In a BattleTech novel someone once said "Every Mech has two weakpoints, the designer who thought he created the perfect machine and the MechWarrior believing him". This can be fit to pretty much every other thing as well, including Warhammer 40k.
@@depholade personally i prefer humanoid mechs from an aesthetical standpoint, but given the Timber Wolf's mix of speed, armor protection and loadout capacity, it's probably the closest to perfection as anyhow possible. So yes, affirmative. Just keep in mind that even the best mech WILL fall under enough fire directed at it. Mechs are incredible sturdy but NOT invulnerable.
no we just need reanimation protocols that work during the psychic phase. every time a necron dies you should get a reanimation protoctols roll, regardless of how it died.
the necrons have ways to combat it the problem is necrons in 40k are portrayed as goofy bumbling villains. when in actuality they should be the biggest threat to the imperium other than maybe the tyranids.
This edition started out so promising, but now I just feel deflated about the whole thing. I’m a casual player, but the sheer amount of codex creep is just absurd. People in my group avoid playing certain armies because they’re just so strong, even if they like the look and play style of them. A buddy of mine has been collecting Custodes, while another one only has Guard. The Custodes player just always brings his Necrons because he feels bad that his other army is so absurdly strong comparatively.
Play 1k5 pts vs 2K or anything you think is good for you. Custodes player can look at it as a challenge. Up to which point my Custodes army is OP compared to your Guards ? 1400 ? 1300 ?
I agree fully this edition was really promising but then they started pulling out all these whacky stops on certain items and they think bringing out new items that are even more whacky will balance it out while Armies who don't have anything near as crazy get dunked on and drowned out by more and more whackiness. Pain just pain
@@gustavusaldophus5524 I’ve just been using this as an opportunity to play less 40K and pick up some other systems. I’ve still been enjoying AoS and I’ve picked up marvel crisis protocol now as well
For Necrons, you want S5-6 actually. Getting to S7 to hit the vehicles is pointless as they'll be rocking Quantum Shielding. 5-6 hits everything else you'll see quite nicely. S6 actually being perfect against Necrons as it wounds Scarabs on 2's,; gets Warriors, Immortals, and Lychguard on 3's; with Vehicles and Skorpekh Destroyers (Whirlwind of Death) on 4's.
Played a necron player who hated my dark Angel Talonmaster spitting out 6 heavy bolter shots and 12 assault cannon shots that hit on 2s. Ripped some stuff apart
That's why I love using Hellblasters with assault plasma incinerators against my buddy's Necrons. Sure, they're expensive for what they do, but they hit hard and have a lot of shots.
Yeah, When fighting Necrons I do see S6 does seem to be the sweet spot. D3 or higher personally is better along with lots of rapid fire. You can take out a lot of other troops that way. I play AdMech so it may be different for others
This is very interesting. It gave me an idea. A great warlord trait for the new guard would be Redundant Commander, preventing assassinate points and allowing another character to take on the role. That would be really cool, I think.
It's really annoying. The Thousand Sons and Genestealer Cult codexes prove that GW is fully capable of making balanced codexes, they just choose not to.
So you want factions to get weaker and weaker every edition? Like personally I like seeing what GW can cook up to make factions stronger every edition so power creep is pretty cool to me. Gotta love how people just say game design buzzwords.
a thing to note about tau is that while they have no melee offense, they can be very resilent in melee. they have a number of strategems and abilities that can make charges harder and reduce your melee damage, plus a lot of ways to still shoot while tied up. if you have limited melee units make sure you protect them and don't count a charged unit out.
For Sisters "Anvil" units, me and other tournament sisters players have been finding Valorous Heart Warsuits rather effective in shrugging off shots! We've found using Litany of Enduring Faith (and Catechism of Repugnance) on Warsuits is an incredible "anvil" unit! As long as you get those 3+ buffs!
Also, basic squads on objectives can use Defenders of the Faith, their version of transhuman. 20 man, 4++, 6+++ from a hospitaller, takes an annoying amount of shots to chew through. I still cry anytime I'm reminded of the imagifier nerf though.
@@HateradeConsumer Uh. False. Go read the wargear for other factions and check AP -1 and -2 weapons. Sacresants become incredibly tanky off of AP reduction (lack of common AP-3 weapons) and Warsuits then require dedicated anti tank to take down.
The cold hard truth: it's less broken than it's ever been and there are still armies that rock to scissors with ease. But, the best players in the world could still win all but a game or two with most armies in any tournament.
Our new codex will be balanced like GSC or TS. Watch this space for the new Space Marine codex later in the year where GW will buff them to all buggery and make 'em top dog again.
I'm not gonna pretend like our codex is good or anything, but there are a lot of dirty tricks we can pull stemming from 8e jank and our specific legion abilities that can make this army more than "extremely weak." 3 Iron Warriors Obliterators with mark of slaanesh + stratagem support can straight up wipe out 2 strong targets in a turn. World Eaters berserkers and red butchers are filthy. Some Emperor's Children elite melee units can also blend anything they touch. Standard chaos marines with chainswords are also weirdly good now at 1 wound. 12 points, 3 attacks each on the charge, AP-1 - especially in the multi-damage meta these are very efficient for their cost. Lean into the jank. No core, so everything benefits from auras. This is great for your HQ units especially. Also there are some weird, archaic leftovers of 8e design that play to our advantage. Did you know that raptors can take 3 special weapons on a 5-man squad (2 +1 combi weapon on the champ)? 105 point unit with 3 meltas and 14" of move that can also deep strike isn't gonna win you the game in and of itself, but will take people off guard. My Iron Warriors army struggles against actually competitive, tournament-focused lists but against the average person at my FLGS I win almost every game. If you just picked up warhammer I wouldn't worry about losing all the time as chaos, you can do fine in more casual games. Videos like these are useful but keep in mind that they are more skewed towards top-tier tournament play which is less relevant than the internet makes it seem.
Its funny in a not so good way when most faction descriptions start with "very powerful when released but they were toned down and the recent codexes are now far more powerful"
Basically GWs way of saying "We exceed sales targets on this product and the community are whingeing that it's overpowered so let's just nerf it and revamp another faction. See if we can beat sales targets again by milking the meta chasers." Rinse and repeat!
I tell myself it's the lore. Blood Angels are weakened after the Devastation of Baal, Death Guard got their ass kicked in the Plague Wars. It's okay for there to be *some* imbalance, but it needs to reflect the story we are trying to tell. That's what I think.
I run AM (Guard 'til I die baby) and I've weirdly had some success against my friend who runs Custodes. Specifically, I've found that Lambdan Lion Taurox Primes, with their Heavy 8 Str 7 Ap -2 D2 autocannons can weirdly chew through most Custodes units, I tend to run three of them so have a lot of firepower going out each turn. Also, dropping Scions with Plasma has worked really well for me too. Kappic Eagles with their "+1 to hit on the turn they disembark", and then hitting on 2s, can easily make up their pts costs. Tau, however, are just impossible to beat atm. My friend who runs them somehow manages to get first turn every fucking game and proceeds to alpha strike me, one time killing 4 Leman Russes that were out of line of sight from his initial position (Devilfish spam and a Stormsurge redeploying relic (?))
It would be great if they came with an easy mode, normal and apocalypse modes that were adjustable. Not everyone wants apocalypse, and I'm sure Tau players don't wanna be universally loathed! 😄
nah it's you skills... see if you buy the new hotness for your army GW will give you the balance you seek.... Don't worry the new hotness will be switching in 5, 4, 3, 2 time to buy more models. now get your skills on and level up your army.
For TSons, their biggest weakness is actually multi-damage melee specifically, as they can only -1dmg range attacks. Melee in general crumples the army.
As a TSons player, our biggest weakness is almost every army having S5, T5, and damage 2 weapons, making them basically paper, and having no real defenses. They're not point cost effective at all, they're even out done in the psychic phase now bc of Grey Knights and Nids. It's extremely disheartening but hopefully 10th edition will get their shit right instead of basically keeping them in 7th edition.
@@butcanyoudothis3320 Na. GK were dominating TS in 8th. That's not the case now, not at all. Read again GK psychic rules, nothing shiny. Nids ? Fucking YEAH, what the hell is this +3 to cast, +3 mortals with only 3 brains (150 pts). WTF GW. It's even better than Magnus! TS rubric and terminators have and should have clear weakness and strengths. Damage 1 np, Damage 2 ranged np. Damage 3 melee BIG problem. Fine for me, i like them a lot as it is.
@@Noalak You can like them as is, but statistics back me up and that's all I need. It's okay that Grey Knights are strong against Thousand Sons, considering they're meant to hunt daemonic threats. What's not okay, is that TSons have little to no weapon options unlike their other CSM brothers, are out done in every single way in the Psychic Phase despite being the Psychic army, being a high point cost army despite having very little options, and the reasons go on and on. Magnus himself hasn't been usable for multiple editions bc they refuse to actually give him the durability that a Lord Of War needs to be able to survive past turn two. The list goes on and on.
which is why making space marines 2 wounds was stupid to begin with. its what started the WHOLE balance problem. GW did it to sell primaris models. but they screwed up game balance to the point where it cant even be fixed without a hard reset of the game.
@@Khobai Not only Damage 2... Also AP -1 AND -2 so widespread that makes no sense at all to have an armor save, and it also lead to S5 fleshborers and T5 orks, which also doesn't make any sense. GW should have kept OG marines (and spikey ones) with 1 wound and cheaper, and all primaris as a sott of elite for SM armies... but no, they wanted to get rid of our already old, painted, plastic stuff to sell us more stuff because of $$$
@@rquer7913 the whole reason they had to add more AP is to help counter marines with 2 wounds. It all goes back to primaris marines getting 2 wounds. they had to increase the baseline lethality of weapons across the board to counter the higher baseline survivability of primaris marines. that combined with deliberate power creep to sell new models is why the game is in its current state.
@@apocalyplant68 they have always had big bugs , in the lore they have gaunts but just so many more than the level played in games so they aren’t as effective
Thank you for the video. As a new player, I appreciate having an idea on how to play other factions. I know this information may not be set in stone, but it is still helpful
An observation about secondaries (and a scoring problem that has existed since 3rd): Most secondaries benefit 'elite' armies, at the extreme detriment of 'horde' armies. As an AM player, I think AM, as a shooty horde army, has the worst run of this lot (and I am of course the victim here). I'm talking about any secondary that essentially counts the number of X that are killed, rather than a % of X that are killed or how many points were destroyed. It requires far less effort to kill more units of AM than units of Marines. For comparison, Assassinate, Bring It Down, Thin Their Ranks, Attrition, First Strike and Abhor the Witch directly count units or models to benefit elite armies, representing 6/17 secondaries. On the other hand, only Engage on All Fronts and Linebreaker clearly advantage armies with a lot of units as they count units based on terrain, though they both come from the same secondary category. The rest break pretty evenly based on the strength of the codex, as holding more objectives to raise banners or perform rituals is a complicated thing. In 3rd, kill points were based on units even when a full platoon was required as a troop choice. Vehicle squadrons represent this today, where a pack of Hellhounds or Sentinels offers an easy 2-3 victory pts per model with no cap on points gained per battle. God forbid a commissar, platoon commander and retinue of advisors get caught by snipers when Assassinate is an option. Not only are there more secondaries that detriment ‘horde’ armies, but the ceiling on possible points is much higher. Even when playing Raise Banners and Engage on All Fronts, there is a limit of 2-3 points per turn. The strength of a horde army is in how many units and models it can field, which is an immediate weakness based on secondaries. I know the easy answer is ‘pick a different army’, ‘build an army list that doesn’t consist of 25 sentinels’ or ‘you’re just a terrible player’, but even an overpowered AM 9th edition codex isn’t going to resolve what has been a long-running balance issue for GW. I think the best thing to do would be to use points destroyed, as points are the great equalizer, though it makes for hellish scorekeeping. It’s already hard enough moving all the models and shooting all the guns for horde armies during a reasonable game length. I’d really like to see a Purge the Enemy based on % of units or points remaining compared to your opponent. Long comment for youtube, but I think this issue is barely discussed and, while less critical than the thrash of codex creep, part of a long-running balance problem.
Now you know why I play Dark Angels in castle formation with as many Assult Hellblasters as I can fit! (+1 hit for stationary, -1to hit from DarkShroud, Azrael re-roll to hit of 1, +1to wound from Litany, TallonMasters re-rolls 1 and ignores cover for one unit, Weapons Of the Dark Age +1D. +5mortal wound save from Litany, +4 Invulnerable save for shooting from Azrael, Feel no Pain from Apothecary, Deathwing/Blade guard Chapter Ancient for Banner and -1D for one Inner circle unit(Bodyguard/Characters). And to spice things up you can jump pack a Null-Zone Librarian in!)
@@onetruecorvid for character defense....? or bodyguard defense for the Characters...? Since castle formation needs to keep its characters alive, otherwise the formation lose very much efficiency. 3 DW Terminator bodyguards placed in front of the middle HQ bloob, use Banner on them. Or blade guard if you prefer or any other Inner Circle squad
Thanks as always for the videos! I brought it up in another post but I wanted to bring it up again because of your ratings: Very Weak: 2 (8e codexes: 2) Weak: 4 (8e Codexes: 3) Medium: 4 Medium-Strong: 4 (unnerfed codex: 1) Strong: 3 (unnerfed codex: 2) Very Strong: 3 (Unnerfed Codex: 3) If we remove the 8e codexes & codexes that have yet to receive any sort of balance pass as outliers then it becomes: Very Weak: 0 Weak: 1 Medium: 4 Medium-Strong: 3 Strong: 1 Very Strong: 0 Thats a GOOD bell curve there and I strongly believe GW isn't doing a terrible job with their balancing, atm we have 5 armies that haven't seen a balance patch; shipping issues caused GSC, Custodes and Tau to all ship really close to each other while the eldar book has 2 armies in it, and due to the delay in making post-release adjustments its caused a lot of chaos. But I'm honestly confident that after 1-2 dataslates those armies will be medium or medium-strong, maybe even weak if they're overtuned like Death Guard were. We'll also have new overpowered armies in whatever unnerfed codexes come out after (Nids, CSM, Guard?), but in time those too will be toned down. Its just the nature of the 9e release cycle. A lot of people are claiming this is the worst 40k has ever been and thats just, very untrue. Iron Hands had a particularly bad build at the end of 8th (at least as bad as Harlequins are now), in 6th & 7th Tau and Eldar were absolute monsters of factions, in 5th it was Grey Knights & Necrons, in 4th it was fast melee units like Nob Bikers. And back then if you got an underpowered or overpowered codex you had NO chance of a rebalance for the next 3-8 years when your next codex came out (and not every codex got a release every edition). Tyranids know what its like having a horrible codex reliant on spammy meme builds for the last 7 editions (flyrant spam, hive guard spam etc.) I'm seeing people saying 9th is non-salvageable and they need to restart the whole thing and I believe they're throwing the baby out with the bathwater there. Sure GW probably will start this *whole* thing over again with 10th edition in either 2023 or 2024 but honestly, once all the codexes are out and balancing is settled, I might just try and stick with 9th rather than get caught in the rat race again. Anyways thanks for coming to my TED talk.
While I agree with the not throwing the baby out with the bath water sentiment 9th seems to have an incredible amount of book keeping along side consistently releasing blatantly ridiculous stuff along side an emphasis on tuning down stuff that was doing just fine. Speculation here for a moment, that’s the sales department laying the smack down on units and armies that met the quota or are interfering with other sales. Tangents aside I think having to ignore 11 out of the 20 armies in the game to get a good bell curve boarders on the logical fallacy “cherry picking” I could see an argument for ignoring 8th edition codex’s but this discussion will be better answered with how we see GW address things in the upcoming week. But I also agree with the comment above me, I play Necrons, arguably the only “buffed” 9th codex, more than 4 core units yay; I often can’t even see how my army is supposed to compete with the things they are releasing now a days, so I can only imagine how my 8th ed. codex’s bros feel or the poor death guard
You are just wrong on so many points. Firstly what makes you think that so called medium power armys will stay medium powered when all The armies that have 8th edition armies get their 9th edition codex. Secoundly If you think 9th edition is better than any other edition good for you, but it IS worst edition for a lot of ppl and most unbalanced edition for all ppl. There has never been more op codex than harlequins at the moment. It does not matter If GW get The 9th edition on balance by some miracle. Since 9th edition is so killy that the balance will be so harsh for the game that matches end allways at turn 2.
@@couchgang5239 That's what I thought, thanks! I find strange that everyone seems to ignore that fact tbh. Inquisitor are rarely useful, but in the case of the BT, being able to take a psyker for support is pretty noteworthy.
We Black Templars only allowing the Grey Knights to fight side by side with us. But why... in the emperors name would you want a witch to fight with you ... heresy
@@Pers0n97 I’ve done it before… you’re right it’s not the best but if you really want that extra deny attempt or really need something it can work. Remember though the inquisitors generally don’t have access to the same disciplines. No fortress or similar. To be honest, I really only ever used Smite or psychic action secondaries because it was an easy max out when the other army had no psykers and the troops could screen out the psyker protecting her. One time trick perhaps but it was fun.
Great list...I have to say the ranking of the army power you have the Genestealer Cults is fascinating. I have seen them ranked from "pretty good" to "weakest in the game". maybe that's a testimony on how tricky they are to play (?). That being said I CANNOT WAIT for my Tyranid codex! It's looks great. *WE ARE COMING. WE ARE COMING*
As a Tau player, one of our strongest units is a max unit of Crisis Suits armed with max flamers dropping in on manta strike, it will eradicate anything it hits and no one will charge it if there's an EWO in there as well. Drones and shield generators will tank any incoming damage and make this unit a real pain in the arse
don't forget to screen out thousand sons. they have so many teleporting tricks, the bulk of their mobility hinges on them, and they're painfully resilient once they're in. and remember their bolters will absolutely shred any chaff you put in their way. it's best if you screen with cheap transports as they struggle a bit more with those. but if you have to use chaff do it, you can't leave your big units open. position it well, make sure they can't consolidate into your units, make good charges, and never give them a 7 inch charge.
Not as bad as tarkov where my wife routinely heard me yelling I shoved it in my ass ie prison pouch ie secure container now let's extract. But I get ya.
So I didn't notice this video was 2 years old since it was recommended to me today and I was perplexed by some of the placements, then I saw the custodes at very strong and then I knew I had to look at the date
To be fair, most of the armies on this list are rated as medium strength. Which is where everyone needs to be. Too weak and nothing happens in the game, too strong and it's over too quickly.
I agree that chaos space marines need a buff I was playing with my friend and I took out an entire 10 man squad of chaos marines in one phsycic phase with one phsycer
They are getting 2 wounds, but apparently GW thinks they are too powerful so they are ripping many options AWAY from the chaos marines. No more jump packs for lords, no berserkers, no greater possessed, etc
It amazes me just how little... recognition imperial guard get it most videos. Often they're not even mentioned at all. Funny considering lore-wise they should be the biggest faction in the galaxy.
@@bopaintsminis It's a really sad state of affair indeed. Guards got first chafted because GW realize having to produce different kits for each regiment was more hassle than just NOT doing it, than the game shift toward smaller and smaller tables, where the very idea of tarpit and shaft got obsolete, and where vehicles got totally neutered with the armor change just truly gave them a massive blow.
@@bopaintsminis any table size get too big/small with the wrong number of points on the table. It should be a simplified equation. X width and Y depth for 500 point games. Add another X x Y for each 500 pts after that.
I think the biggest problem with Sisters is that firepower is pretty short-ranged but most of their shooty units aren't very good in close combat. They have to get up where they can be charged but they really don't want to be charged. Trying to take out something like a Hive Tyrant with a multi-melta Retributor squad is a heck of a gamble. If it survives, they are probably going to get eaten.
Death guard are susceptible to MW unlike other armies. They don't particularly get good anti psycher stuff without morty and you really pay for that high toughness which MW just ignore. DG don't have a way to ignore or reduce MW
Chaos knights are actully a fair bit weekre than the imperial ones when you get into list building than you mightexoect since the megears are so strong right now. Like chaos knights can't give them an extra relic or warlord trait, (also the warlord traits they can take aren't very strong) and you can't rotate Ior Shields, the only real benifit is that deamon surge on moraxis lightning locks can be very strong, booting them to S7 and D2 but with their recent nerfs its not quite enough.
Has this been updated after recent changes? I'd read an update post attached... We know that Armour of Contempt made a big difference. What else has affected things as much?
Poor imperial fists. Great bolters, but bolters have quickly become one of the weaker main gun profiles in 9th. I love my sons of dorn, but they’re just so terrible :(
On one hand, God-Emperor do I feel you on that one Wall-Brother. On the other hand, when I spank my enemies they can't reasonably complain by saying I'm playing an over powered/meta army. I beat you through raw strategy and knowing how and where to use my synergies.
Imagine when I found out that the Fists are not that great. I thought "man, my 15 year old chaos army sucks ass, let me start a new one." and chose Fists. Bummer when I found out they too are just weak atm. Oh well, they are more fun to paint than Black Legion, so there is at least that.
The only army with no deny capability I have had serious issues with is Tau because they can wipe out so much of the force before we can get to range between longer range weapons and loads of ignore line of sight. I’ve always felt like every other game there was a chance… that was the only time I felt like there was literally no correct way to play and win.
Screening units are annoying aswell. Besides grey knights, there aren't a lot of armies that can deny us the whole game. But we have other issues imo. Custodes 4+ shrug for example. Because they have to have it for some reason. Sisters of silence can have a 4+ but not custodes imo
@@timunderbakke8756 i haven't faced new tau yet but maybe cult of duplicity and umbralefic crystal could work. Just to keep them on alert. Like throwing two terminator squads onto them and using risen rubricae. I don't know if it would work
The biggest problem I have playing CSM Black Legion is that I can’t hold the middle. I can’t risk deploying and moving far forward without my entire army getting wrecked. I mostly sit back and try to pull them apart, scoring points where I can but mostly waiting to score late game. I might be better off if I used cultists (combined with Abaddon’s battleshock negation and Dark Apostle’s invuln) but I want to stick to standard Astartes. I’ve found a Rhino full of Slaanesh Icon Chainsword Marines can be really deadly in Black Legion. A stratagem let’s them re-roll all hits to fish for 5s and 6s (or even 4s) and another one for +1 attack. Brought a Greater Bloodthirster down to 1 or 2 wounds with that 130 point unit.
@@ЭльдрадУльтран If I knew I was going to be facing enemy paragons, I would most certainly look for high damage weapons. 3+D3 if the option is available, maybe Eldar lance weapons or Ad. Mech. lascannons. Anything that can consistently hit at damage 3+ or preferably hard 5. Other thing I would really consider would be mortal wound spam. Perhaps a big psychic phase. Mortal wounds because they get around the -1 damage that paragons have
Biggest weakness for the Eldar is their high skill high reward steep learning curve. Imo, there isn't much an opponent can do against an eldar player who knows how to utilise their movement and shenanigans stratagems to keep their guys safe and targeting the correct enemy units. The most effective way to counter to the eldar I've found is being able to match their speed. This neutralizes their biggest advantage and makes their weaknesses much easier to exploit.
So is this going to still hold up now that ALL Space Marine factions (Loyalist and Traitor) just got a pretty noticeable buff in that they just straight up ignore a whole point of AP from any attack now?
Firing anti tank weapons at custodes infantry seems like a suboptimal strategy. Sure it gets you past the toughness and armor, but most of those units have a 4++ that is going to block a lot of your shots. Having damage 3 or higher doesn’t do you much good if you have 2 shots and they both get saved. I think the optimal thing to shoot at custodes is high volume, medium strength and AP weapons so they have more invulns to make. Something like warp spiders is ideal.
As a Just starting out guard player i am paying close attention, now I know to actually give my guard some plasma guns instead of just a ton of lasguns
S6 seems the most in demand. Looking at the new Pyrovores with d6 S6 AP-2 D2 or alternatively 2d6 S4 AP-1 D1 auto-hits, I want to try what has almost been a joke of unit for so long... juuust got to get them in range.
The place where i play usually as guard i almost everytime face Necrons But the player has a Void Dragon shard so its keeps wrecking my tanks, any tips for a noob?
Guard’s is being nerfed despite having below 30% win rates. Get your grubby hands off our manticores GW! Orks is that they keep being nerfed with no compensating buffs. Except they’re buffing mek guns again...
That's going to be a never ending struggle because they're going to be updating codices one at a time instead of all at once, so they're going to be outdated and ever rotating.
The weakest thing about Space Marines is their ability to survive in an edition where every army is literally tuned and designed around killing T4 3+ save 2W units
No two ways around it, Iron Hands are just one of the stronger chapters due to their ability to shrug off any wound on a 6. I don’t have an Iron Hands player in my group, but if it were me, I’d see how many shots you could put out at AP -1 or -2. The sheer volume of shots might be able to overwhelm the ability to shrug off damage.
Iron Hands are good only because dreads are. Factions with exceptional anti-tank options (D3+3 damage) like Ad Mech, ELDARS or Dark Eldars are very good. Which faction do you play ?
And simply Iron Hands vulnerability is terrain: blocking line of sight AND crippling vehicules. Try to play with more terrains not GW ones, they are useless and expensive. Bring several 9"x6" footprints with 1 or 2 extra floors. HIDE ALL YOUR ARMY turn 1. I can't emphasis it more, ALL-OF-IT. You like your aircraft ? Have a kid "play" with it so you don't see it again. Turn 1 IH is scary as fuck. Don't expose any inch, and if you have turn 1, stay hidden, closing in as you can, from one terrain to another. Don't even think you can play "like a man" and stand in the open against IH turn 1. Don't.
Great video! Also highlights my point that Tempestus Militarum are not even an army. No niche, No characters, No love. They gave us a codex and 3 units then got bored. Big sad.
Actually got a question for you all. Since tau have been a big problem since the new codex, besides being really shooty. I've found some issues with allocating wounds, this is an game situation where I deepstriked a ten men squad of Assault terminators and charged the broadside. But because of engagement distances, only 5 of my terminators were in range of one broadside awhile another 5 would be in range of another. After the first round of attacks from the first 5 terminators, I wiped all but one drone since they decided to allocate the wounds on to the drones. But because my other other 5 terminators are not within engagement range of the drone since they were physically behind the broadsides. I basically lost 5 terminators worth of attacks. Can anyone confirm for me how rules in melee actually work when dealing with tau and drones
It only states “Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.” So in the charge phase yes but all other times the only other placement limitation is engagement range, only if the unit is already in engagement range.
Strange to see that everyone thinks thousand sons are mid tier , I find their flamer bombs to be lethal with their teleports and the terminators are tough , got great shooting and melee damage. Plus they are psychic and can throw out a ton of mortal wounds . While the entire army is ob sec so have good primary game and Mutated landscape is a very solid secondary. Plus their kabal points can make things undeniable which is amazing Low A tier at least
I find thousand sons get outmanoeuvred easily and there are some targets that scarabs and flamer bombs can’t deal with. They also lose a lot of points to abhor the witch; they aren’t terrible but I think A-tier is a bit generous.
@@CloudianMH that’s the issue, if I don’t play an army that gives up a full secondary for essentially free, then I win more often than I lose against an equally skilled player. They def aren’t bad I would rate them comfortably upper mid tier.
Post Chaos knight codex drop: Knights can spend a cp to move through terrain, or do some weird fucking thing where they get x amount of kills and get to move through terrain for that Round of battle. Its fucking bullshit.
In a BattleTech novel someone once said "Every Mech has two weakpoints, the designer who thought he created the perfect machine and the MechWarrior believing him".
This can be fit to pretty much every other thing as well, including Warhammer 40k.
In GW investors meeting someone once said "newest codex best codex"
I really like that. Really good Sci-Fi says things that are true in the real world.
Yes but the Timberwolf is the perfect machine, aff?
@@depholade personally i prefer humanoid mechs from an aesthetical standpoint, but given the Timber Wolf's mix of speed, armor protection and loadout capacity, it's probably the closest to perfection as anyhow possible.
So yes, affirmative. Just keep in mind that even the best mech WILL fall under enough fire directed at it.
Mechs are incredible sturdy but NOT invulnerable.
Weakness of all factions: GW sales department
What do you think a ‘sales department’ does?
@@donotinteract7851 .... Tries to make money
DATS RITE!
Nah, every army except space Marines
Don't forget Legal.
Once all the 9th codexes are out, could you do a video on which army counters each army best.
Ooo I like this^
Some sort of Rock Paper Scissors diagrams to go with…
The latest army counters everything.
Then it's time to start talking about 10th edition.
The answer will always be Guard! 😄
"Necrons have no anti-psyker"
god damn we need pariahs back. how did the race that won a war against psychic gods end up with no anti psyker
TeChNiCaLlY we have the Gloom Prisms
I have no idea who the hell takes Tomb Spiders, but they have them.
no we just need reanimation protocols that work during the psychic phase. every time a necron dies you should get a reanimation protoctols roll, regardless of how it died.
They just shot them with reality altering cannons.
Well the C'tan did fear the warp for the exact reason they were ill-equipped to directly combat it.
the necrons have ways to combat it the problem is necrons in 40k are portrayed as goofy bumbling villains. when in actuality they should be the biggest threat to the imperium other than maybe the tyranids.
This edition started out so promising, but now I just feel deflated about the whole thing. I’m a casual player, but the sheer amount of codex creep is just absurd. People in my group avoid playing certain armies because they’re just so strong, even if they like the look and play style of them. A buddy of mine has been collecting Custodes, while another one only has Guard. The Custodes player just always brings his Necrons because he feels bad that his other army is so absurdly strong comparatively.
I wonder if they will give Custodes special treatment because Henry Cavill promotes them?
Play 1k5 pts vs 2K or anything you think is good for you. Custodes player can look at it as a challenge. Up to which point my Custodes army is OP compared to your Guards ? 1400 ? 1300 ?
I agree fully this edition was really promising but then they started pulling out all these whacky stops on certain items and they think bringing out new items that are even more whacky will balance it out while Armies who don't have anything near as crazy get dunked on and drowned out by more and more whackiness. Pain just pain
You should try one page rules
@@gustavusaldophus5524 I’ve just been using this as an opportunity to play less 40K and pick up some other systems. I’ve still been enjoying AoS and I’ve picked up marvel crisis protocol now as well
For Necrons, you want S5-6 actually. Getting to S7 to hit the vehicles is pointless as they'll be rocking Quantum Shielding.
5-6 hits everything else you'll see quite nicely. S6 actually being perfect against Necrons as it wounds Scarabs on 2's,; gets Warriors, Immortals, and Lychguard on 3's; with Vehicles and Skorpekh Destroyers (Whirlwind of Death) on 4's.
Played a necron player who hated my dark Angel Talonmaster spitting out 6 heavy bolter shots and 12 assault cannon shots that hit on 2s. Ripped some stuff apart
@@crimsonknight7011 that boy is nasty
That's why I love using Hellblasters with assault plasma incinerators against my buddy's Necrons. Sure, they're expensive for what they do, but they hit hard and have a lot of shots.
Yeah, When fighting Necrons I do see S6 does seem to be the sweet spot. D3 or higher personally is better along with lots of rapid fire. You can take out a lot of other troops that way. I play AdMech so it may be different for others
This is very interesting. It gave me an idea. A great warlord trait for the new guard would be Redundant Commander, preventing assassinate points and allowing another character to take on the role. That would be really cool, I think.
I feel like this might have a few kinks that need ironing out, but otherwise this seem like a neat idea.
@@dafroakie9984 maybe kill 3 nearest Guards to save the Comander?
@@wombatgirl997 heck, that's already a thing in kill team with the veteran guard confidant
This is just I am Alpharius.
Congratulations we now have a stratagem for that :D
ah, but you forgot the true weakness of all armies: Codex Power Creep.
And COD style balancing aka chaning OP things to stuff theat sucks and vice versa and realy getting it right.
It's really annoying. The Thousand Sons and Genestealer Cult codexes prove that GW is fully capable of making balanced codexes, they just choose not to.
@@dalecal1129 making balanced codexes won't make meta chasers spend thousands of dollars every time a new codex comes out
So you want factions to get weaker and weaker every edition? Like personally I like seeing what GW can cook up to make factions stronger every edition so power creep is pretty cool to me. Gotta love how people just say game design buzzwords.
a thing to note about tau is that while they have no melee offense, they can be very resilent in melee. they have a number of strategems and abilities that can make charges harder and reduce your melee damage, plus a lot of ways to still shoot while tied up. if you have limited melee units make sure you protect them and don't count a charged unit out.
For Sisters "Anvil" units, me and other tournament sisters players have been finding Valorous Heart Warsuits rather effective in shrugging off shots! We've found using Litany of Enduring Faith (and Catechism of Repugnance) on Warsuits is an incredible "anvil" unit!
As long as you get those 3+ buffs!
Also, basic squads on objectives can use Defenders of the Faith, their version of transhuman. 20 man, 4++, 6+++ from a hospitaller, takes an annoying amount of shots to chew through.
I still cry anytime I'm reminded of the imagifier nerf though.
@@HateradeConsumer by threatening my opponent with physical violence
@@HateradeConsumer bud, you're then playing Valorous Heart
@@HateradeConsumer Uh. False. Go read the wargear for other factions and check AP -1 and -2 weapons. Sacresants become incredibly tanky off of AP reduction (lack of common AP-3 weapons) and Warsuits then require dedicated anti tank to take down.
@@HateradeConsumer terrain, transports, and deep strike, same answer as every army
Recently picked up warhammer and picked chaos marines
*sees video*
Me: pain
The cold hard truth: it's less broken than it's ever been and there are still armies that rock to scissors with ease. But, the best players in the world could still win all but a game or two with most armies in any tournament.
Rule of cool my dude. No army can never not win, just struggle. Eventually tho, you get your time on the sun
Our new codex will be balanced like GSC or TS.
Watch this space for the new Space Marine codex later in the year where GW will buff them to all buggery and make 'em top dog again.
I'm not gonna pretend like our codex is good or anything, but there are a lot of dirty tricks we can pull stemming from 8e jank and our specific legion abilities that can make this army more than "extremely weak." 3 Iron Warriors Obliterators with mark of slaanesh + stratagem support can straight up wipe out 2 strong targets in a turn. World Eaters berserkers and red butchers are filthy. Some Emperor's Children elite melee units can also blend anything they touch. Standard chaos marines with chainswords are also weirdly good now at 1 wound. 12 points, 3 attacks each on the charge, AP-1 - especially in the multi-damage meta these are very efficient for their cost. Lean into the jank. No core, so everything benefits from auras. This is great for your HQ units especially. Also there are some weird, archaic leftovers of 8e design that play to our advantage. Did you know that raptors can take 3 special weapons on a 5-man squad (2 +1 combi weapon on the champ)? 105 point unit with 3 meltas and 14" of move that can also deep strike isn't gonna win you the game in and of itself, but will take people off guard. My Iron Warriors army struggles against actually competitive, tournament-focused lists but against the average person at my FLGS I win almost every game. If you just picked up warhammer I wouldn't worry about losing all the time as chaos, you can do fine in more casual games. Videos like these are useful but keep in mind that they are more skewed towards top-tier tournament play which is less relevant than the internet makes it seem.
Its funny in a not so good way when most faction descriptions start with "very powerful when released but they were toned down and the recent codexes are now far more powerful"
Basically GWs way of saying "We exceed sales targets on this product and the community are whingeing that it's overpowered so let's just nerf it and revamp another faction. See if we can beat sales targets again by milking the meta chasers."
Rinse and repeat!
So... GWs design is working like intended?
@@KrullMaestaren As planned!
I tell myself it's the lore. Blood Angels are weakened after the Devastation of Baal, Death Guard got their ass kicked in the Plague Wars. It's okay for there to be *some* imbalance, but it needs to reflect the story we are trying to tell. That's what I think.
Uh, yeah. 9th IF and RG codices still have 8th Ed objectives in them. And everyone FREAKED OUT when the IF dex came out and nerfed them into oblivion.
I run AM (Guard 'til I die baby) and I've weirdly had some success against my friend who runs Custodes. Specifically, I've found that Lambdan Lion Taurox Primes, with their Heavy 8 Str 7 Ap -2 D2 autocannons can weirdly chew through most Custodes units, I tend to run three of them so have a lot of firepower going out each turn. Also, dropping Scions with Plasma has worked really well for me too. Kappic Eagles with their "+1 to hit on the turn they disembark", and then hitting on 2s, can easily make up their pts costs.
Tau, however, are just impossible to beat atm. My friend who runs them somehow manages to get first turn every fucking game and proceeds to alpha strike me, one time killing 4 Leman Russes that were out of line of sight from his initial position (Devilfish spam and a Stormsurge redeploying relic (?))
It would be great if they came with an easy mode, normal and apocalypse modes that were adjustable. Not everyone wants apocalypse, and I'm sure Tau players don't wanna be universally loathed! 😄
The Dark Angels’ greatest weakness?
_Crippling guilt…_
Dark Angel: +trips you+
Seems you have Fallen Cussin... Let me help you.
*Charges Plasma pistol behind back*
no guilt they follow chaos everyone knows it. they just need to come out of the rock
@@snarkymcsnarkface1863 truly said by someone who knows literally nothing about Dark Angels but the memes
GWs balance is my army's biggest enemy
nah it's you skills... see if you buy the new hotness for your army GW will give you the balance you seek....
Don't worry the new hotness will be switching in 5, 4, 3, 2 time to buy more models. now get your skills on and level up your army.
lol that doesn't really narrow it down much.
@@leadpaintchips9461 that's the point
For TSons, their biggest weakness is actually multi-damage melee specifically, as they can only -1dmg range attacks. Melee in general crumples the army.
As a TSons player, our biggest weakness is almost every army having S5, T5, and damage 2 weapons, making them basically paper, and having no real defenses. They're not point cost effective at all, they're even out done in the psychic phase now bc of Grey Knights and Nids.
It's extremely disheartening but hopefully 10th edition will get their shit right instead of basically keeping them in 7th edition.
@@butcanyoudothis3320 Na. GK were dominating TS in 8th. That's not the case now, not at all. Read again GK psychic rules, nothing shiny.
Nids ? Fucking YEAH, what the hell is this +3 to cast, +3 mortals with only 3 brains (150 pts). WTF GW. It's even better than Magnus!
TS rubric and terminators have and should have clear weakness and strengths. Damage 1 np, Damage 2 ranged np. Damage 3 melee BIG problem. Fine for me, i like them a lot as it is.
@@Noalak You can like them as is, but statistics back me up and that's all I need. It's okay that Grey Knights are strong against Thousand Sons, considering they're meant to hunt daemonic threats. What's not okay, is that TSons have little to no weapon options unlike their other CSM brothers, are out done in every single way in the Psychic Phase despite being the Psychic army, being a high point cost army despite having very little options, and the reasons go on and on. Magnus himself hasn't been usable for multiple editions bc they refuse to actually give him the durability that a Lord Of War needs to be able to survive past turn two. The list goes on and on.
Space marines: EVERYTHING is damage two.
which is why making space marines 2 wounds was stupid to begin with. its what started the WHOLE balance problem. GW did it to sell primaris models. but they screwed up game balance to the point where it cant even be fixed without a hard reset of the game.
@@Khobai Not only Damage 2... Also AP -1 AND -2 so widespread that makes no sense at all to have an armor save, and it also lead to S5 fleshborers and T5 orks, which also doesn't make any sense.
GW should have kept OG marines (and spikey ones) with 1 wound and cheaper, and all primaris as a sott of elite for SM armies... but no, they wanted to get rid of our already old, painted, plastic stuff to sell us more stuff because of $$$
@@rquer7913 the whole reason they had to add more AP is to help counter marines with 2 wounds. It all goes back to primaris marines getting 2 wounds. they had to increase the baseline lethality of weapons across the board to counter the higher baseline survivability of primaris marines. that combined with deliberate power creep to sell new models is why the game is in its current state.
Big pat on the back for GW for making Tyranids better. They used to be so finicky with their supplements, and their dependence on stratagems.
YEah now they are just a monster psyker army
instead of the horde list nid want
shit
Makes sense lore wise too
Just switching synapse from a stick to a carrot helps SO MUCH
@@Shedgaming_40k I thought nids were a horde army lore wise, not so much a monster faction?
@@apocalyplant68 they have always had big bugs , in the lore they have gaunts but just so many more than the level played in games so they aren’t as effective
Imperial Guard : Lack of 9th edition codex.
Behold my plastic army known as wallets bane. Truly one has never layed there eyes upon a more expensive fear 😨😨😨
Thank you for the video. As a new player, I appreciate having an idea on how to play other factions. I know this information may not be set in stone, but it is still helpful
It's a lot of data to take in. A rough sketch is a great help.
An observation about secondaries (and a scoring problem that has existed since 3rd): Most secondaries benefit 'elite' armies, at the extreme detriment of 'horde' armies. As an AM player, I think AM, as a shooty horde army, has the worst run of this lot (and I am of course the victim here). I'm talking about any secondary that essentially counts the number of X that are killed, rather than a % of X that are killed or how many points were destroyed. It requires far less effort to kill more units of AM than units of Marines. For comparison, Assassinate, Bring It Down, Thin Their Ranks, Attrition, First Strike and Abhor the Witch directly count units or models to benefit elite armies, representing 6/17 secondaries. On the other hand, only Engage on All Fronts and Linebreaker clearly advantage armies with a lot of units as they count units based on terrain, though they both come from the same secondary category. The rest break pretty evenly based on the strength of the codex, as holding more objectives to raise banners or perform rituals is a complicated thing.
In 3rd, kill points were based on units even when a full platoon was required as a troop choice. Vehicle squadrons represent this today, where a pack of Hellhounds or Sentinels offers an easy 2-3 victory pts per model with no cap on points gained per battle. God forbid a commissar, platoon commander and retinue of advisors get caught by snipers when Assassinate is an option. Not only are there more secondaries that detriment ‘horde’ armies, but the ceiling on possible points is much higher. Even when playing Raise Banners and Engage on All Fronts, there is a limit of 2-3 points per turn.
The strength of a horde army is in how many units and models it can field, which is an immediate weakness based on secondaries. I know the easy answer is ‘pick a different army’, ‘build an army list that doesn’t consist of 25 sentinels’ or ‘you’re just a terrible player’, but even an overpowered AM 9th edition codex isn’t going to resolve what has been a long-running balance issue for GW. I think the best thing to do would be to use points destroyed, as points are the great equalizer, though it makes for hellish scorekeeping. It’s already hard enough moving all the models and shooting all the guns for horde armies during a reasonable game length. I’d really like to see a Purge the Enemy based on % of units or points remaining compared to your opponent.
Long comment for youtube, but I think this issue is barely discussed and, while less critical than the thrash of codex creep, part of a long-running balance problem.
Well, with CSM, DG and Chaos Knights all I can say is... pain
As a Death Guard main,I feel your pain
Now you know why I play Dark Angels in castle formation with as many Assult Hellblasters as I can fit!
(+1 hit for stationary, -1to hit from DarkShroud, Azrael re-roll to hit of 1, +1to wound from Litany, TallonMasters re-rolls 1 and ignores cover for one unit, Weapons Of the Dark Age +1D. +5mortal wound save from Litany, +4 Invulnerable save for shooting from Azrael, Feel no Pain from Apothecary, Deathwing/Blade guard Chapter Ancient for Banner and -1D for one Inner circle unit(Bodyguard/Characters).
And to spice things up you can jump pack a Null-Zone Librarian in!)
Hellblasters aren't Inner Circle though. How does that fit into the equation?
I also try to play them as a castle, but I struggle with the primary/secondary, any trick/list?
That's a good strategy. I think a friend of mine who plays Dark Angels uses a similar if not the same idea
@@onetruecorvid for character defense....? or bodyguard defense for the Characters...?
Since castle formation needs to keep its characters alive, otherwise the formation lose very much efficiency.
3 DW Terminator bodyguards placed in front of the middle HQ bloob, use Banner on them.
Or blade guard if you prefer or any other Inner Circle squad
@@ZouiS007 attack bikes and Infiltrators.
I was expecting a very tasteful CSM weakness : 1 damage weapons 😄
I'm praying to the dark gods that the galaxy will again fear the name Iron Warriors. But I guess we'll see. I just want the Forgefiend to be scary 😄.
Hear their durably doubles next codex
@@mechzilla569 yeah, man, I think it's reduce AP -1 to zero, reduce AP -2 to -1. Something like that.
Thanks as always for the videos!
I brought it up in another post but I wanted to bring it up again because of your ratings:
Very Weak: 2 (8e codexes: 2)
Weak: 4 (8e Codexes: 3)
Medium: 4
Medium-Strong: 4 (unnerfed codex: 1)
Strong: 3 (unnerfed codex: 2)
Very Strong: 3 (Unnerfed Codex: 3)
If we remove the 8e codexes & codexes that have yet to receive any sort of balance pass as outliers then it becomes:
Very Weak: 0
Weak: 1
Medium: 4
Medium-Strong: 3
Strong: 1
Very Strong: 0
Thats a GOOD bell curve there and I strongly believe GW isn't doing a terrible job with their balancing, atm we have 5 armies that haven't seen a balance patch; shipping issues caused GSC, Custodes and Tau to all ship really close to each other while the eldar book has 2 armies in it, and due to the delay in making post-release adjustments its caused a lot of chaos. But I'm honestly confident that after 1-2 dataslates those armies will be medium or medium-strong, maybe even weak if they're overtuned like Death Guard were. We'll also have new overpowered armies in whatever unnerfed codexes come out after (Nids, CSM, Guard?), but in time those too will be toned down. Its just the nature of the 9e release cycle.
A lot of people are claiming this is the worst 40k has ever been and thats just, very untrue. Iron Hands had a particularly bad build at the end of 8th (at least as bad as Harlequins are now), in 6th & 7th Tau and Eldar were absolute monsters of factions, in 5th it was Grey Knights & Necrons, in 4th it was fast melee units like Nob Bikers. And back then if you got an underpowered or overpowered codex you had NO chance of a rebalance for the next 3-8 years when your next codex came out (and not every codex got a release every edition). Tyranids know what its like having a horrible codex reliant on spammy meme builds for the last 7 editions (flyrant spam, hive guard spam etc.)
I'm seeing people saying 9th is non-salvageable and they need to restart the whole thing and I believe they're throwing the baby out with the bathwater there. Sure GW probably will start this *whole* thing over again with 10th edition in either 2023 or 2024 but honestly, once all the codexes are out and balancing is settled, I might just try and stick with 9th rather than get caught in the rat race again.
Anyways thanks for coming to my TED talk.
While I agree with the not throwing the baby out with the bath water sentiment 9th seems to have an incredible amount of book keeping along side consistently releasing blatantly ridiculous stuff along side an emphasis on tuning down stuff that was doing just fine. Speculation here for a moment, that’s the sales department laying the smack down on units and armies that met the quota or are interfering with other sales. Tangents aside I think having to ignore 11 out of the 20 armies in the game to get a good bell curve boarders on the logical fallacy “cherry picking” I could see an argument for ignoring 8th edition codex’s but this discussion will be better answered with how we see GW address things in the upcoming week. But I also agree with the comment above me, I play Necrons, arguably the only “buffed” 9th codex, more than 4 core units yay; I often can’t even see how my army is supposed to compete with the things they are releasing now a days, so I can only imagine how my 8th ed. codex’s bros feel or the poor death guard
You are just wrong on so many points.
Firstly what makes you think that so called medium power armys will stay medium powered when all The armies that have 8th edition armies get their 9th edition codex.
Secoundly If you think 9th edition is better than any other edition good for you, but it IS worst edition for a lot of ppl and most unbalanced edition for all ppl. There has never been more op codex than harlequins at the moment.
It does not matter If GW get The 9th edition on balance by some miracle. Since 9th edition is so killy that the balance will be so harsh for the game that matches end allways at turn 2.
Chaos Space Marine weakness: showing up with any army that isn’t Chaos Space Marines.
I'd say you forgot the Squats again, but of course their weakness is not currently existing. Give it a bit and they'll be past that. :)
Actually it has been confirmed that Games Workshop is getting squats back! So that weakness will be down at least XD
A jack of all trades but a master of none... Finish the quote.. "better than a master of one"
A question I couldn't find anyone able to answer: Is there a rule that actually prevent the Black Templar to get a psyker inquisitor?
Perfectly legal as far as I'm aware. Rules say you can't have an Adeptus Astartes psyker on your army, so inquisitors are fine
@@couchgang5239 That's what I thought, thanks!
I find strange that everyone seems to ignore that fact tbh. Inquisitor are rarely useful, but in the case of the BT, being able to take a psyker for support is pretty noteworthy.
We Black Templars only allowing the Grey Knights to fight side by side with us. But why... in the emperors name would you want a witch to fight with you ... heresy
@@Pers0n97 I’ve done it before… you’re right it’s not the best but if you really want that extra deny attempt or really need something it can work. Remember though the inquisitors generally don’t have access to the same disciplines. No fortress or similar. To be honest, I really only ever used Smite or psychic action secondaries because it was an easy max out when the other army had no psykers and the troops could screen out the psyker protecting her. One time trick perhaps but it was fun.
The world eaters were not included in this video, blood shall be spilled. Write your will
Dayumm i guess the sales department wont be so happy now
I guess they don’t have a weakness
so many short ranged armies! glad i found this, it's a fascinating watch as a newbie
Cheers, well done. I would imagine this was a lot of work, thanks so much.
Great video! Spotted an errata in the Custodes bit: "might get nerfed in future balance *passes*"
Space marine's weakness....EVERYTHING IN THE GOD DAMN GAME CAUSE OF CREEP!
Bro exposed everyone, auspex lives for chaos
Great list...I have to say the ranking of the army power you have the Genestealer Cults is fascinating. I have seen them ranked from "pretty good" to "weakest in the game". maybe that's a testimony on how tricky they are to play (?).
That being said I CANNOT WAIT for my Tyranid codex! It's looks great.
*WE ARE COMING. WE ARE COMING*
As a Tau player, one of our strongest units is a max unit of Crisis Suits armed with max flamers dropping in on manta strike, it will eradicate anything it hits and no one will charge it if there's an EWO in there as well. Drones and shield generators will tank any incoming damage and make this unit a real pain in the arse
I'm surprised for Guard you didn't just put "every facet of the game" and move on.
Homebrew Guard chap, SM chap, and Knights working together is clearly the best
I watch this when I go to sleep because I’m guaranteed to go to sleep in 5 mins into video.
Imperial Fists weakness: PLAY THEM.
Holy cow i’m early to a video! Lol
Thanks for the content!!!!
don't forget to screen out thousand sons. they have so many teleporting tricks, the bulk of their mobility hinges on them, and they're painfully resilient once they're in. and remember their bolters will absolutely shred any chaff you put in their way. it's best if you screen with cheap transports as they struggle a bit more with those. but if you have to use chaff do it, you can't leave your big units open. position it well, make sure they can't consolidate into your units, make good charges, and never give them a 7 inch charge.
Sometimes we 40K players have to be careful. Someone hears you say ‘I just hoovered that guy. It was great!’ and they’ll make assumptions.
Not as bad as tarkov where my wife routinely heard me yelling I shoved it in my ass ie prison pouch ie secure container now let's extract. But I get ya.
So I didn't notice this video was 2 years old since it was recommended to me today and I was perplexed by some of the placements, then I saw the custodes at very strong and then I knew I had to look at the date
To be fair, most of the armies on this list are rated as medium strength. Which is where everyone needs to be. Too weak and nothing happens in the game, too strong and it's over too quickly.
I agree that chaos space marines need a buff
I was playing with my friend and I took out an entire 10 man squad of chaos marines in one phsycic phase with one phsycer
They are getting 2 wounds, but apparently GW thinks they are too powerful so they are ripping many options AWAY from the chaos marines.
No more jump packs for lords, no berserkers, no greater possessed, etc
@@crimsonknight7011 I hear they're getting brand new berzerkers and greater possesed.
Imperial Guard weakness: Yes.
It amazes me just how little... recognition imperial guard get it most videos. Often they're not even mentioned at all. Funny considering lore-wise they should be the biggest faction in the galaxy.
@@bopaintsminis It's a really sad state of affair indeed.
Guards got first chafted because GW realize having to produce different kits for each regiment was more hassle than just NOT doing it, than the game shift toward smaller and smaller tables, where the very idea of tarpit and shaft got obsolete, and where vehicles got totally neutered with the armor change just truly gave them a massive blow.
@@Pers0n97 Yeah, the smaller tables is really crazy- full armies on a skirmish-sized tabletop.
@@bopaintsminis any table size get too big/small with the wrong number of points on the table.
It should be a simplified equation. X width and Y depth for 500 point games. Add another X x Y for each 500 pts after that.
@@KrullMaestaren That seems like a fair solution.
I think the biggest problem with Sisters is that firepower is pretty short-ranged but most of their shooty units aren't very good in close combat. They have to get up where they can be charged but they really don't want to be charged. Trying to take out something like a Hive Tyrant with a multi-melta Retributor squad is a heck of a gamble. If it survives, they are probably going to get eaten.
I really enjoy your work. You must love this hobby.
Aight, got it, to counter Kustodes I just need to bring Harlequins.
Death guard are susceptible to MW unlike other armies. They don't particularly get good anti psycher stuff without morty and you really pay for that high toughness which MW just ignore. DG don't have a way to ignore or reduce MW
yh Death Guard are so overcosted
I've got a buddy who plays Death Guard and my Zoanthropes chew him to pieces.
@@heirofaniu zoanthropes chew everything to peices to be fair
Chaos knights are actully a fair bit weekre than the imperial ones when you get into list building than you mightexoect since the megears are so strong right now. Like chaos knights can't give them an extra relic or warlord trait, (also the warlord traits they can take aren't very strong) and you can't rotate Ior Shields, the only real benifit is that deamon surge on moraxis lightning locks can be very strong, booting them to S7 and D2 but with their recent nerfs its not quite enough.
You went over the various chapters of space marines, what about some of the craft worlds?
More specifically Iyaden or heavy wraith armies in Eldar
*Starts Nurgle Army* This video goes up realizes he wasted money...
Has this been updated after recent changes?
I'd read an update post attached...
We know that Armour of Contempt made a big difference.
What else has affected things as much?
Chaos Main Weakness - Faction Bias
Poor imperial fists. Great bolters, but bolters have quickly become one of the weaker main gun profiles in 9th. I love my sons of dorn, but they’re just so terrible :(
I feel for you :/
I play IF almost weekly and am resigned to it always being an uphill battle. It makes the rare wins taste sweet though 👍
On one hand, God-Emperor do I feel you on that one Wall-Brother.
On the other hand, when I spank my enemies they can't reasonably complain by saying I'm playing an over powered/meta army. I beat you through raw strategy and knowing how and where to use my synergies.
Imagine when I found out that the Fists are not that great. I thought "man, my 15 year old chaos army sucks ass, let me start a new one." and chose Fists. Bummer when I found out they too are just weak atm. Oh well, they are more fun to paint than Black Legion, so there is at least that.
As a Thousand Sons player, I find any army without decent deny the witch capabilities is very weak to being mortal wound spammed
The only army with no deny capability I have had serious issues with is Tau because they can wipe out so much of the force before we can get to range between longer range weapons and loads of ignore line of sight.
I’ve always felt like every other game there was a chance… that was the only time I felt like there was literally no correct way to play and win.
Screening units are annoying aswell. Besides grey knights, there aren't a lot of armies that can deny us the whole game. But we have other issues imo. Custodes 4+ shrug for example. Because they have to have it for some reason. Sisters of silence can have a 4+ but not custodes imo
@@timunderbakke8756 i haven't faced new tau yet but maybe cult of duplicity and umbralefic crystal could work. Just to keep them on alert. Like throwing two terminator squads onto them and using risen rubricae. I don't know if it would work
Daemons: existing
The biggest problem I have playing CSM Black Legion is that I can’t hold the middle. I can’t risk deploying and moving far forward without my entire army getting wrecked. I mostly sit back and try to pull them apart, scoring points where I can but mostly waiting to score late game.
I might be better off if I used cultists (combined with Abaddon’s battleshock negation and Dark Apostle’s invuln) but I want to stick to standard Astartes. I’ve found a Rhino full of Slaanesh Icon Chainsword Marines can be really deadly in Black Legion. A stratagem let’s them re-roll all hits to fish for 5s and 6s (or even 4s) and another one for +1 attack. Brought a Greater Bloodthirster down to 1 or 2 wounds with that 130 point unit.
I play Battle Sisters, and one thing that they hate is mass fire. Even crappy shooting like lasguns can overwhelm them relatively easily
Hello. But after all, many shots with a good ap only work against infantry. can you tell me how to effectively deal with Paragon Warsuits?
@@ЭльдрадУльтран If I knew I was going to be facing enemy paragons, I would most certainly look for high damage weapons. 3+D3 if the option is available, maybe Eldar lance weapons or Ad. Mech. lascannons. Anything that can consistently hit at damage 3+ or preferably hard 5.
Other thing I would really consider would be mortal wound spam. Perhaps a big psychic phase. Mortal wounds because they get around the -1 damage that paragons have
Custodes struggling against new Harlequins
*where have I seen this before?*
Biggest weakness for the Eldar is their high skill high reward steep learning curve.
Imo, there isn't much an opponent can do against an eldar player who knows how to utilise their movement and shenanigans stratagems to keep their guys safe and targeting the correct enemy units.
The most effective way to counter to the eldar I've found is being able to match their speed. This neutralizes their biggest advantage and makes their weaknesses much easier to exploit.
I'd say the main disadvantage of most army's is the instruction manuals.
So is this going to still hold up now that ALL Space Marine factions (Loyalist and Traitor) just got a pretty noticeable buff in that they just straight up ignore a whole point of AP from any attack now?
Firing anti tank weapons at custodes infantry seems like a suboptimal strategy. Sure it gets you past the toughness and armor, but most of those units have a 4++ that is going to block a lot of your shots. Having damage 3 or higher doesn’t do you much good if you have 2 shots and they both get saved. I think the optimal thing to shoot at custodes is high volume, medium strength and AP weapons so they have more invulns to make. Something like warp spiders is ideal.
Awesome video!
Never been so early for a video in my life!
As a Just starting out guard player i am paying close attention, now I know to actually give my guard some plasma guns instead of just a ton of lasguns
S6 seems the most in demand. Looking at the new Pyrovores with d6 S6 AP-2 D2 or alternatively 2d6 S4 AP-1 D1 auto-hits, I want to try what has almost been a joke of unit for so long... juuust got to get them in range.
Put them in reserve, 12" range weapons for easy first strike.
@@Noalak Gonna drop them with a Tyrannocyte, I think.
@@Muenni isn't there a cheaper way to deep strike them?
Can't wait for an update with the new rules release!
Yoooooooo I’ve been looking forward to thisssssssss
I'm hoping that the chaos knights get some amazing stuff in their new codex
I like how IG's weakness is that they're just completely bad right now.
I love how my army's weaknesses are "everything." God, I love playing Sisters of Battle.
Man, I’m fighting a Tyranid player rn and I’m using chaos space marines.. my Khorne Berzerkers don’t even have a rhino 😬😬
The place where i play usually as guard i almost everytime face Necrons
But the player has a Void Dragon shard so its keeps wrecking my tanks, any tips for a noob?
zoanthropes & encricle the prey, add a trygon: turn 2 enemy backline destruction
Ork's greatest weakness: Games Workshop
This video summarized: "take high AP and Damage output weapons to deal with X"
Biggest disadvantage for Tyranids:
Assembling the models
You are insane bruh...respect.
Guard’s is being nerfed despite having below 30% win rates. Get your grubby hands off our manticores GW!
Orks is that they keep being nerfed with no compensating buffs. Except they’re buffing mek guns again...
Can you do something like this for strengths and weaknesses when all the Codicies are out?
That's going to be a never ending struggle because they're going to be updating codices one at a time instead of all at once, so they're going to be outdated and ever rotating.
The weakest thing about Space Marines is their ability to survive in an edition where every army is literally tuned and designed around killing T4 3+ save 2W units
I guess Indomitus sold too well
welcome to the tabletop. when fluff was dead... all these decades x)
The weakness for the tau is literally any enemy units
My friend plays Iron Hands. I usually lose. And here I was thinking I might learn a vulnerability and I'm hit with "generally strong for marines?".
No two ways around it, Iron Hands are just one of the stronger chapters due to their ability to shrug off any wound on a 6. I don’t have an Iron Hands player in my group, but if it were me, I’d see how many shots you could put out at AP -1 or -2. The sheer volume of shots might be able to overwhelm the ability to shrug off damage.
Iron Hands are good only because dreads are. Factions with exceptional anti-tank options (D3+3 damage) like Ad Mech, ELDARS or Dark Eldars are very good. Which faction do you play ?
And simply Iron Hands vulnerability is terrain: blocking line of sight AND crippling vehicules.
Try to play with more terrains not GW ones, they are useless and expensive. Bring several 9"x6" footprints with 1 or 2 extra floors.
HIDE ALL YOUR ARMY turn 1. I can't emphasis it more, ALL-OF-IT.
You like your aircraft ? Have a kid "play" with it so you don't see it again.
Turn 1 IH is scary as fuck. Don't expose any inch, and if you have turn 1, stay hidden, closing in as you can, from one terrain to another.
Don't even think you can play "like a man" and stand in the open against IH turn 1.
Don't.
Yeah Chaos Space marines weakness is they keep getting nerfed codices or in this case NO CODEX AT ALL!!!!!!
Great video! Also highlights my point that Tempestus Militarum are not even an army. No niche, No characters, No love.
They gave us a codex and 3 units then got bored.
Big sad.
Actually got a question for you all. Since tau have been a big problem since the new codex, besides being really shooty. I've found some issues with allocating wounds, this is an game situation where I deepstriked a ten men squad of Assault terminators and charged the broadside. But because of engagement distances, only 5 of my terminators were in range of one broadside awhile another 5 would be in range of another. After the first round of attacks from the first 5 terminators, I wiped all but one drone since they decided to allocate the wounds on to the drones. But because my other other 5 terminators are not within engagement range of the drone since they were physically behind the broadsides. I basically lost 5 terminators worth of attacks. Can anyone confirm for me how rules in melee actually work when dealing with tau and drones
The biggest buff grey knights need are robot horses
Isn't it funny how gw put ork vehicles a -1 damage on a s7 or less when s7 or less weapons generally don't have more than 1 damage.
Yeah, but many melee weapons are below S8 and have dmg2+
@@fulgrim4652 THIS.
Necrons are in this video so I approve
Doesn't necrons reanimation rules in 9th literally state that you can't animate closer to the opponent?
It only states “Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.” So in the charge phase yes but all other times the only other placement limitation is engagement range, only if the unit is already in engagement range.
I am pleased to see the death korp not on this list
Thousand sons weakness: Vacuum cleaners.
Strange to see that everyone thinks thousand sons are mid tier , I find their flamer bombs to be lethal with their teleports and the terminators are tough , got great shooting and melee damage. Plus they are psychic and can throw out a ton of mortal wounds . While the entire army is ob sec so have good primary game and Mutated landscape is a very solid secondary. Plus their kabal points can make things undeniable which is amazing
Low A tier at least
I find thousand sons get outmanoeuvred easily and there are some targets that scarabs and flamer bombs can’t deal with.
They also lose a lot of points to abhor the witch; they aren’t terrible but I think A-tier is a bit generous.
Bro be quiet! Keep the attention off of us.
They're honestly amazing..i dont know why they aren't played more at tournaments. Other than you can score pretty consistently good against them
@@CloudianMH that’s the issue, if I don’t play an army that gives up a full secondary for essentially free, then I win more often than I lose against an equally skilled player. They def aren’t bad I would rate them comfortably upper mid tier.
The terminators are nigh unkillable with buffs, and wrath of magnus cancels out abhor. I agree
Post Chaos knight codex drop:
Knights can spend a cp to move through terrain, or do some weird fucking thing where they get x amount of kills and get to move through terrain for that Round of battle. Its fucking bullshit.