r/WarhammerCompetitive • • 4d ago

40k List Best [MONSTER]/[WAR MACHINE]s right now?

8 Upvotes

Hey gang! I've got Tanks-Giving next month at my local Warhammer scene and want something big, scary, and cool to plop on the table. What are the best single-unit Monsters and War Machines in the current meta? Last year I brought a Knight-Desec and it went really great until the Void Dragon closed in with me and I exploded and died, so I'm down for another Knight if there's a real good one.


r/WarhammerCompetitive • • 3d ago

40k Discussion How much does T5 do?

0 Upvotes

So, its easy.

S4 weapons wound on 5+

S5 weapons wound on 4+

S6-9 weapons wound on 3+

S10+ wound on 2+

But what does that mean in real terms? What strength is 'reliable' into T5 units?

With all the talk on Space Marines I figured it worth asking how much the change does.

And while we are at it, how significant is T4 vs T3? As far as I can tell it wouldn't mean much a lot of the time.


r/WarhammerCompetitive • • 5d ago

40k Discussion Any reason why GW hasn't just given all armies cp generation for having a warlord?

267 Upvotes

Feels completely unfair, seeing as it's basically unconditional cp generation. Seeing as codexes for everyone is going to be a couple years or so. Surely its not that much work just adding a tag to a couple of characters per army


r/WarhammerCompetitive • • 4d ago

40k Analysis Initial impressions after a few games with the new codex.

40 Upvotes

So after having played the new book for 9 games vs a variety of opponents (1 WE, 3 Tau, 2 Space Marines, 1 Imperial Knights, 1 Nid, and 1 csm) testing a bunch of different detachments (Emperors Chosen, Solar Watch, Dreadhost, Might of the Moritoi, Honored Companions, Grav Assault, and Lions) running a myriad of different units (Trajann, Shield Captain w/shield, Guard, Sentinels, Telemon, Galatus, Achillus, Allarus, Aquilon w/fists, Caladius Annihilator, Venatari w/lances, Vertus, Gyrefalcon, Prosecutors, and Witchseekers) while mostly doing Take and Hold, but I did play 1 Purge game and 1 Priority game I have many thoughts I wish to share with everyone from a mostly competitive standpoint.

[PROS]

So to start I do want to address the pros of the book itself outside the rules, the things I think genuinely deserve praise in the book and highlight the things I’m excited for and think are big improvements. Firstly, and in no particular order, we have our FW stuff in our book now. My goodness, I’ve been playing Custodes since they got their 1st official plastic kit back in 7th and even had a Grey Knight army I converted (badly) I had painted gold before that. I’ve been playing them for awhile and to finally have like 95% of our units in the book now is great. This feels like a complete book with options for pretty much everything under the sun you could want with the exception of some more sister units from a design standpoint. It’s great to have a lot of the units updated to plastic and with lower model count it’s much more easily accessible for newer players to get into it now more than ever. We’re as elite as elite gets so you won’t have a massive hobby project on your hands if time is one of the bigger concerns for you. Plus you won’t have as many units to control or worry about keeping track of if you’re someone that can get overwhelmed. The new kits are also gorgeous and while at 1st I was hesitant of the design change they’ve really grown on me. These are the best looking models out there (fight me).

Another big win for the army is the radical step to really push these guys into their own niche and quite far away from marines. This is a great design space they’ve chosen to progress the army’s identity towards. These guys feel like Custodes. It’s kinda exactly what I imagine Custodes to play like on the tabletop. Few, thick, decent damage, with great stats to boot. The extra wounds, toughness, movement, oc, ld, and attacks all really lean into the feel of the more iconic Custodes were all wanting the army to play like. We’re never gonna get true movie Custodes (and I don’t really want to play with only 1-2 models in my list anyways), but this is a great step for the army.

It is so very nice to not be much more expensive space marines and the new profiles, stat improvements, and army mechanics really show that that’s the case.

Ka’tahs are a massively overhauled mechanic that is much more dynamic and interesting now. Gone are the days of Sus and Lethal being a boring 1 dimensional rule that, while decent, left much to be desired on the board. These new Ka’tahs are much more fun and dynamic over their previous iteration and such a neatly designed and thematic rule to have backing out units up. The extra CP from Aquilon Commander is a very good rule and quality of life change for our army and is a great change for the edition going forward.

Additionally I love the speed we’ve gotten. Move 8” (or more) with access to bonus movement, advance and charge, re-rolls, or some combination has been genuinely nice. It feels incredible feeling like I have to speed to be able to operate on the board.

[CONS]

We are expensive…..like very expensive. We’re literally competing with knights with who has the least amount of units on the board. Besides SoS I’m usually getting 5-8 Custodes units on the board at a time. And usually 2-4 of those units are single models. This has multiple compounding issues. A) we have physically less presence on the board for screening, move blocking, being able to threaten different areas effectively. B) it means our fewer units need to achieve more individually and that loosing models and units hurts significantly more. We need our stuff to go well. Obviously everyone wants that, but having a unit slightly underperform means some pretty big ramifications. It can be in damage or saving throws. We need our few units to be doing more on the tabletop.

That’s not necessarily bad if our damage, durability, and speed increased to be able to keep up with the board presence we’ve lost, right? Yes, it would if we got those things. Now we did pick up a bunch of speed so that’s a pillar that genuinely massively improved and while individually our models have gotten harder to kill and they individually do more damage we’ve lost bodies. I’ve played hundreds of game with Custodes over the past 4 editions. We are easier to kill now than I think we’ve been for awhile. At least more than 10th. With fewer units we’re more susceptible to being effective targets for more than 1 enemy activation. Where you used to have to deal with 6 Allarus in 1 unit and 3 units if those. Now it’s 2 Allarus and a Dreadnought which is also more points on top of less models. I was consistently able to bring 25+ Custodes models on the board plus around 8-12 SoS. Now it’s around 10 Custodes models and about 20 SoS.

Same issue with damage. I love that our bolters doubled in shots and we got bonus attacks on most things. But there’s less of us. 3 Vertus previously were around the same point cost as 2 Vertus now….with less attacks. 5 old Custodian Guard are around the same point cost as 3 new ones, but for 2 less attacks, no full re-roll wounds, no +1 to hit and wound, and there Sustained is only vs non/vehicle and monster units. Axes weren’t great before and they lost an attack lol.

In my 9 games I’ve noticed massively how not many attacks we get and also how not particularly high quality they are. And modifiers of any kind hurt us massively. Hit, wound, AP, damage. We sure don’t like those and for each one our already not great efficiency drops exponentially. Our damage is not great. Even in melee I’ve had many units just not kill what they’ve shot and charged for being dozens or even hundreds of points more expensive. Trajann+3 Allarus only do like 25ish damage to a Stormsurge in melee for being 200 more points. We have 2 ranged weapon profiles in our entire codex that has a strength of more than 10. Caladius Blaze Cannons and Hunter Killer missiles. For melee we only have Trajann, the Telemon, the Achillus, and the Galatus if it takes an enhancement. Our army is worse at killing hoards as we’ve lost overall volume and we’re worse at killing bigger units as without the +1 to wound and re-roll wound access we have to rely on our pure datasheet profiles to pull through which imo lack in both volumes and sheer raw damage.

I’m quite disappointed to see a complete lack of Hunter profiles period in the book. I thought that was a great way to break the binary of being good vs everything or being middling by introducing profiles that were usable into specific targets. Gyrefalcon Lances would be perfect for some kind of Hunter: Vehicle/Monster A3 WS2+ S12 AP-2 Damage D3+2 Lance profile. I’m also a bit baffled by the complete lack of any Anti anything keywords. Adrathics should 100% be Anti Vehicle/Monster 4+ (3+ on the Telemon). Especially since our anti tank capabilities have drastically decreased. And I’m also once again disappointed in Arachnus Blaze weapons not regaining their dual anti-tank/anti-light infantry killing profile. Why did we loose that? We have that in the Heresy still.

Also a minor pet peeve, flamer weapons should have an alternative mode of shooting that drops blast and gains an attack so I can slot into melee.

Unfortunately hard relying on 4 datasheets for the most part to pop big targets feels bad. Really limits the design space as I feel I have to include certain units or I just cannot deal with many threats. And the only “reliably” consistent way to do it at range now is the 250pts Caladius that needs a detachment that eats up your important Shield Host detachment in order to facilitate that.

The price our units is so high we have no flexibility at all and our units are all so hard set at dealing with only 1-2 types of enemy units you will play games that you will just be overwhelmed. I can’t bring a unit of Gyrefalcons because they don’t fit into the list. I can’t bring an Aquilon unit because they’re 15 more points than Allarus and I can’t drop an entire unit of SoS to accommodate.

We definitely needed our volumes on our infantry killing weapons upped and we definitely needed the strength/damage on the tank/monster killing weapons upped as well. So easy changes would be adding Cleave onto a variety of weapons. Guardian Spears, Sentinel Blades, Dread Spear. Adding Hunter profiles onto stuff like Axes like Hunter Vehicle/Monster A4 WS2+ S12 AP-2 Damage 4 (and make them cost points, this was the obvious way to go), Gyrefalcon lances, Aquilon talons (give them more attacks into infantry) and put some on some of the guns. Increase volumes of shots on some weapons like the Pallas Illiastus to 3 shots with RF3 and Sus 1 vs non Vehicle/Monster. Increase Blaze Cannons, Dread Spear shooting, Las Pulsars all to Strength 12.

Ka’tahs are also a bit of a missed opportunity for me. I saw the rules and thought wow, we have a really interesting army rule. Which I think is true, but as far as power level on abilities I’d say it’s a 5/10. Perfectly ok. Now where they really shine is in their Shieldhosts. These turn then from 5/10 to 7/10 or even 9/10. Unfortunately I’m not a fan of the use for 1 phase in a battle-round for the semi low bonuses most give you inherently. Re-rolling hits of 1 vs infantry is fine, lethal vs monsters and vehicles is fine, the shoot/be engaged and do actions should definitely also let you charge and do actions. The biggest one is the -1 to be hit which is great, but you only get 1 per unit per round (outside of a handful of abilities. If you use your offensive one in your turn you have no defensive one in your opponents turn. And vice versa. I do feel these should be once per turn as there’s many you’ll want to be doing and not all them will be used hardly ever anyways. An additional quality of life change should be your units start Readied at the beginning of the game as going second doesn’t even let you have the -1 to hit active should your opponent charge you with 3 scout moving eightbound bricks top of 1.

Overall I think we’re a much smaller army that throws less effective attacks out, are easier to overwhelm, are more susceptible to having a couple bad dice rolls or great dice rolls making or breaking our games.

And I don’t want this to sound like it’s unsalvageable. We do have a genuinely quite interesting army with some fun and flavorful profiles, datasheets, and rules, but we are (currently) severely restricted in model count, durability, and damage into many different army builds and unit types.

[OVERALL THOUGHTS]

My overall 1st impressions are we’re much faster, but will struggle and killing skew units more, and while we’re still fine at killing more standard stats out there we’re very prone to having one or 2 bad damage or saving throws costing the game. Now more than ever. And while the most obvious change is point decreases I don’t want that. I’d much rather have our unit efficacy be increased instead. Give us more attacks on certain profiles, better strength and damage on some stuff, Hunter profiles, and some keywords and the army would really feel like it’s in a great spot. But I assume we’ll get point decreases and have it be fairly binary of “stuff too cheap too good, stuff too pricey too bad” for a long while. And points do change so maybe in a few months we’ll be the op army, which isn’t good for the game for anyone. Would much rather see stat/weapon/profile changes, but guess we’ll see.

If anyone wants a more in-depth breakdown of games or units let me know and I can try and give my more detailed thoughts on those.


r/WarhammerCompetitive • • 3d ago

40k List Pls advice how to beat vehicle spam list at 1250 pts.

0 Upvotes

Guys, we’re playing a leagues at a small 1250 pts format. Everybody plays chill rosters of units that they just like, but there’s That Guy, who has all vehicles list with Defiler. He plays TS. I need to beat him in this game, we play tomorrow . I have CSM and World Eaters.

I’m trying to find the way to win his roster. I’ve spent entire day on that fruitless effort. There’s one condition: I can’t play the same archetype: vehicles or huge models spam.

My intuition tells me, I have to build something based of Fellhammer Siege Host, but can’t find a proper answer at this small 1250 pts forma.

please advise me

UPD: for those who are interested, we okayed and I won.
my roster in the end was:

Hurons Marauders

Termie Lord with chain fist

10 termies, all with combo weapons

Reave captain

2x5 havocs with las

predator annihilator

rhino

mutilators

cultists


r/WarhammerCompetitive • • 3d ago

40k List Please review my Templar take and hold list

0 Upvotes

Why you chose the units in your list and your general game plan - my plan is to flood objectives with battleline whilst screening with scouts, attacking with dreads and bladeguard, and anti-tanking with eradicators and dreads.

A description of your meta - singles tournament/singles club league

What advice you are seeking - general list observations

Take and hold BT (2000 points)

Space Marines Black Templars Assault Brethren, Gravis Linebreaker Force and Ironclad Champions (3 Detachment Points) Take and Hold Strike Force (2000 points)

Attached Units Attached Unit 1

High Marshal Helbrecht (125 points) • Attached as: Leader (Character) • Warlord • 1x Ferocity 1x Sword of the High Marshals

Assault Intercessor Squad (85 points) • Attached as: Bodyguard (Battleline) • 4x Assault Intercessor • 4x Chainsword 4x Heavy Bolt Pistol • 1x Assault Intercessor Sergeant • 1x Plasma Pistol 1x Thunder Hammer

Attached Unit 2

Chaplain (60 points) • Attached as: Leader (Character) • 1x Absolvor Bolt Pistol 1x Crozius Arcanum

Assault Intercessor Squad (85 points) • Attached as: Bodyguard (Battleline) • 4x Assault Intercessor • 4x Chainsword 4x Heavy Bolt Pistol • 1x Assault Intercessor Sergeant • 1x Plasma Pistol 1x Thunder Hammer

Attached Unit 3

Chaplain (60 points) • Attached as: Leader (Character) • 1x Absolvor Bolt Pistol 1x Crozius Arcanum

Assault Intercessor Squad (85 points) • Attached as: Bodyguard (Battleline) • 4x Assault Intercessor • 4x Chainsword 4x Heavy Bolt Pistol • 1x Assault Intercessor Sergeant • 1x Plasma Pistol 1x Thunder Hammer

Attached Unit 4

Emperor's Champion (100 points) • Attached as: Leader (Character) • 1x Black Sword 1x Bolt Pistol

Assault Intercessor Squad (85 points) • Attached as: Bodyguard (Battleline) • 4x Assault Intercessor • 4x Chainsword 4x Heavy Bolt Pistol • 1x Assault Intercessor Sergeant • 1x Plasma Pistol 1x Thunder Hammer

Attached Unit 5

Bladeguard Ancient (70 points) • Attached as: Support (Character) • 1x Heavy Bolt Pistol 1x Relics of Battle

Bladeguard Veteran Squad (180 points) • Attached as: Bodyguard • 1x Bladeguard Veteran Sergeant • 1x Heavy Bolt Pistol 1x Master-crafted Power Sword • 5x Bladeguard Veteran • 5x Heavy Bolt Pistol 5x Master-crafted Power Sword

Attached Unit 6

Bladeguard Ancient (70 points) • Attached as: Support (Character) • 1x Heavy Bolt Pistol 1x Relics of Battle

Bladeguard Veteran Squad (180 points) • Attached as: Bodyguard • 1x Bladeguard Veteran Sergeant • 1x Heavy Bolt Pistol 1x Master-crafted Power Sword • 5x Bladeguard Veteran • 5x Heavy Bolt Pistol 5x Master-crafted Power Sword

BATTLELINE

Assault Intercessor Squad (85 points) • 4x Assault Intercessor • 4x Chainsword 4x Heavy Bolt Pistol • 1x Assault Intercessor Sergeant • 1x Plasma Pistol 1x Thunder Hammer

OTHER DATASHEETS

Brutalis Dreadnought (160 points) • 1x Bolt Rifles 1x Brutalis Fists 1x Twin Heavy Bolter 1x Twin Icarus Ironhail Heavy Stubber

Brutalis Dreadnought (160 points) • 1x Bolt Rifles 1x Brutalis Fists 1x Twin Heavy Bolter 1x Twin Icarus Ironhail Heavy Stubber

Eradicator Squad with melta rifles (100 points) • 1x Eradicator Sergeant • 1x Bolt Pistol 1x Ceramite Fists 1x Melta Rifle • 2x Eradicator • 2x Bolt Pistol 2x Ceramite Fists 1x Melta Rifle 1x Multi-melta

Eradicator Squad with melta rifles (100 points) • 1x Eradicator Sergeant • 1x Bolt Pistol 1x Ceramite Fists 1x Melta Rifle • 2x Eradicator • 2x Bolt Pistol 2x Ceramite Fists 1x Melta Rifle 1x Multi-melta

Outrider Squad (80 points) • 2x Outrider • 2x Chainsword 2x Heavy Bolt Pistol 2x Twin Bolt Rifle • 1x Outrider Sergeant • 1x Chainsword 1x Heavy Bolt Pistol 1x Twin Bolt Rifle

Scout Squad (65 points) • 1x Scout Sergeant • 1x Bolt Pistol 1x Boltgun 1x Combat Knife • 4x Scout • 4x Bolt Pistol 4x Boltgun 4x Combat Knife

Scout Squad (65 points) • 1x Scout Sergeant • 1x Bolt Pistol 1x Boltgun 1x Combat Knife • 4x Scout • 4x Bolt Pistol 4x Boltgun 4x Combat Knife

Exported with App Version: v2.7.1 (146), Data Version: v972


r/WarhammerCompetitive • • 4d ago

40k List CSM and recon?

3 Upvotes

I was wondering if CSM could be a good recon army with everything being so expensive. Being a huge night lords fan I though warpstirke and murdertalon and teleporting terminators and a bunch of jump infantry would both be very flavorful and would work but not sure and wondering what the other heretics think


r/WarhammerCompetitive • • 3d ago

40k Battle Report - Video Breaking the Meta With New Adeptus Custodes

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0 Upvotes

Breaking the Meta With New Adeptus Custodes

Jesper breaks down the best picks in the new Custodes Codex!

https://youtu.be/0P-1TFFS8KQ


r/WarhammerCompetitive • • 3d ago

40k Analysis Silver tide VS 30 assault intercessors max durability scenario

0 Upvotes

Hello everyone, I'm trying to recreate a silver tide army and maximise their durability, with the change to hidden / cover, oath and the characters being able to reanimate their bodyguards from nothing I feel this is the right time to bring it back !

detachment is awakened dynasty for the character revival and D3+1 models back up

a reanimator, a 20 warriors block, a technomancer, illuminator szeras and an overlord together are 535 pts so a VERY heavy investment but it should be basically immortal, plop it on the central objective and wait.

Let's say 3 full squads of assault intercessors (450pts of the very best possible profile into them) charge into them, thats 120 attacks, 80 hits, (full reroll on objectives) 71 wounds, 4+ save because of szeras means 36 damages and 5+++ means 24 actual damages however they do not activate simultaneously, meaning the stratagem can be procked and repair D3+1 and D3 from the reanimator so 19 dead warriors on average, then you pop the overlord res orb D6 + D3 and now you have 7 warriors, then its your turn 2D3 again, they are back to 11, now szeras, the overlord and the warriors will likely cripple at least 1 unit in combat,

we have a second turn of combat 80 attacks, 53 wounds, 27 unsaved wounds, 18 actual wounds, the warriors are wiped out however with the new wound attribution system the overlord with his 2+ will likely takes 0 wounds, then the process repeats itself, of course he can't use his orb anymore so only 9 warriors are standing in your command phase ( startagem for D3+1 +D3 and 2D3 from normal reanimation) you can then cripple the rest of the first / a second unit.

Now that I think about it you may not even need to pop the strat at first since a lot of wounds would be lost on the overlord, only need to pop it after the last combat, this setup is obviously succeptible to counterplay such as precision attacks, massive amounts of blast / cleave but still, this feel incredibly durable, hell even if the overlord is damaged the technomancer can also heal him


r/WarhammerCompetitive • • 4d ago

40k List Unit Stats and General Rules Comments

6 Upvotes

I recently got back into 40k by picking up the 11th edition Armageddon Box and I finally had a chance to really sit down and start relearning the game. I’m a little confused about which unit stats to use when playing with the models that came with the box because there seems to be 3 or even 4 different stats for each unit at present. I can’t figure this out. They are as follows and each are slightly different than the other.

Armageddon Box Data Cards: The cards that come with the box. Really handy and I like using them.

Combat Patrol Stats: Looks like I automatically have access to units sufficient in the box to do both the Space Marines and Orks combat patrols. However, the stats for those units in the 40k app differ from the Armageddon box data cards.

Ork Codex: I picked this up and these unit stats are very different from both of the above.

Many years ago I played 40k during 3rd edition. There was a core rulebook and army codex. That’s all you needed to build an army and learn how to play the game. It doesn’t look like that is the case anymore. Rules are piled on rules and all are in different locations.

I’ve been mostly playing boardgames for the last several years and I’m used to everything being easily comprehensible in one standard rulebook, but trying to learn 40k has been a real effort. For example - the Core Rulebook is organized in such a weird manner. I would expect to have a general round explanation to lead off the game explanation. You don’t actually get that description until…80% of the way through the document?

I’m not sure if this is the best forum for this post, but I figure that you ppl who play competitively can give me some direction. I play very complex boardgames from companies such as GMT with 50 page rulesets so it’s not like I don’t have experience with these sorts of things, but the way GW has laid this all out makes it damn near impossible to just learn the game easily. Considering how expensive it is to even play this game, it’s all a little discouraging.


r/WarhammerCompetitive • • 4d ago

40k List Oops all Scions in 11th, Meme or Viable?

11 Upvotes

I haven't played 40k regularly since 2021, but I was in the process of building a Tempestus Scions army when I quit. I lost track of what I had until recently.

I found 2 'Start Collecting' and 9 Tempestus Scions boxes, that's 2 Tauroxes, 2 Command Squads and 55 Scions. I'm debating selling them or keeping them. For fun I made a 2,000 point list, but as I have no real experience with 11th edition this is all theory.

Is this any good at all?

2000 Points, Bridgehead/Combined Arms, Take and Hold

Tempestus Scion Command Squad, Command Rod, Hotshot Volleygun, Plasmagun, Master Vox, Medic, Warlord

Tempestus Scion Command Squad, Command Rod, Hotshot Volleygun, Plasmagun, Master Vox, Medic, Bombast Vox Array

Tempestus Scion Command Squad, Command Rod, Hotshot Volleygun, Plasmagun, Master Vox, Medic, Grand Strategist

10 Tempestus Scions, 2 Hotshot Volleyguns, 2 Plasmaguns, Vox, Plasmapistol, Powerfist

10 Tempestus Scions, 2 Hotshot Volleyguns, 2 Plasmaguns, Vox, Plasmapistol, Powerfist

10 Tempestus Scions, 2 Hotshot Volleyguns, 2 Plasmaguns, Vox, Plasmapistol, Powerfist

10 Tempestus Scions, 2 Grenade Launchers, 2 Meltaguns, Vox, Plasmapistol, Powerfist

10 Tempestus Scions, 2 Grenade Launchers, 2 Meltaguns, Vox, Plasmapistol, Powerfist

10 Tempestus Scions, 2 Grenade Launchers, 2 Meltaguns, Vox, Plasmapistol, Powerfist

10 Tempestus Aquilons, Sentry Grenade Launcher, Meltacarbine

10 Tempestus Aquilons, Sentry Grenade Launcher, Meltacarbine

10 Tempestus Aquilons, Sentry Grenade Launcher, Meltacarbine

Taurox Prime, Missile Launcher, Autocannons, Stormbolter

Taurox Prime, Missile Launcher, Autocannons, Stormbolter

Taurox Prime, Missile Launcher, Autocannons, Stormbolter

Taurox Prime, Missile Launcher, Autocannons, Stormbolter

Taurox Prime, Missile Launcher, Autocannons, Stormbolter

Taurox Prime, Missile Launcher, Autocannons, Stormbolter

Strategy is the 6 Tauroxes with the 60 Melta/Grenade Scions start on the board and start clearing enemy screens. The Hotshot/Plasma Scions Deep Strike in and hit the hard stuff with Take Cover and FRFSRF on all three units thanks to Command Rods and Enhancements. Kind of a Black Hawk Down kinda thing.


r/WarhammerCompetitive • • 5d ago

40k Discussion Super Major Bans All Long Edge Deployments

343 Upvotes

Battle for Salvation is a Super Major (3 day) event happening this weekend with 130+ players. They have opted to ban long edge deployments completely from their packet asking players to simply move to the next layout if its Sweeping Engagement or Dawn of War.

Tactical Tortoise (Trevy) is currently live streaming the event and suggested that events don't simply ban Long Edge layouts but opt to do the Pick One/Ban One system instead, which his events are doing.

Thoughts?


r/WarhammerCompetitive • • 4d ago

40k Discussion Charge rules and upper flor

3 Upvotes

Thiscame up in my latest game. We had upper areas over the ruin walls and a charge came from that side with a bunch of models.

The charge was high enough to in theory end on the upper floor. Now the ruling for charges is that if you can get into 1 inch rage, you have to. Since some models were placed right up to the wall of that upper floor and the charging unit was high enough in numbers to fully take over the lower area behind that wall so that no other model could reach into 1 inch anymore, do models now have to occupy the upper floor with their charge move?

The upper floor would bring them within 1 inch (horizontal) distance, so therefore they are reuqired to move there no?

This would anker the unit towards those models on the upper floor, since they cannot leave that floor with consolidation/pile in moves (upper floors are higher than 3 inches) and could would end up as a huge penality to the next turns movement of said unit (some models have go 3 inches down first, before moving forward) and ofc might expose those upper floor units to some line of sights

Whats the correct way to play here?


r/WarhammerCompetitive • • 4d ago

40k Discussion Im confused about line of sight rules

2 Upvotes

So I am under the impression a model can shoot and be shot from any point on the model. However if a model has a base and hovers, can it be over terrain but not in it since it doesn’t have frame? You would technically have LoS on it but it’s not on the objective or terrain so would it receive cover if eligible? Also when measuring ranges is it base to base or base to the part you can see? Also if the unit is on cover but the only part you could see is behind the terrain footprint, could you still shoot at that unit? I know it’s a lot of questions, thank you guys for reading.


r/WarhammerCompetitive • • 5d ago

AoS Analysis Age of Sigmar: 4th Edition Stats (September Battlescroll) – 4th October 2026 | Woehammer

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7 Upvotes

Latest stats from the most recent age of Sigmar Battlescroll


r/WarhammerCompetitive • • 4d ago

40k List Making a 2k CSM list, looking for advice.

2 Upvotes

Me and my buddy are getting into 10th via the combat patrols. and are planning on using 11th for bigger games. I play Iron Warriors, and my friend plays Death Guard and plans for use Rotigus for his warlord. I thought I’d run more anti-tank to accommodate that, and I also think it’s on-theme for IW. Let me know what you think I should improve!

11e Iron Warriors 2000 Point List (1,995 Points)

Chaos Space Marines
Devotees of Destruction and Fellhammer Siege-host (3 Detachment Points)
Take and Hold
Strike Force (2,000 Points)

ATTACHED UNITS

Attached unit 1

Kravek Morne (130 Points)
• Attached as: Leader (Character)
• Warlord
• 1x Baleflamer
• 1x Combi-bolter
• 1x Last Argument and power fist
• 1x Servo-harness

Chaos Terminator Squad (185 Points)
• Attached as: Bodyguard
• 1x Terminator Champion
◦ 1x Chainfist
◦ 1x Combi-weapon
• 1x Accursed weapon and combi-bolter
◦ 1x Accursed weapon
◦ 1x Combi-bolter
• 3x Power fist and combi-bolter
◦ 3x Combi-bolter
◦ 3x Power fist

CHARACTERS

Vashtorr the Arkifane (220 Points)
• 1x Vashtorr's claw
• 1x Vashtorr's hammer

Warpsmith (65 Points)
• 1x Flamer tendril
• 1x Forge weapon
• 1x Melta tendril
• 1x Plasma pistol

BATTLELINE

Legionaries (180 Points)
• 1x Aspiring Champion
◦ 1x Bolt pistol
◦ 1x Boltgun
◦ 1x Close combat weapon
• 9x Legionary
◦ 9x Bolt pistol
◦ 7x Boltgun
◦ 9x Close combat weapon
◦ 1x Heavy bolter
◦ 1x Meltagun
• 1x Chaos icon

OTHER DATASHEETS

Chaos Vindicator (180 Points)
• 1x Armoured tracks
• 1x Demolisher cannon

Chaos Vindicator (180 Points)
• 1x Armoured tracks
• 1x Demolisher cannon

Defiler (315 Points)
• 1x Ectoplasma destructor
• 1x Electroscourge
• 2x Excruciator cannon
• 1x Hades lascannon
• 1x Shearing claws

Havocs (135 Points)
• 1x Havoc Champion
◦ 1x Astartes chainsword
◦ 1x Flamer
• 4x Havoc
◦ 4x Close combat weapon
◦ 2x Havoc autocannon
◦ 2x Havoc lascannon

Maulerfiend (125 Points)
• 1x Lasher tendrils
• 1x Maulerfiend fists

Obliterators (160 Points)
• 2x Obliterator
◦ 2x Crushing fists
◦ 2x Fleshmetal guns

Venomcrawler (120 Points)
• 2x Excruciator cannon
• 1x Soulflayer tendrils and claws

Exported with New Recruit v36.40, Data Version: v26


r/WarhammerCompetitive • • 5d ago

40k Battle Report - Video Battle of Britain 2026 || Team Tournament Day 1

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5 Upvotes

6++ is bringing you the Battle of Britain Team tournament on the 10/11 Oct 2026.

Battle of Britain is an event that several WTC teams use to test out potential and returning applicants for the WTC next year.


r/WarhammerCompetitive • • 5d ago

40k Discussion Am I using the new land speeder wrong?

20 Upvotes

I am a new player who has never known life without Oath of moment. Without it, it feels like my land speeders can't hit a goddamn thing. Should I just not expect meltas and rockets to land, and hence not put them into bigger targets? Specifically, using them as a deepstrike melta threat seems like absolutely throwing them away at this point.


r/WarhammerCompetitive • • 5d ago

40k Tech Incursors and Librarians

17 Upvotes

Incursors have the ability to give your army reroll 1s to hit against a single target. Phobos librarians can strip cover from a single target. A Phobos librarian leading a squad of Incursors is almost like having the Greater Good in your pocket. However the cost of that unit is 165 points, and it does need to be within 18” so it can’t hide in your deployment zone and spot. It doesn’t need to shoot anymore to apply the status effects, so it can remain hidden and gone to ground while doing this.

So my question is do you think that it is worth 165 points for a decent skirmisher that gives you a strong buff against a single enemy in shooting?


r/WarhammerCompetitive • • 5d ago

40k Discussion Can someone enlighten me about why the Gladiator Lancer became undesirable ?

71 Upvotes

Hello everyone,

As an enthusiastic list builder, mainly for team events or RTTs, I have been building and testing several list for my Dark Angels. I deplore the leaving of the Unforgiven Task force but the SM codex is opening a lot of potential testing in the form of several 1DP detachments.

As I will try next week a Phobos oriented force to test the units, I wanted to add some Antitank weaponry. My Detachments will be Assault Brethren, Ironstorm Spearhead and Phobos Shadow Force.

I have been reading this subreddit quite a lot and most people seem to find the Lancer pretty bad.

It has not a lot of relevant shots but with the built-in rerolls it is quite reliable. With Ironstorm, my 2 important shots can be rerolled on hit and wound.

Maybe my meta is weird but T11+ targets are still well represented there. Mass S10 shots at short range is hard to use properly (at least for me), especially when you see how dangerous the melee phase is.

Eradicators seems better than the Valiant at their job but are moving 5" with a limited range. They need a transport to be as mobile and threatening which give them a point cost in the same ballpark.

Did I miss something other than the Valiant gaining the same small arm profile (I like this change) as the Lancer with less guns represented ?

Thank you in advance !

Edit: Thank you all for the answers. The problem is the prevalence of the 4++ and a "frail body" for the clap back


r/WarhammerCompetitive • • 5d ago

40k Battle Report - Video New Black Templars vs Drukhari video battle report !

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14 Upvotes

Another NEW SPACE MARINES Warhammer Battle Report. We bring the Black Templars using a core of Crusaders with some Dreadnought support.

I am playing the Disruption disposition with my Realspace Raiders Detachment and my guest uses the Priority Assets Disposition.


r/WarhammerCompetitive • • 5d ago

40k Battle Report - Video BFS 40k Major - Live Coverage

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26 Upvotes

Live stream coverage of the 140-player Battle For Salvation major, running 8 rounds between October 9-11, 2026. The event is held in the Palisade Center in Nyack, New York, USA>\.

Day 2 coverage: https://youtube.com/live/dShn9iVaxWk?feature=share

Day 3 coverage: https://youtube.com/live/Wf7uzSlOeOU?feature=share


r/WarhammerCompetitive • • 6d ago

40k News Release date for ready painted 11th Ed terrain pack

46 Upvotes

Back on the 26th of June GW teased "Warhammer 40.000 Battlefields: Armageddon", a full set of ready painted terrain with footprints for 11th edition competitive tournament map setups.

Since then I have eagerly awaited release so I could set up games at home, but as far as I can tell, there hasn't been a peep heard since. Am I just going insane? Or have I missed something?

I have seen plenty of what looks like ready painted terrain sets on tournament streams but so far I have not been able to find it on sale anywhere.


r/WarhammerCompetitive • • 5d ago

40k Discussion A solo JP chaplain as a secodary scoring unit?

20 Upvotes

Was building a list and thought occured, could JP chaplain be taken for scoring secondaries?

When I read his datasheet, he has:

12" move

Deep strike

75 point cost which is relatively cheap

Is somewhat durable (not insanely but won't die to somebody breathing on him)

Lance and cleave which can allow him to clear some fodder units

Isn't this pretty good for the price?


r/WarhammerCompetitive • • 4d ago

40k Discussion Does the height of a model matters?

0 Upvotes

I'm playing Imperial knights and just got a Castigator, and would like to give him a praying pose, so he would be on one knee.

The model still would be bigger than a terrain feature, but in the IK reddit there were a lot of people complaining about a lancer in a similar position.

Does it really matter? It's a vehicle so it can be easily seen from anywhere, and it would be still peeking over the 2 floors walls.

Just need some confirmation before it gets tournament banned.