The Greatest Weaknesses of Every 40K Army – The Weakest Abilities of Each Faction in 10th Edition



Let’s talk through the biggest issues, challenges and weaknesses of each 40K faction…
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0:00 Intro
0:51 Space Marines
3:02 Starforged Merch – Sponsored Segment
4:21 Space Marine Chapters
9:18 Astra Militarum
11:52 Imperial Knights
13:44 Adepta Sororitas
15:14 Adeptus Mechanicus
17:05 Adeptus Custodes
19:08 Grey Knights
21:08 Chaos Space Marines
22:55 Death Guard
24:32 World Eaters
26:36 Thousand Sons
28:36 Chaos Knights
30:33 Chaos Daemons
33:11 Aeldari
35:04 Drukhari
37:26 Tyranids
39:31 Genestealer Cults
41:37 Leagues of Votann
43:42 T’au Empire
46:07 Orks
48:31 Necrons
50:51 Outro

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42 thoughts on “The Greatest Weaknesses of Every 40K Army – The Weakest Abilities of Each Faction in 10th Edition”

  1. 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.

    Reply
  2. You forgot the other Imperial Guard weakness they still use horses in combat in a post spaceflight society.

    You also forgot the Chaos Daemon, weakness of its 4 factions smooshed into 1.

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  3. 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

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  4. The problem of Admech is, their fate are leading by a bunch of lazy bones, who have no passion to make this faction cool and attract others to join🙄if this doesn't change, then Admech will just keeping become a nobody🤦🏻‍♂️

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  5. 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.

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  6. "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.

    Reply
  7. 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.

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  8. 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!

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  9. For Adepta Sororitas you want to have ways to manipulate the miracle dice results. When you have the ability to see results of an action ahead of time you can take greater risks knowing that a particular gambit will pay off because the big results will land when and where needed. Litanies of Faith is the most expensive enhancement the army can take for a reason allowing re-rolls of existing dice. Dialogus also convert any miracle dice used on their unit to a 6, great way to dispose of any low results. Don't forget Cherubs as well as several units carry them. Use a 4 (maybe 3) to ensure a multi-melta hits its target then roll another result. Saintly Example can also be overlooked for 10 points. It says D3 additional miracle dice when the bearer dies and says nothing about only happening once per game. So that's 2-4 miracle dice, not 1-3 AND you can use the strategem to stand the saint back up and trigger the enhancement again giving potentially 4-8 miracle dice rolls at a cost of 10 points and 1 CP. Luck is still a factor, but if you're setting your army up to take advantage of miracles you should be able to ensure more high results both from volume of dice rolled and re-rolls as well as better value from the low results.

    I don't consider normal dice variation to be any particular weakness here as the army has ways to mitigate that variance.

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  10. 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.

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  11. 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.

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  12. 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

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