Which Army Rules should get in the bin? 40K Army Rules Tier List

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  • Опубликовано: 20 сен 2024
  • Something a little different this week as I share the definitive, ULTIMATE ranking of 40K army rules. Who doesn't live a tier list?
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Комментарии • 50

  • @davethemagicweasel1
    @davethemagicweasel1 2 месяца назад +13

    As a GSC player, Cult Ambush absolutely needs to go in the bin. It's potentially too good, to the point of being a feels bad mechanic, but often does little/nothing, since it's dependent on luck and drastically better or worse depending on how mobile your opponent is, so it's rarely balanced within the confines of any single game. It's either overpowering or useless. Just bad design all round. Every other GSC player I've spoken to also dislikes it. Bring back Crossfire!

  • @BloodDX2
    @BloodDX2 2 месяца назад +3

    While not the worst by far, the Tau's FTGG rule has a blatant downside of -1BS for split firing which really hamstrings your capacity for firepower. It just feels like an unnecessary punishment. +1BS to your marked target and no bonus for non-marked targets would have been perfect.

  • @_TheVoyteck
    @_TheVoyteck 2 месяца назад +2

    Daemons' 6" DS is actually the detachment rule... but it's so integral to the army that it's more like playing with a good army rule but without a detachment.

    • @epicflail40ktactics
      @epicflail40ktactics  Месяц назад +1

      Yes it was hard to imagine it without it. I wonder what they will do with new codex.....

  • @thetimebinder
    @thetimebinder 2 месяца назад +3

    Aeldari are too cold. It's just Miracle dice, but we get 6 total. Sisters get 10 + 1 for every unit that dies.

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      Yeah it's a massive difference - I still harbour resentment from early tenth I think XD

  • @FrogEnjoyer17
    @FrogEnjoyer17 2 месяца назад +4

    You forgot half of Tyranids' army rule!! Synapse get +1 strength in melee and battleshock tests on 3d6

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +1

      I did forget half of it bit of a brain fart there - should have been higher up!

  • @paulryan4420
    @paulryan4420 2 месяца назад +1

    Good list for a bit of a newbie to 10th edition like me! Bit of feedback might be to quote the army rules before discussing as I didn't know what a lot of them were so got a bit lost. I would prob rank WE and TS higher as turn 1 advance and charge can swing a game early. The TS cabal move, move, Doombolt inflicting mortals, or older rule turn off armour saves was crazy strong

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +1

      Yeah i will get stuff on screen more it has been mentioned elsewhere and is helpful feedback thank you. Think i might have been bit harsh on WE's for sure!

  • @kingdragune1238
    @kingdragune1238 2 месяца назад +2

    My only problem with this video, is I think it would work better on having a good base to start, such as comparing a squad of space marines with each army rule. Like the waagh might not be great for the ork army, but most armies would love army 5+ invun and advance and charge. Even just +1 attacks is great for like guard or GSC

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +1

      Interesting! I intentionally wanted to be a bit more abstract and focus less on things like the meta for example and more on the army rules; but context is important. Appreciate the comment!

  • @zetta-slow-gobbo
    @zetta-slow-gobbo 2 месяца назад +1

    As an Ork dork, Screaming out WAAGH is definitely a great part of the fun Waagh but it means you have no army rule for 4/5 turns or 3/5 in Bully Boyz if you build really specific.
    I dont know what I would replace it with but a once per game boardwide buff should not be THE super power. It should be a building problem or consistent problem with a power spike once per game. Also, it being at the top of the ROUND and not a turn creates an annoying dissonance that even some vets will goof a smidge.
    I really dont feel like I can be Brutal but Cunning or Cunning but Brutal with my great green dumbasses.
    Dont get me started on the malarkey of our shooting...

  • @harrisonsaynor8568
    @harrisonsaynor8568 Месяц назад

    I mean world eaters barely class as a faction, I've played them for a while but put them on the shelf for a bit and went back to space marines, it's fun to actually be able to list build and not rely on rolling triples and doubles with 8 dice.

  • @AlterumVeniet
    @AlterumVeniet 2 месяца назад +1

    Guard's versatility is very strong indeed.
    With the right builds you can body even dedicated melee units in 2 turns or so.
    You gotta soften them up with shooting of course, but killing a unit of thunderwolf cavalry with (death korps) infantry squad will never not be funny.

  • @drwgordon
    @drwgordon 2 месяца назад +1

    Absolutely great breakdown for a moderately new player. I subbed. My only thing is I found myself wanting to just listen and not watch at times (I use RUclips like this) so if I needed any visual queue of if you went really fast I’d have to relisten. Hope the feedback helps and looking out for your content. Learned a lot and agree on orkz

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +1

      Thank you! I thought about placing the rules up but also I know a lot of people (myself included) like to listen whilst painting. I will bare it in mind for future thanks for the feedback.

    • @drwgordon
      @drwgordon 2 месяца назад +1

      Love it. Thanks for the reply

  • @LA-hx8gj
    @LA-hx8gj 2 месяца назад +3

    As a nids player, i like our army rule. It's good now that we get +1 strength.

    • @epicflail40ktactics
      @epicflail40ktactics  Месяц назад +1

      Yeah that bit i completely forgot about! Silly me would have put them higher haha!

  • @EliteDarkAssassin
    @EliteDarkAssassin 2 месяца назад +2

    I don't agree with Tyranids. The +1 to strength in melee in synapse took a lot of our terrible beasties from wounding on 4s and 5s to 3s and 4s against a lot of armored targets outside of T11+

    • @kingdragune1238
      @kingdragune1238 2 месяца назад

      Could easily argue its atleast as good or better than death guard, you can reliably have +1 strength for any melee units.

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      I totally forgot about that bit! My bad yeah that bumps them up big time

  • @OniGanon
    @OniGanon 2 месяца назад +2

    If most of the factions are in one tier, that should be the middle tier. It's a bit strange to say the majority of factions are overtuned.

  • @JS-vu8po
    @JS-vu8po 2 месяца назад +1

    9:00 Don't mean to nitpick but any WE player who gets triple 6 turn 1 is happy because it means you get to spend it on advance and charge, which in many games means you're getting in your opponents face turn 1

    • @Kurze0
      @Kurze0 2 месяца назад +1

      Definitely feels like he hasn't played with a few of the factions and is making assumptions based off just reading the army rule

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +1

      I've played against WE a few times and I never let them get in to anything turn one with advance and charge other than the infiltrators I've used to block their Scout moves (at that point advance and charge is not needed). I was using the go-to hyperbolic example which is misleading for sure.
      For clarity the point I was trying to make is it's the randomness of the rule that I dislike. It could leave you fishing for fight on death vs a combat army and not getting it, for example. I appreciate there are other merits to the buffs you can get from it - I'm just not a fan of the rules that could not deliver in key moments.

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      Not nit - picking, bud - I appreciate the comment. I was not articulating my gripes properly with the army rule - have clarified a bit more in a comment below.

  • @tylerjensen8383
    @tylerjensen8383 2 месяца назад

    Unfortunately for Daemons, our army rule does not include the ability to 6” deepstrike. That’s the detachment ability. Here’s hoping they roll them into one when we get a codex 🤞

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      Fingers crossed! It was hard not to view it as the same thing in assessment of it - a bit like Death Guard really. I am curious as to what they will do about this in the codex as to not have it available to all detachments would be wild

  • @cruelmole
    @cruelmole 2 месяца назад +1

    Boiling down the world eaters rule to getting angron back is wrong imo. Even if you don't get him back the or don't run him the rule is incredibly strong.

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      That is the hyperbolic and misleading example, you're right. It's the general randomness of the rule that I dislike. It could leave you fishing for fight on death vs a combat army and not getting it, for example. The easiest effects to get in feel no pain and extra movement are decent and probably should have pushed it up another place.

    • @cruelmole
      @cruelmole 2 месяца назад

      @@epicflail40ktactics That's true. I guess from my perspective against world eaters I've never really seen them pick anything besides the feel no pain, +2 movement, advance and charge or sustained hits, all besides the advance and charge are quite easy to get but I do get your point in that it could go wrong when you need a specific thing.

  • @Darkja
    @Darkja 2 месяца назад +1

    Chaos Knights should go into the bin, its really bad and does nothing without the detachment rule, in fact, the only thing that makes it marginaly playable, as in, it barely does anything anyways, its the detachment rule, which imo, should have been included into the actual army rule to begin with and then make a detachment rule that does something.
    Its pretty much the worst part of every other rule rolled into one, its an aura that requires you to be close, exactly where knights are at the weakest because no inv saves on melee, it depends on the condition of the enemy unit (many of them getting bonuses if under starting str, negating any advantaged gained), very few activations, its battleshock (so already unreliable/bad and units that can make enemy units take BS tests in this army are awful, the Abominant and Cerastus Acheron), you have to wait until turn 3 for any combat bonus, the combat bonus you get is not great anyways (-1 to be hit is many times meaningless, since you are already -1 to be hit if in engagement range, or the enemy is bracketed, etc... and the +1 to wound is mostly pointless in an army that wounds mostly on 2s or 3s), it just sucks.
    The entire army is proped up by 2 datasheets and thats it, Brigands and Karnivores, army and detachment rule dont matter like 95% of the time.

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +1

      I pulled my punches on them. Really hard to argue with you on this one sadly!

  • @Kurze0
    @Kurze0 2 месяца назад +1

    Sorry, but lumping all the Marine factions under space marines/oath is a huge disservice. Red Thirst is much more impactful to Blood Angels than Oath. There's a reason 99% of BA players are playing Sons of Sanguinius and not a codex detachment.

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад +2

      I hear what your saying, it is not a full picture of the factions so of course it is limited. The focus was on Army Rule not Detachment abilities or overall faction strengths and weaknesses as such.

    • @Kurze0
      @Kurze0 2 месяца назад

      @@epicflail40ktactics I think its more that BA doesn't really care about the marine army rule and the ones with separate indexes should be seen as different armies almost entirely

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      They are unique enough it's true, probably should have done more to represent that fact.

  • @gregsmw
    @gregsmw 2 месяца назад

    admechs rule in A tier
    opinion instantly discardable, admechs rule is almost inarguably the worst designed rule in the game as it activly punishes you for trying to use it

    • @epicflail40ktactics
      @epicflail40ktactics  2 месяца назад

      You don't value the flexibility?

    • @grzmit5904
      @grzmit5904 2 месяца назад +1

      its so much better now though, have you seen the recent dataslate?

  • @Klierowski
    @Klierowski Месяц назад

    Thats so dumb to put all space marines to one group.... u put 37% win rates with almost 60%.

    • @epicflail40ktactics
      @epicflail40ktactics  Месяц назад

      It's not about the faction win rate. It's about the army rules in comparison with other army rules.