The Seven Best Army Lists in Warhammer 40K? Mega-Tournament Winning Lists Round Up!



Let’s talk through some of the best of the best, with a look through some of the army lists that have won some of the largest tournaments in the last couple of months…

Titans Terrain here – https://www.tabletoptitans.tv/en-gb?ref=AUSPEXTACTICS

40K Dirtbags Chaos Cult Army – https://www.youtube.com/watch?v=fsOOUTX0xGs

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0:00 Intro
1:10 Chaos Space Marines
4:10 Titans Terrain – Video Sponsor
4:59 Adepta Sororitas – Bringers of Flame
8:10 Dark Angels – Gladius Task Force
10:38 Necrons – Hypercrypt Legion
13:14 Drukhari – Skysplinter Assault
16:18 Astra Militarum
19:40 Black Templars – Righteous Crusaders
22:36 Titans Terrain – Video Sponsor
25:21 Outro

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36 thoughts on “The Seven Best Army Lists in Warhammer 40K? Mega-Tournament Winning Lists Round Up!”

  1. I fought against a similar Necron list – it has HUGE secondary objective control as it goes for Fixed with Engage and Behind. It WILL beat you on secondaries (particulalrly with 3" DS and small bases) and it's exceedingly difficult to deal with the Transcendent C'tan in your backfield whilst also trying to beat the opponent on the Primary.

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  2. I'm interested how the Guard list uses Leontus: he doesn't have a Command Section to join, meaning he doesn't have a Master Vox, so how is he giving orders to the tanks? Riding alongside them with the cavalry?

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  3. Beyond the balance between factions, nice to see different detachments and play styles being used to win tournaments as well. Hordes, elites, movement shenanigans, sheer firepower, mass melee. All present and dominating. Good stuff

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  4. What happened to 40k being balanced and themed? The problem in 10th edition is that GW refuses to restrict certain units from most detachments. As Necron player I don't feel like I'm playing a fun competitive Necron list based on their Lore.

    In the meantime the best GW games are Kill team which is balanced around which operatives you take which means you might have to leave 2 operatives behind in order to take a stronger one. The new Boarding Actions book contains Boarding Patrol Faction detachments which restricts certain units from being taken.

    For example Necrons have 3 Boarding Patrol Detachments. 1 is a jack of all trades with being restricted from spamming most units except Warariors and Immortals. Still, the unit restrictions aren't that bad, you are just restricted on how many you can take from certain unit groups. For example 1 unit of Flayed Ones is allowed, 1 Unit of Praetorians and Characters are split into 2 groups with a rule that you can take 1 character fromm group 1 and 1 from group 2.

    The 2nd detachment is based around Outcasts which allows you to take mutiple units to Destroyers and Flayed ones while the other units are not allowed to join this detachment.

    The 3rd Detachment is based around Crypteks and allows you to take up to 3 Crypteks when most detachments only allow 2. You can also take 2 units of Wraiths and 2 units of Warriors as well as a few other Canoptek units.

    I wonder if GW is taking a break on releasing any new 10th edition Codices because of the 40K internal design team gained 1-2 new lead rules writers and they need to catch them up to speed with the current situation of 10th edition which fees thematically dead. Certain Space marine chapters don't really exist because they got rid of Chapter tactics and now Space marine players have to lean heavily into detachments which dont feel like your playing your favorite chapter or successor.

    Necrons used to have Dynasties which made your army feel like you were playing an army that was taking part in the story which has currently stagnated.

    Then you have the issue of why are some ffactions getting 8 detachnents while others are only getting 4-5? This isn't the 40k I used to like. If I want to play competitive I have to spam CTan?? Why can't I play an army that has 20-40 Warriors? Why did GW have to make so many changes to the Necron Codex post launch like severely limiting Rez Orbs and changing Warriors Thier Number is legion is they can no longer replace the D3 from triggering Reanimation Protocols to a D6? And just like in 9th edition The Reanimator and Cryptothralls have gone back to the shelf. Maybe GW needs to admit that the Cryptothralls and Reaniamtors are too hard for them to balance? (IHere is a little concept. They actually aren't that hard to fix). Reanimators should have had a 6" Aura or attach them to a specific unit. They reduced Illuminor Szeras's Aurar from 6" down tp 3", but they gave him a rule which allow him to permanently increase it by 3" whenever he destroyers model in Close combat.

    Cryptothralls in 9th edition where a separate unit of 2 models that prevented shooting attacks from targeting Crypteks within 3" and they received a Frenzy rule which doubled their attacks and gained boosted BS and WS while their 6" searing eye beam had the pistol ability. After the recent nerf where they had their FnP completely removed and received an extra wound each instead should have at least reduced their points down to 40 since they still have a purpose which gives the Cryptek in the same unit a 4+ FnP which helps protect them vs Precision strikes. GW made them too strong when they basically tanked all the damage for an entire unit.

    We really need some kind of loose army building rules, no more multiple unique C'Tan lists. I guess Transcendent are ok considering they are not unique and lack the Epic Hero keyword.

    I still sucks that every Cryptek is reduced to leading Battleine units except for the Technomaner who got rewarded for making Lychguard too good so they swapped him to leading Wraiths leaving the other Crypteks to leading Warriors and Immortals…whatever happened to Dynastic Advisors? How is it possible for the Silent King and Imotek and Orikan to be in the same army even though Imotekh and Orikan are at war with the Szarekhan Dynasty…in 9th edition this wouldn't have been allowed because certain characters had Dynastic keywords which is similar to how Space Marine Characters currently work.

    This edition just feels empty and it feels like its all about how much money you can spend in order to take the max amount of your most powerful units. This doesn't feel like war in the future grimdark universe we all knew.

    Seriously, their best games are their skirmish level games. They are more affordable, more strategic and don't take up over 3 hours of your day.

    For now I'll be focusing on the new edition of Kill Team, Boarding actions, AoS Spearhead, and potentially Age of Sigmar 4.0. I've been reading the rules for the new edition and o far AoS feels like a more robust rules system with a lot of interesting Factions that contain army building rules and each faction contains very unique army mechanics with some beautiful models which aren't even considered to be their center piece models. Thier center piece models will slap your face while admitting they dated your mom your last night and didn't pay for dinner…

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  5. Sisters are honestly just broken, they need to more than just change points, something needs to be done with miracle dice they just get too many and have too many activations with them. They need to bring them more in line with Aeldari fate dice which were just broken but in a lot better place as a limited resource that the player has to make decisions about where to use, whereas sisters players just basically throw them in wherever and it just overbuffs their already good units and rules. Like I am not sure you can call the warsuits vulnerable or squishy in anyway, they are T7 with 4Ws each, 2+ save, access to AOC, 4++ and the ability to just pass a save so if a big damage shot goes through that will likely outright kill a suit they will just auto-pass an invul. Meanwhile they hit vehicles and monsters on 2s, with full re-rolls to wound and hit, with the ability to do two activations from the triumph iirc, so even into something tough their meltas would wound on 5s usually, that go to 4s with the +1, they can still just put a 4 in there if they want to make sure they wound, or put a 6 in for the damage for a guaranteed 8 damage, it is just stupid. It's honestly like the sisters plays a different game, you are over here rolling D6 damage for lascannon shots you get through or failing invuls or charges, they meanwhile just shove dice in there to guarantee max damage rolls, auto-pass invul saves, never fail 7" charges and get to advance key units 6" by default. Got reduce the amount of miracle dice they get, the amount of 6s they get and how often they can use them. Also the Immolator and Castigator rules are dumb, pretty much every other rule like they have on vehicles specifies their main weapon to get the debuffs or buffs, not just random hits from their support weapons, stop Castigators shooting storm bolters to give +1 AP, stop immolators using the heavy bolter to remove cover, it should be restricted to the main cannons of each vehicle.

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  6. Adepta Sororitas

    Dialogus in melta dominion squad, that gets split and put in immolator. Fire-and-Fury Dialogus with flamer dominions, split like the melta squad. Last one with battle sisters with Mm.

    They make miracle dice used as auto 6’s. Triumph buff also lets you use two per-phase per-unit, like army of Faith.

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  7. I ran the new knights (power swords) with a terminator chaplain and Azrael + Zakariah with 10 hellblasters and it was absolute devastation. Literally took out 6 aggressors with the gravis Apocathary in 2 turns using the knights and 6 eradicators in 1 turn with the hellblasters. Was gloriously broken.

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