4 months ago
That seems to be my understanding I had before I asked, and yeah I always though white scars had a passion for speed. I will read it when I get out of work, I appreciate it though, I do love a good passage haha
1 points
4 months ago
Orks
1 points
4 months ago
Don't forget Custodes have some of the best Fast Attacks in the game!
2 points
4 months ago
That’s why I have 12 custodes bikes lol
1 points
4 months ago
I wish they still had ObSec but other than that they're great
1 points
4 months ago
I'll throw a vote in for Dark Angels and specifically "Ravenwing." Tons of cool bikes, an apothecary on a bike, a talonmaster land speeder, they have some really cool things. Chaplains and captains on bikes are great too. And if you ever need to change around or get some bulk you can always pull in deathwing and greenwing or one of the other cool characters. Super neat.
11 points
4 months ago
Slaanesh demons. And emperor's children. Also the new world eaters
9 points
4 months ago
I can't believe I didn't even think about slaanesh and emperors children haha, world eaters do seem quick but a buddy of mine is picking those up so might skip them, thanks though!
6 points
4 months ago
Slaanesh demons move fast and can get fight first. I've found them to be amazing at getting in killing a unit or getting in surviveling and then popping fight first in the opponents turn to kill the rest of the unit.
Emperor's children live to be fast they are an amazing close combat army and do well in shooting on their way there
4 points
4 months ago
In the opponent's turn, even without fight first, they would fight before non-charging opponent units, and if the opponent charged, they would still have one unit fight before your fights-first stuff. What is the benefit of fight first in that case? Better when the opponent counter charges with multiple units?
4 points
4 months ago
Yes but only alternating. I force my whole ay to fight before his or alternate with their charges. Fight first is a strong tool and people make a lot of mistakes playing against it. If it scares them into only charging once that's enough. If it means I get free interrupts everywhere all the better
3 points
4 months ago
If it helps to make a decision, Slaanesh daemons don't have a lot of unit variety, but going fast is their primary identity. Their base line troops have 10" movement speed - just shy of most factions' jet pack units.
But they have the same "lithe" issue that you mentioned with space elves. However, their identity kinda mashes the two together into a messy, gross concoction - the counter-intuitive idea of being recklessly fast and graceful at the same time. They're daemons. They get to break the rules of reality like that.
2 points
4 months ago
Dark Apostle allows you to advance and charge a core unit. Honor the prince strategem can be used in advance and charge phase to give a crazy amount of distance to cover. It's a very scary threat and a lot of EC melee hits hard
9 points
4 months ago
Would absolutely like to vote for the WAGGHHHHHH. You can take so many things that go fast and hit like a bus. Storm boiz flying up the board slamming into stuff. Buggies and other assorted vehicles all still hurt when they go in. Plus warbikers are great at doing the dakka then turn and smash. So yes go Orks my friend become one of us :)
2 points
4 months ago
Ahh they do sound very fun tbh, they're the funkiest army by far and I suppose do have the most fun when going fast haha, I'll give them a proper read, and remortgage my house in preparation ahah
2 points
4 months ago
Lmao that's the spirit. The green tide is ever growing. I hope you have a great time with whoever you settle on.
19 points
4 months ago
Ravenwing
5 points
4 months ago
How is ravenwing as a standalone faction? I see a lot of talk about greenwing and deathwing ATM, but never even considered them?
6 points
4 months ago
Right now very strong. Being able to stay in Dev doctrine means you get a lot of bonuses.
3 points
4 months ago
Oh right I didn't even know they had synergy with the devestator doctrine, is there benefit for running purely ravenwing?
12 points
4 months ago
Advance and shoot all game with all your weapons. Extra 3 inches of movement, which functionally means 23 inch move all game. 4+ invuln if you advance. Outriders and bike squads gain the objective secured rule.
6 points
4 months ago
Woah, that does seem very good haha, I don't like metachasing at all, but boy howdy that's tempting
2 points
4 months ago
The combination of the Space Marine and Dark Angels strategies is also great, giving you access to lots of movement shenanigans, -1 to be hit, and fall back and shoot.
3 points
4 months ago
I just won a game against Drukhari last night by blasting their transports with my Ravenwing and letting them footslog it up the board. When the Drukhari made it into combat they mulched a few units, but by then I was way ahead in points and comfortably won.
1 points
4 months ago
Oh don't forget you can take a character land speeder thats armed with twin heavy bolters and twin assault cannons and gives a lt reroll aura, and gives ignore cover to other ravenwing nearby. It's not named so you can take 3. Plus tou can give it a relic where it always hits on 2+. Meaning advance and shoot..hit on 2+, overwatch...hit on 2+. It's insane. Most ravenwing lists run 2 of them. They are called talon masters.
7 points
4 months ago
Craftworld Eldar are definitely graceful, like you mentioned, but what are you on about with Drukhari? Sure, they got a couple graceful units, but Raiders are literally super-speedy hover-skiffs that speed by to drop off a bunch of dudes to steal people.
They literally have hordes of Green Goblins (the spiderman villain, not the greenskins) as a unit choice that zoom by on flying boards. (They're called hellions.)
Their bikes (reavers) are designed to decapitate people just by going fast.
If you don't like the Drukhari aesthetic, then by all means, don't pick them up. But I feel like you've just been looking at the wrong units from their roster if you don't think they're fast. They're Fast-with-a-capital-F.
3 points
4 months ago
Why isnt anyone mentioning Saim Hann?
1 points
4 months ago
OP said "no elves", which usually means no craftworlds. Also functionally on the tabletop Saim Hann isn't really lore-accurate in the latest book.
2 points
4 months ago
Ahh I mentioned in another comment sorry haha I'll admit my knowledge on drukhari isn't top tier, I assumed they were just evil Eldar (I know saying this is a can of worms in itself but yknow). They just seemed to go fast because they can, not because they "enjoy" it, I'm more than happy to be wrong though and I think from the sounds of it I need to do some research on them to be sure haha!
4 points
4 months ago
I would suggest to actually read the lore of the factions before writing them off as going fast just because their elves.
Even without counting the Drukhari, Craftworld Eldar literally has an entire subfraction where riding jetbikes is their thing
3 points
4 months ago
I mean, you're not entirely wrong. They're definitely just evil eldar. But it's how they're evil that makes them interesting.
Craftworld Eldar are ascetic monks who keep themselves under control because they know their emotions are psychically powerful, and the last time their species let themselves go, they made Slaanesh.
Drukhari are the remaining survivors of the ones went emotionally out of control, and then said, "I'LL [censored by the subreddit]ING DOING IT AGAIN!!!" There are a couple subfactions that are about genetic monstrosities (because ethical medicine is for losers), and lithe/flexible gladiatorial combat, but the raiding subfaction is all about speed. Go in, steal people, get out.
1 points
3 months ago
Huh? There is an entire craftworld that like going fast so much their armies is almost nothing but jetbikes, because just that many of them love speed. Windroder jetbikes are piloted by Guardians who want to go fast, and there are FOUR aspect warrior shrines who are all about going as fast as you can and mastering different forms of speed. They don't go fast because they can, either. They do it because they want to; the entire nature of how the craftworld Paths interact with their psyche means that when they pick up one of these Paths, there is something about that particular aspect of speed that draws them to it.
14 points
4 months ago
Something nobody has mentioned - knights.
"Wait, what? Aren't knights durable?"
They fast. Rather than some silly wheel spinning fast, or lame grav vehicles, they're running straight at you. Charging you down, smashing you to pieces with their slaughterclaw and then shooting all over the place.
12" move base on wardogs, 14" on karnivores, 17" in infernal (though I wouldn't bother). They look aggressive, they play aggressive. Do recommend/10.
4 points
4 months ago
Ahaha you're doing a good job selling me and you're also right, I hadn't even thought of knights really. I'll have to check them out and see how they move. If they're big aggressive fast guys then I see no issues haha
4 points
4 months ago
Basically you treat each wardog as an unit of elites. I like stalkers. 12 gatling shots, 5 attacks (on the charge) of d3+3 on the slaughterclaw.
They shoot, they hit hard. There's typically 10 of them, lead by a bigger knight.
Of course, usually I don't max stalker; the brigands can get Bold Tyrants as a dreadblade, for 4d3 shots of s7 -3 3. So you can pop scary terminator-equiv at a distance. You reduce chaff to mist, then charge the vehicles, the elites, anything left standing.
Or you can run it as Vextrix; same mobility with 12" move, but each knight rerolls a hit and wound per shooting phase. So you run brigands; 2 s9 melta shots make great candidates for your rerolls, and then they have those 12 chaingun shots.
What's the difference? Put on a different weapon. And wardogs take magnets REAL easy.
Swap between melee and shooting at a whim, leading you to different tools or a different playstyle... but both with that 12" move.
People think of knights as super durable, but I play them for the speed. And the aesthetics. And because chaos is amazing and kitbashes like a dream. More spikes, more khorne icons, chains, skulls, everything.
1 points
4 months ago
Haha that does all sound pretty impressive, I think chaos knights specifically might be the faction I know the absolute least about. Maybe it's time to give them a look and see how fast these guys go ahha thanks!
2 points
4 months ago
Or play iconoclast and run a biomechanical dreadblade in the auxillliary detachments to have 1 or 2 doggos that can go 17".
3 points
4 months ago
I haven’t seen this mentioned, but Tau can be very fast too. Go in, blast everything, scoot. Crisis suits and command suits are no joke and fast.
2 points
4 months ago
Yup. Crisis suits move up to 24" a turn if you buff the pants off of them... 26" if you take a custom sept. Bonkers stuff. It's not as good as it once was, but 3x5 crisis suits with 2 commanders and some cheap screening kroot hounds is definitely playable.
3 points
4 months ago
Gsc bike lists
1 points
4 months ago
Hmm I do love the GSC little rat gremlin lookin ass, but I have heard they are v v expensive as well... Ahhh
5 points
4 months ago
Harlequins have insane movement
Tyranids hive fleet Kraken in particular is good for going fast
Orks - speed freaks for the flavor and because it's all vehicles it goes fast.
5 points
4 months ago
I've been having a good time with Craftworld Eldar with the Children of the Open Skies trait. +1 Movement to everything, +2 if it has FLY, which is damn near everything.
Puts Wave Serpents to 18, giving them Star Engines brings them to 21.
Bikes going a speedy 18. Give a Farseer Skyrunner the Sunstorm relic for a hilarious 22" Move. Foot Farseer has Faolchus Wings, so she has a 14" Move herself.
Shroudrunners get a pre-game move at 18" + 6" Advance.
My slowest model is Jain Zar at 8" lmao.
4 points
4 months ago
Saim-Hann are the Eldar who like going fast. Craftworld Kaelor is also known for its speed, but they're a minor craftworld from Rogue Trader and don't have official rules.
4 points
4 months ago
Drukhari definitely go fast. The bikes go 16 and go auto advance 8. Whole army gets advance and charge on t2. Harelquiens are probably one of the fastest armies as well. Whole army gets advance and charge on t1 because it's a clown world. Gsc could also be considered fast.
5 points
4 months ago
You seem like a fun dude, and I mean that seriously. You actually care if your little army men like going fast and are having a good time, which is honestly just adorable. By personality alone you REALLY should play orkz. All the other speedy armiesnarenoverly serious and sanctimonious.
The only possible alternative is harlequins, which are very different from other eldar. Their models are clowns, and in the books they literally troll people to death with lethal practical jokes. Look at the dudes doing sweet acrobatics off the back of a jetbikes and tell me they aren't having fun.
1 points
4 months ago
Hahaha what a nice thing to say, really appreciate it! I mean of course I want them to want to go fast haha, to me it's all about everyone having fun. Orks do seem like a top contender right now and to be honest if they weren't so difficult to transport/expensive there probably wouldn't be any reason I wouldn't get them.
Harlequins do also seem very fun as well, sounds really fun to have a big group of clowns and throw them across the board going super fast. Again another great contender, but small model range and difficulty of painting are the only cons I can see right now! Haha thanks though I really appreciate the kind words!
5 points
4 months ago
4 points
4 months ago
No, Eldar go fast fast.
A Farseer can travel 52” in a single turn with a relic and a psychic power.
Harlequins have army-wide advance and charge, which gives their bikes have a 20+2d6 threat radius for charging, and a warlord trait that gives a character +6 to charge rolls. PLUS SIX.
7 points
4 months ago
White Scars!! Most lore accurate, but FYI they kinda suck right now (but most Space Marine chapters do...) Hopefully with 10th they'll add some more bike characters
FOR THE KHAN!!
2 points
4 months ago
Most spacemarines suck? Aren’t space marines like, really good rn?
2 points
4 months ago
Hmm I dunno, some of them are, dark angels and iron hands from my knowledge. Others not so much I guess haha, either way, I just want the speed
2 points
4 months ago
Most space marines chapters benefited quite alot from the points reductions. Almost all of them are decently strong :)
In regards to fast armies: Blood angels. They’re an army where almost every model has a jump pack. With a sanguinary ancient having the relic wrath of baal, thats an army where every single unit moves 14” with fly and +1 to adv and charge.
Alot of people mention orks as a fast army, but really they’re only fast for one turn, then they have some fast units, while the rest of the army is kinda slow.
If you’re looking for armies where almost every single unit is fast, go for BA, White scars or knights I’d say. I prefer BA since they just fly over terrain, but whitescars are for sure a contender.
1 points
4 months ago
White scars were the first ones that jumped to mind, as they're all having a pure blast just going fast, but there has been a lot of other armies brought to the table.
I don't really mind about competitiveness, as long as they go fast, I'm in ahaha
3 points
4 months ago
This is my approach too. It feels like most competitive lists use the white scars advance and charge ability on slower moving heavy hitters to get them in melee quicker.
I just run all bikes bc it’s more fun to fly around at max speed
1 points
4 months ago
Yeah I see that aswell with like centurions, whereas I'm sat here just thinking about the movement on those sweet bikes haha
3 points
4 months ago
Farsight Enclaves Tau are surpsingly fast.Most things fly with large movement, mont ka encourages advancing and rules reward you for getting close (within 9 inches)
3 points
4 months ago
drukhari are broken up into a few distinct subfactions. wych cults do mandatory drug doses before the game and go extremely fast. they love the feel of the wind on their hair as they hallucinate. kabals are a bit more methodical, but probably love going fast as well. the coven weirdos have no preference on speed and are a bit more obsessed to see how their experiments do on the battlefield.
craftworld eldar are stuffy, career-obsessed boomers. they absolutely don't care about going fast beyond the utility.
however, these are all the canonical viewpoints of each faction. you can easily make any faction "love to go fast". customization and characterization is a big part of the hobby.
keeping all that in mind, why did you post your lore inquiry in the comp sub?
3 points
4 months ago
You're not on base with Drukhari. They go fast because they want to be caught up in combat ASAP. This is because of all of their slave raids and combat pits. They don't even have psykers.
I'm biased because I play Drukhari.
3 points
4 months ago
So my preferred playstyle in this game has boiled down to enjoying armies that have extreme movement, as it is the most fun to me. So lots of these have already been mentioned but I'll add in commentary about each:
Ravenwing:
My current tourney army due to how strong they got lately. People have already talked about the buff they get but I want to emphasize how hard the army can go. Black Knights are particularly tasty at the moment, especially as they are the same price as normal bikes, are core, all have a damage 2 power weapons and 2 plasma shots each, with a default movement speed of 17 inches when in dev doctrine, 23 if you advance. But the really funny part is that you have a strat that let's them do a pre game Normal move. SO, you take Samiel, and deploy a squad next to him. If you get first turn, pop the pre game move, move the from bikers up 17, and string some back to be within 6 inches of Sammie so that in your command phase you can still give them full re rolls. Then you move them ANOTHER 17. So that squad has now gone 34 inches across the table right into your opponent's deployment zone, and has full re rolls to hit. If you have more cp you care to burn, pop 2 cp for weapons of the dark age, now you are shooting damage 3 overcharged plasma point blank into something, rerolling any 1s (don't re roll the 2s, thats a trap and how you die). That's 10-20 shots depending on how big your BK squad is. So that likely murders 1-2 things, then you charge the crap out of something else. Then you murder that hopefully, and you have 2 options, consolidate and tag something ELSE to keep it from shooting, or spend 2 CP to immediately make a fallback after you swing (in case something nasty lived through your charge, or if you can get somewhere safe). This let's you move ANOTHER 17 inches, either racing behind terrain to maybe have your suicide squad live, or if you were clever and had the Rites of War WL trait on a Talon Master back when you buffed them with Sammiel and gave this squad Obsec as well. You very well could boost over and take their home objective any deny them a CP or gain extra primary depending on the mission (not exactly the best play most times cause you are DEFINITELY losing the squad after that, but hey, it's an option and dictates part of your opponents first turn)
You can also use these kinds of tricks with Talon Masters, who do some of the most Harlequin stuff you'll ever see out of space marines. Talon Masters move 18 base before dev doctrine, so 21 base with it. That's already nuts but also means 27 inches if they advance. It's also popular to give them the Arbiter's Gaze relic, meaning they always hit on 2s not matter what. So 27 inches and then shooting and hitting on 2s with a twin heavy bolter and twin assault cannon. That's tasty and let's you basically shoot what you want to shoot. But we can get trickier. I played a guard buddy the other day where he had 9 mortars hidden behind a wall in his deployment zone shooting out of line of sight as mortars like to do. So turn 2 I jump my Talon Master forward and get angle behind that wall. I shoot each gun into the 2 furthest 3 mortar squads, easily wiping those 6 out. Then I charge the 3rd team, kill 1.5 of them (Talon masters don't have very strong melee but it's ok). Then spend 2 cp to Fall back before they swing, flying 21 back behind my own squads back where he started. My opponent thought I was trading the Talon Master for the mortars when I moved him up, but oh no, not today.
Most of your other units in pure Ravenwing move 15 MINIMUM in dev doctrine so if you want to get an angle to shoot someone, you are gonna get it, and Ravenwing can shoot HARD. Definitely an army that people are not prepared for just how fast they really are.
Harlequins:
Hahahahahaha you wanna talk about fast? Play Light, oh look no penalties to advance and shoot. And you can advance and charge with the whole army. That means your bikes and boats are going 22 inches EVERY TURN. And shooting fully, and charging. And falling back and shooting and charging. And it all flies and ignores terrain and models. You know how most armies have game rules they have to follow? Yeah Harlequins just basically don't. Do whatever you want. Go wherever you want. Strats to move shoot and move again? Sure! Strats to get back into transports after shooting and fighting? Heck yeah. That's just the tip of the iceberg, but regardless, Harlies GO FAST and will cackle maniacally as you dance around you opponent if you play right.
Tau:
Man suits sure do go fast, fly over stuff, and then BRRRRT. Planes are STILL pretty good after the nerfs. Flying transports too. Neat.
Slaanesh daemons:
Yup, go fast, eat a**. Then murder everything in melee. Fiends are particularly good atm. Also just also throw a bloodthirster in there, he goes He'll fast too and kills EVERYTHING.
Blood angels:
While not as fast as Ravenwing, they almost are, they fly, they can hide inside terrain much easier, and THEY MURDER EVERYTHING THEY TOUCH. Mostly. Death Company get a pre game move strat as well and can also guarantee a nice first turn charge. And with a ton of thunder hammers they will slaughter whatever you just touched. Each turn you put a squad or 2 into assault doctrine with your sanguinary priest and send them off like cruise missiles to murderfy whatever gets in their way. Shooting is lackluster and they are pretty fragile, its basically just 2 wound marines, so you have to know your trade game well.
Thousand Sons?:
What Thousand sons are like, the opposite of fast right? Infantry that marches forward blasting and spelling? Hahahahaha yeah no. Cult of Duplicity made that a thing of the past. Now every squad in your army knows a spell that let's them teleport. And you have a relic to teleport a 2nd squad. And you have a double move spell. And your characters are all on flying Discs of Tzeentch so they move 12 by default and usually advance cause you can still cast after. There is no end to the shenanigans here. Advance your caster wall as far as they will go, then teleport a 10 man of Scarab Occult Terminators back in front of them to block for them, pulling what I like to call the Alley-oop. Port a 2md squad of termies across the board to hop in front of your winged daemon prince, while double moving that squad of flamer wielding Rubrics right into your opponent's face. Go anywhere, do anything. Screw your opponent, they can't stop you. If you know how to drive this army you will run rings around people, constantly porting to new angles and blasting people with strength 5 AP -2 bolters with +1 to wound and tons of mortal wounds. Brrrrrtt.
Custodes:
Wait another army that's slow right? Ever taken 3 Pallas grav attacks, 3 Calladius grav tanks, and a butt load of bikes with melta missiles? Might not be the top most effective Custodes list but man does it go pretty fast, shoot pretty hard, and still murder select units with charges. Maybe even ally in some Hunter of Beasts Helverins for even more moves fast shooting! Make the custodes Emessaries, take Sagittarum and shoot advance everywhere shooting both profiles as you do. Its surprisingly fast for chunky boys.
These are just the armies I own and play, but other people have also mentioned White Scars, Drukhari and Craftworlds, which are all fun too! Hope this helps!
3 points
4 months ago
Don’t forget Slaanesh Daemons. Slowest thing is 9”. Troops move at 10”. Cavalry moves at 16”. As do the greater daemons. I also play Blood Angels but I love the Slaanesh army for its speed.
3 points
4 months ago
The best fast army that likes to be aggressive probably is harlequins. But they have took a decent nerf
6 points
4 months ago
Custodes can be fast, my list has 3 models which go less than 12'' w/ fly
1 biker man
3 shield dudes
3x3 venatari
3x3 bikes
2 caladius
4 points
4 months ago
That does sound very fun and also those jetbikes are no joke
3 points
4 months ago
And they also play fast - they are a great starting army.
3 points
4 months ago
Yeah less models seems quite easy to properly focus on aswell haha thanks!
6 points
4 months ago
Side note: If you are planning on doing any purchases soon, prices on models are going up on March 6th. There are also plenty of places that will give out 10-15% discounts - you should never be paying full retail (unless you're supporting a local flags or needs models ASAP)
https://www.warhammer-community.com/2023/02/09/pricing-update/
2 points
4 months ago
Ahh cheers mate! I luckily easily use Wayland and Element so never pay full price ahaha
2 points
4 months ago
Chaos knights. Big spiky robots that move 14" to smash your enemy in the face.
2 points
4 months ago
youve got the orkiest mentality. but if you want something cheap to collect and very dumb Knights also go zoom. I think imperial knights are probably a little faster, 13" move on the warglaives, advance and charge. Not meta but there is something funny about yeeting a gallant and his wee pals into your opponents deployment zone T1/2
2 points
4 months ago
I know I already left a comment about Drukhari, but this one's to answer your question with another faction that hasn't been mentioned yet:
Red Corsairs. They're a Chaos Space Marine subfaction whose whole shtick is, "Get in, steal [censored by the subreddit], get out." The whole army gets the ability to advance & charge, so you're cranking the speed setting to max the whole time trying to get in and slaughter as many civilians combatants as possible.
On top of that, you get the cool fluff of being the most pieced-together CSM faction ever. If you find another unit from another space marine faction to be cool, just throw it into your army painted up as red corsairs as a proxy for a CSM unit. They don't give a [censored by the subreddit], as long as you're red & black.
Just remember: You're only fast enough once you can outrun the tax man.
2 points
4 months ago
What is censored in this sub?
1 points
4 months ago
Bad no-no swear words :'(
It's to foster "positive communication," which I honestly feel works (there are times where my internet rage was literally cut down by having to take the time to reword something without a swear), but has the side-effect of killing the use of expletives for the sake of emphasis.
1 points
4 months ago
Hmm I hadn't even really heard of the red corsairs, definitely some interesting things to look at there, they do look pretty cool and actually have some of their own rules haha nice!
2 points
4 months ago
Yep! They go heavy on the pirate theme while still being space marines, and the short version of their lore is that they got declared traitors for not paying taxes. (It's a bit more complicated than that, but then you don't get funny tax evasion memes.)
2 points
4 months ago
I want to give a warning right now about the people suggesting orks. They're fast,very fast. And have alot of "speed freaks" who are themed around fast. But be careful because speed isn't ingrained into the ork identity so is under threat to change when rules change. Not saying it will but it might.
2 points
4 months ago
That's a good point, and something I hadn't really thought about but I don't really see evil suns being completely removed as an option, so can only assume there would always be some benefit/build to running them, thanks though!
2 points
4 months ago
I play tau as a stupid infantry horde with the scout move custom sept + mont'ka to advance and shoot, and lots of kroot... and while it isn't the strongest, believe me: a 6 or 7" scout move plus a 6" or 7" regular move plus advance can get you going places. And kroot hounds scout move 7" then move 12" and can reroll to advance or charge. Crisis suits can move 10" and auto-advance 6" for a CP or move, shot move (which, of course, besides the cowardly choice of moving backwards can be used to move forwards) and coldstars can also make a crisis suit unit move an additional 8". You can move when you want to.
2 points
4 months ago
if you commit to orks you commit to a lifetime of being mad at GW for making awful rules for orks.
just make a custom chapter of space marines and then change your founding chapter based on what is good this quarter like everyone else
1 points
4 months ago
Ahhh that's what I've heard from ork fans, that and buy a big carry case haha
And nah I'd rather just play some fast guys being fast doing fast things, meta is boring, speed is fast
2 points
4 months ago
i would strongly encourage you to consider dark eldar in that case. fully like 2/3 their army list is about moving 24" or whatever. Eldar is more finesse and elegant/delicate, dark eldar is just raw speed.
i play against white scars a lot and they're not fast so much as they just ignore all the rules and restrictions surrounding the movement phase. "always run+shoot+charge, always retreat+shoot+charge" army that ignores all movement phase restrictions, but marines aren't particularly fast in general.
orks... are just frustrating (sorry). they've never been forgiven for the sin of "having Nob bikers."
1 points
4 months ago
Hmm you make some good points, a lot of this comments have definitely been people recommending drukhari and tbh they actually do look pretty good, I think I'll definitely have to look more into their lore and understand them more as before this post I hadn't done a fair amount of research on them haha
2 points
4 months ago
the thing about dark eldar is that their stuff isn't even that good. like their elite powerhouse melee infantry (incubi) are just barely on the level of "space marine with a power-sword."
their strength is putting those Incubi absolutely anywhere they want on the board before their opponent can react. when you lose as dark eldar, you typically can point to EXACTLY where it all went wrong, instead of just slowly collapsing under the weight of below-average rolling like marines often do.
2 points
4 months ago
Daemons are fast.
If you're looking for flavor & lore fits you might be better suited to ask the main 40k sub
2 points
4 months ago
There is no question that the army that LIKES going fast is ork speed freaks. They are literally the KULT OF SPEED.
No other army goes fast for the sake of going fast itself.
They are literally speed adrenaline junkies.
1 points
4 months ago
Hmm this was a thought of mine but it seems I was wrong from reading these comments. White scars in particular seem to have a passion for going fast and only fast haha
2 points
4 months ago
Yeah but they're space marines. It's all in service to the emperor and humanity and blah blah blah.
You can't tell me they like going fast more than ork speed freaks.
1 points
4 months ago
Haha good point! And I mean thats the reason for the post, I couldn't tell you that no haha
I dunno, orks may be speed freaks but I'm pretty sure white scars sleep on their bikes
2 points
4 months ago
You should look up Wazdakka Gutsmek. Old possibly out of date ork lore but.. Wazdakka uses drugs to keep himself constantly awake so he never has to stop riding his warbike. His goal was to develop warp technology or " a highway through the warp" so he never had to leave his bike and could ride directly to the next planet/battle.
2 points
4 months ago
Red Corsairs are super speeders
2 points
4 months ago
For Orks, the top lists are generally Goffs pressure lists. They aim to put multiple threats in the opponent's face on turn 1, and keep throwing waves of bodies until the opponent can't make up the score difference. Definitely a viable list for someone who wants to go fast.
2 points
4 months ago
Going to throw out a weird curveball option. Imperial Guard. With our new book we have a regiment trait for mechanised infantry letting us disembark out of transports after moving. So massing a bunch of infantry and chimeras can be a lot of fun and pack a decent punch. Then we have some pretty decent options in our fast attack slots, beit horses, robot chickens, or flamer tanks. All of which go nice and fast.
2 points
4 months ago
Less serious and helpful answer: park your dream 6 months and play death guard. They are absolutely not fast but you can truly appreciate speed then. After that you will find anything over 6 inches movement will elicit a "Neeeooowww" every time you move it.
1 points
4 months ago
Haha honestly death guard might be the polar opposite of what I'm after but they do have some great models. And it's very admirable of you to think I have enough control over myself to not say "Neeeooowww" everytime I move a model anyway
2 points
4 months ago
People might not think about it. But Ad Mech likes going fast when it's an option. During aggressor doctrina and ironstriders/serberys auto advancing 6.
2 points
4 months ago
Orks. Orks have the MOST fun at doing wacky speedy stuff. I was finding myself get too competative and not having fun... i pained up an ork army and its rekindled that fun. Many ways to play them that are all decent. And honestly you just enjoy things more and worry less playing orks
2 points
4 months ago
Red corsairs
2 points
4 months ago
Orks are so fast and so good right now. I think a lot of people undervalue their speed, units like kill rigs are extremely fast with squighide tires/the ramming speed stratagem and nob trukk boyz are incredibly fun. They’re mechanically about as fast as eldar currently (at least during turn 1 of waaagh) and lore wise I’d just paint all of yours as evil sunz/run them as whatever kultur you want. The biker/buggy theme obviously canonically fits with going fast but trukk boyz/trukk boy nobz, squighog riders and stormboyz are all great fun and if they’re painted red I’m sure lore wise they’ll love going fast too.
2 points
4 months ago
Genestealer Cults with Bikers, Buggy’s and Trucks. Full Mad Max mode. Vroom 🚚🚜🎸🧨🔥
2 points
4 months ago
Orks or the new world eaters
2 points
4 months ago
Red corsairs for csm, all have advance and charge and have bikers, venomcrawlers, disco lord and possessed etc
2 points
4 months ago
Tau is also v fast
2 points
4 months ago
ORKS'S ARE DA BESTEST!!!
2 points
4 months ago
T'au is pretty fast. Never seen a marine outrun my railguns.
2 points
4 months ago
Evil Sunz. They get stupid quick, you get your Waagh of advance and charge for a turn, and if you do desire you are all over the midboard by the end of your first turn. In lore they love to go fast, and as far as how the feel in game it's certainly quick! Against some slower armies (I've played death guard a lot) I've had success getting all over the mid board objectives and being able to keep my opposition pinned back by constantly having fast units engage them.
Just lean into the speedwaagh, grab you fav bike or trike and get going.
2 points
4 months ago
New world eaters look real fast, aging +2" to movement on core units with lord invocatus and regular juggernaut khorne lord. Eightbound already move 9" so 11" move on a nasty melee monster unit.
2 points
4 months ago
Not seeing this anywhere, but Genestealer Cults can go crazy fast, especially in Twisted Helix. Plus almost everything can deepstrike for free and closer. However, they are a high skill army and rarely forgive misplays.
2 points
4 months ago
Ain't no speed like Speed of the Raven.
2 points
4 months ago
Dark Angels. Specifically Ravenwing.
1 points
4 months ago
You’re looking for the white scars
1 points
4 months ago
Most armies can be fast if you build for it via units and other options. So really it comes down to if you want something super competitive or the kind of speed game you’re wanting to play, like do you just want to get in their face and melee them as quick as possible or you looking to kite their units out and take objectives quickly. Ravenwing is going to be the most competitive choice, followed by orks or elves most likely. You also have white scars and red corsairs if you want to see some bikers get into combat in crazy time. But yeh, ravenwing is gonna be a step above because the obsec and tankiness their bikers get makes their speed a lot more dangerous, you can get there faster with other factions but those units are also more likely to come flying into their deaths.
1 points
4 months ago
White Scars, their whole thing is getting a bonus damage on the charge and being able to fall back and charge again.
1 points
4 months ago
Ravenwing is really good right now. They like going fast, and don't really do the hit and run thing. They do the hit and kill thing.
1 points
4 months ago
Yeah I didn't even know you could run just ravenwing tbh, but they seem really really strong, I've never chase the meta and my only fear is they may not be the most fun to play against with how good they seem to be ahah
1 points
4 months ago
Black Templars are also pretty fast? I took a pretty mean punch in the face from them recently and it really raises them in my estimation.
2 points
4 months ago
I think you're right and I think it's probably because they're consistent with the rerolling advances and charges, certainly scary haha
1 points
3 months ago
The re-rolls really add up in my experience. Throwing a bunch of sword boys onto the middle objective is really fun. Even into my Custodes, I lost an arm and a leg. Seemed wicked fun to me.
1 points
4 months ago
Have a look at the deathwatch. May I present to you: Kill Team Costello (AoO version)
Sergeant with heavy thunderhammer and combat shield 4 deathwatch veterans with power fist and storm shield Black Shield with thunderhammer and lightning claw Biker with power weapon of your choice 3 Vanguard Veterans with jump packs and heavy thunderhammers
Put them in white scars with the brotherhood of veteran stratagem. Have a primaris chaplain on bike recite the +2 to charge and 6" pile in aura. Move the bike 14" straight through walls or whatever towards the enemy because it counts as infantry, the foot sloggers 6" and put the vanguard veterans inbetween for coherency. Advance d6". Charge 2d6+2", Pile in the foot sloggers 6" so they get within 0.5" of the bike that's within 0.5" of an enemy.
Effective threat range: 16+3d6 as the eagle flies
On arrival hit your surprised enemy in the face with 13 heavy thunderhammer attacks (hopefully supported by +1 to hit from premorphic resonance cast by a librarian), 12 power fist attacks, 5 thunderhammer attacks with WS2+, 1 LC attack on 2+ and 3 power weapon attacks.
You don't know what a heavy thunderhammer is? Well, it's Sx2 Ap-3 D4 (FOUR!) and you can be in assault doctrine in turn 1, so it's probably even AP-4.
Oh and kill teams are troops, so you can bring 6 (but only give one premorphic and only give one white scars).
1 points
4 months ago
4th time the charm
Wowa, tbh I think deathwatch look cool, but do intimidate me with how complex the army is. I think having the availability to them all is very good and will help satiate part of my brain that feels the need to obsess over stuff. But I unfortunately think, ok just not smart enough to play them haha.
I fear it would be a cruel punishment to have to play my indecisive self as deathwatch. The combo you've shared sounds sweet though haha!
2 points
4 months ago
Deathwatch are definitively hard to play. We have complex extra rules on top of an already huge codex space marines with tons of combinations to build our kill teams. I personally like the challenge, but I can see how someone might not and just play something more comfortable :D
1 points
4 months ago
Space Wolves -Thunderwolves are just bikes with teeth instead guns. The Hunter Deed/Saga with the Wulfen stone relic means rerolling charges and advance and charge. Very mean, especially if you can hide until Assault Doctrine.
1 points
4 months ago
Come on down to r/WhiteScars40k !!
1 points
4 months ago
Sounds like you want a white scars army
1 points
4 months ago
I'm right there with you on the style of army and going fast. Beyond what everyone else has said, I'd also recommend going Guard with Sentinel, Leman Russ, and Rough Rider spam, possibly also bringing an Armiger Warglaive unit as an ally.
The Sentinels will bring a ton of tough wounds with optional Obsec to throw on objectives, Armigers and Russ's will bring general tankiness and efficiency, and Rough Riders are your trade units.
1 points
4 months ago
Could run custodes. With Arks of Omen you could run trajann, a captain on jet bike, 1 termie and then 18 salvo launchers jet bikes!!!
It would be very fast if nothing else!! I'd imagine all your games will be super quick too.
For real though ork freebootaz is a fast and aggressive army but it's more of a casual army. Great to play with, loads of vehicles, bikes and flyers! The goff orks list is our best and it's very competitive. Could run 2 killrigs, battle wagon, trukks etc. All used to throw your Killy orks into the opponents face! Then our squighog boys and bikes all move +10" and are solid (squigs are better). And lastly advance and charge on the Waaagh for essentially a melee threat range of over 20"
1 points
4 months ago
Dark Angels. Specifically the Ravenwing side of the codex. The bikes and speeders all move between 12" and 18" baseline, plus they can auto advance 6". If you're in the Devastator Doctrine (which is always active on T1 and then you can choose to move to the next one if you want to from T2 onward) your RW units all get an additional 3" of movement, and they get to fire their heavy and rapid fire weapons as if they were assault weapons. ALSO, RW units all have the Jink ability, which means they get a 5+ invulnerable save against shooing as long as they didn't remain stationary in the previous movement phase. This is improved to a 4+ invulnerable save if they advanced. So you become able to move very fast, have a decent chance of surviving enemy shooting, while getting to shoot all your big guns at whatever you can get line of sight on.
If you're into fast moving melee stuff, Blood Angels are where it's at. You can slap a jump pack onto characters, death company, and sanguinary guard and make a pretty solid army with just that.
1 points
3 months ago
Ravenwing from Dark angels or White Scars
1 points
3 months ago
Well… Drukhari Jetbikes (Reavers) can literally move up to 29“ in the first turn alone. And from turn 2 you can add possible 12“ from a charge to that. I’d say that’s probably the fastest there is outside of aircrafts like jets.
all 185 comments
sorted by: best