As a Daemon player, my best tarpit units are Plaguebearers squads of any size.
As a Daemon player, my best tarpit units are Plaguebearers squads of any size.
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Howsa' bout fortuned farseer squad on jetbikes? I'm only just becoming acquainted with Eldar but I am pretty sure with a few wargear options it's possible to have and entire squad with a rerollable 3+ invulnerable save. Now that's what I call a tarpit.
Sisters of Battle make excellent tarpit units. They will rarely win any cc but with the ability to get invul saves and the book of st. lucius it means they are stupidly hard to get rid off.
The units big enough to work as tarpits have a hard time getting off the invuln. save. About the only safe bet is using Litanies of Faith from a Cannoness.
My 30 boy ork squads with power klaw and my friends dred/ defilers enjoy retarded game long slug fests of stupidity
Sisters of Battle are the absolute best tar pit unit in the game. They can have 20-man squads, a 3+ Invulnerable save (or become Fearless) when they need it and they are essentially Stubborn (or better than Stubborn).
In 4E, I used them as a cattle guard for my IG gunline.
-- mkerr
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I got a vanguard squad tied up with a chaos drednought for the majority of a game. Vanguard even had a TH but couldn't manage to take it down untill they had blown both arms off the thing and finally immobilized it. A Venerable dreadnought in CC for marines is something that I would consider to tie up units.
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We don't really have one of those in the SM. Our "tarpit" unit is also our "hammer" unit (the thunder hammer/storm shield terminators), and it doesn't fill any of the roles a normal tarpit unit does.
-- Low model count
-- High cost (relatively, anyway)
-- Doesn't hold units in combat well (it tends to steamroll whatever it touches, heh).
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You want a tarpit? Necron Scarabs. I usually ran a unit of 8 and they wouldn't die until turn 5 or 6. Loved Emperor Eternal, you can vouch for me on that one. Totally a pain in the arse? ::squeak squeak::