r/WarhammerCompetitive • u/RivenBlue • 40m ago
r/WarhammerCompetitive • u/thenurgler • 1d ago
PSA Weekly Question Thread - Rules & Comp Qs
This is the Weekly Question thread designed to allow players to ask their one-off tactical or rules clarification questions in one easy to find place on the sub.
This means that those questions will get guaranteed visibility, while also limiting the amount of one-off question posts that can usually be answered by the first commenter.
Have a question? Post it here! Know the answer? Don't be shy!
NOTE - this thread is also intended to be for higher level questions about the meta, rules interactions, FAQ/Errata clarifications, etc. This is not strictly for beginner questions only!
Reminders
When do pre-orders and new releases go live?
Pre-orders and new releases go live on Saturdays at the following times:
- 10am GMT for UK, Europe and Rest of the World
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Where can I find the free core rules
r/WarhammerCompetitive • u/Novel_Yesterday3309 • 2h ago
40k Tactica What shooting units do Marines pivot to when the inevitable and necessary DW termi and eradipulsor nerfs come?
Do you think Marines just lean even harder into melee, or do they have viable ranged alternatives?
r/WarhammerCompetitive • u/Shaserra • 17h ago
40k Analysis Deathwatch Spam has a higher winrate than Index Aeldari had during its peak.
Space Marines are pretty OP. Maybe even emergency-dataslate OP. Let's put some things into perspective
Currently, the combo of Marine Detachments seeing the most play is Deathwatch + AssBros + Terminator. it has ~20% of the Marine field, and is seeing a 72% winrate.
To put in perspective how bonkers that is, take a look at the post-10th meta monsters in comparison.
| Army Name | WR |
|---|---|
| Marine Deathwatch Assbros Terms | 71.9% |
| Index Aeldari | 69-71% |
| More Dakka Orks | 66% |
| Fights First For Everyone Custodes | 60% |
| Index GSC | ~68% |
72% winrate is nearly unheard of for 20% of the most popular faction. It's very tempting to just say that specifically Deathwatch are broken, but a lot of other combos are putting up concerning numbers. ~3% of marine players are running Stormlance + AssBros and either Terminators or Ironstorm and getting 68+% winrates. Medusa's Wrath + DevBros is 1.7% of the field and putting up a 74% winrate, with Forgefather's + Ironstorm doing similar numbers. Obviously, these are more outliers thanks to the playrate, but with how many combos there are, the number of players running the same combo is typically quite small.
However, we can see that most of the 'serious' marine detachment combos are putting through good numbers. Really good. You can almost split it into thirds.
31.9% of Marine players are playing a detachment combo with a winrate over 55%. Which seems fine until you see a bit deeper and notice that 29.4% of Marine players have a combo that's hitting a WR of over 65%.
34.5% of Marine players are playing a detachment combo with a sub-40% winrate.
The overall winrate only being 53% disguises a really worrying reality. Most of the good Marine combos are kinda busted. It's just being held in check by more casual players running bad lists, which is always a thing in Marines, but the numbers seem to suggest that this codex is completely busted but infested by bad pilots.
It's not just Deathwatch, it's Medusa's Wrath, it's Stormlance, It's Terminator Stormforce, it's Assault Brethren, it's Ironstorm. All of these have incredibly, incredibly overpowered builds. I think Deathwatch being so 'obviously' OP is disgusing the fact that the book itself is the best book in the game by a wide margin.
r/WarhammerCompetitive • u/Steko • 13h ago
40k Analysis Ork Spam has a higher winrate than DW Assbros for the week [fun with Listhammer]
Orks are pretty OP. Maybe even emergency-dataslate OP. Let's put some things into perspective.
Currently, the combo of Ork detachments that don't include Dread Mob, Shoota Boyz, Flyboyz, and Kunt of Speed are seeing the most play. They have 61% of the Ork field, and are seeing a 75% winrate. [1]
To put in perspective how bonkers that is, take a look at the post-10th meta monsters in comparison.
| Meta | Win Rate |
|---|---|
| Non-Kunty Orks | 75% |
| Marine DW Assbros | 72% |
| Index Aeldari | 70% |
| More Dakka Orks | 66% |
| Fights First Custodes | 60% |
| Index GSC | 68% |
75% winrate is nearly unheard of for 60% of the most popular Xenos faction. It's very tempting to just say that specifically Brute Bosses is broken, but a lot of other detachments are putting up concerning numbers. ~21% of ork players are running Runt Swarm and getting 77+% winrates. War Horde is 5.6% of the field and putting up a 71% winrate, with Taktickal Brigade and Da Big Hunt doing similar numbers. Obviously, these are more outliers thanks to the playrate, but with how many combos there are, the number of players running the same combo is typically quite small.
However, we can see that most of the 'serious' ork detachment combos are putting through good numbers. Really good. You can almost split it into eighths.
5/8 of Ork players are playing better detachments and have a winrate over 65%. Which seems fine until you see a bit deeper and notice that 3/8 of Ork players have a combo that's hitting a WR of over 75%.
39% of Ork players are playing a detachment combos that combined give only a 50% winrate. Yikes even the ork scrubs are better than Guard.
The overall winrate only being 53% disguises a really worrying reality. Most of the good Ork combos are kinda busted. It's just being held in check by more casual players running bad lists, which is always a thing in Marines, but the numbers seem to suggest that this codex is completely busted but infested by bad pilots.
It's not just Brute Bosses, it's Green Tide, it's Runt Swarm, It's War Horde, it's Da Big Hunt, it's Takikal Brigade. All of these have incredibly, incredibly overpowered builds. I think Brute Bosses being so 'obviously' OP is disguising the fact that the book itself is the best book in the game by a wide margin.
[1] Unlike other posts I'll explain my numbers a bit. Source: listhammer this weekend including RTT. 316 Ork players and 980 games total, I used the 3.1 game/player average in all estimates. 187 of the players did not have a detachment and another 58 didn't have the data breakout due to small sample. Percentages above are based on the remaining 71 Ork players.
Obviously there are some huge dangers in extrapolating like this. Good players are more likely to play in tournaments where their detachments are registered and play enough games for listhammer to not hide their data. Every week there are detachment combos with ridiculous win rates, skewed by the small sample size. Marine Assbros aren't that tiny but the sample size and the sample of tryhard bandwagonners is still doing work.
I'm not trying to defend marines at all (please nerf them GW!) but while trying to work back to Marine OP's numbers I saw some of the same issues I had run into yesterday while working with listhammer for this week's Eldar summary and I realized that the approach he took was also magnifying the problem.
Also trying to hand marines the Recent Hegemon crown from index 10th Eldar seemed really premature, we're talking about 40 players compared to Eldar being a full 10% of the playerbase that had to deal with many mirror matches at top events. 50% of GTs were being won by Eldar at the peak, and 5 of the top 6 at NOVA 2023 were Eldar. That's not the level of domination we see from Marines today but they are a problem, there might even be better lists that what we've seen and I hope GW steps in early.
r/WarhammerCompetitive • u/stevenbhutton • 1d ago
40k Analysis The Root Cause of Power Creep is the 4+ Invulnerable Save
GW's core system is really nice IMO. You have a set of paired stats that create natural counters of offense and defence. Strength is paired with Toughness. Save is paired with Armour Pen. Wound Count is paired with Damage. The defensive stats on the data sheet profile have natural counters in the offensive stats on the weapon profile.
They work together to create a nice variety of different profiles. E.g. High Toughness, Low Save, High Wounds.
You can also add in model count and number of attacks as another paired counter though a weaker one. As single shot weapons are weak against units but lots of attacks is almost always good.
This is a great system IMO. It creates clear options and allows a nicely shifting meta that ought to self balance to a degree as long as most factions have reasonable affordable access to most archetypes of defensive and offensive profiles.
If High T, High Save models are a bit under-costed people can bring their high S, high AP weapons and offset that advantage with counterplay. We can achieve balance without too much intervention by the designers because for every option, there's a counter.
But there's an exception to this : If you have a unit with a single model, with high T, high Save and high Wounds then the natural counter would be a weapon with high S, high AP and high Damage. Naturally, you can't have a weapon with all offensive stats high also have a high attack count (cause it'd have no counter) so it's balanced by a low shot count and we have a counter.
UNLESS the unit in question has a 4++ Invulnerable Save. This undermines the value of Ap. The natural counter to a good save is good AP but it doesn't work in this case. So our "High Quality" weapon with the low shot count is now super unreliable, it's dreadful actually. (Our beloved Casino Cannons - all or nothing!). We've broken the system of natural counters.
You should be able to counter a big tough Primarch equivalent model with your big, high quality guns, but they don't work right because they don't get the value out of their AP.
So... we've got a problem. We can't have a unit running around without a counter. And our designers know this so they give a little buff to damage output. One option is to give the big anti-tank guns the power to ignore invuls but presumably we thought out big BOIs were dying too easy, that's why we gave them the invul (which was a mistake, should've just given them more wounds). So we can't just ignore the invul. Our other option is to give a little damage boot to other types of weapons? Maybe sprinkle in some lethal hits, or rerolls, to allow our higher shot count (lower quality) weapons to give the defending unit more saves.
Crucially we can't give a buff to AP, because in this scenario having more than 2AP is worthless so instead we have to give the unit ways to deal more wounds. If we wanted to have a better conversion of wounds into damage we can only get it via dev wounds.
But that's fine, now we can take a mid range weapon profile, add some buffs and do some reliable damage to a unit with an invul. Balance has been achieved.
Except...
These buffs aren't just good into invul saves. Handing your opponent MORE saves is good against everything. If we take a gun that's say 2 shots, S8, AP2, damage 3 it's a really good profile into elite infantry. It's naturally balanced and efficient into that profile. If you give that profile a boost, (say, +1 to wound) it becomes efficient into other profiles and it becomes VERY efficient into elite infantry. It's now kind of just, good against everything.
So now you've got a balance problem, there's a super efficient profile that's good against everything and GREAT against specific things gradually taking over the meta. So you've gotta nerf that thing, and you know what, maybe we need to buff elite infantry? Now they get -1 to wound, or -1 damage or an extra wound?
But now those units are really hard to kill? So maybe we need to give the next army book full rerolls to hit? Ok, now we're super efficient into EVERYTHING but not many units just have 25 attacks, so now hordes are in fashion, ok, so now we're adding BLAST to everything.
And it just spirals forever until we have a big reset edition that tries to drag the power creep back to a reasonable level.
But we don't get rid of the original problem, which is that the natural counter to high save should be high AP, and it's not because we randomly declare that AP just doesn't work sometimes. Which means we have to have efficient volume shots to kill those targets, but that's good into everything, so... and here we go again.
There're places where Invuls are fine because you're not removing the only counter. if we removed invuls, or just used them more judiciously , the system of natural counters would work again and we wouldn't see the design space spiraling out of control every two editions as designers struggle to create balance by endlessly adding stuff instead of removing the rule that causes the problem.
TL;DR - The crux of my argument is, the game is a system of counters. S/T, AP/Save, Dam/Wounds Attacks/Model count (sort of) but the invul breaks this system, it removes the natural tension between save and ap. It has no "Inherent" counter. So you have to add counters (mortal wounds, higher lethality), but then you have to add COUNTERS to the counters (FNP, better defensive rules, cheap hordes), and that's where power creep starts and how it gets out of hand.
r/WarhammerCompetitive • u/alariis • 2h ago
New to Competitive TOW Regarding "competitive old world" vs. death matches
I need some advice here on match play, and approaching match with friends. More specifically, I have situation that I would use some nuanced input on. There's two-three seperate questions that are connected, but in my head (and maybe wrongly so) it's a little more complicated than a simple Weekly Question-question. Appologies if it isn't.
SO!
I've not played tournaments in other game systems (due to geographic restrictions), but have always adhered to tournament rules and match setups, especially in 40k. We played WTC rulesets with WTC terrain etc. Now - i've transitioned to playing The Old World. *many of my friends did play tournaments
First question: Where would or do you guys find ressources for setting up a game with tournament specific setups? I'm thinking balanced approaches to the matches.
Secondly: Do you find that in a competitive enviroment (any game system), at your local lgs or whatever, listbuilding becomes more focused towards a common goal (ie. balanced or interesting lists with the ability to pivot depending on whatever match the day brings instead of tailoring a list to each game) ?
And thirdly, which is important for me here!: Besides simply *not playing with a person*, how do you present or argue for match-play and lists ment for match play are a better option than "you kill me with this list, so next game i'll take 6 of these things you can't deal with an kill you"?
Thank you for your answers!
If you want some context: I have a friend who I've played a good deal with, who has proclaimed in our early days of The Old World, that he doesn't want to play with any type of objectives. Even using VPs has been a little spicey. That means that are we building lists with two completely seperate goals in mind, and last game his list was specifically tailored to kill my units only. Because he 3D prints models, he can pivot his composition quite quickly, and where i might tweak a unit in or out of my list, he'll bring something that is 75-90% different than the last game, with the intent to simply murder my units in different ways I can't deal with. It feels like an extreme "adapting your meta"-thing. In my head, if we played a balanced match setting, not knowing exactly what it is until we set up the game, that would create a more balanced approach. So i want to sell him the idea with pissing him off.
r/WarhammerCompetitive • u/Ahuizolte1 • 2h ago
40k Discussion Overrun and pile in engagement
Hi everyone
Do an unit that got engaged after a overrun or a consolidate get to pile in before figthing ? My gut say yes but can't find anything pointing that direction in the rule
r/WarhammerCompetitive • u/Tzare84 • 4h ago
40k List Space Marine Home objective holder
What are your go to units to hold the home objective?
I play take and hold, so for most missions I can not simply abandon it, and even if you have something to sticky it, usually you want something to stand there and prevent opponent from just dropping one of his units there.
My Ideas Are
Ancient + x --> Sticky home and move them away once all opponents units are on the board. Issue I see is that this stops working if opponent has uppy downy, than you either have an expensive unit standing there or need an alternative.
Scouts --> Cheapest Available option, they do the Job, but almost everything opponent can drop will be able to kill them.
Then we have multiple 85 points options that are a bit more durable than scouts like the different Intercessor options, bit more durable than Scouts and the Intercessors are also OC2 so not as easy to out OC but also a bit more expansive.
A bit uncommon Idea I had:
Impulsor --> slightly more expansive than scouts, and you need to put a unit in it at the start of the game. But you get a relativly cheap and tough unit, Depending on Wargear you could either give it a defensive Buff with the 5++ or a bit more offensve output.
What is currently the Meta for this?
r/WarhammerCompetitive • u/HotBunnz • 14h ago
40k Tactica 12” Deep Strike Bubble - Positioning
Where do you all like to position your 12” deep strike bubble prevention units? I’m using Kharseth in Aeldari, Priority Assets, and tend to bring him to the natural. With a chunk of my army there I wonder if that’s overkill, barring 6” deep strike units.
Do you generally just use these types of units to shield home objective against units looking for easy secondaries? Interested in other armies/unit types too.
r/WarhammerCompetitive • u/nzivvo • 1d ago
40k Discussion PSA - GW Gave Company Heroes Ancient Character Keyword
Latest Update in the app gave the Ancient model in Company Heroes the Character keyword. Notably this has three main impacts:
- You can add them in the Character section of list building and you can give the Ancient model an enhancement. E.g. 145pts for Company Heroes with an Imperium's Sword Ancient looks pretty sweet.
- Due the the way save groups work the Ancient model must now be the last model to die as he is a Character model.
- This Ancient model now gives up Assassination.
r/WarhammerCompetitive • u/SustainedHits3 • 20h ago
40k Discussion The opposite to Custodes?
I've been pondering on game design today, particularly Custodes and how they now function and play.
What I realised is that Custodes present a unique challenge for players to work out how much they need to commit to actually wiping out these 3 man units, over do it and you waste your units through over exposure, under do it and that custode with 1 wound left is going to cut down whatever you put out infront of it.
It got me thinking about another version of this, but the hoard MSU version.
I play Imperial Agents as my main faction, we have access to quite a few 50 point units that have 1 model that can dish it out in a 5/6 man unit, a couple of examples being the multi melta in Inquisitoral Agents, or the the Heavy Flamer/Multi Melta Sisters from the split Immo units.
Agents can spread quite a lot of these little units across the board that are fairly cheap, and after a while they do start chipping armies down, and I started to wonder what other armies have something similar.
I'm looking for MSU armies that can take 30-40 units of 5, and one of those models in that unit can really dish it out and I couldn't think of any, I don't think this cheap numerous archetype army exists out there, am I wrong?
(Im also not thinking Eldar, because they are amazing MSU, but way over costed and not generalised enough in what they do).
This could present an interesting challenge for armies having to split fire/figure out how to deal with 200 weak but potent models.
Any thoughts?
r/WarhammerCompetitive • u/Gryfrsky • 19h ago
40k Tactica Scoring plunder early on dawn of war map seems impossible without basically sacrificing a unit to do so, is it intentional?
Basically the title, for plunder you have to be on a piece of terrain that is outside of your territory but every piece that satisfies this condition is also wholly within enemy deployment zone, should I just accept that I'm gonna have to wait to score it if I get it early? It seems weird since most other maps are set up in a way where it should be possible, even the long ones.
r/WarhammerCompetitive • u/Specialist_Cry2214 • 15h ago
40k Analysis Death guard list help
I’ve been slowly testing a DG list for a RTT at the end of November and I’m noticing some flaws I would like help fixing (to preface I’ve only played 2 games with the list and they were my first time playing DG so if more practice is the obvious answer that’s fine)
Im running CoC and PoP with prio as a disposition my first game was against new custodes (it was take and hold vs prio) I did well the typhus brick held out till the end and killed a custode and held my expansion well and the 10 blightlords with LoV is a scary threat drop down and it felt like I had a good amount of units to do actions
My second game was against Salamanders. They were also prio with Assault Brethren/Forgefathers, and this game really made me see failing points in the list. The typhus brick is tanky except into mass shooting, the plague bus is a very fragile unit that’s more expensive then I realize and champions offensive Strats are good but I only have 2 units that they can actually affect the termies and plague bus the typhus brick live and dies by the extra toughness Strat. This game made me feel I didn’t have enough action units for prio, the paragons of putrescence strat to shoot and action is great and it helped a lot with the termies being able to take advantage of it in the later rounds and is probably the only reason the scoring difference wasn’t bigger
Overall I feel maybe a change in dispositions, detachments, and/or units is something to consider. I’m just stumped where focus on, the plague bus or typhus brick are obvious possible cuts but typhus brick was my dedicated expansion holder and if I cut the plague bus then only the termie brick will be the only unit in the army able to action and shoot. If I cut Morty then I have nothing to Soak damage and attention from the enemy, he was a HUGE hammer and anvil piece. If I change detachments maybe VV and switch plague bus out for deathshroud with LoC but then I would also cut typhus brick for something and same issue of idk what to hold my expansion. Maybe tallyband but then I’m locked to either prio or recon as a disposition because I refuse to do disruption and I need still need a good amount of units to do actions or take advantage of Paragons shoot and action strat. Maybe change dispo from prio to take and hold? And switch the paragons detahcment for contagion engines?
DG let the garden spread (2,000 Points)
Death Guard
Champions of Contagion and Paragons of Putrescence (3 Detachment Points)
Priority Assets
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Lord of Virulence (90 Points)
• Attached as: Leader (Character)
• 1x Power fist
• 1x Twin plague spewer
Blightlord Terminators (370 Points)
• Attached as: Bodyguard
• 1x Blightlord Champion
◦ 1x Bubotic blade
◦ 1x Combi-bolter
• 9x Blightlord Terminator
◦ 2x Blight launcher
◦ 7x Bubotic blade
◦ 1x Combi-bolter
◦ 2x Flail of corruption
◦ 2x Plague spewer
◦ 2x Reaper autocannon
Attached unit 2
Malignant Plaguecaster (75 Points)
• Attached as: Leader (Character)
• 1x Bolt pistol
• 1x Corrupted staff
• 1x Plague Wind
• Enhancements: Visions of Virulence
Biologus Putrifier (60 Points)
• Attached as: Leader (Character)
• 1x Hyper blight grenades
• 1x Injector pistol
• 1x Plague knives
Plague Marines (175 Points)
• Attached as: Bodyguard (Battleline)
• 1x Plague Champion
◦ 1x Plasma gun
◦ 1x Power fist
• 9x Plague Marine
◦ 2x Blight launcher
◦ 3x Heavy plague weapon
◦ 9x Plague knives
◦ 2x Plague spewer
◦ 2x Plasma gun
Attached unit 3
Typhus (90 Points)
• Attached as: Leader (Character)
• 1x Lakrimae
Noxious Blightbringer (70 Points)
• Attached as: Leader (Character)
• 1x Cursed plague bell
• 1x Plasma pistol
• Enhancements: Rejuvenating Swarm
Poxwalkers (130 Points)
• Attached as: Bodyguard
• 20x Poxwalker
◦ 20x Improvised weapon
CHARACTERS
Mortarion (375 Points)
• Warlord
• 1x Lantern
• 1x Rotwind
• 1x Silence
Tallyman (60 Points)
• 1x Close combat weapon
• 1x Plasma pistol
DEDICATED TRANSPORTS
Chaos Rhino (75 Points)
• 1x Armoured tracks
• 1x Combi-bolter
• 1x Combi-bolter
• 1x Havoc launcher
OTHER DATASHEETS
Chaos Spawn (80 Points)
• 2x Chaos Spawn
◦ 2x Hideous mutations
Myphitic Blight-haulers (95 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta
Myphitic Blight-haulers (95 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta
Myphitic Blight-haulers (95 Points)
• 1x Bile spurt
• 1x Gnashing maw
• 1x Missile launcher
• 1x Multi-melta
Poxwalkers (65 Points)
• 10x Poxwalker
◦ 10x Improvised weapon
Exported with App Version: v2.8.1 (1), Data Version: v995
r/WarhammerCompetitive • u/Knugles • 1d ago
40k Battle Report - Text I brought an Astraeus to a GT - Update
Here’s an update to this post
I am mostly just typing this out in case anyone else decides to follow in my silly footsteps.
I ran this in Forgefather’s Seekers & Ironstorm Spearhead. This is mostly due to the fact I am a Salamanders player and I like to play my green army men. Purge the foe because I didn’t feel like thinking.
Here is my list
I ended up going 3-2. The biggest problem I ended up having was that the Astraeus is so big that I can’t easily move it out of my deployment zone. I lost to Orks & Votann, and won against Votann, Ultramarines, & Necrons.
I found that have a second use of Devestator Doctrine was very helpful, because the turn 1 advance and shoot was extremely helpful to moving it out of the deployment zone. However there are a couple layouts you literally can’t move it out of deployment, which is what happened to me with Orks.
I gave it the enhancement to give its weapons Heavy. That was also a great decision, and while having the D3 healing from the tech marine was nice, spending 1CP to give it a better version of the same ability was definitely better. I still like a techmarine in this list, but I think I’d have it follow my Land Raider instead of the Astraeus.
The Good:
The las cannons were great. They ended up killing G-man, so that’s one skull to add on the side. I’m gonna start tracking primarch kills with transfer slide skulls.
It’s the mother of all distraction carnifexes. It absolutely requires your opponent to go full-tilt into it. If they whiff, you’re in a great position. It also leaves your other hammer units to have an easier time crossing the field. T12, 2+ 5++, 24 wounds is nothing to sneeze at.
The Bad:
The main gun is not great. The worst part is AP1, because on terminators, which the gun is theoretically great for, they’re still saving on 3’s. If it was AP2, it would be far better.
The Ugly:
If your opponent has scout moves, it’s pretty easy to get locked into your deployment zone. This happened in my Votann loss, since there’s literally only one place for it to go, he just threw his bikes in there.
It’s extremely difficult to fit on the battlefield in 11th Edition.
Summary:
I had a great time, it got a ton of attention because it looks badass, but it’s not a competitive model. For 565 points (with enhancement) I would be better off bringing another land raider, dudes to fill it, and a some other fast units. If it goes to 450 points, I’m definitely bringing it because it would bring me joy.
Also, it needs a rule to move through dense terrain. Because without it, it is extremely limited. This wouldn’t make it good, but it would make it usable.
Anyways - “Tanks” for reading. To all future super heavies, best of luck.
r/WarhammerCompetitive • u/AdmiralAntz • 16h ago
40k List Thoughts on this Ork list?
I have a few events coming up and want to finally take the boyz out for a good krump'n! The only issue is that I haven't had time to test the list out.
Here's the list I came up with:
Da List
Orks
Dread Mob, Shoota Boyz, and Wreckas (3 Detachment Points)
Priority Assets
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Big Mek (100 Points)
• Attached as: Leader (Character)
• 1x Drilla
• 1x Traktor Blasta
Flash Gitz (135 Points)
• Attached as: Bodyguard
• Enhancements: Supa-snazz Dakka (Upgrade)
Attached unit 2
Big Mek (100 Points)
• Attached as: Leader (Character)
• 1x Drilla
• 1x Traktor Blasta
Flash Gitz (135 Points)
• Attached as: Bodyguard
• Enhancements: Supa-snazz Dakka (Upgrade)
Attached unit 3
Nazdreg (165 Points)
• Attached as: Leader (Character)
• Warlord
Meganobz (105 Points)
• Attached as: Bodyguard
• 3x Meganob
◦ 3x Kombi-weapon
◦ 3x Power Klaw
CHARACTERS
Big Mek Dakkarig (190 Points)
• Enhancements: Dreadherder
Big Mek Dakkarig (180 Points)
• Enhancements: Targetin' Squigs
Warboss (100 Points)
• 1x Kombi-rokkit
• 1x Power Klaw
DEDICATED TRANSPORTS
Trukk (60 Points)
OTHER DATASHEETS
Deff Dread (130 Points)
• 1x Dread Klaws
• 1x Extra Klaw
• 1x Skorcha
Deff Dread (130 Points)
• 1x Dread Klaws
• 1x Extra Klaw
• 1x Skorcha
Gretchin (45 Points)
• 10x Gretchin
Killa Kans (130 Points)
• 3x Killa Kan
Killa Kans (130 Points)
• 3x Killa Kan
Tankbustas (160 Points)
The plan was to have the flash gitz run and gun their way to objectives and have the killa kans back them up with additional fire and muscle.
The deffdreads will be can openers and offer counter-charges to anything planning to attack the dakkarigs.
The warboss is there to rile up units (mostly the dakkarigs). Nazdreg and the MANZ will be deepstriking. Possibly taking over the opponent's home objective.
I was also toying with the idea of dropping a dread and swapping Naz out for Ghazghull, but I feel like having an extra heavy hitter would be good.
What do y'all think?

r/WarhammerCompetitive • u/DetroitTabaxiFan • 1d ago
AoS News New battleforce boxes revealed for Warhammer Age of Sigmar
r/WarhammerCompetitive • u/Neverouss • 22h ago
40k Discussion Looking for some feedback on documents to help a new player
Hello,
I originally posted this in r/Tau40K but the Reddit algorithm suggested that it might be better to post here as well.
I'm still a very new player to 40k and T'au, and I'm looking for a little help with a small project I've started. Just a little context: I have probably played 6-7 games at this point, with the first 3-4 being at the very end of 10th edition and the rest here in 11th. To try to help myself better learn the game, I went looking for some sort of general 40k cheat sheet I could print and reference when I was playing. New Recruit and the official 40k app are both great but I personally find it a little easier to reference a physical document when learning something new. I was able to find the following post that I thought was pretty helpful with getting a cheat sheet for the current edition:
I was also trying to find a consolidated guide on the general recommended use/strategy for most of my units on the battlefield, but didn't have as much success finding anything like that. Since I couldn't find what I was looking for, I had one created and was hoping some of you might be able to give that just a brief review to see if anything stands out as being obviously incorrect. The goal is to help teach myself (and maybe other new T'au players) how to better use the T'au when playing. It's probably not surprising given that I'm very new to the hobby, but I have yet to win a single game (though I have had fun playing all of them!), and I can't help but feel it is entirely due to me not grasping how to actually utilize my units efficiently/correctly. Which is probably an obvious statement. My best game so far was a 36 - 61 loss (conceded in round 3 mainly due to time but I wasn't far off from being tabled) to my friend playing Ultramarines.
I also reformatted the 11th edition cheat sheet to make it look more like the 10th edition cheat sheet that was also linked in the above post. I just liked the general look of that version better. If you see anything clearly incorrect on that, I'd also love to know so I can fix it.
https://drive.google.com/drive/folders/12qkIry6JFkcxf4s6CqEuj2lPR1ShA5yY?usp=sharing
I appreciate the help!
r/WarhammerCompetitive • u/SA_Chirurgeon • 1d ago
40k Event Results Weekend Update: Deathwatch Still on Top, Blood Angels Better than We Thought, Custodes Merely OK
Our weekend update for October 26, 2026. Big news for Blood Angels players this week: You can run Sanguinary Guard with the usual slate of Eradicators in Impulsors and do just fine. Maybe that's what GW were trying to tell us with the new Battleforce box?
r/WarhammerCompetitive • u/kitari1 • 2d ago
40k Analysis State of New Custodes
listhammer.infoSo the results are in for the first mostly full weekend of the new Custodes codex. A 51% WR with 1 event win and 6 X-1s with the new book. Overall looks like it could land more balanced than a lot of people thought, but only one weekend of data so far.
Most popular trends by far is Solar Lions and Morotoi, and Folgers double Galatus+Telemon+Tank suggested build seems to be quite popular as a base. Trajann unsurprisingly in almost every list.
Lists are in the link.
r/WarhammerCompetitive • u/LowestofMen • 1d ago
40k Analysis Our Top Space Marine Combos!
Out now on 6++! Our analysis of the Space Marine codex continues, as the guys explore their favourite combos for the codex chapters. Enjoy!!
r/WarhammerCompetitive • u/crazy_n1nja_117 • 1d ago
New to Competitive 40k Resources to get better primarily in denying deep strike
Just as the title mentions, I want to get better at deploying and maintaining deep strike denial til round 3. In my friend group and local RTTs, round 1 is typically fine as we both set up and stage but by round 2-3 I have to move units up either to respond to what my opponents are doing or force a response from my opponent which typically leaves some deep strike opening in my deployment.
If it helps my main army right now is Dark Angels and I try leaving scouts deny deep strike by staying more in the middle of my deployment but I feel like that isn't enough even if I have a unit in my home. Maybe I'm not spreading my units out correctly or maybe I'm pushing too fast.
I'm also curious if there are resources where I can see deployments of topping players or guides when it comes to denying deep strike as long as possible! I appreciate any help!
r/WarhammerCompetitive • u/Ok_Zookeepergame_170 • 2d ago
40k Discussion How do you use Reivers?
Like in the title, I am taking 5 tonight for the first time, and they seem to have a lot of stuff going for them (deep strike / precision / ignore movement) but I mostly want them as screening against deep strike / actions. Is this ok or should I use another unit? Precision is nice but it seems they wouldn't have enough dmg to delete some important piece from the battlefield.
r/WarhammerCompetitive • u/communalnapkin • 2d ago
40k Event Results Sunday Night Stats (October 23rd-25th)
This chart includes data from all singles events with 21+ players and 5+ rounds.
We've got a pretty big weekend wrapping up, with just over a thousand total players and 24 events. This is also the first weekend with the new Custodes rules more or less fully adopted into tournaments. Some observations:
The three most popular armies of the weekend are Space Marines, Orks, and Custodes. Hmm!
Adeptus Mechanicus continues to look excellent, and wins the biggest event of the weekend, the Coventry 40K 3-day event, with 138 players and 8 total rounds. I believe it was the 6+++ guys that suggested Mechanicus might be S-tier after the last balance update? I'm starting to think they might be correct about that!
I hope everyone likes playing against Space Marines, because they're everywhere. They won 5 events this weekend and played at the top tables of another 4 or 5. All three of the major Space Marine supplement factions also put up numbers between "respectable" and "very strong", and all won at least one event.
Custodes come out with a mediocre start: a healthy 49% win rate, but very few top table placings. It's been suggested that the army plays completely differently now and will have a steep learning curve, especially for all the players who went out and grabbed a Combat Patrol and built an army over the last few days.
Thousand Sons... well. It's never a good day when you're looking up from the bottom at both Agents and Guard. But here we are.
There are a handful of factions with absolutely no representation at top tables. Thousand Sons, Chaos Knights, Black Templars, and Guard (and technically Agents and Deathwatch, but since nobody played them, I'm not counting them) all had no 4-0 starts and one or fewer 4-1 players.
Thanks for reading my observations. What do you guys think? I look forward to reading the comments!
| Faction | Wins | Games | Win Rate | Players | X-0/X-1 | X-0/X-1 % | Event Wins | 4-0 Starts | 4-0 % |
|---|---|---|---|---|---|---|---|---|---|
| Deathwatch | 19 | 33 | 57.58% | 6 | 0 | 0.00% | 0 | 0 | 0.00% |
| Adeptus Mechanicus | 109 | 191 | 57.07% | 37 | 10 | 27.03% | 1 | 3 | 8.11% |
| Space Wolves | 90 | 164 | 54.88% | 32 | 7 | 21.88% | 1 | 1 | 3.13% |
| Blood Angels | 91 | 167 | 54.49% | 32 | 5 | 15.63% | 2 | 4 | 12.50% |
| Adepta Sororitas | 102 | 188 | 54.26% | 35 | 6 | 17.14% | 1 | 3 | 8.57% |
| Space Marines | 315 | 587 | 53.66% | 111 | 22 | 19.82% | 5 | 11 | 9.91% |
| Death Guard | 137 | 258 | 53.10% | 51 | 8 | 15.69% | 2 | 3 | 5.88% |
| Orks | 202 | 381 | 53.02% | 79 | 16 | 20.25% | 2 | 5 | 6.33% |
| Emperor's Children | 60 | 117 | 51.28% | 23 | 2 | 8.70% | 0 | 0 | 0.00% |
| Aeldari | 64 | 125 | 51.20% | 24 | 4 | 16.67% | 1 | 1 | 4.17% |
| Chaos Daemons | 79 | 155 | 50.97% | 26 | 4 | 15.38% | 0 | 0 | 0.00% |
| World Eaters | 172 | 338 | 50.89% | 63 | 13 | 20.63% | 1 | 4 | 6.35% |
| Dark Angels | 159 | 316 | 50.32% | 60 | 9 | 15.00% | 1 | 6 | 10.00% |
| Necrons | 155 | 316 | 49.05% | 60 | 10 | 16.67% | 3 | 4 | 6.67% |
| Adeptus Custodes | 199 | 406 | 49.01% | 79 | 4 | 5.06% | 0 | 2 | 2.53% |
| T'au Empire | 97 | 199 | 48.74% | 39 | 7 | 17.95% | 0 | 2 | 5.13% |
| Drukhari | 58 | 119 | 48.74% | 23 | 4 | 17.39% | 1 | 1 | 4.35% |
| Grey Knights | 48 | 99 | 48.48% | 19 | 3 | 15.79% | 0 | 0 | 0.00% |
| Genestealer Cult | 14 | 29 | 48.28% | 6 | 2 | 33.33% | 0 | 2 | 33.33% |
| Tyranids | 110 | 233 | 47.21% | 47 | 5 | 10.64% | 0 | 2 | 4.26% |
| Leagues of Votann | 71 | 154 | 46.10% | 29 | 2 | 6.90% | 0 | 1 | 3.45% |
| Chaos Space Marines | 70 | 152 | 46.05% | 31 | 5 | 16.13% | 2 | 2 | 6.45% |
| Astra Militarum | 46 | 104 | 44.23% | 20 | 1 | 5.00% | 0 | 0 | 0.00% |
| Imperial Knights | 68 | 158 | 43.04% | 31 | 4 | 12.90% | 1 | 1 | 3.23% |
| Black Templars | 35 | 83 | 42.17% | 16 | 1 | 6.25% | 0 | 0 | 0.00% |
| Chaos Knights | 41 | 98 | 41.84% | 18 | 0 | 0.00% | 0 | 0 | 0.00% |
| Imperial Agents | 4 | 11 | 36.36% | 2 | 0 | 0.00% | 0 | 0 | 0.00% |
| Thousand Sons | 22 | 62 | 35.48% | 12 | 1 | 8.33% | 0 | 0 | 0.00% |
| Total Players: | 1011 | Total Events: | 24 |
r/WarhammerCompetitive • u/Skult0703 • 1d ago
40k Discussion Imperial Agents: Does Masters of the Void work on a non-Voidfarers unit like a Chimera?
Hey everyone, I would like to check how Masters of the Void (1CP, Epic Deed) works, because I think there's a common misreading.
The stratagem, as I read it:
When: your Movement phase
Target: one VOIDFARERS CHARACTER unit from your army
Effect: until the end of the phase, each AGENTS OF THE IMPERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent's deployment zone (all other restrictions still apply)
My understanding:
The VOIDFARERS CHARACTER is only the target of the stratagem. It doesn't have to arrive from reserves itself.
The effect applies to any AGENTS OF THE IMPERIUM unit arriving from reserves, so units without VOIDFARERS or Deep Strike (e.g. the Inquisitorial Chimera) benefit too.
It only lifts the "no models in the opponent's deployment zone before the third battle round" restriction of the Ingress Move (20.04). The unit still has to be set up wholly within 6" of a battlefield edge and more than 8" from all enemy units.
So it's only relevant in round 2, since from round 3 that restriction no longer applies.
Questions:
Is this correct, or does the stratagem require the arriving unit to be VOIDFARERS?
Is there any FAQ or errata that changes this?
Thanks!