Every Warhammer 40K Army's Playstyle- Each Faction's Gameplay Reviewed



Let’s talk through the gameplay and playstyle of each Warhammer 40K Army and their core rules mechanics…

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0:00 Adeptus Mechanicus
1:46 Astra Militarum
3:47 Grey Knights
5:48 Adepta Sororitas
7:50 Adeptus Custodes
9:50 Imperial Knights
12:14 Space Marines
14:33 Ultramarines
15:51 White Scars
16:58 Iron Hands
18:20 Raven Guard
19:32 Salamanders
20:46 Imperial Fists
21:45 Black Templars
23:00 Blood Angels
24:39 Space Wolves
26:21 Dark Angels
28:13 Deathwatch
30:06 Agents of the Imperium
32:01 Death Guard
34:26 Thousand Sons
37:01 World Eaters
39:32 Chaos Daemons
41:54 Chaos Knights
44:15 Chaos Space Marines
46:33 Chaos Legions
49:41 Craftworld Eldar
52:24 Drukhari
54:55 Harlequins
57:32 Ynnari
59:08 Tyranids
1:01:49 Genestealer Cults
1:04:35 Tau Empire
1:07:24 Orks
1:10:17 Leagues of Votann
1:13:00 Necrons
1:16:02 Outro

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25 thoughts on “Every Warhammer 40K Army's Playstyle- Each Faction's Gameplay Reviewed”

  1. Love these videos! Really fast way of getting new players interested in the game and figuring out what they want to play (the only correct decision of course is Eldar lol 😂)

    Reply
  2. Any tips for a new Genestealer Cults player? I started playing 40K a year ago with Necrons but they aren’t for me 😅
    They seem very difficult to play from what I’ve seen…
    I just bought the combat patrol box set so any hints that could help with that are appreciated!

    Reply
  3. As someone who has been looking to return to the game since around December I truly appreciate these videos. I'm curious though—how much do you expect the imminent new edition to turn all this on its head? Would GSCs play the same if their rules were taken away and they became datasheet dependent, for example? Probably should just wait until 10th…

    Reply
  4. NGL it's infuriating how much they nerfed DG's durability. Take away 5+ FNP but iron hands and DA terminators keep theirs. Make PM's T5 but buff most infantry weapons so it doesn't mean anything at all. Now the only lists that are fun or even viable are terminator spam which is pretty much the same strat with Thousand Sons so what's the point? TS are way more fun. £500 and days of my life down the drain cos they're not fun to play.

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  5. There actually is a very powerful Alpha legion melee build at the moment. 2 Warp Talons, advanced halfway up table before game and pulled back if you don't get first turn, however if you do get first turn, you jump right on opposition and lock them in deployment zone while terminators or possessed charge the middle, moving fast up table with use of sorcerer with warptime. Because Warp Talons have fly, they can jump over heads of everyone and lock in vulnerable firepower in back line, often locking 2-3 other units in close combat.

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  6. I just find it a bit funny that Votann, the faction I do have and run, I use none of those key units outside an occaisional Kahl, which makes them actually rather weak due to that miserably short range

    Reply

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