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‘Warhammer: The Old World’- The Ten Best Heavy Infantry Units Post 1.5 FAQ

July 30, 2025

In Warhammer: The Old World Infantry are finally good! So take a look at some heavy ones you’ll want to include.

Not long after the game came out I went through and ranked a ton of the units in it. I think its a useful process to try and see what’s worth taking, and what you should fear facing. However the game has changed a lot since then. We’ve got new armies, and a major FAQ/Errata. The meta has shifted. So I though now was a good time to go back and revisit what is best in the game. In particular now that infantry appear to be good, thanks to a number of changes, lets take a look at some good heavy infantry units worth taking.

These tend to be units that can both take and deal out good damage and, while costly, can be important to armies. So lets take a look at these units. All of them are better than they used to be.  I’m going to split elite infantry up into heavy and light groups, and focus on heavy today as they play a different role. I’m also leaving out monstrous infantry for their own. Lasty – just for added variety, no army gets more than one entry on this list.

10. Greatswords – Empire 

For the first time in a long while Empire is showing up on a top list! Admittedly at the bottom, but I think thanks to a strength buff and fighting in two ranks Greatswords are worth a look now. Now they still have some big draw backs, but getting to fight in two ranks with S6 AP -2 hits is pretty nice. They are also a pretty cheap unit model for model. Native Stubborn is solid, and Veteran and Drilled are both great upgrades. They also rank up here as they have some pretty good and cheap support models you can throw in with them, and have access to some high static res. Some people will argue that Teutogen Guard are better. And they are more tank-y. However I think with the extra attacks post FAQ (and S) The S6 attacks win out over S4 for me.

9. Bestigors –Beastmen

Bestigors, as we all know, are the best of the Gors. That being said, stats-wise, they don’t really stack up all that amazingly to most of the other elite heavy infantry on this list. While they have the very important S&T 4, they only rock a single attack and can’t get better than a 5+ save. These are pretty big bummers, and I would normally take them out of the running for me. But they have a few pretty nice buffs. Warband is a great rule, and they have the option to upgrade to both Veteran and Stubborn, making them a very reliable Beastmen unit.

Stubborn in particular is great for big units of infantry that can get a lot of attacks in 2 ranks.  On top of that Move 5 makes them pretty fast for heavy infantry. Combined with the re-roll from Warband, they’ve got the best charge chances on the list. They’ve also benefited hugely from the FAQ, as fighting in 2 ranks is really big for them. While a 5+ save isn’t great, T4 makes them decently tank-y and getting to throw out 2 ranks of heavy attacks is strong. They also get some good support options.

8. Temple Guard – Lizardmen

It’s Lizard time! Lizardmen have two heavy infantry units, but the Temple Guard are so much better it’s not really a contest. S and T4. Heavy Armor and a shield. These are all the things you’d except. Stubborn and Shieldwall remain a great combo. Cold Blooded is also nice. They are good with a Slann around. These are pretty solid things. But the big thing they have going for them is 2 Attacks. This simply lets them outfight most other infantry and put out a lot of pretty good attacks on the charge they are great.

The option to use obsidian hand weapons and shield 3+ save AND s4 ap-1 attacks is a nice boost.  On the flipside, two attacks gives you some major diminishing returns when fighting in a 2nd rank. Also as a downside WS 4 isn’t amazing and I1 is a real detriment, not only meaning they hit last pretty much all the time, but also makes anything that forces I tests very deadly.

7. Jade Warriors

A new entry from a new army. Jade Warriors have a pretty normal stat line if we are being honest. Lots of 3s and normally they wouldn’t hit a list like this. However they are a surprisingly tank-y unit, with heavy armor and hand weapons and shields they are rocking a 3+ save and can re-roll 1s. WS is nice, and they have a lot of easy ways to buff that, up to WS 7, though 5/6 is much more likely. Drilled and Stubborn are amazing upgrades, and if you are running Miao Ying one unit can boost their LD and WS and get a ward save… for a cheap one point a model. Overall this isn’t a unit that going to deal a ton of damage, but they are going to stick around and have decent static res.

The real reason they get so high on this list is that they are also a very cheap core unit. At 8 pts a model they are the cheapest unit on this list and represent a great way to get a super tank-y big core unit for scoring and just kind of being infantry. I doubt you will see a Cathay army without them.

6. Black Orcs- Orcs and Goblins 

A step up from what’s come before, we have the ever-popular Black Orcs. These are true heavy infantry and can take a real hit. They’ve got S&T 4- which is great. They’ve also got a base 4+ save with full plate and the option to take shields for a sweet 3+ save. They can also swap things up with an extra hand weapon or a great weapon (though Choppa also means going hand weapon and shield isn’t bad). Motley Crew actually lets them mix and match for some interesting combos. They also have the option, for one unit to upgrade to Stubborn and/or Veteran, both great rules. Quell Animosity also gives them a good place in an army.

While before they were really held back by only having 1 attack, that’s not such a huge issue anymore. Fighting in two ranks is a great boost for their damage output, and the combination of weapons they have makes them very flexible. Having Furious Charge also means that unlike other infantry they aren’t actually worse on the charge. This makes them a really solid anti-infantry Ork unit as charging or being charged are both good for them, and they can switch weapons as needed.

5. Swordmasters of Hoeth – High Elfs

It might be time for another hot take. High Elfs also have a good stock of Elite “Heavy” (For Elves) Infantry. Of them, to me, the best one, and really the one worth taking, has got to be Swordmasters. Now, a lot of people go for Phoenix Guard, but they just don’t cut it for me. White Lions have their whole own army, but still don’t quite do it.

On the face of it Swordmasters kind of seem on the weak side. S&T 3 is a big downside, and they are stuck with only a 5+ save. This is a fragile unit. They also only have a single attack. All of those things should kick them off the list. Even getting a 6++ save vs non-magical shooting only helps a little. So why are they on this list? Well, it’s mostly for their weapon and speed. With I6 and a +1I on the first round of combat they will normally strike either at the same time, or often first, even when charged. You have to be base I5 to hit before them and there aren’t a lot of non-elf units that are.

This means the vast majority of the time they will be getting full attacks even when charged. And with S5 AP -2 attacks that are going to hit pretty much any non-character in the game a 3+ these attacks matter. Cleaving blow doesn’t hurt and HE have good options to give them a second attack. A big unit fighting in two ranks can easily hit you 20+ heavy attacks… before you get to swing at them!

4. Infernal Ironsworn – Chaos Dwarfs

Infernal Ironsworn are effectively the Chaos Dwarf version of normal Dwarf Iron Breakers. They are a solid unit with some of the best infantry saves in the game. WS 5, S and T 4, two attacks- these are the stats you really want to see. They can take shields and choose between Halberds and Great Weapons, for lots of options about being tank-y or kill-y. Sheildwall, Stubborn, Drilled, Veteran, these are some of the best rules you can have.  They get a bonus vs flaming attacks, which is rare. They also get magical AP  -1 hand weapons, which is very nice if you need magical attacks or want to be tank-y.

The unit is really held back of course by being Dwarfs. Movement 3, and less movement tricks than regular Dwarfs these days, makes it harder for them to get into combat (I2 isn’t great either). Without ranged threat they can suffer. On top of that they lack the great unit buffing runes that normal Dwarfs have. Infernal Ironsworn is still a solid unit. While 2 attacks is great, it also gets less use out of the fighting in 2 ranks rules. And interestingly they already have such good armor that the new hand weapon and shield bonus don’t help them!

3. Ironbreakers – Dwarfs

Let’s turn away from the bad guys  for a bit and take a look at the great heavy infantry the good guys get, it’s a much… shorter… list. Dwarf’s, of course, clearly make up a chunk of that list. Since the FAQ you could likely argue for almost any of their heavy choices to make this list (and if you need to score, Longbeards, man, Longbeards), but I’m going to focus on what I think is the best of the elite Dwarven Heavy Infantry – Ironbreakers.

These guys are a tough unit, with Full Plate and shields they rock a 3+ save and can re-roll 1s on their saves (though this does mean they get no bonus form hand weapon and shield). They also get a native 6+ ward save vs non-magical attacks. S&T 4 and WS 5 mean they are hard to hit and wound and make a lot of saves. Stubborn and Shieldwall mean they can take a charge and stop it.

Their main trade-off is when it comes to offensive power. They are stuck with a single S4 attack. Gromrill weapons does bump this to AP -1 at least. I think for this reason a lot of people will go for Hammerers instead, they hit harder and when charged get two attacks. That seems to make them better, but I would argue it doesn’t. The issue with Hammers is going from a 3+/6++ to a 5+ save. Despite their extra attacks, the Hammerers aren’t going to get to make as many of them. They are also more vulnerable to shooting.

Ironbreakers on the other hand, play the long game. In particular, using them with the Master Rune of Hesitation to get rid of lancers/cav spears, can really tank the AP of the enemy. They can also take Irondrake detachments, which gives them some extra flexibility.  Of the Dwarf units they are the ones I’d take.

You could argue that they belong below Ironsworn and they do have less damage output. Fighting in two ranks fixes a lot of this. I also think the combo of runic upgrades and better movement tricks in Dwarfs makes them a more overall more potent.

2. Chosen Warriors Of Chaos – Warriors of Chaos 

Chosen Warriors of Chaos are in many ways the Ur-Example of Elite Heavy Infantry. They have it all. S&T 4, WS 5. Access to a 3+ save and a native 6++ save. Two attacks base. The choice of extra hand weapons, great weapons or even halberds. Stubborn, Drilled and a choice of marks. This a brick of a unit that can be super tank-y, has a scary punch and can be super flexible. Any way you look a them, they are pretty scary. Now, they aren’t cheap and suffer from getting charged, but boy can they lay on the hurt when used correctly.

On the flip side they haven’t gained much for the FAQ. They can already get a 3+ save no bonus from hand weapons and shield. And they are so expensive that fielded them in a big enough unit to really take advantage of the fighting in two ranks options isn’t very cost effective. This is extra true when you take into account the diminishing returns of having a 2, 3, or even 4 attack model in the 2nd rank only getting 1 attack, but paying for 4!

Chaos, of course, are a bit spoiled for heavy infantry. There is a solid argument that Forsaken are actually a better choice. They are also a super strong heavy infantry choice, but just having this list be all Chaos would be a bit boring. I think Forsaken do garner an honorable mention. Unlike Chosen, who are limited to one unit and are special, they are cheaper and are a basic core unit. This makes them a really strong choice. Stacked up against each other however, Chosen come out as the more reliable unit and aren’t hampered by loner and impetuous. In the past they were always the top of this list, but I think they’ve finally been dethroned.

1. Grave Guard – Vampire Counts

Grave Guard are the most dangerous unit in Warhammer: The Old World. Just ask anyone who has slammed their hand down on top of their ranked up metal halberds or great weapons. I’ve seen the blood flow.  They are also an amazing unit in the game. S and T 4 are what you’d expect from a heavy unit. Beyond that, they don’t have amazing stats, WS 3 is pretty meh, and move 4 isn’t anything exciting. Somehow, their I3 makes them one of the faster units on this list – which is something! They do get heavy armor and a shield, but have to give up the shield to take great weapons, giving them a pretty bad save, though Reg 6+ helps a bit. Overall, from their stats they are pretty mid.

It’s everything else that helps them out. Being able to give some Drilled is nice. Implacable Defense and Undead means you can make it so they just don’t ever go anywhere. Cleaving Blow is nifty. What they really have for them of course is cost and being undead. At 11 pts, they are a fair bit cheaper than most other units on the list. Undead is also a strong rule. Unlike daemons of course, who have a similar rule, Grave Guard can be brought back. The option to heal them makes them a really really strong unit that can outlast most enemies and is really hard to score points off of. They also have some of the best buff options open to them.

This is also a unit that has just really really benefited from the FAQ. The Parry bonus makes them have the option to be super tank-y. Fighting in two ranks makes them very dangerous. Being able to be a big core scoring unit is great. And getting regen on unstable losses makes them even more tank-y. They also benefit a ton from being able to switch weapons mid fight. With the Drakenhoff banner, you can tank a charge with a 3+/5++ regn save, and not give ground. Then when the enemy is no longer charging, and getting buffs for it, you can switch to making a ton of great weapon attacks. This is a seriously scary unit now.

Let us know what your list is, down in the comments! 

Abe is that rare thing, an Austin local born and raised here. Though he keeps on moving around, DC, Japan, ETC., he always seems to find his way back eventually. Abe has decades of experience with a wide range of tabletop and RPG games, from historicals, to Star Wars to D&D and 40K. He has been contributing to BOLS since almost the start, back when he worked at and then owned a local gaming store. He used to be big into the competitive Warhammer tournament scene but age has mellowed him and he now appreciates a good casual match. He currently covers Warhammer: The Old World, as well as all things Star Wars, with occasional dabbling in other topics. Abe mourned over loss of WFB for its entire hiatus, but has been reborn like a gaming phoenix with Warhammer: The Old World.



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