Warhammer 40K 10th Edition Tier List – Strongest + Weakest Armies in the Game



Let’s talk through the best and worst factions in Warhammer 40000 10th edition!

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0:00 Intro
0:29 40K Tier List
1:55 Tier 4
2:14 Death Guard
4:34 Adeptus Mechanicus
5:54 Leagues of Votann
7:37 Tier 3
8:09 Space Wolves
10:39 T’au Empire
13:03 Drukhari
14:48 World Eaters
16:53 Adepta Sororitas
19:29 Orks
21:44 Chaos Daemons
24:16 Astra Militarum
27:16 Tyranids
29:46 Blood Angels
31:20 Tier 2
31:39 Chaos Space Marines
34:11 Grey Knights
36:21 Chaos Knights
39:24 Genestealer Cults
42:06 Deathwatch
43:52 Black Templars
45:36 Thousand Sons
47:57 Dark Angels
49:55 Tier 1
50:13 Adeptus Custodes
53:13 Necrons
55:46 Imperial Knights
58:58 Space Marines
1:01:58 Khaine Tier
1:02:08 Aeldari
1:05:49 Outro

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49 thoughts on “Warhammer 40K 10th Edition Tier List – Strongest + Weakest Armies in the Game”

  1. You know, death guard weren’t excellent last edition, but you felt like you were playing death guard. I loved my opponents reaction to seeing him unable to get past my 10 man squad of practically invulnerable possessed, and my hordes of poxwalkers that just couldn’t seem to die. Granted, next turn, they would get turned into mulch by a deff dread and my possessed losing the objective marker to a couple of necron warriors that come back at speeds of light, but I would have fun. Now, I can’t even play possessed and all my units feel like some space marine successor chapter or something. Sticky objectives is a fine rule, but explain to me how that’s a fun and fluffy mechanic at all. If you enjoy playing death guard in 10th, more power to you, but don’t act like the rest of us are bitching without a reason.

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  2. Reanimation rules prevent you from reanimating outside the coherency of unit. No more daisy chaining or reanimating closer to enemy or objectives. Has to be placed next to a model thats there from start of phase

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  3. Gsc is looking fun. Unit cost did not go up much for the respawn effect. You are mostly paying for the free war gear hand flamers are everywhere. 2nd I don’t think respawn units from guard or gsc should get 1 use weapons back. I don’t want demo charge spam or hkm from the guard to be a thing.

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  4. Chuffed with the Guard index. I like that artillery is a capable direction now. The different datasheet abilities on the Russ' seem fun too.

    Also pleased to see that some of the Astra Militarum Forge World options seem decent.

    Thanks Auspex.

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  5. 10th ed is kinda the point I’m properly getting into Warhammer 40K, and after really struggling to put a Deathwatch army together I just looked at the Gladius sheet. I can mix and match the Kill Teams and DW units with units they wouldn’t normally be able to take which I feel gives me a bit more flexibility in making my army.

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  6. Tyranids are rated too high imo. In the Index they are slow, have very low damage output, very bad AP (Hierophant melee is ap2 XD) and no interesting combos. SitW is a joke, Synapse coverage is bad and outside of it they are very susceptible to battleshock due to absurdly bad Ld. I know they were too good in 9th before the nerfs but this is a joke nowadays how bad they are.

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  7. I feel like Scourges with heat lances might be a bit slept on here for the drukhari. 14" move in, absolutely lethal anti-armor firepower, 6" move back into cover that you could add another 14" to if you have the CP to spare.

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  8. Why does every thing have "Any Issues"? If the only things are good why would you bother with anything else? Oh no, orks have the BS that they've had from 2nd ed. And I really thought I wanted a shooting army and thought Orks!

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  9. GW did something comlitly amazing this edition. they basicly made all units that were important or even core useless. in every Army i played my standart units for 8th and 9th edition are not worth putting in the army any more. Very smart tbh so i have to by new units but also very sad to let my lovely units that carried me through 2 edition collect dust.

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  10. Synapse lost a lot of flavor for me. I'm generally happy with the unit price/performance in general with Tyranid, but there is basically no reason to care about synapse right now which "feels" wrong. GW will probably reintroduce that complexity later, but I really liked the ability "projection" they had during 9th. Felt very on-brand.

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  11. If astra militarum doesn’t have invulns, that is a choice made by the player running them. Because you can have eginseers that give out 4+ to any tank, and primaris psykers that can attach to infantry squads that gives a 4+ to that unit.

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  12. As an eldar player, I super hate it when they overpower my faction. Because the nerf will leave us in the D tier. Because GDubs can’t get their sh7t together. Because they don’t play test their games. Don’t believe me? Watch this video again.

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  13. My thought for DG: Give them some durability buffs when within the objective contagion range. This can be -1 damage or 5+++ FNP or whatever (reroll 1 on saves????). This would only be a detachment rule change and would encourage the same stay on objectives that their stratagems do, and give more incentive to capture and hold / infect.

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  14. The Death Guard are also a bit of a design/flavor fail in my opinion. The army rule is the first thing you get, the constant in every list for that faction. As I see it, it should immediately communicate what the faction is about and characterize it.
    So why does the faction historically seen as "the tough guys" have an offensive army rule?

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  15. The gleaming mistake I see when I look at death guard is their core abilities -1 Toughness and lethal hits are at odds with another. Personally I think sustained hits would've made more sense and been more more thematic as the plague spreads from model to model.

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  16. You're comically overvaluing sororitas. I'm 95% confident that win loss ratio will bear this out when we get the data together. They have no anti tank, no melee threat, no long range threat, and no way to stay on the board. They are reliant on miracle dice for their output, and in order to rely on miracle dice for output, they need an easily shut down combo.
    Further, they need the enemy to help them keep their units below main strength but not too low. The enemy can easily choose not to do this.
    The idea that these are in any way roughly equivalent to Space Wolves using sagas is hilarious. IDK what you're thinking man.

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  17. I love the tier lists, they change at least twice with each armies rule book release. Once for the release and once for the major nerf that made the army the new meta.
    Its a more consistent and repetitive event than then moon rise.

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  18. Im quite suprised Grey Knights are placed as high as they are. In my view they seem to be one of the worst performing. Had a couple games recently and the terminators/paladins are consistently not worth the extra premium they pay compared to other factions terminators, strike marines etc lack some resilience to be worth the points cost. Telepoprting shenanigans helps a little bit with objectives but is a massive drain on command points. Only stand out unit for me was librarian with the ridiculous 2d3 mortal wounds on a 2+ or 2d6 on a 6. it rolled particularly well one time and completely killed an entire unit of 10 necron immortals. that was not fun.

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  19. Sisters of battle pulling less than 35% across all events last weekend was pitiful. We went from a really fun army in 8th, to a mediocre army in 9th, to bottom 4 in 10th.

    I don't know who at GW the sisters did the bad touch to, but Jesus Christ does the bias against them show.

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  20. I think the druhkari are being underestimated at the moment. For one tossing all your kabs into raiders is insanely good because not only can you cap objectives while in it but sticky objective also still works and splinter rifles have assault so you can advance and still shoot. Past that incubi can force battle shock in engagement so you can potentially if combined well with the haemonculus' aura that reduces that check you can essentially deny an objective even tho they should definitely be able to cap it. Also the GSC are being way under rated here too

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  21. Aside from space wolves, the factions i am interested in literally make up the bottom 6. Dg, admech, LoV, tau, druhkari and world eaters. What are chances! Not that it matters for a casual such as myself but god damn

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  22. Death Guard really is very bad. Not only did they lost teir feel no pain, they also dont pack any kind of punch. They are less resilient then any tyranids or necrons. They are basicly a very weak space marine chapter on battlefield right now.

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  23. yea i dont believe that for grey knights, they watered them down and stole all thier rules, thier also too expensive for what they do, if you pay that much you need abilities back , they pay more then space marines do for the same types of worse units. if they had rerolls id understand the increase but they dont. heres hoping for a new codex in 14 months. i know theyll get one. then we can light this index on fire. it doesent feel like grey knights, its all hype no flavor.

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