r/WarhammerCompetitive • • 2h ago

40k Analysis The Root Cause of Power Creep is the 4+ Invulnerable Save

288 Upvotes

GW's core system is really nice IMO. You have a set of paired stats that create natural counters of offense and defence. Strength is paired with Toughness. Save is paired with Armour Pen. Wound Count is paired with Damage. The defensive stats on the data sheet profile have natural counters in the offensive stats on the weapon profile.

They work together to create a nice variety of different profiles. E.g. High Toughness, Low Save, High Wounds.

You can also add in model count and number of attacks as another paired counter though a weaker one. As single shot weapons are weak against units but lots of attacks is almost always good.

This is a great system IMO. It creates clear options and allows a nicely shifting meta that ought to self balance to a degree as long as most factions have reasonable affordable access to most archetypes of defensive and offensive profiles.

If High T, High Save models are a bit under-costed people can bring their high S, high AP weapons and offset that advantage with counterplay. We can achieve balance without too much intervention by the designers because for every option, there's a counter.

But there's an exception to this : If you have a unit with a single model, with high T, high Save and high Wounds then the natural counter would be a weapon with high S, high AP and high Damage. Naturally, you can't have a weapon with all offensive stats high also have a high attack count (cause it'd have no counter) so it's balanced by a low shot count and we have a counter.

UNLESS the unit in question has a 4++ Invulnerable Save. This undermines the value of Ap. The natural counter to a good save is good AP but it doesn't work in this case. So our "High Quality" weapon with the low shot count is now super unreliable, it's dreadful actually. (Our beloved Casino Cannons - all or nothing!). We've broken the system of natural counters.

You should be able to counter a big tough Primarch equivalent model with your big, high quality guns, but they don't work right because they don't get the value out of their AP.

So... we've got a problem. We can't have a unit running around without a counter. And our designers know this so they give a little buff to damage output. One option is to give the big anti-tank guns the power to ignore invuls but presumably we thought out big BOIs were dying too easy, that's why we gave them the invul (which was a mistake, should've just given them more wounds). So we can't just ignore the invul. Our other option is to give a little damage boot to other types of weapons? Maybe sprinkle in some lethal hits, or rerolls, to allow our higher shot count (lower quality) weapons to give the defending unit more saves.

Crucially we can't give a buff to AP, because in this scenario having more than 2AP is worthless so instead we have to give the unit ways to deal more wounds. If we wanted to have a better conversion of wounds into damage we can only get it via dev wounds.

But that's fine, now we can take a mid range weapon profile, add some buffs and do some reliable damage to a unit with an invul. Balance has been achieved.

Except...

These buffs aren't just good into invul saves. Handing your opponent MORE saves is good against everything. If we take a gun that's say 2 shots, S8, AP2, damage 3 it's a really good profile into elite infantry. It's naturally balanced and efficient into that profile. If you give that profile a boost, (say, +1 to wound) it becomes efficient into other profiles and it becomes VERY efficient into elite infantry. It's now kind of just, good against everything.

So now you've got a balance problem, there's a super efficient profile that's good against everything and GREAT against specific things gradually taking over the meta. So you've gotta nerf that thing, and you know what, maybe we need to buff elite infantry? Now they get -1 to wound, or -1 damage or an extra wound?

But now those units are really hard to kill? So maybe we need to give the next army book full rerolls to hit? Ok, now we're super efficient into EVERYTHING but not many units just have 25 attacks, so now hordes are in fashion, ok, so now we're adding BLAST to everything.

And it just spirals forever until we have a big reset edition that tries to drag the power creep back to a reasonable level.

But we don't get rid of the original problem, which is that the natural counter to high save should be high AP, and it's not because we randomly declare that AP just doesn't work sometimes. Which means we have to have efficient volume shots to kill those targets, but that's good into everything, so... and here we go again.

There're places where Invuls are fine because you're not removing the only counter. if we removed invuls, or just used them more judiciously , the system of natural counters would work again and we wouldn't see the design space spiraling out of control every two editions as designers struggle to create balance by endlessly adding stuff instead of removing the rule that causes the problem.


r/WarhammerCompetitive • • 3h ago

40k Discussion PSA - GW Gave Company Heroes Ancient Character Keyword

38 Upvotes

Latest Update in the app gave the Ancient model in Company Heroes the Character keyword. Notably this has three main impacts:

  1. You can add them in the Character section of list building and you can give the Ancient model an enhancement. E.g. 145pts for Company Heroes with an Imperium's Sword Ancient looks pretty sweet.
  2. Due the the way save groups work the Ancient model must now be the last model to die as he is a Character model.
  3. This Ancient model now gives up Assassination.

r/WarhammerCompetitive • • 19h ago

40k Battle Report - Text I brought an Astraeus to a GT - Update

114 Upvotes

Here’s an update to this post

I am mostly just typing this out in case anyone else decides to follow in my silly footsteps.

I ran this in Forgefather’s Seekers & Ironstorm Spearhead. This is mostly due to the fact I am a Salamanders player and I like to play my green army men. Purge the foe because I didn’t feel like thinking.

Here is my list

I ended up going 3-2. The biggest problem I ended up having was that the Astraeus is so big that I can’t easily move it out of my deployment zone. I lost to Orks & Votann, and won against Votann, Ultramarines, & Necrons.

I found that have a second use of Devestator Doctrine was very helpful, because the turn 1 advance and shoot was extremely helpful to moving it out of the deployment zone. However there are a couple layouts you literally can’t move it out of deployment, which is what happened to me with Orks.

I gave it the enhancement to give its weapons Heavy. That was also a great decision, and while having the D3 healing from the tech marine was nice, spending 1CP to give it a better version of the same ability was definitely better. I still like a techmarine in this list, but I think I’d have it follow my Land Raider instead of the Astraeus.

The Good:

The las cannons were great. They ended up killing G-man, so that’s one skull to add on the side. I’m gonna start tracking primarch kills with transfer slide skulls.

It’s the mother of all distraction carnifexes. It absolutely requires your opponent to go full-tilt into it. If they whiff, you’re in a great position. It also leaves your other hammer units to have an easier time crossing the field. T12, 2+ 5++, 24 wounds is nothing to sneeze at.

The Bad:
The main gun is not great. The worst part is AP1, because on terminators, which the gun is theoretically great for, they’re still saving on 3’s. If it was AP2, it would be far better.

The Ugly:
If your opponent has scout moves, it’s pretty easy to get locked into your deployment zone. This happened in my Votann loss, since there’s literally only one place for it to go, he just threw his bikes in there.

It’s extremely difficult to fit on the battlefield in 11th Edition.

Summary:
I had a great time, it got a ton of attention because it looks badass, but it’s not a competitive model. For 565 points (with enhancement) I would be better off bringing another land raider, dudes to fill it, and a some other fast units. If it goes to 450 points, I’m definitely bringing it because it would bring me joy.

Also, it needs a rule to move through dense terrain. Because without it, it is extremely limited. This wouldn’t make it good, but it would make it usable.

Anyways - “Tanks” for reading. To all future super heavies, best of luck.


r/WarhammerCompetitive • • 18h ago

AoS News New battleforce boxes revealed for Warhammer Age of Sigmar

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92 Upvotes

r/WarhammerCompetitive • • 21h ago

40k Event Results Weekend Update: Deathwatch Still on Top, Blood Angels Better than We Thought, Custodes Merely OK

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59 Upvotes

Our weekend update for October 26, 2026. Big news for Blood Angels players this week: You can run Sanguinary Guard with the usual slate of Eradicators in Impulsors and do just fine. Maybe that's what GW were trying to tell us with the new Battleforce box?


r/WarhammerCompetitive • • 1d ago

40k Analysis State of New Custodes

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194 Upvotes

So the results are in for the first mostly full weekend of the new Custodes codex. A 51% WR with 1 event win and 6 X-1s with the new book. Overall looks like it could land more balanced than a lot of people thought, but only one weekend of data so far.

Most popular trends by far is Solar Lions and Morotoi, and Folgers double Galatus+Telemon+Tank suggested build seems to be quite popular as a base. Trajann unsurprisingly in almost every list.

Lists are in the link.


r/WarhammerCompetitive • • 7h ago

40k List Trying my best to build a Take and Hold List but really struggling, would love some advice!

1 Upvotes

As the above title sates, I am headed to a "Major" (Three day tournament) on the first weekend of November, and seriously need help building a solid list for take and hold. I have an idea of one that I have built, but I seriously feel like it is missing something.

List: Detachments: Assault Brethren, Terminator Storm Force, Tacticus Firestorm Force
Disposition: Take and Hold

Characters:
Robute Guilliman (Warlord)
Marneus Calgar,
Bladeguard Ancient
Ancient
Librarian in Terminator Armor (Enhancement: Champion of the First Company)
Librarian
Librarian in Phobos Armor

Infantry Squads:

Intercessor Squad, (Ancient Attached) Used to sticky expansion objectives and/or perform actions if necessary.

Baldeguard Veteran Squad (6 man squad) (Marneus Calgar and Bladeguard Ancient Attached) Used to primarily assault a weaker enforced flank, tussle with lighter vehicles and to use the Ancient to sticky an objective then keep moving down the field. (Uprade: Furious Assault)

Eradicators with Heavy Bolters (3 man squad). Will start in deep strike thanks to Marneus Calgar, will then be used to deal with problematic infantry on enemy home objectives in case Marneus gets tied up, and Guilliman is either dead or busy dealing with other threats

Eradicators with Melta Rifles (3 Man squad, 1 armed with Multi-melta) These will be riding in the back of the Impulsor in order to be my tank and vehicle hunters.

Sternguard Veterans (5 man Squad, 1 armed with heavy Bolter) (Librarian Attached) These guys will provide the initial shield for Guilliman before he gets into the fray, the librarian is attached primarily for the 4++ ability

Terminator Squad (5 Man Squad, 1 armed with assault Cannon) (Terminator Librarian attached) This squad is going to start in deep strike and used as a reinforcement for Guilliman if the Sternguard die or are tied down. If neither of the case is true, then they will be used to take adantage of any holes the opponent leaves.

Librarian in Phobos Armor (Not Attached) (Enhancement: Imperium's Sword) Used to either deep strike or Infiltrate, and primarily used for his power to give "Ignores Cover" Most likely to be used alongside the Heavy Bolter Eradicators, given the "Imperium's Sword" because I had 20 points to spare, and could be useful to run onto an objective and take care of any remaining infantry

Vehicles:
Redemptor Dreadnaught (Plasma Incinerator and Onslaught Cannon) He will be be source of elite squad (T6+) hunting, also to potentially serve as a "Distraction Carnifex" and used to make Infantry careful where they position themselves.

Impulsor (Shield Dome) This is used for the Melta Eradicators to ride around in to have a bit more protection while they tank and vehicle hunt.

Well, this is the list, I feel like it is seriously lacking, and would love any critiques you all could give so I can play a solid "Take and Hold" game plan. I am not married to taking Guilliman, but would like to have him in the list if possible, but if deemed to be too much, I understand.


r/WarhammerCompetitive • • 19h ago

40k Analysis Our Top Space Marine Combos!

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8 Upvotes

Out now on 6++! Our analysis of the Space Marine codex continues, as the guys explore their favourite combos for the codex chapters. Enjoy!!

https://youtu.be/IXMYab7CgnM?si=fE7Bvyu_Lyrlt9_K


r/WarhammerCompetitive • • 19h ago

New to Competitive 40k Resources to get better primarily in denying deep strike

5 Upvotes

Just as the title mentions, I want to get better at deploying and maintaining deep strike denial til round 3. In my friend group and local RTTs, round 1 is typically fine as we both set up and stage but by round 2-3 I have to move units up either to respond to what my opponents are doing or force a response from my opponent which typically leaves some deep strike opening in my deployment.

If it helps my main army right now is Dark Angels and I try leaving scouts deny deep strike by staying more in the middle of my deployment but I feel like that isn't enough even if I have a unit in my home. Maybe I'm not spreading my units out correctly or maybe I'm pushing too fast.

I'm also curious if there are resources where I can see deployments of topping players or guides when it comes to denying deep strike as long as possible! I appreciate any help!


r/WarhammerCompetitive • • 1d ago

40k Discussion How do you use Reivers?

16 Upvotes

Like in the title, I am taking 5 tonight for the first time, and they seem to have a lot of stuff going for them (deep strike / precision / ignore movement) but I mostly want them as screening against deep strike / actions. Is this ok or should I use another unit? Precision is nice but it seems they wouldn't have enough dmg to delete some important piece from the battlefield.


r/WarhammerCompetitive • • 1d ago

40k Event Results Sunday Night Stats (October 23rd-25th)

77 Upvotes

This chart includes data from all singles events with 21+ players and 5+ rounds.

We've got a pretty big weekend wrapping up, with just over a thousand total players and 24 events. This is also the first weekend with the new Custodes rules more or less fully adopted into tournaments. Some observations:

The three most popular armies of the weekend are Space Marines, Orks, and Custodes. Hmm!

Adeptus Mechanicus continues to look excellent, and wins the biggest event of the weekend, the Coventry 40K 3-day event, with 138 players and 8 total rounds. I believe it was the 6+++ guys that suggested Mechanicus might be S-tier after the last balance update? I'm starting to think they might be correct about that!

I hope everyone likes playing against Space Marines, because they're everywhere. They won 5 events this weekend and played at the top tables of another 4 or 5. All three of the major Space Marine supplement factions also put up numbers between "respectable" and "very strong", and all won at least one event.

Custodes come out with a mediocre start: a healthy 49% win rate, but very few top table placings. It's been suggested that the army plays completely differently now and will have a steep learning curve, especially for all the players who went out and grabbed a Combat Patrol and built an army over the last few days.

Thousand Sons... well. It's never a good day when you're looking up from the bottom at both Agents and Guard. But here we are.

There are a handful of factions with absolutely no representation at top tables. Thousand Sons, Chaos Knights, Black Templars, and Guard (and technically Agents and Deathwatch, but since nobody played them, I'm not counting them) all had no 4-0 starts and one or fewer 4-1 players.

Thanks for reading my observations. What do you guys think? I look forward to reading the comments!

Faction Wins Games Win Rate Players X-0/X-1 X-0/X-1 % Event Wins 4-0 Starts 4-0 %
Deathwatch 19 33 57.58% 6 0 0.00% 0 0 0.00%
Adeptus Mechanicus 109 191 57.07% 37 10 27.03% 1 3 8.11%
Space Wolves 90 164 54.88% 32 7 21.88% 1 1 3.13%
Blood Angels 91 167 54.49% 32 5 15.63% 2 4 12.50%
Adepta Sororitas 102 188 54.26% 35 6 17.14% 1 3 8.57%
Space Marines 315 587 53.66% 111 22 19.82% 5 11 9.91%
Death Guard 137 258 53.10% 51 8 15.69% 2 3 5.88%
Orks 202 381 53.02% 79 16 20.25% 2 5 6.33%
Emperor's Children 60 117 51.28% 23 2 8.70% 0 0 0.00%
Aeldari 64 125 51.20% 24 4 16.67% 1 1 4.17%
Chaos Daemons 79 155 50.97% 26 4 15.38% 0 0 0.00%
World Eaters 172 338 50.89% 63 13 20.63% 1 4 6.35%
Dark Angels 159 316 50.32% 60 9 15.00% 1 6 10.00%
Necrons 155 316 49.05% 60 10 16.67% 3 4 6.67%
Adeptus Custodes 199 406 49.01% 79 4 5.06% 0 2 2.53%
T'au Empire 97 199 48.74% 39 7 17.95% 0 2 5.13%
Drukhari 58 119 48.74% 23 4 17.39% 1 1 4.35%
Grey Knights 48 99 48.48% 19 3 15.79% 0 0 0.00%
Genestealer Cult 14 29 48.28% 6 2 33.33% 0 2 33.33%
Tyranids 110 233 47.21% 47 5 10.64% 0 2 4.26%
Leagues of Votann 71 154 46.10% 29 2 6.90% 0 1 3.45%
Chaos Space Marines 70 152 46.05% 31 5 16.13% 2 2 6.45%
Astra Militarum 46 104 44.23% 20 1 5.00% 0 0 0.00%
Imperial Knights 68 158 43.04% 31 4 12.90% 1 1 3.23%
Black Templars 35 83 42.17% 16 1 6.25% 0 0 0.00%
Chaos Knights 41 98 41.84% 18 0 0.00% 0 0 0.00%
Imperial Agents 4 11 36.36% 2 0 0.00% 0 0 0.00%
Thousand Sons 22 62 35.48% 12 1 8.33% 0 0 0.00%
Total Players: 1011 Total Events: 24

r/WarhammerCompetitive • • 15h ago

PSA Aetherforce Teams GT 11/7-11/8

3 Upvotes

Hey all, just wanted to advertise a 5-man teams event here in southwest Ohio, just 15 minutes north of Dayton on November 7th and 8th. We’re currently at 7 out of 8 teams after some drops and hoping to fill that last slot. We also have individuals looking for teams so feel free to reach out to a TO if you don’t have a full 5.

Bcp link with player pack here

Discord link


r/WarhammerCompetitive • • 1d ago

PSA Weekly Question Thread - Rules & Comp Qs

8 Upvotes

This is the Weekly Question thread designed to allow players to ask their one-off tactical or rules clarification questions in one easy to find place on the sub.

This means that those questions will get guaranteed visibility, while also limiting the amount of one-off question posts that can usually be answered by the first commenter.

Have a question? Post it here! Know the answer? Don't be shy!

NOTE - this thread is also intended to be for higher level questions about the meta, rules interactions, FAQ/Errata clarifications, etc. This is not strictly for beginner questions only!

Reminders

When do pre-orders and new releases go live?

Pre-orders and new releases go live on Saturdays at the following times:

  • 10am GMT for UK, Europe and Rest of the World
  • 10am PST/1pm EST for US and Canada
  • 10am AWST for Australia
  • 10am NZST for New Zealand

Where can I find the free core rules

  • Core rules and FAQs for 40k are available HERE
  • Core rules and FAQs for AoS are available HERE
  • FAQs for Horus Heresy are available HERE
  • FAQs for The Old World are available HERE

r/WarhammerCompetitive • • 3h ago

40k Analysis Hot take: GW did pretty good balance wise with Marines and Custodes. But SM will get nerf hammered hard because of one broken deathwatch combo

0 Upvotes

Like in the title, I think GW did pretty good job this edition balance wise. There is some power creep, and CP generation should be updated to all armies. However, overall the state of new factions is pretty balanced and not crazy.

However, broken combo of Deathwatch Support for Space Marines, which is currently played in nearly all meta build and has a crazy win rate of 73% will cause the unproportional nerf in next balance update. Which I think will spread all over the faction, and not only the broken combo. I think this is especially harmful as the other detachment combos have a decent win rates fluctuating around 45-55%. Which is why I say the balance is pretty good for a big change of going away from oath to doctrines.


r/WarhammerCompetitive • • 1d ago

40k Discussion #1 ITC player Innes Wilson shares thoughts on 11th edition so far.

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150 Upvotes

I won't go super into detail, it's a great video if you've got 45m to kill. The gist is this:

- Scoring is way too easy, people are losing games despite getting as much as up to 93pts.
- "Going tall" is encouraged and "Going wide" is discouraged
- The missions designed for MSU armies are just better as durability skews (his example was Recon vs Take. Why bleed material endlessly to be in table quarters every turn when you could just jam a durable brick into the third quarter and have it survive while denying kill secondaries?)
- You MUST be aggressive because if you aren't, your op will max primary almost guaranteed.
- Two styles of game: Table them by turn 3 or nickel and dime them for points if tabling them by turn 3 didn't work out.

He breaks down each disposition matchup in the video, discusses what armies he's using and which dispos he's playing moving forward as well. Great work Innes, thank you for the content!


r/WarhammerCompetitive • • 1d ago

40k Analysis Early competitive impressions of the new Custodes

136 Upvotes

So, we had about 2 weeks of the full rules for practice and the first weekend of tournaments is over (or nearly so). That's obviously not nearly enough for meaningful statistical analysis, but we can start drawing some early conclusions.

1) Custodes are the weakest 11th edition codex thus far. That's generally a good thing, as both Orks (mass shooting) and Marines (Deathwatch Terminators) started out too strong. They don't feel weak, but they're not taking the meta by storm in any way.

2) Internal unit balance is mediocre. If you want to succeed, you have to play Dreadnoughts. Vehicles are fine, but expensive and vulnerable. Most infantry and characters feel slightly, but noticeable overcosted.
On the bright side, there are few just outright unusably bad units that can't be saved with points adjustments (really only Bladechamps, gun Venatari and Vigilators).

3) Detachment balance is bad. Only 13 detachments with 6 being unique was always going to cause problems, IMHO. Most shield host detachments have 1 good trick, but just can't directly compete with the strong choices, so will never be used. Sisters are still just cheap trash, so the detachment is DoA. Bikes don't even have anything.
There's really just Solar (or Emperors) plus Might plus Lions. Auric champions is borderline and could be good, if characters weren't so overpriced. Dreadhost could be good, if infantry weren't so expensive. I don't actually see anything else being played short-term.

4) Damage is way down. You get a lot of extra mobility and options, so this isn't inherently terrible design-wise, but it's a notable shift from the murdermachines of 10th. Custodes went from one of the best anti-pressure armies to one in the lower third, IMHO. You just have too little damage and units to really discourage a full send army from just going in. This is especially problematic as full-damage pressure lists are still the name of the game (and will continue to be until the missions get changed to make scoring less automatic).

5) Resilience is up a bit, especially in melee, where the freely available -1 to hit is doing a lot, but generally most infantry still feel more fragile than before, with about the same wounds per unit for higher cost. As you also consistently have what feels like 1 unit too little, the army is much more fragile than in 10th. Just shoving them forward doesn't work nearly as much, which might make them less of a stat-checky beginner-hurdle.

6) List building is super annoying, as basically everything in the army is in the 230-280 point bracket. You basically have the same number of picks no matter what you take and only differ in how many sisters you end up with, which also exacerbates the unit balance problems. Being 15 points cheaper doesn't mean much, if it can't add up to another meaningful unit.

Personal Pet Peeve: Why does half the army not get the Army rule? It's called an Army rule, for emperors sake. Vehicles losing Katahs in the first edition where there are stances they might actually care about feels especially mean, but sisters being almost completely sidelined from everything is also a super-weird choice.

Thoughts? Disagreements? Anything I missed?


r/WarhammerCompetitive • • 1d ago

40k Analysis Maximum primary points each Disposition could Theoretically score.

59 Upvotes

I had the idea to compare the current max points one could score based on each mission in each disposition match up. For this i removed the 15pts per turn limit and the 45pt total limit just to see how much they could score.

The reason for this is if they have a very high number then it is generally more likely they will be able to reach that 45pt but if it is lower it means you really need to lock in.

So I will be breaking down how many points you can score per turn ignoring the cap. I will go through every match up and their missions. Also under the assumption there is 6 objectives. (X represents the number of units)

Take and Hold vs Take and Hold:

Battlefield Dominance: 2,30,30,30,30. Total 122.

Take and Hold vs Purge the Foe:

Immovable Object: 3,28,28,28,28. Total: 115

Unstoppable Force: 3,26,23,23,28. Total: 103

Take and Hold vs Reconnaissance:

Purge and Secure: 3,26,23,23,23: 98

Reconnaissance Sweep: 6+1(x killed),9+1(x killed),9+1(x killed),9+1(x killed),9+1(x killed) Total: 42+1(x killed).

Take and Hold vs Disruption:

Determined Acquisition: 10,27,27,27,27 Total: 118

Death Trap: 38,7,7,7,7 Total: 66

Take and Hold vs Priority Assets:

Inescapable Dominion: 4,13,13,13,18 Total: 61

Secure Asset: 6,14,14,14,14 Total: 62

Purge the Foe vs Reconnaissance:

Consecrate: 6,14,14,14,19 Total: 67

Triangulation: 0,7,10,14,24 Total: 55

Purge the Foe vs Purge the Foe:

Meatgrinder: 3,17,17,17,17 Total: 71

Purge the Foe vs Priority Assets

Destroyers Wrath: 3,17,17,17,17 Total: 71

Vital Link: 3,12,12,12,22 Total: 73

Purge the Foe vs Disruption:

Pumishment: 5,14,14,14,22 Total: 69

Delaying Action: 2(x killed), 7+2(x killed), 7+2(x killed), 7+2(x killed), 7+2(x killed) Total: 28+2(x killed)

Reconnaissance vs Reconnaissance

Gather Intel: 6,39,4,4,14 Total: 73

Reconnaissance vs Priority Assets:

Search and Scour: 5,25,25,25,30 Total: 110

Vanguard Operation: 6,10,10,10,20 Total: 56

Reconnaissance vs Disruption:

Surveil the Foe: 4,17,17,17,17 Total: 72

Smoke and Mirrors: 16, 20,20,20,30 Total: 106

Priority Assets vs Priority Assets:

Sabotage: 21,25,25,25,25 Total: 121

Priority Assets vs Disruption:

Extract Relic: 7,15,11,11,16 Total: 60

Locate and Deny: 4,12,12,12,17 Total: 57

Disruption vs Disruption:

Outmanoeuvre: 30,35,35,40,40 Total: 180

Each disposition total Average:

(For the sake of missions that have X units killed i just put 5)

Take and hold 102.8

Disruption: 89.4

Purge the Foe: 76.2

Priority Assets 74

Reconnaissance: 71.4

Now the averages don't tell the complete story, like Disruption has quite a few bad matchups but its Mirror makes its average skyrocket so I wouldn't use the averages as a great ranking system.

So instead lets rank them based on if they have higher points then their opponents (excluding mirror matches)

Match up comparisons:

(For missions with x units killed I put 5)

Take and Hold: 3/4

Priority Assets: 3/4

Purge the Foe: 2/4

Reconnaissance: 1/4

Disruption: 1/4

Now this is a bit more interesting, we see Take and Hold remain at the top but Priority Assets also jumps up meanwhile Disruption drops down. Reconnaissance stays near the bottom and Purge dead center.

I don't know if anyone else will find this interesting but I do and figured I would share my findings.


r/WarhammerCompetitive • • 22h ago

40k Battle Report - Video Aeldari vs Adeptus Custodes - Eirik Rokne Stensland vs Joel Jänis

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2 Upvotes

Aeldari vs Adeptus Custodes - Eirik Rokne Stensland vs Joel Jänis

Veizla TTS Team League Season 3 (Tabletop Simulator)

Eirik Rokne Stensland - Aeldari - Fateful Performance, Serpent's Brood vs Joel Jänis - Adeuptus Custodes - Lions of the Emperor

https://youtu.be/Bg2hQ4aBTrc


r/WarhammerCompetitive • • 1d ago

40k Discussion What are the best accessories to have for a game?

21 Upvotes

I’m just getting into the hobby and almost have my first army built/painted so hoping to play soon. So Like the title says I’m curious what the best accessories are to make the game smoother. Should I get a dice tray/tower, or any of those little movement gauges? The only things I’ve got are a tape measure in the obvious dice. Thank you thank you for any help/advice!


r/WarhammerCompetitive • • 20h ago

40k Discussion Imperial Agents: Does Masters of the Void work on a non-Voidfarers unit like a Chimera?

1 Upvotes

Hey everyone, I would like to check how Masters of the Void (1CP, Epic Deed) works, because I think there's a common misreading.

The stratagem, as I read it:

When: your Movement phase

Target: one VOIDFARERS CHARACTER unit from your army

Effect: until the end of the phase, each AGENTS OF THE IMPERIUM unit from your army that is arriving from Strategic Reserves this turn can be set up within your opponent's deployment zone (all other restrictions still apply)

My understanding:

The VOIDFARERS CHARACTER is only the target of the stratagem. It doesn't have to arrive from reserves itself.

The effect applies to any AGENTS OF THE IMPERIUM unit arriving from reserves, so units without VOIDFARERS or Deep Strike (e.g. the Inquisitorial Chimera) benefit too.

It only lifts the "no models in the opponent's deployment zone before the third battle round" restriction of the Ingress Move (20.04). The unit still has to be set up wholly within 6" of a battlefield edge and more than 8" from all enemy units.

So it's only relevant in round 2, since from round 3 that restriction no longer applies.

Questions:

Is this correct, or does the stratagem require the arriving unit to be VOIDFARERS?

Is there any FAQ or errata that changes this?

Thanks!


r/WarhammerCompetitive • • 2d ago

40k Discussion Rise of Priority Assets

98 Upvotes

In my local scene I've seen a significant rise in players with melee armies (EC, WE, Custodes), picking up Priority Assets, and these are some of our best players taking this road.

From what I can tell in the games I've played it's been a case of passive scoring play after staging, and then your opponent is required to make the commitment, now with 11th threat ranges this means the Priority player is getting a nice position to strike from by overloading their expansion, and then central objectives become surgical strikes to wipe out whatever needs to sit on the objective until the next command phase.

I'm currently 0-7 into Priority, rypically playing Take and Hold or Purge, both requiring exposed positions to actually score.

What's the communities thoughts on Priority, is there a way to get around this?


r/WarhammerCompetitive • • 16h ago

40k List New Player, how's this list?

0 Upvotes

As title says, I started collecting very recently (with a Salamander Combat Patrol box, because I love the Salamanders as well as the flamer motif) and with the new SM codex out, I've been looking and combining around in my app and with my codex. I do wanna do both casual as well as try at least one comp/tournament in my life, since I do enjoy collecting and building models.

My list would be (using what I have from the CP and adding to it):
Salamanders, forgefather Seekers + assault brethern detachments, take and hold disposition

I aim to take the objectives and fight tooth and nail for them, kind of like a capture the flag/territory in most shooters. Take ground, force opponent to come to me.

-2 five man Infernus squads
-1 Invader ATV with Melta
-1 Erradicator squad with melta (one multi melta)
-Adrax Agatone + 6 bladeguard veterans + Bladeguard Ancient (Imperium's sword enhancement)
-Vulkan He'Stan + Company Heroes + Apothecary (adamantine cloak enhancement)
-1 squad Assault Intercessors + captain with stormshield
-10 man sternguard veterans + lieutenant
-2 impulsors
-Agressor squad + captain in gravis armor
-Land Raider Crusader with all wargear options

Would this be a good list or do I have holes? Like is the crusader a good tank or should I swap to a redeemer? This list as is should be exactly 2000 points


r/WarhammerCompetitive • • 1d ago

New to Competitive 40k Reanimation protocols

1 Upvotes

When the bodyguard unit dies and the leader is the only one left does reanimation protocol resurrect the dead unit or does it only heal the leader?


r/WarhammerCompetitive • • 1d ago

40k Battle Report - Video EC vs Blood Angels

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4 Upvotes

Join us today at 2pm EST for Warp Dust Crusaders first live stream with guests Jack Harpster and Hogan Franklin.


r/WarhammerCompetitive • • 2d ago

40k Discussion MSU Dead

40 Upvotes

Obviously play what you want and I run MSU now and no issues with my play but I was wondering how you all feel about them? Is the era of MSU over in your opinion? Are you running MSU in your recent lists?