Top Ten Strongest Armies in Warhammer 40K – Win Rates and Why They're Strong



Let’s talk through the upper tiers of 40K and what strong tools they bring to the table…

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0:00 Intro
2:33 Astra Militarum
5:13 10th Imperial Knights
8:21 9th Craftworlds
10:44 8th Tau Empire
13:11 7th Chaos Space Marines
15:33 6th Necrons
18:21 5th Leagues of Votann
21:47 4th Adepta Sororitas
23:43 3rd Chaos Daemons
26:06 2nd Tyranids
29:08 1st Harlequins
21:35 Overall Rankings
32:26 Outro

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27 thoughts on “Top Ten Strongest Armies in Warhammer 40K – Win Rates and Why They're Strong”

  1. Creations of Bile are a fairly good melee army. Can be a pseudo world eater list if you don’t want to play world eaters but still get the benefits. Slapping with ap-2 chainswords with str7 attacks or higher is bonkers. Played a dude who ran a list like that and while they still die fairly easy, they were able to just get into my lines. Cheap demon engines are a pain to deal with.

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  2. I think people are overestimating the new guard codex. No vets, no conscripts, loss of squadron keyword on vehicles, etc.
    The Dorn abomination and rough riders aren’t going to make up for that. Russes already have issues with cover size, the Baneblade isn’t even viable outside of apoc because of its size, what makes people think the Dorn with be any different?
    The Goad Lance (the seemingly OP lance taken by Riders) is only 1 per 5 models. At most you should be running 10 because of unit price, that’s 2 lances. Still have to deal with extremely squishy melee units. They don’t have range options
    Do you people not know how to screen your armor units? Like, damn. Broken on paper but virtually useless otherwise

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  3. Chaos Daemons as a whole may be very good right now, but its mostly Tzeentch, and a good bit of Khorne & Slaanesh

    meanwhile my boy Nurgle just left in the dust and forgotten ;-;

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  4. Hope death guard get some good buffs in 10th. DR needs to be changed to -1 damage and 5++ against mortals. Last game I played with dg, I lost around 1/4 of my army just to mortal wounds which made to me lose interest in playing them given how different they are in lore. Slow, pricey and not very resilient army that lacks good fire-power. I've had much better luck with iron warriors even though they're probably a middle tier chaos army

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  5. Please make more videos like this. Focus on one faction/subfaction, talk about what their schtick is (how they're generally supposed I be played), Two to three fun/good ways to play them, then say what about them NEEDS to be nerfed/buffed

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  6. Pretty much agree and it will be good once Tz Flamers are reigned in, to be fair I think an 8 to10 point increase would be reasonable.

    It's interesting looking at the recent win rates shown on the Warhammer community latest meta watch which puts Codex Tz Flamers and Codex Tz Flamers with Allies way out in front. Having a more recent and therefore smaller sample size leads to more unreliable conclusions but the sample size is big enough to be confident that Tz Flamers are a big issue.

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  7. GW over nerfed LOV just to be mean spirited, malicious, sadistic, sociopathic, power hungry, control freaks! I will never forgive them. They did it just because they could, they just like to piss on smaller people. They are cruel and unusual monsters! Freakin' EVIL!!!! EVIL!!!!

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  8. i find it funny that you make it seem like the pistols is what makes harlequins scary. yes, they can take up to four of them in a unit of 5, but i would think that its scarier that they can have access to 3 really dangerous strategems that apply to the whole unit even though one model is equipped with it.
    overall, i did like the video. it really would be interesting to see how this list changes at the start of the new year when missing units hit the battlefields

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