"Over reliance on biovores and rippers to auto-complete some secondaries." Even that's an understatement: if mines became unable to score secondaries the 'Nids WR would drop 10-20% overnight. Credit to Auspex for outright stating it though, baller move.
AdMech slide is missing units listed under the underpowered units section. Its also missing mention of an actual heavy unit similar to the scope of the Astraeus tank. I know immediately you're all thinking "Knights" but those belong to another faction and we have no knight of the cog anymore.
Here's the thing: if Admech DID have knight in their datasheet, then no matter how dumb is that knight (for example, Knight Magarena) Admech will just strike into middle-top, by stepping on a lot of melee faction (BA, WE, Orks...)🤦🏻♂️ I strongly agree that they need huge changes (or in my word, fixing bug) but not in this way🤦🏻♂️
@@The_Penguin_8964well they need tech thralls for cheap bodies, thallax for heavy infantry abd multiple units from there legio cybernetica. Also some cheaper more easy to paint skitarii (like the solar auxilia) and maybe some melee unit. And then buff the profile of the skitarii. We know that some units have an shield that is stronger the more members are in it. So something like an invulsave that gets better the larger the unit is or anything like that.
@@uwesca6263 Agree, the datasheets should make some serious changes (I mean, 4+ to hit without any method to improve, WTF) some legend model should be released (Especially Secutarii, which will be doing really well in Hunter Cohort) etc, there're lots of things can do before putting knight into Admech🤦🏻♂️ But come on, that's GW, a group of mindless greedy who just watch the table and said "Oh, some unit doesn't really meet our expectation (Probably didn't meet the selling target)" and just keep lower the points and not facing the real problem🙄fuxk them🙄
@@The_Penguin_8964 i will not say that gw doesnt care. If they would not care than we wouldnt see balance datasleets. The curent edition is "meta vise" rather balanced and they do seem to try. We see it in stuff like the death guard change to their rules which is great. My suspicion is that they are skeptic of changing datasheets immediatly after the codex dropped. Especialy if they think they can fix it by changing point values. But i agree that there is funny stuff that you could do to them. Like skitarii fire that removes the benefits of cover if the unit is completly seen by a different unit or sicarians that can dissable weapons or tanks when reaching into melee.
Not necessarily a weakness because if it attracts bad players to it then the win rates will drop potentially helping avoid the nerf bat. However good players will still be able to extract the best from it. On the other hand. If only a good players are playing an army it may get nerf due to the ability of the players and not the army itself.
A comment I never saw myself typing, but: congrats on the placement! You are doing such consistent work for the community. It is nice seeing you getting the recognition that warrents sponsoring!
Imperial knights have 3 big weaknesses. 1) terrain, generally never getting cover is a problem when you only have a 3+ save. 2) model count and actions, not having even 1 model in the fight is a lot of points that is potentially not helping you win the game. 3) close combat, the invun doesnt work in close combat and while they can hit hard, they still fold under dedicated heavy melee units . Had Old One Eye basicslly kill my gallant on his own in combat in one turn
Old One Eye and Mozrog for Orks are basically the "if you have them, you win" against Knights units, same with Chaos Daemon Monster Mash. I've seen Mozrog chew through two greater Daemons on his own, 4+ Invuln and 4+ FNP makes him incredibly tanky for his points cost and his only vulnerability is screening him out of your big stuff with infantry...which Knights don't get.
Unrelated to the video topic but I’d fucking love it if starforged made some Votann style jewellery. Their interlocking filigree would translate so well, as well as the Votann depictions.
Overall, big knights just dont feel durable enough for their points, no invulvs in melee and a overall save of 3+ really hurts them, so the worst part/weakness of the army is facing melee armies and/or with 4+ invs, since makes them overkill/or not perform well enough. This is the reason Custodes just flat out murders knights in general. - Chaos Knights: Army rules are trash, and most likely will stay even if new detachments are added, they encapsulate the worst parts of every other army rule into a single one. Limited range, limited activations, limited by turns, limited by condition of the enemy unit, and if all planets align... its still a coinflip. Big knights are still underpowered/Overcosted, and in many cases (like Rampager/Lancer) they feel this way BECAUSE the army rules are so bad. Others are plain overcosted still, and others are just awful (Abominant) - Imperial Knights are almost there, but they truly feel designed around having big knights benefit from their bondsman too, so they feel like they are missing something and it will remain that way until they get back bondsman on big ones. - Tyranids: many overcosted units, weak strength in most units, not enough AP. Weakest link on their army is Biovores/Ripper Swarms, and Neurolictors. Deal with those and they wont be able to score, nor deal damage consistently. - Necrons: rely too much in C'tan because most of their units are simply not durable enough after the nerfs (warriors, Lychguard, cryptothralls, reanimator, resurrection orb, etc) left most units super weak, once C'tan are nerfed (and possibly Wraiths too, heck, maybe even Immortals) they will have no staying power at all unless they get Warriors (at the very least) buffed again. Weakest part of their army, everything else that its not C'tan is not very durable, focus those down and limit their scoring. Ignore modifiers eats C'tans.
Thousand Sons definitely have the issue where you need to play a very limited roster to make them work, and then that also limits how you play them too. I love my dusty boys, but I wish I could take some anti tank shooting besides Magnus without feels bad.
Yeah, I would love to include things like a Forgefiend or a Helbrute, but if you want to play with what makes Thousand Sons unique, you need to bring stuff that generates Cabal. Honestly, a good change would be to have each unit have some way to help give you Cabal Points if you meet the requirements like the Helbrute, tho that unit is very pricy for how he helps you gain more points to cast your spells. Maybe in another datasheet they could give different ways for you to generate them so that we could experiment with more of our units.
@@RvBnerd618yup, in 9th (my first edition) I usually brought some vehicles to support my TSons. Cabal points were a nice to have for boosting key spells not the only way to actually cast them. It also helped that the icon of flame would add a cabal point instead of spike AP but that’s another issue. I can hope we get some new detachment rules that let us bring a few other things, and then hope those rules aren’t immediately negated by the 11th edition launch
Dude this was CSM before the last nerfs. There was one lust with some minor variance. Now thats nerfed the faction is utterly uncompetitive. Pray your win rate doesnt reach even 53% or you face nerfs
the first ever game of W40k I played was against a militarum army from my friend. I played death guard, i rolled so bad that i managed to do 1 wound on the entire game and he healed it
Yeah the BA not having Advance and Charge is why I got my hopes up when the White Scars detachment got revealed to do that but then it was all bikes and speeders. Still we spam Jump Packs for a reason and it's picking up in popularity.
Guard have exceptionally good melee. Bullgryn as you mentioned, Rough Riders, Straken-Nork Blob combo, Solar-Ogryn as a diluted version of the Strak Nork too. These units can all move 9" due to an order, or get +1 to hit in melee. RRs keep coming back too. At an RTT this weekend I played into Custodes twice and WE once with a melee guard list. Lost narrowly in the first game against the tournament winners Custodes (primarily due to supply drop mission and running out of time), beat WE by a good margin and had a 100-38 win in the final game against Custodes. Guard can absolutely hold their own in melee against the very best melee factions and very often prevail.
CSM has quite a few bigger units at 10+ wounds but almost none of them preform in their weight class compared to other factions. Abaddon perhaps, but he's hella expensive, dependent on bodyguards and slow as shit while the primarchs for example are moving across the board with ease..
@Internetbutthurt agreed, his previous pts were fair 270-280 I believe? The extra cost makes him impossible to deepstrike with terminators which is what made his reroll hitroll, helbrute forgefiend combo so prevalent. If they decrease his pts or terminators pts by 5 they'll see him being played differently. As it stands now he's a buffer/castle hq that does amazing damage when he gets close, it's just takes till turn 3 or 4 for him to get in the fight without deepstrike
@@The-Despoiler-XVI You are totally opn point - its a waste to put him with termies because they already re-roll hits so the best use is to have him centre of your army with the re-roll aura. If he is taken out or isolated the army collapses.
I really hope when the Necron nerfs come, and they are coming, it’s inevitable, they only direct the detachments and maybe the C’Tan, because those are the problems, everything else is basically fine
I’m still hoping for Obeisamce Phalanx and Annihilation Legion to be buffed. I love my destroyers, and Praetorians are some of the coolest units but they are just bad.
Mek gunz led by shock attack meks have been the bane of my existence. My buddy runs two units of 3 each and my god. Boatload of high damage high strength high ap shots hitting on 4's and rerolling ones. Even without proper ranged support rules they are monsters.
You mentioned Blood Angels have no access to advance and charge, but you missed both Gabriel Seth and Tycho the Lost. Tycho can be thrown in a Death Company squad and really pack one hell of a punch, and Seth can be paired up with a Sanguinary Priest in an Assault Intercessor Squad and make them pretty damn killy as well.
Yes but (and I could be wrong) taking Seth means you can’t take any other named characters forcing you out of Lemartes who leads the jump pack Death company meta currently.
@@skullandtheshark2356Yeah, though that's not true of Tycho. You're pretty much limited to choosing one or the other if you want some advance and charge in your Blood Angels. That doesn't mean they don't have access to advance and charge.
Daemons are also fairly lacking in anti-tank. The only units they have at Strength 10 or higher are either super-expensive Epic Heroes and characters (Be'lakor, Skarbrand, Shalaxi, Bloodthirster), not too reliable (Infernal Enrapturess' single-shot BS3+), or the Soul Grinder and Khornate Daemon Prince, the latter of which barely reaches 10 without the Enhancement, and the former is really, really ugly.
@@Malllttt well quite the contrary, every oponente that i have faced whit that army has laughed during the match at how stupid yet weirdly effective that list his turns out 84shots of S5 Ap1 D1 and 60 heavy bolther shots kills first turn is just move up the board and second im in the mid field and that's when i start blasting. And its funny for both me and my opponent to see a wall off chunky yellow fisty boys
Eldar dice nerf hit me hard, but luckily there's other ways to plan around it. Some units give fate dice on kills (Wraithlord), or Eldrad gives you an extra 3. Imo Eldrad was always pretty much auto include, but tons of people are sleeping on the Wraithlord. I run infantry heavy, but I do happen to own one aircraft that isn't too hot because of how they work in 10th.
Sacresants make more sense with Junith leading them. Miracle dice can be sacrificed sometimes - like Palatine ability so ones are okay, plus you can use Dialogus, Imagifier and Saintly Exaample to get better results.
Lethal hits messes up IK so hard it's not even funny. You fight an army that can give lethal hits to all their units like Custodes or new Tau detachment and you're in for a bad time.
The greatest weakness of World Eaters is that GW seems to believe they can overprice them like Chaos Custodes instead of the glass cannons they actually are.
I like it as well, but with overall strength of the army tuned down with the dataslate it is becoming annoying. Now Angron NEEDS to comeback in most games. otherwise everything is dying too fast. Not to mention his chances for revival are lower now.
For GSC, deep strike doesn't remove the Cult Ambush tokens anymore since the last Rules Commentary stated that deep strike is a 'counts as move' and isn't an actual move
Finally someone acknowledged how the Guard Army Rule is easily taken away unlike every other faction in the game! Too bad Auspex then claimed that the index is good when we've been bottom tier and 35-40% winrate the entire Edition so far...
That's most armies at one point or another this edition fam. Even the Daemons discord in AoW was "our rule sucks, Belakor tax" because infiltrators or similar units literally delete the rule. Sisters are t3 1w with a damage taken buff, carried by mcwerp and other good players until everyone hopped on after CSM nerfs. Gnomsayin
@@rellikskuppin7417Thats not even true, though. Infiltrators make the Daemon's rule easier to counter, but if it is that difficult for you to deal with just slap some Blue Horrors and Nurglings into your list and Infiltrate them first. On top of this, while its not the most helpful thing, at least 1/3rd of the Rule is *always active* even if you royally mess up. There is no way to turn off the Shadow of Chaos in your own deployment zone short of winning the entire game. Sure, its your deployment zone and isn't the most helpful thing, but it can help protect your rear objective against Artillery and make Behind Enemy lines much harder to achieve. Sisters are T3 1W, yes, but they are 10 points with Power Armor and BS3+. To put that into perspective, Guard Kasrkin are the same price with a Carapace. Yes, there are other factors on both sides at play, but if you water down the argument that far Sisters are better than Kasrkin because they are more durable with a 3+sv rather than a 4+. Even beyond what I shall charitably assume is ignorance on the subject of specific factions, I once again state that Guard has *ALWAYS* been pretty much exactly where we are for the entire edition. There was 1 week were a couple of guys got luck and bumped us up to 51%, but then we went straight back down to 42% after that. Even Admech had a good few week high, but we didn't.
As a blood angels player I really think we need a way to generate extra cp, and an advance and charge strategem that can only be used once per turn. If we had those two things, we'd be top in the meta. Extra cp would be mostly used for armor of contempt while the rest for fallback and charge, and red rampage, sometimes the 6" consolidate.
The hydra is underpowered? no. You just haven't seen one in-game, or maybe you haven't seen one shooting one of the innumerable units that happen to have the keyword of fly, against which, you get... rerolls to hit, rerolls to wound, wound on a 2+ and do damage 3. It will ABSOLUTELY shrek anything that flys regardless of toughness. Including things like flying Hive tyrants, Mortarion, and Tau battlesuits. I get that most people think FLY means flyers like planes but it actually means the keyword Fly. At last check nearly every army has a core unit they take that has this, or can get this keyword. The hydra is a staple for anyone who knows how what it is & does. For both it's cost and ability to ruin the enemy's day. It is not Underpowered, it's actually perfectly balanced as is. For the love of all that is holy, it does NOT need a boost or a nerf.
As a custodes player i have no idea how custodes are at 56% lol and I'm scared they are going to get gutted. They went from the worst win rate 40% to as low as 39% and are some how 56%? After the dataslate. I believe it's all because of Guard and warden Spam. So I think if you tone those down bam problem solved AGAIN instead of reroll all wounds for guard just keep it as reroll 1s to Wound.. and maybe give guards 5pts nerf.. point is I'm scared they are going to unnecessarily nerf everything, when alot of units need buffs or reworks and they wont get them. (Bikes, Dreads especially the Achilles/telemon, aquilons, sag. ECT.) The problem is Guards/wardens with characters 100% nothing else at least that's what I believe from my few games I've played. My list focuses on Allarus and I spam axes which suck but look cool.. lol
I'm very interested to see what the 8 Chaos Marine Detachments do when they revealed how many would be within the Chaos Marine Codex? I've been interested in the Chaos Marine Index abilities and aesthetics for either Black Legion or a Daemonkin Army with units of Possessed, Cultists, Masters of Possessed, the Dark Commune as a unit that counts as a leader, Chosen, Daemon Engines, etc..painting them as Word Bearers. GW needs to do something for Codex Compliant Marine Chapters since Epic Heroes in this edition determine how strong a chapter is. For example White Scars and Ravenguard basically get nothing except maybe 1 good Epic hero. I feel like GW could give the Chapter examples I just mentioned a 1-2 minor trait bonuses when they take the detachment that was basically built around their specific playstyle (Stormlance and the Vanguard Phobos detachment) I got double screwed this edition because I play Necrons and have been collecting Dark Angels since I bought the Indomitus Box and kept both halves. GW made Necrons way too strong at the very starts of the edition and I had a feeling Reanimators having a 12" aura waa way over the top. I firmly believe the Reanimator would currently have a 6" aura if they started 20th edition with a 6" aura, but 12"created such a bad play experience they cut his aura down to 3", which I assume puts him back on the shelf. Awakened Dynasty is still excellent and is the only detachment that has access to some of the best reactive reanimation tech, especially Protocol of the Undying Legion which allows you to reactively target a unit in your Shooting and Fight phase if that unit just had a model destroyed, plus it gets to use the enhanced version if the unit contains a Leader which changes the standard D3 each unit gets at the end of your Command Phase to a Reanimation wounds using a D3+1. Warriors are another example that kept on receiving several but minor rules changes that eventually forced players to take Immortals instead. They also seem to benefit more from the detachment rule that grant units with Leaders with a +1 to hit on all attacks. Many unit types that should be more effective in a detachment that was supposed to reflect their playstyle, actually do betterin Awakened Dynasty such as Skorpekh Destroyers with a Lord, which gives unit a permanent +1 to hit on top of their own datasheet rules, plus the Protcol of te Hungry Void giving a unit of 6 Skorpekhs with a Destroyer Lord access to a simultaneous +1 to Hit, +1 Str and a bonus -1 ap. You can always give the Destroyer Lord one of the enhancements such as the one that grants the bearers unit with Stealth for the entire Game. I'm still frustrated the 2 Skorpek models wielding the larger two handed Hyper Phase Blade doesn't have its own weapom Characteristics as they were in 9th (slightly higher Str, 1 less attack, -1 AP and a damage characteristic of 3 which you could only have a total of 2vin a max unit of 6. Regarding C'Tan, GW created another mistake by not carrying over a 9th edition rule that restricted Necron players to taking only 1 per detachmen. points wise they were nearly the same as they are now except the Nightbringer cost more than 155.v The Necron and Dark Angel faction books are going to drive me mad if they make any more nerfs when the edition still has several factions still using thier index detachment which places many of them in a position where they will alway have lower win rates until they receive thier new Codex ( 8 Detachments in the upcoming Chaos Marine Codex ) I'm hoping the Chaos Daemons Coex contains s5 detachments, 1 for Chaos Undivided and then 1 for each chaos God so a player caan play a pure Khorne Blood Letter list. Im also very frustrated with the Dark Angels Supplement. They messed up the keywords, especially for non-epic heroe Captains, Chaplins and Librarians character datasheets. For example, all of the Dark Angel Ravenwing datasheets in the actual supplement all have free 5++. You can taake certain units from the Space Marine book such as Outriders and they automatically become Ravenwing because the DA Supplementd , however since GW hasn't presented any special rules or benefits for having the Ravenwing(All that is required is a unit has sthe mounted keyword or any Vehices that can Flyvsuch as the new Storm Speeders), These datasheets are missing the 5++ and its hard to say if this was intentional or not.
I do agree that the havoc is really good, but compare it the predator where you trade 2 las cannons for an auto cannon or a twin linked lascannon and you get a unit that has a lot more staying power and mobility at 5 points less I find myself gravitating towards them more, especially cause you're losing a lascannon or 2 when you get shot at anyways with the havocs. They are easier to hide tho, but that 5 inch move hurts
choose the army you like and will actually love an paint. Then use it and lose almost every game in glory. I played pure chaos berserkers and tanks long time ago, chaos land raider, rhinos. I actually don't ever remember winning lol.
The problem with Sacrasants is that they are considerably more expensive than a normal battleline sister (13 pts vs. 10) and are no more difficult to chip away at with simple bolter fire unless they are joined by either a cannoness, palatine or imagifier. You really want to put a cannoness with that unit to allow them to re-roll hits as well as -1 to wound, but you also want the imagifier to increase their save to 2+ halving the failure rate of saving against AP0. Unlike a BSS however, you can't have both. If Sacrasants could have both characters join them, I don't think they'd need any other changes to be a powerful option.
When it comes to disposing of any army quickly, never underestimate the humble heavy bolter (or rough equivalent). Those are workhorse weapons. While it won't dispatch a titan, the volume of fire, decent strength stat with AP1 and D2 plus having Sustained Hits 1 (roughly equivalent to +1 to hit) means it lands huge numbers of hits and thanks to that D2 will take out even marines faster than a high S, high AP, multi (often wasted) wound single-shot weapon. Additionally should you find yourself staring down 100+ boyz, gaunts or whatever the humble heavy bolter packs a high enough rate of fire to make a dent. Never underestimate the humble heavy bolter.
Custodies has been wild from OP at the start to insane nerfs making us the worst to now being op again because we got a milk points cut We only have 3 main units to play with as everything else costs too much If they revert points back up then we just become super shit again 😂 even with fnp to devs that simply isn’t what helps us overall There’s a balance somewhere and I don’t think that’s hit custodies with more nerfs but instead to buff our opponents
Good on ya for accepting sponsors, Auspex. Though please, while we understand, if you do accept RAID: SHADOW LEGENDS!!!!!!!!! as a sponsor, give it your classic "taking the piss" touch.
When you think your meta army is weak, know that, out in the wild, a random dude with a Nurgle Land Raider and a couple of Havoc teams inside is stomping the opposition
What is most Armies Weakness? *An Assault 3 Strength 6 take a hike armor save Hellblaster that you can crank up with Weapons of the Dark Age* 😎 (And if you are a mad lad you overcharge it! And put a +1 to wound and Hit buff for shooting and/or a Ignore Cover!)
For all the Space Marine Bodys i feel like Games Workshop tailored many weapons around deleting 2W 3+Save Bodys, i literly have no other profile where so many points can be deleted so fast.
Weird how you didn't mention that Thousand Sons are just as limited in unique units as World Eaters have. Marines, Terminators or Tzaangors aren't the most varied choice
As a necron player, been playing since index of 8th, I am slightly worried with how heavy handed GW will be with the nerfs to the necrons. So many competitive lists are running 2 to 4 ctan. 4 being more common in hypercrypt because you can get around the ctan's weakest of 6" movement. I really think GW needs to nerf the c'tan heavily but look more at the data sheets for necrons and make the internal balancing better. If canoptekh wraiths get nerfed pretty hard canoptekh court becomes pretty useless. Hypercrypt is as powerful as it is because teleport 4 ctan and they can be in your face turn 2. I hope ctan get nerfed heavily I don't like seeing people playing "necrons" but just trying to be ash ketchum. This is just my opinion ctan need to be nerfed; they are carrying necrons atm.
Nids have been mid as hell this entire edition so far. Not terrible, but not great either. You are sort of forced to play a certain way to have a chance
@@anexistanthuman2435 I heard that the shadowsword was really strong, but I never used it before, and didn’t realise each shot did 12 wounds until I made 2 hits on the Norn emissary
The biggest weakness of every army is units that are undercosted, you are losing out for not including them in your list... Or on the flipside, units that are way overcosted for what they do but you actually like the model so you play it eventhough its a blatant waste of points.
Adeptus Mechanicus: Weakness- Games Workshop
Can someone write this in binary for our friendly Beep-boops clonk clonks?
Also: being transported to games.
Weakness: $
Same weakness as my wallet.
Because not only are their rules bad, the amount of units you need to paint, and the price of said units bad, too. They can’t catch a break
Death guard better watch out, I heard there's a rough tech priest with a power washer out there CLEANING CHAOS OUTTA THE CRACKS
Pepperidge Farms remembers when DG were with AdMech at the bottom of the pile at the start of 10th.
and Drukhari.@@andrewbakescakes9684
NO NO NO
You’d go rogue too after trying for too long to find the best way to get your Aqua-Santica in position to clean a Knight’s shoulder joint…🤬
NO!!! My Achilles heel!!!
My biggest weaknesses is when my opponents dont 100% of the time overcharge their plasma
Ah!
We meet again Nemissis! 😑
Chaos Daemons' other army capability is to be able to switch to HH/AoS/Warcry/KT/TOW/etc. whenever they aren't doing so hot in 40k.
"Over reliance on biovores and rippers to auto-complete some secondaries."
Even that's an understatement: if mines became unable to score secondaries the 'Nids WR would drop 10-20% overnight. Credit to Auspex for outright stating it though, baller move.
Mines are OC 0
Ah that's entirely my bad. I meant "unable to score secondaries."@@obrans4451
@@obrans4451 still doesnt stop them count as having units able to do actions/just being on the board for stuff like engage on all fronts etc
@@hammer1349 ik they edited their comment lol, previously said the winrate would drop if mines went OC 0
@obrans4451 ah right, never saw the original, my apologies
AdMech weakness: Low paying jobs
Death Guard's biggest weakness is that we are too perfect.
This comment has been fact checked by true nurgle patriots.
True ✅️
Sounds suspiciously like Emperor's C.hildren
Your biggest weakness is your combat patrol.
So really, you’re doing pretty good!
@@thefloatingcontinent9897woe, poxwalker be upon ye!
In actuality I wish more of our characters were good :(
AdMech slide is missing units listed under the underpowered units section. Its also missing mention of an actual heavy unit similar to the scope of the Astraeus tank. I know immediately you're all thinking "Knights" but those belong to another faction and we have no knight of the cog anymore.
I’ve only just realised how much they truly lack a super heavy vehicle, which is truly ironic given their importance in the manufacture of such.
Here's the thing: if Admech DID have knight in their datasheet, then no matter how dumb is that knight (for example, Knight Magarena) Admech will just strike into middle-top, by stepping on a lot of melee faction (BA, WE, Orks...)🤦🏻♂️
I strongly agree that they need huge changes (or in my word, fixing bug) but not in this way🤦🏻♂️
@@The_Penguin_8964well they need tech thralls for cheap bodies, thallax for heavy infantry abd multiple units from there legio cybernetica. Also some cheaper more easy to paint skitarii (like the solar auxilia) and maybe some melee unit. And then buff the profile of the skitarii. We know that some units have an shield that is stronger the more members are in it. So something like an invulsave that gets better the larger the unit is or anything like that.
@@uwesca6263
Agree, the datasheets should make some serious changes (I mean, 4+ to hit without any method to improve, WTF) some legend model should be released (Especially Secutarii, which will be doing really well in Hunter Cohort) etc, there're lots of things can do before putting knight into Admech🤦🏻♂️
But come on, that's GW, a group of mindless greedy who just watch the table and said "Oh, some unit doesn't really meet our expectation (Probably didn't meet the selling target)" and just keep lower the points and not facing the real problem🙄fuxk them🙄
@@The_Penguin_8964 i will not say that gw doesnt care. If they would not care than we wouldnt see balance datasleets. The curent edition is "meta vise" rather balanced and they do seem to try. We see it in stuff like the death guard change to their rules which is great. My suspicion is that they are skeptic of changing datasheets immediatly after the codex dropped. Especialy if they think they can fix it by changing point values. But i agree that there is funny stuff that you could do to them. Like skitarii fire that removes the benefits of cover if the unit is completly seen by a different unit or sicarians that can dissable weapons or tanks when reaching into melee.
The weakness of every meta army is bad players picking it up thinking it'll get them easy wins
"You have what it takes to win, but no idea how to."
Damn Meta Pandas/Gardening Implements
me who not know any meta picking random unit because it look cool
Not necessarily a weakness because if it attracts bad players to it then the win rates will drop potentially helping avoid the nerf bat. However good players will still be able to extract the best from it. On the other hand. If only a good players are playing an army it may get nerf due to the ability of the players and not the army itself.
Though it's funny as well when they do. (Y didn't that work) lol
Death Guard's greatest weakness is Agrax Earthshade shortages
use ratling grime instead :)
If Aaron from my shop sees this, I’m using this for your grey knights
A comment I never saw myself typing, but: congrats on the placement! You are doing such consistent work for the community. It is nice seeing you getting the recognition that warrents sponsoring!
Imperial knights have 3 big weaknesses. 1) terrain, generally never getting cover is a problem when you only have a 3+ save. 2) model count and actions, not having even 1 model in the fight is a lot of points that is potentially not helping you win the game. 3) close combat, the invun doesnt work in close combat and while they can hit hard, they still fold under dedicated heavy melee units . Had Old One Eye basicslly kill my gallant on his own in combat in one turn
Old One Eye and Mozrog for Orks are basically the "if you have them, you win" against Knights units, same with Chaos Daemon Monster Mash. I've seen Mozrog chew through two greater Daemons on his own, 4+ Invuln and 4+ FNP makes him incredibly tanky for his points cost and his only vulnerability is screening him out of your big stuff with infantry...which Knights don't get.
Admech: Existing
Unrelated to the video topic but I’d fucking love it if starforged made some Votann style jewellery. Their interlocking filigree would translate so well, as well as the Votann depictions.
Overall, big knights just dont feel durable enough for their points, no invulvs in melee and a overall save of 3+ really hurts them, so the worst part/weakness of the army is facing melee armies and/or with 4+ invs, since makes them overkill/or not perform well enough. This is the reason Custodes just flat out murders knights in general.
- Chaos Knights: Army rules are trash, and most likely will stay even if new detachments are added, they encapsulate the worst parts of every other army rule into a single one. Limited range, limited activations, limited by turns, limited by condition of the enemy unit, and if all planets align... its still a coinflip.
Big knights are still underpowered/Overcosted, and in many cases (like Rampager/Lancer) they feel this way BECAUSE the army rules are so bad. Others are plain overcosted still, and others are just awful (Abominant)
- Imperial Knights are almost there, but they truly feel designed around having big knights benefit from their bondsman too, so they feel like they are missing something and it will remain that way until they get back bondsman on big ones.
- Tyranids: many overcosted units, weak strength in most units, not enough AP. Weakest link on their army is Biovores/Ripper Swarms, and Neurolictors. Deal with those and they wont be able to score, nor deal damage consistently.
- Necrons: rely too much in C'tan because most of their units are simply not durable enough after the nerfs (warriors, Lychguard, cryptothralls, reanimator, resurrection orb, etc) left most units super weak, once C'tan are nerfed (and possibly Wraiths too, heck, maybe even Immortals) they will have no staying power at all unless they get Warriors (at the very least) buffed again. Weakest part of their army, everything else that its not C'tan is not very durable, focus those down and limit their scoring. Ignore modifiers eats C'tans.
Right now T'au is not knowing what their points is
Indeed. I'm just hoping that the Riptide isn't going to become unusable again with a points nerf.
Thousand Sons definitely have the issue where you need to play a very limited roster to make them work, and then that also limits how you play them too.
I love my dusty boys, but I wish I could take some anti tank shooting besides Magnus without feels bad.
Yeah, I would love to include things like a Forgefiend or a Helbrute, but if you want to play with what makes Thousand Sons unique, you need to bring stuff that generates Cabal. Honestly, a good change would be to have each unit have some way to help give you Cabal Points if you meet the requirements like the Helbrute, tho that unit is very pricy for how he helps you gain more points to cast your spells.
Maybe in another datasheet they could give different ways for you to generate them so that we could experiment with more of our units.
@@RvBnerd618yup, in 9th (my first edition) I usually brought some vehicles to support my TSons. Cabal points were a nice to have for boosting key spells not the only way to actually cast them. It also helped that the icon of flame would add a cabal point instead of spike AP but that’s another issue.
I can hope we get some new detachment rules that let us bring a few other things, and then hope those rules aren’t immediately negated by the 11th edition launch
Dude this was CSM before the last nerfs. There was one lust with some minor variance. Now thats nerfed the faction is utterly uncompetitive. Pray your win rate doesnt reach even 53% or you face nerfs
@@Internetbutthurtwe already were there and got hit hard in the very first dataslate. Punished Custodes level hard
the first ever game of W40k I played was against a militarum army from my friend. I played death guard, i rolled so bad that i managed to do 1 wound on the entire game and he healed it
Yeah the BA not having Advance and Charge is why I got my hopes up when the White Scars detachment got revealed to do that but then it was all bikes and speeders. Still we spam Jump Packs for a reason and it's picking up in popularity.
Guard have exceptionally good melee. Bullgryn as you mentioned, Rough Riders, Straken-Nork Blob combo, Solar-Ogryn as a diluted version of the Strak Nork too. These units can all move 9" due to an order, or get +1 to hit in melee. RRs keep coming back too. At an RTT this weekend I played into Custodes twice and WE once with a melee guard list. Lost narrowly in the first game against the tournament winners Custodes (primarily due to supply drop mission and running out of time), beat WE by a good margin and had a 100-38 win in the final game against Custodes. Guard can absolutely hold their own in melee against the very best melee factions and very often prevail.
Honestly the biggest weakness of space marines is how overvalued the 3+ save is with AoS esque rules.
Starforged is pretty great, well done accepting the sponsorship and keep the content coming.
I have a few of their items already, good quality. I got both colors of the GSC bades/pins to go on my transport case, even though I play Tyranids.
Imperial Guard: you can't win without finely -tuned lists and Lord Horsey-Boy.
when I did a big guard list for a while I would dream about winning while packing up my 300 models for transports
Generally, my biggest weakness is awful dice luck.
No amount of buffs can fix rerolling a one into another one
@@koelkast9 That's why you play Aeldari....
I'm joking guys I play CSM
@@koelkast9except Miracle dice
@@samhescott348 you need to roll those too
@@koelkast93 layers of defense against a bad roll ain’t bad tho
I'd love for you to cover bits of Kill Team from time to time.
CSM has quite a few bigger units at 10+ wounds but almost none of them preform in their weight class compared to other factions. Abaddon perhaps, but he's hella expensive, dependent on bodyguards and slow as shit while the primarchs for example are moving across the board with ease..
Abaddon needing a full Squad of Terminators to be useful.
Abaddon costs more than a C’Tan or a Primarch just saying
Abaddon is grossly overcosted comparatively
@Internetbutthurt agreed, his previous pts were fair 270-280 I believe? The extra cost makes him impossible to deepstrike with terminators which is what made his reroll hitroll, helbrute forgefiend combo so prevalent. If they decrease his pts or terminators pts by 5 they'll see him being played differently. As it stands now he's a buffer/castle hq that does amazing damage when he gets close, it's just takes till turn 3 or 4 for him to get in the fight without deepstrike
@@The-Despoiler-XVI You are totally opn point - its a waste to put him with termies because they already re-roll hits so the best use is to have him centre of your army with the re-roll aura. If he is taken out or isolated the army collapses.
I really hope when the Necron nerfs come, and they are coming, it’s inevitable, they only direct the detachments and maybe the C’Tan, because those are the problems, everything else is basically fine
I’m still hoping for Obeisamce Phalanx and Annihilation Legion to be buffed. I love my destroyers, and Praetorians are some of the coolest units but they are just bad.
Best PowerPoint I've seen all week
Mek gunz led by shock attack meks have been the bane of my existence. My buddy runs two units of 3 each and my god. Boatload of high damage high strength high ap shots hitting on 4's and rerolling ones. Even without proper ranged support rules they are monsters.
Waiting for the Ork codex to see how they change.
Just wanted to give you compliments for the funny thumbnail. :D the DG makes me exhale from the nose a little bit more then normal. 😂
You mentioned Blood Angels have no access to advance and charge, but you missed both Gabriel Seth and Tycho the Lost. Tycho can be thrown in a Death Company squad and really pack one hell of a punch, and Seth can be paired up with a Sanguinary Priest in an Assault Intercessor Squad and make them pretty damn killy as well.
Yes but (and I could be wrong) taking Seth means you can’t take any other named characters forcing you out of Lemartes who leads the jump pack Death company meta currently.
@@skullandtheshark2356Yeah, though that's not true of Tycho. You're pretty much limited to choosing one or the other if you want some advance and charge in your Blood Angels. That doesn't mean they don't have access to advance and charge.
As a DG player im allergic to rolling 3+
Daemons are also fairly lacking in anti-tank. The only units they have at Strength 10 or higher are either super-expensive Epic Heroes and characters (Be'lakor, Skarbrand, Shalaxi, Bloodthirster), not too reliable (Infernal Enrapturess' single-shot BS3+), or the Soul Grinder and Khornate Daemon Prince, the latter of which barely reaches 10 without the Enhancement, and the former is really, really ugly.
Soul grinder base is also enormous
Every armies weaknes is my imperial fist army Tor garadon 60 heavy intercessors 6 fire strike srevo turets and 2 devastator squad
Sounds slow and boring to play against
@@Malllttt well quite the contrary, every oponente that i have faced whit that army has laughed during the match at how stupid yet weirdly effective that list his turns out 84shots of S5 Ap1 D1 and 60 heavy bolther shots kills first turn is just move up the board and second im in the mid field and that's when i start blasting. And its funny for both me and my opponent to see a wall off chunky yellow fisty boys
Eldar dice nerf hit me hard, but luckily there's other ways to plan around it. Some units give fate dice on kills (Wraithlord), or Eldrad gives you an extra 3. Imo Eldrad was always pretty much auto include, but tons of people are sleeping on the Wraithlord. I run infantry heavy, but I do happen to own one aircraft that isn't too hot because of how they work in 10th.
Sacresants make more sense with Junith leading them. Miracle dice can be sacrificed sometimes - like Palatine ability so ones are okay, plus you can use Dialogus, Imagifier and Saintly Exaample to get better results.
I was expecting some hilarious weakness for the tau
Weakness: Anything that gets in melee
"Weakness: Didn't magnetize the Crisis Suits"
Adeptus mechanicus
Weakness: a stiff breeze
Strength: dying
everybody gangsta until Baneblade make it out of deployment zone
Lethal hits messes up IK so hard it's not even funny. You fight an army that can give lethal hits to all their units like Custodes or new Tau detachment and you're in for a bad time.
Tyranids: playing anything else than infantry
Is that just to overwhelm the board with units so the opponent cannot move?
@@nightdrivenen7909 I meant its their weakness. Atm nids are bad killing heavy units
Bad players weakness is crying about armies that are 45-49% win rate because they suck playing but complain about YOUR mid low tier army. Sad.
The greatest weakness of World Eaters is that GW seems to believe they can overprice them like Chaos Custodes instead of the glass cannons they actually are.
And for Dark angels we have, the whole codex accept Azreal….
I'd give some dues to the Raven wing Command Squad, aside from that though. Yeah it's looking pretty bad.
Ngl I kinda love that world eaters got a slots mechanic I like having to adapt to uncertainty that or I'm just a gambling addict
I like it as well, but with overall strength of the army tuned down with the dataslate it is becoming annoying. Now Angron NEEDS to comeback in most games. otherwise everything is dying too fast. Not to mention his chances for revival are lower now.
For GSC, deep strike doesn't remove the Cult Ambush tokens anymore since the last Rules Commentary stated that deep strike is a 'counts as move' and isn't an actual move
Custodies just got a huge weakness added to them.
Finally someone acknowledged how the Guard Army Rule is easily taken away unlike every other faction in the game!
Too bad Auspex then claimed that the index is good when we've been bottom tier and 35-40% winrate the entire Edition so far...
He's got them listed as 45% rn, so he's probably using a different dataset then what you're talking about.
That's most armies at one point or another this edition fam. Even the Daemons discord in AoW was "our rule sucks, Belakor tax" because infiltrators or similar units literally delete the rule. Sisters are t3 1w with a damage taken buff, carried by mcwerp and other good players until everyone hopped on after CSM nerfs. Gnomsayin
@@rellikskuppin7417Thats not even true, though. Infiltrators make the Daemon's rule easier to counter, but if it is that difficult for you to deal with just slap some Blue Horrors and Nurglings into your list and Infiltrate them first.
On top of this, while its not the most helpful thing, at least 1/3rd of the Rule is *always active* even if you royally mess up. There is no way to turn off the Shadow of Chaos in your own deployment zone short of winning the entire game. Sure, its your deployment zone and isn't the most helpful thing, but it can help protect your rear objective against Artillery and make Behind Enemy lines much harder to achieve.
Sisters are T3 1W, yes, but they are 10 points with Power Armor and BS3+. To put that into perspective, Guard Kasrkin are the same price with a Carapace. Yes, there are other factors on both sides at play, but if you water down the argument that far Sisters are better than Kasrkin because they are more durable with a 3+sv rather than a 4+.
Even beyond what I shall charitably assume is ignorance on the subject of specific factions, I once again state that Guard has *ALWAYS* been pretty much exactly where we are for the entire edition. There was 1 week were a couple of guys got luck and bumped us up to 51%, but then we went straight back down to 42% after that. Even Admech had a good few week high, but we didn't.
As a blood angels player I really think we need a way to generate extra cp, and an advance and charge strategem that can only be used once per turn.
If we had those two things, we'd be top in the meta. Extra cp would be mostly used for armor of contempt while the rest for fallback and charge, and red rampage, sometimes the 6" consolidate.
The hydra is underpowered? no. You just haven't seen one in-game, or maybe you haven't seen one shooting one of the innumerable units that happen to have the keyword of fly, against which, you get... rerolls to hit, rerolls to wound, wound on a 2+ and do damage 3. It will ABSOLUTELY shrek anything that flys regardless of toughness. Including things like flying Hive tyrants, Mortarion, and Tau battlesuits.
I get that most people think FLY means flyers like planes but it actually means the keyword Fly. At last check nearly every army has a core unit they take that has this, or can get this keyword. The hydra is a staple for anyone who knows how what it is & does. For both it's cost and ability to ruin the enemy's day. It is not Underpowered, it's actually perfectly balanced as is. For the love of all that is holy, it does NOT need a boost or a nerf.
BA have 2 character options to add advance and charge
Tbh you should do more partnerships, such a good content deserves the money
Thanks
Outstanding job, thanks a lot \m/
As a custodes player i have no idea how custodes are at 56% lol and I'm scared they are going to get gutted. They went from the worst win rate 40% to as low as 39% and are some how 56%? After the dataslate. I believe it's all because of Guard and warden Spam. So I think if you tone those down bam problem solved AGAIN instead of reroll all wounds for guard just keep it as reroll 1s to Wound.. and maybe give guards 5pts nerf.. point is I'm scared they are going to unnecessarily nerf everything, when alot of units need buffs or reworks and they wont get them. (Bikes, Dreads especially the Achilles/telemon, aquilons, sag. ECT.) The problem is Guards/wardens with characters 100% nothing else at least that's what I believe from my few games I've played. My list focuses on Allarus and I spam axes which suck but look cool.. lol
I'm very interested to see what the 8 Chaos Marine Detachments do when they revealed how many would be within the Chaos Marine Codex? I've been interested in the Chaos Marine Index abilities and aesthetics for either Black Legion or a Daemonkin Army with units of Possessed, Cultists, Masters of Possessed, the Dark Commune as a unit that counts as a leader, Chosen, Daemon Engines, etc..painting them as Word Bearers.
GW needs to do something for Codex Compliant Marine Chapters since Epic Heroes in this edition determine how strong a chapter is. For example White Scars and Ravenguard basically get nothing except maybe 1 good Epic hero. I feel like GW could give the Chapter examples I just mentioned a 1-2 minor trait bonuses when they take the detachment that was basically built around their specific playstyle (Stormlance and the Vanguard Phobos detachment)
I got double screwed this edition because I play Necrons and have been collecting Dark Angels since I bought the Indomitus Box and kept both halves.
GW made Necrons way too strong at the very starts of the edition and I had a feeling Reanimators having a 12" aura waa way over the top. I firmly believe the Reanimator would currently have a 6" aura if they started 20th edition with a 6" aura, but 12"created such a bad play experience they cut his aura down to 3", which I assume puts him back on the shelf.
Awakened Dynasty is still excellent and is the only detachment that has access to some of the best reactive reanimation tech, especially Protocol of the Undying Legion which allows you to reactively target a unit in your Shooting and Fight phase if that unit just had a model destroyed, plus it gets to use the enhanced version if the unit contains a Leader which changes the standard D3 each unit gets at the end of your Command Phase to a Reanimation wounds using a D3+1.
Warriors are another example that kept on receiving several but minor rules changes that eventually forced players to take Immortals instead. They also seem to benefit more from the detachment rule that grant units with Leaders with a +1 to hit on all attacks.
Many unit types that should be more effective in a detachment that was supposed to reflect their playstyle, actually do betterin Awakened Dynasty such as Skorpekh Destroyers with a Lord, which gives unit a permanent +1 to hit on top of their own datasheet rules, plus the Protcol of te Hungry Void giving a unit of 6 Skorpekhs with a Destroyer Lord access to a simultaneous +1 to Hit, +1 Str and a bonus -1 ap. You can always give the Destroyer Lord one of the enhancements such as the one that grants the bearers unit with Stealth for the entire Game. I'm still frustrated the 2 Skorpek models wielding the larger two handed Hyper Phase Blade doesn't have its own weapom Characteristics as they were in 9th (slightly higher Str, 1 less attack, -1 AP and a damage characteristic of 3 which you could only have a total of 2vin a max unit of 6.
Regarding C'Tan, GW created another mistake by not carrying over a 9th edition rule that restricted Necron players to taking only 1 per detachmen. points wise they were nearly the same as they are now except the Nightbringer cost more than 155.v
The Necron and Dark Angel faction books are going to drive me mad if they make any more nerfs when the edition still has several factions still using thier index detachment which places many of them in a position where they will alway have lower win rates until they receive thier new Codex ( 8 Detachments in the upcoming Chaos Marine Codex )
I'm hoping the Chaos Daemons Coex contains s5 detachments, 1 for Chaos Undivided and then 1 for each chaos God so a player caan play a pure Khorne Blood Letter list.
Im also very frustrated with the Dark Angels Supplement. They messed up the keywords, especially for non-epic heroe Captains, Chaplins and Librarians character datasheets.
For example, all of the Dark Angel Ravenwing datasheets in the actual supplement all have free 5++. You can taake certain units from the Space Marine book such as Outriders and they automatically become Ravenwing because the DA Supplementd , however since GW hasn't presented any special rules or benefits for having the Ravenwing(All that is required is a unit has sthe mounted keyword or any Vehices that can Flyvsuch as the new Storm Speeders), These datasheets are missing the 5++ and its hard to say if this was intentional or not.
Love the thumbnail, great video!
Hyper informative!
For the starforged rings, suggest necron silver and green
Saying that CSM havocs are overcosted is crazy. Only 135 pts for 4 lascannons that with either 5+ sustained or lethals? Amazing unit.
Or both if near a hellbrute
I do agree that the havoc is really good, but compare it the predator where you trade 2 las cannons for an auto cannon or a twin linked lascannon and you get a unit that has a lot more staying power and mobility at 5 points less I find myself gravitating towards them more, especially cause you're losing a lascannon or 2 when you get shot at anyways with the havocs. They are easier to hide tho, but that 5 inch move hurts
choose the army you like and will actually love an paint. Then use it and lose almost every game in glory. I played pure chaos berserkers and tanks long time ago, chaos land raider, rhinos. I actually don't ever remember winning lol.
Iron Hands: Lack of chapter specific Dreadnaughts
The problem with Sacrasants is that they are considerably more expensive than a normal battleline sister (13 pts vs. 10) and are no more difficult to chip away at with simple bolter fire unless they are joined by either a cannoness, palatine or imagifier. You really want to put a cannoness with that unit to allow them to re-roll hits as well as -1 to wound, but you also want the imagifier to increase their save to 2+ halving the failure rate of saving against AP0. Unlike a BSS however, you can't have both. If Sacrasants could have both characters join them, I don't think they'd need any other changes to be a powerful option.
feels strange seeing rough riders in underpowered, they shredded everything in my chaos knights list when i went against militarum
I have a Grey Knight themed ring from Starforged, if you want the merch its definitely worth it!!
Can you do weaknesses of AOS army's
When it comes to disposing of any army quickly, never underestimate the humble heavy bolter (or rough equivalent). Those are workhorse weapons.
While it won't dispatch a titan, the volume of fire, decent strength stat with AP1 and D2 plus having Sustained Hits 1 (roughly equivalent to +1 to hit) means it lands huge numbers of hits and thanks to that D2 will take out even marines faster than a high S, high AP, multi (often wasted) wound single-shot weapon. Additionally should you find yourself staring down 100+ boyz, gaunts or whatever the humble heavy bolter packs a high enough rate of fire to make a dent.
Never underestimate the humble heavy bolter.
Very nervous to see how necrons would do without Ctan... (i dont even play necrons)
It'd be faster to list the only strong aspect of Mechanicus. Our style
I'd say the Adepta Sororitas biggest weakness is Mortal Wounds. We live and die by our armor saves.
Custodies has been wild from OP at the start to insane nerfs making us the worst to now being op again because we got a milk points cut
We only have 3 main units to play with as everything else costs too much
If they revert points back up then we just become super shit again 😂 even with fnp to devs that simply isn’t what helps us overall
There’s a balance somewhere and I don’t think that’s hit custodies with more nerfs but instead to buff our opponents
To point out, adrax agatone and bladeguard in either gladius or firestorm slap.
No Pity, No Remorse, No Fear!
Good on ya for accepting sponsors, Auspex.
Though please, while we understand, if you do accept RAID: SHADOW LEGENDS!!!!!!!!! as a sponsor, give it your classic "taking the piss" touch.
When you think your meta army is weak, know that, out in the wild, a random dude with a Nurgle Land Raider and a couple of Havoc teams inside is stomping the opposition
Both my armies do pretty well against daemons. DG and salamanders just have huge volume of attacks.
What is most Armies Weakness?
*An Assault 3 Strength 6 take a hike armor save Hellblaster that you can crank up with Weapons of the Dark Age* 😎
(And if you are a mad lad you overcharge it! And put a +1 to wound and Hit buff for shooting and/or a Ignore Cover!)
For all the Space Marine Bodys i feel like Games Workshop tailored many weapons around deleting 2W 3+Save Bodys, i literly have no other profile where so many points can be deleted so fast.
Weird how you didn't mention that Thousand Sons are just as limited in unique units as World Eaters have. Marines, Terminators or Tzaangors aren't the most varied choice
All elves need to invest in their armory T3 really goes against them alot.
Tyranids' weakness is weakness.
Auspex, these conclusions are all wrong. According to my Guardsman's Uplifting Primer, the greatest weakness of every enemy is lasguns and bayonets
As a necron player, been playing since index of 8th, I am slightly worried with how heavy handed GW will be with the nerfs to the necrons. So many competitive lists are running 2 to 4 ctan. 4 being more common in hypercrypt because you can get around the ctan's weakest of 6" movement. I really think GW needs to nerf the c'tan heavily but look more at the data sheets for necrons and make the internal balancing better. If canoptekh wraiths get nerfed pretty hard canoptekh court becomes pretty useless. Hypercrypt is as powerful as it is because teleport 4 ctan and they can be in your face turn 2. I hope ctan get nerfed heavily I don't like seeing people playing "necrons" but just trying to be ash ketchum. This is just my opinion ctan need to be nerfed; they are carrying necrons atm.
So with Death Guard, is it fix soap instead of fix bayonets?
Nids have been mid as hell this entire edition so far. Not terrible, but not great either. You are sort of forced to play a certain way to have a chance
I don't play Tyranids to win, I play Tyranids to spend 80% of my game time moving units and (re)rolling all my dice.
@@bryce_trex4639lmao it feels like that sometimes.
Could you more stuff on horus heresey miniatures
Nice
Imperial Knights underpowered units list should be far greater. Acheron, Preceptor, Magaera/Styrix and Moirax
Iron hands always forgotten🫠
Only weaknesses I see is artillery, flyers and maybe some tank.
IRON HANDS MOTTO INTENSIFIES
I took a shadow sword to a 1000 point game last week, and it turns out that’s the tyranids main weakness
Sounds like a dick move to me. How is anything supposed to deal with something that large at 1000 points, aside from other super heavies.
@@anexistanthuman2435 I heard that the shadowsword was really strong, but I never used it before, and didn’t realise each shot did 12 wounds until I made 2 hits on the Norn emissary
Well that and I only have two tanks 😳
Anyone have any tips on how to play against Astra as Orks? I always get shot off the board by my amigo. (I'm newer to 40k ty :)
Get loads of trukks and blitz krieg
The biggest weakness of every army is units that are undercosted, you are losing out for not including them in your list... Or on the flipside, units that are way overcosted for what they do but you actually like the model so you play it eventhough its a blatant waste of points.
Custodes weakness = none
Adeptus Custodes will be the worst army after April 27. I’m expecting around 40% wr
Best thumbnail 😂
Custodes biggest weakness- winning locals to get nerfed again.