Every Warhammer 40K Faction's Strongest Troops Choices – Battleline Units in 10th Edition!



Let’s talk about the battle line troops choices of the many armies of 40K and how they stack up in game currently!

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0:00 Intro
0:26 Troops and Battleline
3:52 Space Marines
6:01 Space Marine Chapters
8:22 Astra Militarum
10:19 Adeptus Custodes
11:44 Grey Knights
12:51 Adeptus Mechanicus
14:12 Adepta Sororitas
15:03 Imperial Knights
15:56 Agents of the Imperium
17:17 Chaos Space Marines
18:59 World Eaters
20:20 Death Guard
21:55 Thousand Sons
23:15 Chaos Daemons
24:50 Chaos Knights
26:30 Aeldari
28:06 Drukhari
29:12 Tyranids
31:16 Genestealer Cults
32:40 Orks
33:58 Necrons
35:22 Leagues of Votann
36:15 T’au Empire
37:50 Outro

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33 thoughts on “Every Warhammer 40K Faction's Strongest Troops Choices – Battleline Units in 10th Edition!”

  1. As always , GW doesn’t do a great job of making troops matter much. I like my battle line but I don’t play the game trying to twink my forces. I wouldn’t hold my breath GW will make battle line feel good, last time that was the way was the 5th edition grey hunters, which they eventually nerfed, they felt strong though.

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  2. You haven’t lived until you’ve used the +2” movement and advance + charge Blessings of Khorne and 1cp auto advance 6” to run a unit of 10 Khorne Berzerkers and a Master of Executions directly at a Tau gunline

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  3. Why GW decided to give the Tzaangors ability a 50% failure rate when stuff like Battle Sisters or Guardians generate Miracle/Fate dice automatically is beyond me, but to no ones surprise, people aren't fond of paying points for a Cabal Point generating ability that doesn't go off half the time! Shocker I know.

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  4. To be frank the main reason for eldar battleline units and I don’t count Troupes as a battleline being bad is they have to be in a minimum squad size of 10 with the exception of corsairs and they cost a lot of points and will die pretty easy to pretty much everything so tend to not be worth taking and troupes you have to give up the +1 cp to take them as battleline and they cost too many points just better off spending the points for things like hawks or spiders for objectives rangers cuz they are cheap so when they die it won’t hurt your army as much and they have 2dmg weapons so can trade decently

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  5. as a space wolf player it seems to me that gray hunter is an underrated battle line: for 85pt you have 5 marines with 2 special weapons (plasma, melta,…), a plasma pistol, and chain sword. in addition the sergeant can have a melee weapon (power fist). furthermore, as a rule they can shoot if they run or disengage. given their role as line infantry, if compared to a team of intercessors (similar troop) they are competitive. Gray Hunters are more effective in close combat, while Intercessors have more strategic utility.

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  6. Navy Breachers are not battleline. They are OC2 but they’re not battleline. Voidsmen and Vigilant Squad are the only Battleline troops in the Agents of the Imperium Index.

    Also, Arbites aren’t a unit.

    😅❤

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  7. I think that catachans are incredibly well in not infantry centric list due to scout but they get worse in an infantry spam (you are going to still get 2 blocks but not spam them)

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  8. I miss when Admech's battleline could actual do damage. Back in 9th, a unit of rangers (20 man) could with the right buffs, kill a questoris pattern knight in 1 round of shooting assuming it didn't rotate ion shields and leave it with 2 wounds remaining on average if it did. Granted, this was factually too much damage, but I feel like GW dramatically over corrected this in 10th. Since a unit of skitarii vanguard with full wound and hit rerolls kill on average just 4 normal space marine intercessors. And vanguard are better at killing than rangers.
    It's genuinely depressing.

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  9. I wish Ad mech had Hisparists (guardsmen equivalent) from the lore as a Battleline Troop. Then Rangers and Vaguard could be upgraded to being mid-tier to elite troops (like they are in the lore)

    That or any of the following:
    – Thralls (basically cannon fodder servitors made from criminals)
    – Servo Skull swarms
    – CATs (little robots)
    – some sort of Legio Cybernetica small construct

    Horus heresy has some of these but it's weird that I've never seen a servo skull unit in any system I've read up on. It feels like an obvious "ad-mech"-y unit to place in the codex and it would be quite unique to play with?

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  10. Maybe they should go back to the HQ+2 troop requirements? I mean titanicus requires you to have a base maniple.

    That way people are forced to take troops instead of being like "I'll just give up a stratagem slot and take elites + tanks"

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  11. I love heavy intercessors with Father Feirros, they are so tanky to keep the middle objetive, good anvil unit with 2OC per miniature. BTW best warhammer 40k channel in youtube BY FAR. Hugs from Spain mr Auspex.

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  12. Objectives are often out in the open and battle line units are often fragile. So they dont really hold objectives as they get shot off or meleed.

    A high damage high durability low AC unit will often beat out battle line IMO.

    Thats why we have seen a decline in seeing them in many armies.

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  13. My battleline are so bad i dont even bother wasting more than 180 points on them theyre there to give my breachers full rerolls and thats it theyre a colossal waste of time and points seeimg how they on average kill 2-3 single wound models or 1 space marine they never make up their points

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  14. It's not difficult to make troops meaningful – you make taking some a requirement of building a force (as most wargaming systems do).

    Combined with no points for upgrades say taking 3 of anything you want with no minimum requirement has skewed 10th edition lists.

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  15. Beast Snagga Boys are pretty good. A lot of competitive lists will run at least 3 units with beast bosses and Mozrog. A lot of Ork lists have had success with basic boys too. I saw one a while back that was largely composed of boy mobs. It is kind of nice to see the regular lads doing so well.

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  16. Its downright silly to put Catachans at the top and Cadians at the bottom. Catachans are a good screening unit, yes, but after Round 1 their usefulness runs out unless you are building a Straken Blob. They don't do a lot of damage in melee, they don't do a lot of damage in shooting, they are cheaper but don't have the ability to bring modes back like the Krieg, and after the first round their entire datasheet ability is used up.
    Meanwhile, Cadians get 2 special weapons per 10 meaning they actually have some decent damage against Infantry for their points, they have Stick Objectives which will be useful in 99% of games, and they have access to the Cadian Castellan, giving them both Fallback and Shoot and Sustain Hits 1, and the Cadian Command Squad which gives them OC3 a 5+++ and extra special weapon (or 2 if you drop the Flag) and 2 powerfists AND ignores modifiers for any roll other than Saving Throws.

    Catachans see play in more lists because the Death Korps are still better than Cadians but don't fill the same niche. Catachans have a specific niche use but overall are far far below Cadians in power level.

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  17. Seeing a buff to Battleline units might be a better way to go rather than a mandatory selection. Giving all Battleline something like a +1 save, -1 to wound/hit when on an objective could theoretically do wonders. It would make battleline an actual useful frontline soldiers with good defense.

    Reply

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