Strongest Factions in Warhammer 40K Tier List – Every Army Discussed!



Let’s talk through the best and worst armies in Warhammer 40K with a tier ranking of all of them…

— Patreon Page —
https://www.patreon.com/auspex
— SubscribeStar —
https://www.subscribestar.com/auspex

— Buy Warhammer 40K miniatures here —
Element Games in the UK: http://elementgames.co.uk/?d=10426
Amazon in the USA + Canada: https://amzn.to/303klKD

— Social Media —
Facebook: https://www.facebook.com/Auspex-Tactics-103129707773165
Discord: https://discord.gg/RrvQurN

— Subscribe to Auspex Tactics —
https://tinyurl.com/yc69mguy

0:00 Intro
1:19 Tier 4
1:43 Astra Militarum
3:22 Codex Space Marines
5:33 Deathwatch
6:50 Adeptus Mechanicus
8:15 Tier 3
8:28 Dark Angels
10:20 Space Wolves
11:41 Black Templars
12:56 Genestealer Cults
14:55 Grey Knights
16:27 Tier 2
16:50 Thousand Sons
18:17 Craftworlds and Ynnari
20:37 T’au Empire
22:53 Orks
24:34 Drukhari
26:08 Blood Angels
27:26 Chaos Space Marines
29:09 Death Guard
30:52 Adeptus Custodes
32:48 Chaos Knights
34:27 Imperial Knights
35:58 Chaos Daemons
37:49 Tier 1
38:16 Sisters of Battle
39:43 Necrons
41:34 Tyranids
43:17 Harlequins
44:49 Leagues of Votann
47:02 Win Percent Ranking

source

32 thoughts on “Strongest Factions in Warhammer 40K Tier List – Every Army Discussed!”

  1. Win rates really only tell half the story. Lots of competitive people jump ship after a nerf and some of the lower tier armies on your list also need a decent amount of skill, so casuals who play them because they like them/the lore (nothing wrong with that) will also lower the win rate.

    Reply
  2. Nice article and the work done to put it together is appreciated. Would be interesting to see how 'narrow' many of the factions have become (i.e. only a few datasheets ever get used).

    Curious to see if the hyper elite armies continue with good win rates but struggle to turn them into tournament wins.

    Reply
  3. RaW, early assault doctrine only gives BA bonus AP, effectively, as Blood Chalice and the stratagem only activate their bonus when a model is 'making attacks', i.e. after all attacks are declared.

    Reply
  4. Codex-adherent marines should be combined into 1 codex, no supplements. Hear me out.

    All the main divergent SM factions have had their 9th ed codices and the codex-compliant ones are still waiting… so make it a giant "Codex Astartes" for all the factions that actually follow… the Codex Astartes. There could be an exclusive detachment ability like Inner Circle for armies that are fully codex-compliant – maybe CP regeneration/boost, discounted "Battle Tactic" category stratagems or some other strategic shenanigans? Everyone's favourite Robot, Guilliman, could also be exclusive to chapters using this ability.

    Pros: Compliant chapter players only need to buy one codex; less printing for GW; convenient rules centralisation; divergent chapters can still access Codex Astartes unit as now (with some exceptions).
    Con: That'll be one hefty tome; small loss for GW on missed book sales?

    Reply
  5. Finally bothered to log in just to comment.
    Firstly big fan, only watched a few of these competitive videos but I’m gaining a lot of insight. But,

    Please rotate the pictures during each breakdown. It’ll add to the editing but it will make a big difference. With the tone of voice, style of information and length of video (doesn’t bother me personally) with the stagnant visuals, you really hamper yourself.
    Your clear explanation and depth of information carry the video but a simple few changes could increase watchtime and bring in new audience. Giving something to associate visually to the audio descriptions with simple picture changes would be the easiest first step. Just wanted to offer some help like your videos have given me.

    Reply
  6. I was very happy they restored Death Guard to their original strength and provided the wargear for free. You expect the nerf, but not so much the reversal. They got hit so hard, and then the following codexes creeped far beyond them. The GW nerfs were really arbitrary and unhelpful there for a while. It's surprising that they weren't able to do the same for Ad Mech. But then again, their heretical power wins were some of the most egregious in the history of the game, so maybe they're still being punished!

    Reply
  7. I do love my sister but darn they are good. But i would love to see a sister of battle fast attack unit like land speeders, flyers, land raiders etc it be fun but will gamework shop deliver we have to wait what new in 10th edition etc.

    Reply
  8. I agree with Auspex assessment of LoV. "A challenging top tier faction, but NOT significantly above others." They are slow, short range and when the dust settles, and the tears dry, LoV will struggle against the other top tier factions. They just aren't built for objective control due to their slow speed.

    Reply
  9. Orks and Spess mareens should not require a lot of skill to play decently. They are either the most likely army to be a new player's buy, or are supposed to be a ridiculous and funny beer-and-pretzels comedic relief for the game.

    They should also not be over powered in the hands of an expert, for the same above reasons.

    Reply
  10. IN before somebody Shits on Scarab occult terminators being decent making thousands sons Middle tier for the first time ever. "Their OP" meaning 1000 sons are not complete shit. Both My mains 1k sons and Black Templars are on the middle to low end tiers. O well. Still 2 of the coolest looking armies in the game.

    Reply
  11. Space marines needs so much buffs right now.

    1.) Troops needs to be fucking cheaper, they are too expensive right now.

    2.) Intercessors, VETERANCY NEED TO BE AN UPGRADE NOT A SEPERATE FUCKING UNIT. Even further, that veterancy needs to actually matter. Assault veteran intercessors should get extra attacks

    Intercessors should either get their BS improved to BS 2+ or improve their shooting. Heavy 2. RF2, and Assault 4

    Heavy Intercessors should be the same thing to and be able to get veterans.

    3.) Reviers and Scouts should be troops.

    4.) Vehicles, ffs improve them. Decreasing their points isn't going to solve anything if they aren't worth to bring in the first place.

    Main Complaint, Repulsor Executioner. It costs 300 pts for something that has less DAMAGE OUTPUT than other things. Make the macro laser destroyer a similiar thing to the vindicator laser destroyer. Heavy 3, STR 12, AP -4, Range 72 inches, Damage D3+3 or Damage 6 if the vehicle did not move.

    Vehicles in general needs to be improved, Autocannons AP-1 is completely fucking worthless.

    Redemptors, too fucking expensive, the plasma weapon is too much of a swingy weapon, it makes the entire platform meh. Sure they are stillk outstanding, but when the plasma is swingy, i can't justify it for 185 pts base.

    5.) Ultramarines, you've nerfed the shit out of our ability to move, guilliman needs to be drastically improved. He is not worth 300 pts. Maybe 280.

    a.) Normal Stats keep them where they are at.

    Give him access to all the warlord traits that ultramarines and space marines (generic) would have access to, and then allow him to pick 3 or 4 of them.

    b.) Make his abilities fucking cohesivie. within 12 inches, all friendly imperium units should be able to get +1 charge, +1 to advance, reroll all morale tests. If they are ultramarine core or characters, they should get an additional +1 to charge and advance. Reroll hit rolls and wound rolls of 1s.

    +3 CP

    Remove revival ability

    give him 3 wound gate with a 5++

    Make him fucking infantry. Calling guilliman a monster is a gross heresy.

    Within 6 inches, All Ultramarine core and characters reroll all to hit rolls. That cannot be negated. You may pick a single core unit at the command phase to reroll all wound rolls.

    His weapon.

    The emperor's sword. Should be STR +3 AP-4 Damage 3 Special rules is that on each unmodified wound roll of 5s will deal d3 mortal wounds. On each unmodified wound roll of 6s will deal 3 mortal wounds. Ignores Invulnerable saves.

    Should also have a strike and sweep profiles. which should be STR +2 AP-3 Damage 3 Special rules, Unmodified wound rolls of 6 deals 3 mortal wounds. (does not ignore invulnerables) and gains +4 attacks when using this profile)

    Fist should remain the same other than it should be Damage 5

    His Bolt Gaunlet, It should be the same thing or Assault 6. If we're keeping it RF, we should make it so that Guilliman counts as half range for purposes of shooting rapid fire weapon

    Reply

Leave a Comment