TIER LIST Ranking the best Stratagems in Arks of Omen!



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0:00 Sponsors
2:23 Intro
4:46 Is CP Reroll even a real thing?
8:32 Honorable Mention #1
10:54 Honorable Mention #2
13:47 #10
16:07 #9
19:55 #8
22:47 #7
26:33 #6
32:52 #5
35:42 #4
38:59 #3
43:03 #2
46:40 #1 (Wow, what a surprise)

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19 thoughts on “TIER LIST Ranking the best Stratagems in Arks of Omen!”

  1. I am using the World Eaters fight on death stratagem at least twice per game. Also, I believe that the Red Butchers stratagem is extremely useful in the current meta as almost all Eightbound damage is 2 which goes to three, and wipes out high wound count units. I wish there was a survivability stratagem or advance and charge stratagem in the codex, but for being so stripped down it is still fun and mostly competitive

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  2. Richard, cold, logical, strategic. Doesn't like risking spending a cp for nothing.

    Nick, lively, passionate, chaotic. Likes taking the risk for making the big plays.

    I wonder what faction these fellas favor

    P.S. You are both more handsome than that time Squidward smashed his face.

    Reply
  3. CP reroll strat is a huge skill/gut check imho. When to use it in those hairy situations that can define the rest of the game? When to not use it emotionally. I think it’s a vital strategem that has a super high skill ceiling.

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  4. I agree that command reroll is generally a waste, but like you Saud about other strats projecting that threat is important. Saving that CP for a reroll on an important psychic spell or essential charge makes it worth it in those scenarios

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  5. The CP reroll strat has a value which I would define as the likely result of the desired effect multiplied by the odds of that outcome. Obviously, if you're CP rerolling a bolter shot, you're wasting the shot; but if you CP reroll Longstrike's Wound roll against a knight, you just took the bad luck of rolling a 1 and added an ~84% chance of doing a lot of damage for the cost of 1 CP.

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  6. Just a headsup for the next video that is similar to this one, this is less of an issue for me as I’m mostly familiar with these strats but it may be useful to post the actual rule description onscreen. I’m not sure if you can’t due to copyright/takedown risk reasons but it would just make the videos a little tighter, having the exact wording onscreen.

    Reply
  7. I think the CP reroll is one of the best strategems just because it fills the gaps in your army's strats. I've found myself in places where something of mine is getting shot that don't have access to a defensive strat for example where maybe I can pass that invuln that I need to make to hold a obj or keep my look out Sir etc and while rerolling 1 dice isn't the best it's something where sometimes you just absolutely need anything you can get to make something work.

    I also find the CP reroll on either # shots or on a wound roll when you wound on 2+ to be actually pretty consistently worth it. For example If I roll a 1 on my leman Russ vanquisher's wound roll you better believe I'm rerolling that.

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  8. I dont understand how guard has such a low win rate, I basically have 35VP every game on turn 2 or at minimum 44VP on turn 3 by doing absolutly nothing. And from there I just play defensive until my opponent gives up or the game is over and they can NEVER get even close to my Victory points.
    Boots on the ground + Retrieve data is a stupid combination, while inflexible command is just the most broken Secondary of all time, basically maxing itself within 3 turns.
    even if the opponent screens, you just kill the screen with mortars in turn 1 and 2, resulting in 17 VP(RBD 12VP+5 BOTG) on turn 2 every game or at least 20VP on turn 3, while Inflexible command also scored 5-15 points by litterally just killing a single unit per turn, or still 9 by doing absolutly nothing.
    Doing NOTHING, and JUST surviving grants you a total of 38 points from just secondaries + even when tabled on basically turn 3 its still a total of 70 points assuming you can hold your 2-3 objectives depending on the mission for 3 turns.

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  9. You guys should do a retrospective review series. Like, reviewing the 8th/7th edition armies or even reviewing the 40k rules editions. This content would be less current but would also age better

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  10. Can't really agree with siegs view on cp reroll. Because there is a chance to fail there is no value.. 90% of strats are chancebased. Like transhuman, theres a chance your opponent dont roll 3s or 2s. Rerolling 2+ advancerolls to reach an objective or as nick said rerolling like a 5" charge is MASSIVE. A failed charge is often a 400point swing along with 4-8 primaries. Failing and standing in the open means dead and opponent gets primary. Succeed and you get the primary and kill your opponents 200point unit and that unit also doesnt get to kill yours. Rerolling a 5" charge is probably the most wellspent point you can ever dream of.
    +1to wound or hit or damage or any other good buff doesnt even come close. Those strats give a chance of doing slightly more damage (probably resulting on +3 to 5 wounds on avg). but will never make a 400pointswing + 8 primary, not even +1 hit, wound and damage combined.
    I'm team Nick here for sure. Chance to fail, sure, but 70-80% to just win the game outright for 1 cp, thats just plain stubborn if you dont.

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