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Warhammer 40K: The Best 5 “Anvil” Units in 10th Edition

4 Minute Read
Jul 4 2024

Goatboy here,. Today, I want to show you the top 5 “anvil” units for 40K. These units can take a licking and keep on ticking.

First off, a definition. An anvil unit is one that is usually pretty big, pretty tough, and can dominate the battlefield by holding an area down for a long time.  It’s those units that take so much of a the enemy army to chew through, that a lot of the time, the better way to deal with them is – to let them have that area and go after the squishier targets. Here’s the best of the best for 10th Edition:

5. Chaos Daemons – Great Unclean one with the Endless Gift

This guy is all about getting to the middle, holding that objective down, and just being a pain to remove.  I have had the type of GUO live so long in games with a 4+ Feel No Pain and a 4+ invulnerable save.  Now with the Shadows update on all the Greater Daemons this guy doesn’t need to take over an objective and can finally become the true pain in the butt it was always destined to be.  This guy is going to be in every Chaos Daemon list and it’s up to you to figure out if you need to kill them or ignore this chunky monster of doom. The chonkiest of anvil units indeed.

4. Astra Militarum – Bullgryn Squad

This is one of the smaller anvil units to take over a board area. While it isn’t the biggest, it sure is cheaper in points – the proper Astra Militarum way.  You got a tough unit of Bullgryn with an invulnerable save, 3 wounds apiece, a 6+ Feel No Pain, and finally damage reduction by reducing damage by 1 when you hit them.  These guys take a while to chew through and can randomly do some damage with their Melee.  While their OC is initially low an order can easily pump them up and this unit just takes over and controls an objective like no other.

3. Thousand Sons – Scarab Occult Terminators

GW are really pushing the Scarab Occult Terminators with the new point update.  You are seeing them sit at under 400 points for 10 of these guys. They have a built-in damage reduction in the -1 to wound rolls if the strength hit is higher, stratagems that can help, and just powerful options to let them do damage.  They are a pain in the butt to remove. While they don’t have all the other fun secondary abilities other anvil units do – they are cheap and in a Thousand Sons army that can just vomit out a ton of damage.


2. Orks – Bully Boy Mega Nobz

These guys are still good with a 5+ Feel No Pain during their Waaagh turns, a decent amount of wounds, and a character that can heal them during their turn.  I think these guys are here to stay and will be one of the “multiple” anvil units you see in Bully Boy armies you will commonly see on the tabletop.  Orks are not going away even if they hit some nerfs to their army. When fighting the greenskins, you will have to figure out how to break out of Bully Boy jail.

1. Space Wolves – Thunder Wolf Calvary and friends

The friends are the important thing to add in,  as you can have Logan on his super sled and a bunch of his buddies running around.  Speed is the game and having extra wounds is the name of it with a 4+ invulnerable save and a decent amount of damage output.  Thunder Wolf Cavalry aren’t nearly as anvil-like as others, but they make up for it by being a super jail-based Space Wolves army.  They got a point hike, but I don’t think the army is dead at all. These guys still have some play in the new Space Wolf Detachment and a new emphasis towards turn 2-3 being your jail moment instead of going hard for the turn-one murder fest.

What’s your favorite anvil unit in 10th Edition? Did I miss any?


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