Ranking Every Warhammer 40k Army by Learnability



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27 thoughts on “Ranking Every Warhammer 40k Army by Learnability”

  1. Sisters either belong at the top, or near the bottom, depending on where you decide an 'average player' is. They have one of the highest drop offs in winrate between top tier and regular players, while something like Wolves or Drukhari is pretty uniform. But if your definition of 'average' is lets say someone in the top 25% of the game, thats the range where sisters winrates start to skyrocket.

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  2. Michael Jordan struggled to be a coach, because he couldn't understand normal humans…

    I think our resident wizards are struggling to understand regular people. Eldar are easy to go 3-2 with…rerolls and damage really carry an army. Drukhari are 💯 a mid table bully… If you have few reps playing into them you're going to struggle. Death Guard requires you to get around fights first… Not hard for top level players, but really hard for average Joe's. Death Wing Knights standing on objectives with a bunch of ridiculous tanks rerolling all hits into a target… Again the higher level folks get it… But at mid tables, no way

    If we're skewing armies to get to 3-2. Imperial knights, and Daemons are basically the same kinda thing.

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  3. Ok, I have been playing Warhammer since 3rd Ed WHFB in the 1989’s, and by 8th Ed of WHFB I was part of a very very successful team (Ld2) that would travel nationwide to go to tournaments, and I would generally be in the running for best battle record. I say that not to brag or anything, but to explain that I am far from a novice, and was not unskilled at running a variety of different kinds of armies on the tabletop. (I did well with Lizards, Dwarves, Skaven, Vampires, Warriors + Beasts + Daemons of Chaos, and even Brets)

    That said, I’ve yet to ever play even 1 game of 40k, ever. Given my relatively odd circumstances, what would be a good army to look at if I was going to be starting, even if only on TTS? I’ve been considering any/all/some of the following: Tau, S. Wolves, BA, DA, WE, DG, Daemons, GK, CSM (esp Warpack), and maybe Tyranids or Imperial Knights. Open ended question, I know, but thoughts? Thanks!

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  4. I can't understand this rating. It should've been about depth of knowledge needed for an army, yet you did just another tier ranking for army power. If you give a newcomer SM army he will definitely do better in comparison to, let's say, sisters. Cause they are just beefy poster boys who shoot well, fights well, has simple abilities and are just solid. Where sisters are fragile army who must make their move carefully in order to show their power.
    I don't get this video at all.

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  5. Games workshop should start making detachments have multipliers.

    Unit cost = x
    Detachment "A" has a cost multiplier of 0.95 as its weaker than the other Detachments
    100×0.95=95.
    Detachment "B" has a cost multiplier of 1.2 as its super strong
    100×1.2=120

    Etc

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  6. While I do love a little bit of Hyperbole, I'm interested in how these BoF lists are drowning in MD.

    You get between 3-4 in your first turn. Triumph gives you one, you get one in both command phases, and you might get one from a banner.

    Sisters no longer get cheap disposable chaff like index sisters did. Now, units dying in BoF feel way more impactful compared to 2 crusaders dying randomly

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  7. You mention that codex space marines would have a better win rate if their player bought competitive lists. Could you recommend some of those lists? Kinda difficult to know them when they don't win any tournaments and their lists are enot commented on. Is ultramarine Vanguard Spearhead one of those lists?

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  8. I took Tsons to my first RTT in 10th. I played them a ton in 9th, but just had not played that much 10th ed. I went 0 and 3 and this was before their most recent nerfs. They have basically no durability. You are f**ked if the opponent gets you in combat, but you need to be within 18 inches to hurt them. I found them incredibly frustrating to play. I really enjoyed their complexity in 9th, with teleporting and stacking all your spells, but in 10th they just require a level of finesse that I do not have the time to learn. *Edit: I was a 3 and 2 player in 9th, and have since done about the same with CSM.

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  9. The single easiest way to make Knights better (and to have them make more sense) is to have the Bondsman Ability affect both the armiger and the big knight. It, briefly, was this way and then GW nerfed it.

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  10. To be honest I find Tsons strong and difficult to play too, I do play double vortex beast but I’ve yet to see them actually surviving when exposed to opponent’s fire. If the purpose of the video is to show which army is easier to learn for a complete beginner then no way i can consider them plug and play. They offer a massive array of tactics despite the few viable models available in the army

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  11. Great way to generate comment and thank you to those anonymous commentators that brought you this list. Controversy rages (naybe) but really it depends on your tournament and how many players aren't that serious or more into themes or less experienced, that seriously affects the 3/2 result

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  12. Hmm, I'd argue that Imperial Guard should be down as being the top of "Games Required" – The army requires a lot of synergising that can go horribly wrong with incorrect formations and positioning. The datasheets are great but they're perhaps being carried by Bullgryns at the moment (People are running the absolute max amount of them). Russes are excellent though.

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  13. I’m not an expert on all the factions, but for Astra Militarum for instance there are multiple different viable playstyles that would have very different leaning curves in my opinion. Also for guard I don’t think this list fully factors in the mental load of keeping track of orders and positioning models precisely for order ranges while still playing at a reasonably quick pace. That part takes reps!

    Reply

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